Wild is pure cancer

It’s dead.

The deck they play now is unrelated to what it was before.

It’s some craptastic pile of Renathal stall controlly goo.

I still stand by the only change they needed was to ban healthstone in wild and the deck sucks again. This deck crumbles without unlimited free heals.

Besides, diamond to legend, highlander warlock is more common.

The problem with Wild is simple mathematics in relation to the incompetence of the Devs. Basically the Devs are out of the depth to even balance Standard well and Wild is an extremely more complex balancing problem. It’s not just a linearly harder problem but exponential so it’s approximately impossible to balance well if they can barely do it for Standard if at all.

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It’s not; the difficulty of balancing a format is relatively constant independent of the number of cards. You don’t look at the cardpool and manually ask “do I need to balance ancient totem?”, “do I need to balance abusive seargeant?”, “do I need to balance acherus veteran?” etc, you focus upon cards that currently see a lot of play.

Balancing eternal formats can and has been done many times, and I wish the hearthstone community would stop spreading misinformation that it can’t (only ccg community to ever assert that idea btw). The reason wild isn’t balanced is because blizzard, in addition to not caring about it at all (because it doesn’t make them any money) can’t even balance formats they do care about such as standard.

Also, let’s not act like wild is a deviation from the traditional type of format in a ccg. For most ccgs, an eternal format is the norm and the idea of set rotation is considered extremely outlandish. Anyway yes, in its current state wild is broken not due to being wild but for the same reason standard is broken - due to being hearthstone.

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My wild games tend to be longer and I’m at Diamond level there. I don’t actually see much hyper aggro or OTK. What I do see a lot of are attempts at abusing mechanics with the infinite loops talked about earlier, as well as greed decks with all sorts of high value cards, and of course they want to make copies of those high value cards even though they have like ten of them.

The good thing about wild is that there’s a counter to almost everything, so I build decks with multiple win cons that seek to take advantage of decks with just one. Hand disruption, silence, devolve, geist, steamcleaner, weapon stealing(for those nice rogues who want 14/10 lifesteal weapons), dirty rat to nullify battlecries, you can even play cards that get rid of secrets. That’s how you get rid of ice Block when you’re ready for the kill.

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That makes no mathematical sense. It would make limited sense if most expansions were weak but this game was high power levels since at least 2016.

Also your “just nerf what is played a lot” doesn’t cut it because:

a) You leave in oppressive decks that aren’t popular yet

b) You transfer the responsibility to the players

Basically you intentionally break the game by waiting for players to play OP things so you can then nerf them after weeks so you admit defeat at balancing and have by definition a broken game for a time and then you chase around your tail trying to nerf it depended on what the gamers do randomly on stats.

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U need to use otks otherwise u get stomped by renothal decks

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