Things that are NOT FUN even though you think it's "cool"

This is for our devs.

Things that you came up in team meeting that you thought were “cool” but are actually NOT FUN.

  1. Cards that prevent the opponent from using his mana.

  2. Cards that discard your opponent cards.

  3. Cards that empty other opponent deck.

  4. Cards that straight out win the fight and can’t be played around

  5. RnG that makes it impossible to predicte what your opponent might play.

  6. Your over all game design in this expansion.
    Please make player feedback tests (proper ones, not with your family and friends).

Thanks!

8 Likes

1: Needed to keep control decks in check.
2-3: Needed to have an answer to combo decks. But should perhaps be tuned down more (Tickatus).
4: Needed to keep control decks in check.
5. Needed to give players somewhat of a chance against net decking. Without RNG cards meta would be a lot more stale and boring than it is now.

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you have to be trolling…

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but all of those are fun !

and you are complaining about chaos gazer ? the card gives you the chance to play the card before it gets discarded!!

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Cards that win games are NOT FUN! I Should always win wait…

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Obviously i meant a single card that no matter how far behind you are or how terrbile you played just straight out win you the game.

And there are currently several cards like that.

So.

Cards.

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Like Yogg who Pyro’d me, himself, myself again and then a third time to lose me the game. That was a fun one. My opponent probably thought that was cool.

CARDS!

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Cards that my opponent can use to beat me.

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I think every player should think twice before start an crusade against what is “unfun”.

Why?

I can claim that even vannila Minions aren’t “fun”.

The answer to combo is aggro.

If you’re playing against a combo deck, they are not playing terrible by giving up life or board control in order to win the game. YOU just failed to recognize that you were playing a combo deck and the need to close the game rather than stalling.

And I say this as a primary control player. Combo is my bane. The only combo deck I’ve ever called for a nerf for was quest mage when it was S tier.

2 Likes

I think this is fun. Throws a curveball at the opponent and makes him re-think his gameplan.

I think this is fun for the same reasons as above. It either forces a play outside the opponent’s current strategy or they lose a card. This could be insignificant, but could be devastating (i.e. losing a combo piece or a win condition). Not insurmountable, but definitely could have big disruption potential.

Again, this is fun. If I can hold out long enough to burn 5 or more of your cards, and get lucky to hit something important, then woohoo, I gotcha! I had a Tickatus mirror the other day and he burned my Y’sharrj but I burned his Galakrond. I almost pulled it off, but couldn’t quite get there. Fun match.

One of my all time favorite decks was Quest Plot Twist Mech’athun Warlock. But even that had a weakness… just kill me before I get there.

I’m not sure what you are referring to here. If it’s Evo Shaman, than I’d disagree and say that the Evo Shaman deck is very predictable. It’s the board state that’s unpredictable. And I love it. It makes every game completely different.

That’s a little too vague. What specifically? Items 1-5? Or is there something else you don’t like?

2 Likes

Well…

You’re wrong.

Card games not have “a way you should play” and this is why they are fun.

If someone is hiding a winning combo in their hands and you fail before it gets pulled then the person being outplayed is you.

Card games are games of deception too
What your opponent had in his hands.

A removal that you maybe should not use during said turn to remove something more troublesome.

And many other nuances were play better isn’t always about what you see in your board.

4 Likes

I don’t necessarily agree with the OP, but there is very little to keep aggro in check >.<

1 Like

I think things that are cool are actually okay to be implemented in game. What’s not okay, however, is undercosting them, which seems is the direction that blizzard is going. This makes the game all of sudden not fun at all.

I have also been in the offending position using those cards, and off course, won the games. But personally, I was not having fun playing those cards even when I won. Weird isn’t it?

OP
An interesting thought

  1. Cards that prevent your opponent from using his her mana.
  2. Cards that discard your opponent’s cards.
  3. Cards that empty your opponent’s deck.
  4. Cards that straight up win out the fight and cannot be played around.
  5. RnG that makes it impossible to predict what your opponent might play.

#4, and sort of #3 on your list is why #1 and #2 are the game. But since every card has counter cards #4 is a 1/2 truth, the problem is not every card has counter cards for each class equally, or at all, which is a deeper design problem than it seems but ofc would be amazing to have so you don’t have to play a specific class to beat a certain deck without losing a big matchup spread.

“[Groups of] cards that win the game and can’t be played around”
Suck, but they aren’t unpalyaroundable overall just for specific classes or decks at most.

So, they added “play around”
By printing:

“Cards that prevent your opponent from using his/her mana”
Like Loatheb preventing a combo, rarely Weblord from preventing a BC.
Or a lethal combo of your own when by defeating you prevents you from using your mana.

“Cards that discard your opponent’s cards”
Like Mindrender or Rat or like the Treach Fel combo or the handful of ways the game has this feature / headache however you look at it. Same with your own lethal combo also known as burst.

and “Cards for other classes that are burst/aggro combos that have cheated mana so they are faster than the original problem cards that are supposedly unplayaroundable”. If not done evenly, we have a polar meta, like wild for the last 1/4 decade.

OP combos that win the game suck, so they printed limited disruption to interrupt those combos, and limited burst to turbo them down from hand, and a lot more aggro type speed to steadily attack an op combo instead of a one or two turn mid game situation combo.

