Yeah. If things feel bad enough to nerf things on that basis alone, it needs to be applied across the board. But then we’d have no decks left.
I can’t stand sweeping statements like ‘unhealthy gameplay’ when that terminology is vague enough that it could be applied to any meta deck (and a lot of meme ones). No amount of pandering will make people not terrible at the game, so let’s dispense with this failed philosophy.
People don’t usually lie about things that are bothering them.
And there are a lot of measures that you can look at, such as “what was the log off rate when X was their last match?” And then look at what is going on in those matches that cause it to happen.
Blizzard has access to way, way deeper data collection than what we have access to. There’s more to game design than just surface level win rate balance.
Things can be balanced but not fun.
Things can be unbalanced, but still fun.
When your goal is to keep people playing your game, fun is the goal, balance is secondary.
Play experience is a valid criteria on which to base the adjustment of cards, but there should be some empirical determination behind it. As you say, listening to the loudest whiners is unlikely to produce good results. Unclear to me if that is what they do, tho
Imho, I think players should be able to balance the game for themselves through the use of strong tech cards. There should be permanent, strong additions to the core to fight spell spamming, early highroll aggro, and do nothing control.
That would also mean tamping down synergy in the sets so that there is room in decks to incorporate tech cards. Which, imho would be a good thing
I fundamentally disagree that it was just “hurt feelings” that caused those nerfs.
Spitelash effectively ending games on turn 5 is not just a hurt feelings situation. It’s bad game balance as there’s very few ways to deal with that on that turn. Sure, the deck win rate didn’t call of the nerf, but the card certainly did.
They detailed why they nerfed Earthen scales. It wasn’t because of hurt feelings, it was because it made the druid too resilient to reach finishers in the mid game.
Just because a deck isn’t top tier doesn’t mean it isn’t doing things that cause bad play experiences, or aren’t overpowered within an individual game.
There’s still a dozen other things that should be nerfed harshly for those reasons, but Blizz is stubborn about it, so we just cycle through them all as the top meta decks until they all slowly get nerfed.
And by the time it all does get hit, we will have a new expansion with even more pushed uninteractive toxic gameplay patterns that were set even stronger to displace the old ones!
ClarkHellscream was mad about the Naga Mage nerf because he felt that the deck mostly didn’t high roll on 5 and even if it did, the deck could still fall apart, but he misses the point that there should never be the existence of the potential for a deck to build a full board, clear an opponent’s board and draw through most of their deck on turn 4/5. That’s just grossly imbalanced, even if the person had to chant naga, spell, naga, spell, and do simple math in their head to get there.
Again you’re confusing maybe feelings should not be above everything with:
Winrate should be above everything.
I don’t know about you but the consequence for me and for many under this patch was try it for a few days and then outright get out of the game.
And It isn’t big spell mage being “unfun” fault.
People playing big spell mage is a sympton of overnerfing Control warrior.
It is both trying to fill the Control Warrior role and also getting people that are bored with this direction of the game but not bored enough to quit yet.
Go by feelings again and nerf it that they lose around 10% of the active playerbase easily.