Welcome to the all-paladin meta I guess

Has anyone played against anything else this morning? That’s all I’ve been seeing. So great job with the balance patch :roll_eyes:

So I figure I’d switch to blood DK because that should counter paladin right? What do I see for the first time in forever? Control priest. Blood DK’s worst matchup

The matchmaking system in this game is really something else

So yeah I cracked the code on how to see less paladins. Just change your deck to something that counters that and you won’t see them ever again. Now all I’m seeing is Brann warrior. I’ll switch to plague DK and I’m pretty sure all I’ll see is paladin again. Let’s test this

That’s what you get when all you do is nerf broken cards instead of buffing the underachievers at the same time.

The meta shifted and my favorite classes are all dead and useless now. How is nerfing broken cards gonna help with that? It won’t. The classes are useless because their win conditions have plenty more counterplay than they used to, not because of 2 broken cards in a few more popular decks.

This patch was damage control, not damage mitigation. Nothing changed this patch. Proceed as usual.

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Actually if you really want to win go for sludge warlock

I can confirm one thing, boogie down was buffed rather than nerfed, more deck thinning one more off the holy total for grace the taunt barely effects it

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That makes a lot of sense!

You pay 1 mana more. You lose 2 taunts which amounts to loss of 2 additional mana.

You gain:

a) 1 more holy point = 2 more mana due to having 2 gardens
b) 1 more soldier summoned = 1 more mana
c) 1 less card in deck = more chance to draw a good card = hard to calculate but probably less than 1 mana gain

In overall, looks like a slight buff (less than 1 mana worth of buff because you lost 3 mana and won slightly more than 3), but it sounds like it could actually be a huge improvement due to synergistic effects between cards xD

I don’t expect the deck win rate to grow because of the garden nerf as well. But you never know

You mean solitaire warlock right?

paladin OP

This MUST be a troll. Paladin has an abysmal ~=52% win rate on any rank of high skilled players; IT DOES NOT EVEN EXIST in the ranks of the top of legend; it is barely 60% even on the low Diamond ranks lol…

The spam right now is sludge warlock.

Yep these players are clueless like always. Warlock is god mode right now. They can heal while doing damage to you, which should NEVER be on anything except a minion.

THIS must be a troll.

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And welcome to the world of low rank distortion.

While all you said isn’t necessarily wrong…

When you play decks with little to no learning curve at low ranks you really gonna get far better results(even more if you’re bad at the game).

And your answer for who lost can’t really be :

“Just be better”.

They’re at low ranks for a reason.

While those decks are not overpowered they let a very unfair feeling in the sense that sometimes you gonna really lose to someone who didn’t even learn to play because the deck Just did a perfect curve and there isn’t much you can really do unless you go out of your way to counter it.

For low rank players decks that just don’t let they missplay are far more opressive because they would missplay a lot otherwise.

With that said. It’s a design issue , not a game balancing one.

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Paladin is my main , im happy they buffed him ,im worrying that they will understand their idiotic mistake and they will play with the Holy word in the next patch

Oh dear. So much to correct xD So let’s begin

And that reason being them simply not deciding to improve. Cuz they’ll put in the time in this game anyway, might as well do it with a proper mindset.

What I’m noticing is most of the players who don’t hit legend have a mindset problem - they tend to blame the game design, balance and rng instead of their game knowledge or mentality.

You can’t improve unless you realize you have stuff to improve.

It’s always going to happen. And if you’re playing against a player, it means your ranks/Matchmaking ratio is similar, so your opponent is never that much worse of a player.

And yes, there’s a lot you can do xD

  1. you can pick that unbalanced deck yourself and when you get a mirror match-up, win, because you’re better than your opponent, right?
  2. you can pick a deck which counters that unbalanced deck. For every deck in the game there’s a deck which hard-counters it, although playing it might not be your best decision because of other match-ups.
  3. you can just click Play again and forget about the previous game. This actually helps a lot with grinding and improving your mentality.

So yeah, plenty of options.

And which decks exactly don’t let you misplay? Every deck has a potential for misplay. Aggro decks even more so that control ones, especially in lower ranks, because you need to be precise with dodging all the board clears and stuff. And if you pick up a control deck with plenty of removal, you just win in early ranks. It’s just inefficient time-wise to play slower decks in pre-legend.

And how do you separate design from balancing in this game? It’s impossible. One impacts the other

Here’s a funny thing xD My excavate pally win rate actually rose from 53% in 27 games to 73% win rate in 15 games today after the patch. Huh? what’s that all about?

Apparently the “nerfs” weren’t even nerfs, they were literally design changes which seem to have buffed the deck somehow.

This game is getting way too complex for surface analysis. We’re entering the domain of complex dynamical systems here, which is…well, above the paygrade of your average HS player.

Idk why they didn’t just get rid of the holy tag. OR, simply move it up to 4 mana without changing anything else. But the nerf/buff they did, was just silly/stupid/ill-advised/poorly thought out

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78% win rate and still going up xD

Wtf

It’s really easy to separate design from game balancing.

Actually it’s so easy that i’m should be the one saying:

How you can’t separate it?

Game balance has a lot to do with tweak some numbers like mana cost , attack health, other variables a card could have and the ways effects interact with it.

Game design has to do with far more relative values and even personal taste on how you think you can make the game fun or any other goal you have for a project.

While a well balanced game has a small point on design It can and will miss a lot if your method to reach said balance not offers a minimal amount of depth and player agency for example.

Lack those not mean it’s unbalanced but for sure mean it isn’t fun and therefore not really well designed for a competitive game.

This is why many not like coinflip simulator despite of it being a perfectly balanced game but with no depth.

Obviously to tell how well something is designed you also need to have the goal in mind so we can only imagine what that goal is based on our knowledge of the game.

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These devs just know how to make the game as unfun as possible every time.

I never really cared for that as a method to nerf it. If your goal is to make gardens grace discounts itself less, just change gardens grace.

Best nerf suggestion on gardens grace was to make it discount itself by 1 for each holy spell played.