The mobile market is kinda sad though. Like pc gamers want a game, mobile markets often pander to the crowd who just want a game while on the loo or on a train.
The gameplay isnât deep, but the pockets of people who work and will dump 50$ on a candy crush session monthly is often deeper and easier to reach than the gamers whoâll uphold the market to deliver a polished AAA game theyâd want to play and love for life for 10-20$.
Over whatever the loo game making a billion dollars more is.
(Card balance problems)
I wonât blame the card designers for the direction of the company. The cards are fun, but itâs been a systemic issue at blizzard for WoW, hearthstone and overwatch that blizzard seems to fired many of itâs playtesters, (CARD ART: WORK IN PROGRESS). and seems to be focusing on optimizing profits often.
I wonât say people trying to make a fun game or doe eyed are evil. By all objective merits, blizzard as a company tends to be good at listening to all our feedback (Whether interpreted as sometimes âmoronicâ by glassdoor devs or âpoorly executedâ by consumers or not
)
(Donât need(?) axe murdered, just balanced/ fun/ interactive(?) )
I think for the most part if a video game is unbalanced, iâm definitely just in camp. âI hope they fix it, so the game can be fun!â instead of âOMG, BLIZZARD, MY OPPONENT HAS CARDS THAT COUNTER MY BUSTED CARDS, HOW DARE YOU!â
But yeah, a lot of decks this expac seem definitely very polarizing. I think theyâre interesting (except mech rogueâs stealthed / uninteractivity, please kill or tone down the the uninteractive stealth/windfury/cloning parts.)
(Are current deck lists too âscam rollyâ? )
As far as powerlevels go, compared to sw, i admit i get less que anxiety knowing if i have a 70% chance of losing at deck selection alone. But once a highroll / âscamrollâ âpop offâ turn goes off.
Thereâs often a lot of moments you could just lose control of the game Permanently and donât have good or interactive ways (if at all) to always come back.
I will say the card design is interesting. I wonât say the cards are evil, theyâre fun, but they need to be properly tuned. We have like 20 interesting looking decks and only like 3 are getting healthy 51%+ vs winrates⌠And the t1 of titans, despite being a early day/week in⌠Look concerningly unhealthy.
(Interesting decks, but is traditional broken being smothered by Super-Broken?? )
We have interesting decks, but theyâre being strangled by sub 49.6% winrates even on the scammy side of hyper otk with aoe and 0 mana cards and free thad locks playing infinite imp portalsâŚ
For instance, Thadius, while not offending in winrate, has a history of every deck thatâs EVER been able to successfully use him so far cheat him out. Then they can play 1 mana sargera, clear the board or summon infinite taunt imps 6/6s. And play a card designed for 9 mana for 1⌠While still having a 10/10 on board.
Do you see how absurdly one sided facing that deck might feel like? And yet, itâs at the top of the 49% winrate decks. Because the top 3 decks are so strangling, stuff thatâs like the 6th best deck of 20 is still SUB 50% wr (vs).
Are alleged blizzard bots hiding balance issues?
Too many decks are STRUGGLING to pass +50% winrates vs human players. Yet by having alleged blizzard bots in standard. It might be hiding the problems of deck balance by adding [born to lose] fodder for people to climb past.
Lots of fun sounding decks exist, but 3 meta decks are so far up the others, and if theyâre each so equally EXPENSIVE. What point is there to spent 5k-15k to craft anything BUT best, when you could spend 15000 dust to craft a tier 4? It just polarizes the meta and the decks might be problematic. Itâs the first few weeks so people are playing fun decks now.
But when the meta settles. Only 3 decks are showing 51%+ VS winrates while the other 20 are like 42-49%. It just doesnât look healthy. when many is becoming heavily UNSUSTAINABLY affordable?
(Class struggles)
Druid is EXTREMELY struggling on VS lists and while Treeant druid is cheap, itâs concerning it lacks a 50% winrate against MOST meta decks thatâll probably see play on the climb to legend. It seems like itâll be a deck doomed to get d5 on bots/ 42-49% Vs winrates, then fall off and struggle if it gets to legend if at all on a affordable build.