So like what’s the root problem here?
Unchecked op combos, whether that’s aggro or ‘combo’, and that’s in the form of mana cheat most the time as opposed to an overprice or underprice in the design part of a new set although obviously these errors do happen too. See if they’d balance the game to give more options vs the ‘op combos’ it becomes wider and more fun. F/e in wild balance is a very part time story so thats why the meta is so thin archetype wise, it’s cheat mana, or don’t play wild its a 1 decktype format.

“Cheating mana” is the same thing as “cards that straight up win the fight”.
“cards that prevent your opponent from using his/her mana” are like desperately needed in the game to provide an open way to counter mana cheat, if you’ve played wild you’d see this how OP mana cheat is vs how little of anti-mana-cheat is in the game. Its so little ppl play aggro or faster-combo most the time (that cheat their own mana so it’s no different playstyle wise) to beat mana cheat combos. So, #1 is exactly what the game especially wild needs a whoooole bunch more of to open it up if they don’t want to try and balance 1000+ cards in wild. #2 is also a decent idea to have more of but not too much. 3 is less powerful than 2, so maybe that’s the safer call, but ‘empty’ and ‘affect’ are very different stories here.

#5, the only single case i can see this making sense is vs wild secret mage, bc the secret options are so wide and amazingly designed to be unpredictable in the beginning within a small pool of very predictable secrets. And, secrets in wild, especially mage bc they have instant anti spell, and only bc of that, are going to be a bigger headache each new expansion.

But yea the summary is if they leave mana cheat unchecked, than you have lots of “OP combos out of thin air” and too little “anti mana cheat” options, and that’s exactly what we see happening in wild. The end result is the deckbuilding game is beyond predictable, even tho there’s a sea of cards, only the same type of cards are playable which is mana cheating packages and supporting that.

“this card cheats mana but is a 1/1 on turn 2”
“this card does not cheat mana and is a 2/3 on 2”

See in wild card 1 wins always forever even in an aggro deck.
So you can blame the devs for leaving mana cheat so unchecked and/or for not printing enough mana cheat prevention cards that are not your own burst combo or disruption, also known as #1 and #2 and sort of #3 on your list. If they dont balance mana cheat, give us 1 2 and 3, dont just make us do 4 into 4 with a side of 3 in there but only for a few select classes. 1, 2 and 3 are not bad things, when 4 is totally out of control, 1, 2, and 3 are the only options to beat 4, besides faster 4. Make sense?

well, I may respond to this in greater detail later on, but I have like 1 min to respond now, so I will just clariy… cause a lot of people seem to missunderstood me (I guess i have no one to blame but myself for not clariying)…

I have no problem with combos, or “mana cheating”.

Usualy deck that combos needs to set up a board for the combo, or mana cheats need to sacrifice mana in previous turn (spend a whole turn on ramp) in order to mana cheat the later turns.

That’s ok…

but a single card, like “cast 10 random spells”, or “spin a griggin wheel that neither player knows how it ends” are not fun becasue this whole game is about building a deck and playing it.

All these cards are just the same “It doesn’t matter what deck you have, it’s does’t matter what deck the other player has, it doesn’t matter how well/ bad you played, it doesn’t matter how well/ bad the other player played… let’s throw a dice and see if you win”.

It may be simplified to “omg rng i hate it”… but it’s deeper then that.

It’s not about ANG it’s about creating non interactive decks that don’t really care what the other side plays and decide the outcome only by your actiones… or pure luck.

We have seen it before with other decks (like quest rouges, or miracle decks etc).

This season it seems to be a lot about RNG, but it’s just the current version of a bad design of non interactive decks.

I honestly feel like i can’t really build a deck bcs there are so many things i can’t play aroud… . so why bother.

I can just go play slot machine instead.

It’s called STRATAGY.

What you want is a game that is predictable and boring and there is a game called Solitaire that might actually enjoy.

You’re not going to win all your matches, but every deck can be countered.

This game is TONS of fun!

Wild growth was mana cheat done right.
“do nothing this turn, and play a class that cannot draw or armor up”
See they let the penalties slip through the cracks so then they nerfed wild growth.

It’s very hard to balance mana cheat, so they just printed it all over w/o equally doing that per class, and w/o putting enough anti mana cheat in the game so you aren’t forced into playing apples to apples hs. An aggro deck cheating mana is the same “win package” as a combo deck cheating mana. One wins early one wins late. Its super simplified at this pt, wild, and it’s a turn off for many.

It’s a lot like Star Trek the Next Generation, in many way’s it is superior, but will never be AS recognized as the original…

Only thing on the list needs to be …

Murlocs.

Team 5 … Murlocs are not funny. I know you really think they’re funny and everyone loves them. You’re wrong. Murlocs are stupid. Stop making Murloc cards. This goes X1,000,000 for Paladins. Whoever decided that Paladins were a “Murloc class” is a certifiable idiot and should never be allowed to pursue game design as a vocation or as an avocation.

I don’t find cards like Mana Burn or Tickatus very fun to play against either, and in wild I really hate mill decks or having a crucial combo battlecry card taken from me by Dirty Rat. Since my favorite decks are OTK combos, losing a single card from that combo really often means the game is over.
But I try to keep things in perspective. While getting my cards burned isn’t at all fun for me, I’m guessing that it is fun for the person winning; and I also imagine that my opponent would have less fun than I while I’m throwing infinite fireballs in their face.
Honestly though probably wouldn’t have written a reply at all except I needed to say that some of us do actually really like murlocs and find them possibly the most redeeming thing about paladins.