Nothing but swarm shamans, asteroid shamans, elemental mages, and dragon priests with perfect starting hands, when I play anything remotely related to starships or long-control decks.
I even kept up with clearing the shaman’s board. He went from an empty board to a full board with a Zilliax on turn 4.
You can’t honestly tell me the people making decisions in this game think that is good or sound game design, right? They’re not that detached from the players, right?
Make an entire expansion around starships and create a meta that is far too aggressive for them to see play.
The better fix to this issue would be not to have the game decided on your starting hand. Which means turning down the power/scaling/creep. (and maybe an algorithm that didn’t change what decks you face based on what deck you play.)
Dude have you even watched the world championship??? Most of the successful lineup are attrition type of control decks and hyper aggro like shaman and dh. Time will tell which strategy is better. The Chinese seems to favor degenerate type of control decks while the European and Korean players prefer aggro decks.
Control Warrior pick definitely paid off in world since most people brought aggro decks, and with very few otk deck (lynessa paladin, maybe cycle rogue) warrior had an easy time in the tournament. Armor warlock was playable and rainbow death knight was performing quite well.
Sigil of skydiving is definitely overpowered so does pop up book and trusty companion since it does tutor backstage bouncer. Shaman deck actually doesn’t have that many strong card save for sigil, zilliax. Demon hunter meanwhile though full of overpowered cards (mainly spell that can be tutored with oracle) yet no one complaining about them yet.
In short control is still alive and well but do not expect to be successful on ladder if you keep on playing the version of the deck which has more greedier cards on it.
High legend and championships are anomalous, especially championships. If you play control in the general brackets you’re more than likely to be just paired up against a mirror or one of the random armor warlocks who are being given their MMR win because they were paired with 5 aggro opponents in a row and it’s their “turn” to win.
I don’t want to derail too much, but it just feels like there’s a very important part of the rock/paper/scissors sort of system missing. And with the power creep, there’s no “turn or two” to try and get your pieces together. It’s either you have a perfect hand or your opponent does, and no in between.
A lack of player agency for sure. Things are generally too fast for even hand disruption to matter.
Why are you so upset losing to aggro decks while playing a control deck?? It’s way harder to be on the beatdown side against control decks. You should probably learn from the aggro player perspecI am quite amazed of people who are good at aggro decks and able to consistently win more than 45% of their matches against control decks.
Well if you wanna talk about player agency, the thing is , I used to be a die hard control players as well but the more I faced aggro the more I realized how hard they had to make a decision on their turn(except for pirate warrior or face hunter) they have very narrow margin of error against control decks, one bad decision on turn 2-5 and they could lose on the spot, while playing control you have a small decision that add ups over time hence does not have the same weight as the decision being made by aggro players. Both need to take account how the future turns will be played out as well in order to win the game.
That’s why I said high legend and championships are anomalous. In my experience on the ladder this past month I would say maybe 1/5 of games at most were against control. Every time I tried to play control I would only get general okt/combo decks and have no chance, that or my RNG was laughably skewed in my opponent’s favor.
Heck, even when playing some aggro decks I was on average putting out more pressure than the control tools could handle. The “rock” of rock/paper/scissors isn’t keeping up with or doesn’t have the tools to counter - to some degree- aggro and combo. Not unless they get some real nice RNG in both opponent and their draw.
That is true, but with the tools available, those first 2-5 turns are absurdly easier to ramp up their power, while the existing major control tools still sit at turn 5+ generally.
I put OTK and combo decks in the same vein. As they serve the same purpose mechanically (being the foil/counter to control). Basically anything that will end the game outside of fatigue, minions, or single spells (barring wheel) that is generally outside of the opponent’s control.
The only true OTK atm might be a starship deck or armor warlock, but asteroid shaman is close- that and ramp druid are the sorts of deck I generally saw when I tried to play any form of control.
I wonder if power creep is almost at a point where the starting life just needs to be higher. They will have to change it if they somehow manage to make the creep worse.
My main problem in this meta is that I’m just getting bored. The most frustrating thing is that I can’t get over how brutally reliant about 80% of the netdecks are on drawing well at the mulligan. You have to play a slow Warrior to feel like there is no brutality in randomness in this game.
I go into Battlegrounds and it’s bliss compared to standard. It already starts power creeping there too but it’s nowhere near the nonsense of standard that you know a match outcome by 90%+ probability within 2 turns in 50% of the cases give or take 10%.
The problem is that this developer team just can’t consider anything before planning something… The new expansion would be great… IF the previous year’s mechanics would not kill it… Thats why everyone is playing OTK and aggro… I am so glad the druid will stay strong even after that because of the supid ressurection card which was created when it shouldn’t be… in an expansion which will stay with us even after the rotation… not to mention Unkilliax. The Dark Beyond will work better after the rotation I am sure… but until that… we will suffer… incompetent developer team… I can only repeat myself…
This.
This is the main problem. Playing versus the “aggro” decks is mind-numbingly, irritatingly, game-leaving boring.
Predictable and repetitive.
Every single game is the same. Exactly the same plays, from their end. You just know which card they will play on which turn. The only possible surprise being if they did not draw it yet for that turn.
Every single game is the same.
Yep, I’ve left a lot of games because the aggro deck got their perfect start and there’s nothing mechanically outside of a hard control deck that can deal with it, and even that’s not consistent at the moment.
Well, I’m glad I’m not the only one feeling this tiredness and frustration at games being decided at the starting hand and playing out with absurd (almost artificial or algorithmic) consistency.
You don’t even know what you’re complaining about, do you? xD
That absurd consistency is actually the most important part of the “skill” it takes to master for HS
Because card pools are limited in Standard, the more you play, the more you remember of the possible scenarios and play outs and are able to use them in-game to gain advantage.
You are literally complaining about the part where you knowing in ADVANCE from EXPERIENCE by using MEMORY is causing you tiredness and frustration.
Well, guess what? That tends to happen when you exhaust yourself by learning or creating something, rather than relaxing and having fun. Only you can control how you feel in that game. Noone else. That feeling is on YOU.