Hero power druid is also a favorite of mine playing to the greedy lategame fantasy. But it doesnât have many legs in standard and most of the other classâs power cards just become more nuts in wild.
Nature shamanâs otk, for instance is already already hyper fast in standard. But in wild, it gets hyperjuiced with frog totem adding almost infinite draw, lightning bloom adding mana recovery, and being able to draw their whole deck in a single turn almost consistently.
- Lots of combos feel like Stealer of soul decks, where thereâs no telegraphing, then it happens, and you just donât have any counterplay options to dying or losing for the rest of the game for a single turn you couldnât interact with.
Rogue too is not spared from itâs cards offering snowballs from the twisting nether, in a format it usually shouldnât be in. It takes a lot of power level to make a previously never existing deck appear in wild. And titans has fulfilled elements of that.
Sparkbots are not only usable in standard mech rogue, but can be used to fulfill caverns below hyperfast on a hyperscam roll that can leave the player feeling like effective counterplay wasnât offered. Thankfully the deck (was) rare, but i know enough from seedlock that one fourm post and we invite cancer.
But take a look at scamroll degeneracy.
(1. T1 Rogue plays Quest, duh).
2. T2, Rogues Play mechwarper, preps [add 3x sparkbots to hand], plays for 0, play the 2/1 that adds another sparkbot to hand, play 4x sparkbots. Leaving them with a board of 6 minions, completed quest, and a board that threatens to become a 20/20 to 30/30 windfury/lifesteal/divine shield/taunt board IN A SINGLE TURN.
On turn 3, prep caverns below. Your board of 6x free minions now can become a 20-30 drop. Every sparkbot will now also have pseudo charge enabling 15/15-20/20 of âchargeâ
dmg with 5/5 windfury/lifesteal/divine shield magnetic. You can lose the game on turn 2/3 and have infinite stats the rest of the game. Itâs stupid even for wild.
They donât need to maybe axe murder every card usually. But maybe in retrospect, some of the power outliers might need heavier balance adjustments to healthy winrates than light taps(???).
Like, i think the cards are fun and interesting, itâs just the power levels/polarization from a gameplay perspective that leaves you feeling like your counterplay options sometimes donât SEEM TO ALWAYS exist on curve if a opponent draws well.
I could also go for buffs too if they wanted, perhaps to help standard budget lists compete, maybe some more help with standard hero power druid, or the flopped bloom cards?
Right now hero power druid is fun, but the 1 mana 1/2 bear, despite feeling fun to play, gets cut from nearly every list for diluting the card pool and not offering a lot of tempo. Even something as benign as a 2/1 statline or making the cat a 2/2 or 3/1 could help.
Even something as mundane as âYour next hero power costs 1-2 lessâ could help the hp druid while keeping them a build around.
Hound hunter nerfs(?)
Hound hunter as well could probably(?) use nerfs by wr. But ironically the hound in itâs name might(?), not be the most offending target by drawn winrate. Many cards like Hydralogon, 6 mana 10/10 king mukla, and 8/8 to 16/16 charge king krushes can all be a little strange to watch dominate drawn winrate.
Indicating the top level cards still carry the power, and that hound hunter is a lower drawn winrate card even in itâs own deck. (But still probably enables much of the greedy aggro.)
While a 8 mana stranglethorn heart to revive all of them while bringing rush impact and bringing the hound back.
Tl;dr
Yeah got carried away again, mb.
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Decks are powerful and interesting, but definitely feel one sided/polarizing.
- (When they highroll, counterplay can be very limited, or may not even feel like it exists.)
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Winrates donât always seem healthy from vs lists.
We have like 20 decks. But only 3 of them are passing +51-54% VS
winrates while strangling the other 17/20 decks from even competing.
Many decks can have problematic play patterns, yet donât even pass 49% wr. Those are sw level balance concerns.
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Perhaps itâs time to consider more buffs and nerfs again, to help healthy deck balance?
- The cards are fun, but they need to be balanced and offer fun/enjoyable counterplay options and experiences.
- Not games you felt you had no options to fight back and (could only roll over and die.)