Why is Mage allowed to chain discover infinite mechs

Yet when Priest was able to chain discover spells (to a FAR less effective degree, outside of Sethekk/miracle turns) everyone immediately grabbed their pitchforks?

Just played a game vs mech mage where they dropped FOUR discovered Gaia’s, played 3 extra Mecha Sharks, refilled their hand with Azsharan Sweepers at least three times… I manage to SOMEHOW get through all of that, having to spend all my mana clearing the board practically every turn, and then they start dropping Drakefire Amulets. Fun.

And before anyone says it, I don’t care if it’s a tier 2 deck. Barrens Priest was barely scraping tier 2 when it got hit with almost immediate nerfs for “feeling bad to play against”. Where’s the consistency?

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I don’t think there is any attempt at consistency. It seems like the team looks at decks in a case by case fashion, rather than having broadly applied standards.

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Yeah iv had those matches. The 4+ dragons at the end is the worst. Or if they YOLO the 20 mana worth of spells.

And look at paladin mech. 0 mana draw 5 cards, 4 mana 4/4 give all divine shield. 1 mana draw and buff entire hand. You basically need perfect answer every turn.

I think the best value priest has is call of the grave if you get a good pick. Not to mention whirlpool that could have been a good counter too mech spam. But it’s unplayable at 9 and even if you dredge it too cost 6 you will most likely still lose if you play it.

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every thread on the forums ever is why does [insert class] get to do x / goes unnerfed when [insert different class] got nerfed while being significantly worse
the person who created the post always has a profile picture of a card from the 2nd class.

literally everyone is always unhappy about their class being nerfed too fast or unreasonably.

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Priest used discover just to prolong the game to fatigue (just look at priest mirror :grimacing: ); mage is discovering minions that enter the field and try to win the game.

They nerfed priest probably because how unfair it was to play around 3x soul mirror and renew into palm reading into renew :sleeping:

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This is probably the biggest reason not to have a “main” class. Putting all of your eggs into one basket is rarely a good idea. I definitely sympathize because I know that many players have a favorite class, for varying reasons. But, in these cases, it’s hard to fault Blizzard when there are 9 other classes you can play aside from your main class. It is kinda setting oneself up for dissatisfaction.

Despite being mostly a warlock player, I allow myself the flexibility to play other classes when warlock is in the dumpster. More players need to be more versatile, I think, if they want to better enjoy the game. Again, though, I sympathize.

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yeah I understand the frustrations, but at the same time I think its important to acknowledge its basically impossible for blizzard to make all 10 classes good. having a main class makes sense from a economical perspective though since you get the illusion of variety while playing similar decks (maybe this is just me)

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So what you are saying is collect all the cards. Some classes are boring to play or feel samey. The Pirate Reno Rogue I have been playing at least seems fair as it is impossible to always have perfect curve. A double Hooktusk feels amazing when it happens and is hard enough to achieve without feeling so busted.

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There is no consistency because mage is a well liked, popular class. Priest is a hated class. That’s it. That’s the reason. Don’t look any further.

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What I read from FTP-players is that it’s best to save as many cards as possible, unless there’s a class or two (or three) you definitely won’t play that you can safely disenchant its cards. It’s certainly a lengthy process, and players like I’m talking have been playing for years. Starting from scratch, it will be a long process, namely without purchasing cards.

I can’t expect the game to be entirely free. Blizzard needs to make money, somehow. The typical CCG business model is based around selling cards. I don’t understand players that believe they’re entitled to have every card for free. I don’t believe cosmetic sales are enough for Blizzard.

There are other CCGs that are far more FTP-friendly, like Legends of Runeterra. If you (not you specifically) want more cards for free, that’s probably the best CCG for you. I’m not trying to say “if you don’t like it, quit,” but realize there are other options.

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F2P players such as myself pay with time. We provide the opponents for the whales.

I would play MTG but it is challenging even on top of the line phones. (Due to graphical size) I have played casually since Beta tabletop.

I have so much time invested in Hearthstone that it is a negative feedback loop sometimes. If I did not have hours of medical clinic visit times to fill I may have as you said quit already

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That’s true. It’s worth noting, too, that whales are what allow this game to have any capacity for FTP.

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every class can discover infinite mechs, so its fair

Playing control warrior now the opponent play 8, FREAKING EIGHT!!! sharks in the same game.

But according with some people here “It is not too common get multiple sharks”, I start to think how much need to happen per game to they consider common, 32 sharks?

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Let’s see…

Different classes
Different archetypes
Different card types
Different core set
Different standard sets
Different Meta
Same mechanic used by a few cards

Practically identical, I don’t get it either. Nerf Mage.

I’m not suggesting it’s fair btw, just that your comparison isn’t very good.

With two Mecha-Sharks being in the deck to begin with, there are six different ways to discover it via Amalgam, Deeprun Engineer, and Gorillabot A-3. You then have Seafloor Gateway and Trench Surveyor to draw it from your deck. There is also Drakefire Amulet that you can trade into your deck, as well the mulligan. You’re almost guaranteed to find one or more Mecha-Sharks throughout the course of a match. It isn’t uncommon to find multiples of it, either. This is to provide some perspective, not necessarily a call to nerfs to the card.

@Hilander, how would you nerf the card?

THIS IS AN EASY QUESTION.

Mallenroh has qqed so much in the past, that nearly everyone on this forum believes Mage has become victimized, and since every dev secretly reads on this forum, we have become biased towards Mage.

Removing the tag, they continue to have great stats for the cost and still work great with mechs but not are mechs anymore.

That seems like it’d be a low impact nerf. I don’t know that it would change much. You might be better off lowering its stats, or perhaps increasing its mana-cost.

It is not, you can deal with two sharks per game, specially if they can’t be draw or have the cost reduced by the spell, the problem is face around 4-5 of them per game.