- Search
- Search all Forums
- Search this Forum
- Search this Thread
- Tools
- Jump to Forum
Impact of nerfs, buffs and adjustments
#1Aug 14, 2024(Paradise Post Launch Balance Changes)
Qwert
Qwert
- View User Profile
- View Posts
- Send Message
- Ogre Magi
- 2
- 12
- 28
- Join Date:8/25/2019
- Posts:268
- Member Details
So what do you think about changes to cards and their impact on enjoyment of game?
');})();
#2Aug 14, 2024(Paradise Post Launch Balance Changes)
emkarab
emkarab
- Sunwalker
- 16
- 25
- Join Date:2/13/2016
- Posts:463
- Member Details
I don't understand "enjoyment of the game" part.
#3Aug 14, 2024(Paradise Post Launch Balance Changes)
Qwert
Qwert
- Ogre Magi
- 2
- 12
- 28
- Join Date:8/25/2019
- Posts:268
- Member Details
Quote from emkarab >>
I don't understand "enjoyment of the game" part.
Why do you play HS?
#4Aug 14, 2024(Paradise Post Launch Balance Changes)
Ophion-EU
Ophion-EU
- Mountain Giant
- Join Date:5/5/2014
- Posts:2,407
- BattleTag:Ophion#2617
- Member Details
As a control (not OTK) player I'm not really interested in playing at the moment. It feels nearly impossible to survive while playing defensively. Blizzard keeps nerfing AoE and late game comeback mechanics patch after patch while barely touching aggressive and burst decks.
For a long time Warrior has been the only viable control deck, which I found really monotonous but at least it was something. Now it too has been nerfed to the ground, leaving nothing left.
#5Aug 14, 2024(Paradise Post Launch Balance Changes)
mantis33
mantis33
- Frostwolf Warlord
- 3
- 27
- 75
- Join Date:11/8/2015
- Posts:389
- Member Details
This. Control is now completely dead. If you're not aggro or OTK or a combo of both, you lose.
#6Aug 14, 2024(Paradise Post Launch Balance Changes)
Warrimp
Warrimp
- Angry Chicken
- 3
- 5
- Join Date:8/1/2022
- Posts:6
- Member Details
The recent changes didn't really change much. The only changes I've noticed is Razzledazzle DK being more viable and rogue not being able to cheese lamplighter/sonya. I don't agree that control has a hard time surviving, especially DK and Warlock, but I think there is a lack of late game control win conditions (you can survive but then what?). Also losing Renathal was a huge loss to all control/late game decks.
#7Aug 15, 2024(Paradise Post Launch Balance Changes)
emkarab
emkarab
- Sunwalker
- 16
- 25
- Join Date:2/13/2016
- Posts:463
- Member Details
Lol, control is dead? Sonya Rogue is total control and it's thriving as tier 1 deck, DK is 4th best deck at 1k legend. You are clueless.
#8Aug 15, 2024(Paradise Post Launch Balance Changes)
Siedepunctation
Siedepunctation
- Argent Squire
- 5
- 11
- Join Date:5/22/2020
- Posts:19
- Member Details
Those decks you've mentioned are mid-range decks, not control. Sonya Rogue has no card with more than 5 mana... that's not control, that's tempo/mid-range.
#9Aug 15, 2024(Paradise Post Launch Balance Changes)
GrimFusion
GrimFusion
- Shield Bearer
- 1
- 7
- 34
- Location:Brisbane
- Join Date:6/5/2023
- Posts:44
- BattleTag:HiddenSquid
- Member Details
Idk why everyone complains so much all the time lmao
I really like the hydration station nerf it’s made warrior less oppressive with zill
The buffs made deathknight even more fun which I’ve really been enjoying playing double rainbow.
The nerfs also made elemental mage has somewhat of a chance to be beaten.
#10Aug 16, 2024(Paradise Post Launch Balance Changes)
RendInFriend
RendInFriend
- Perfectly Balanced
- 5
- 12
- 68
- Join Date:5/6/2018
- Posts:896
- BattleTag:LemonFire#1451
- Member Details
As long as your definition of control is all removal, no wincon other than fatigue, you’re going to be disappointed. Those decks like Dr. Boom Mad Genius mech warrior are long gone and aren’t coming back. It’s for the good of the game too. There are definitely decks that rely on removal before playing threats and a wincon. Insanity warlock is great right now, so is DK. What isn’t great is priest and warrior with half of the deck being removal then trying to steal, copy or cheese a win after turn 15.
#11Aug 16, 2024(Paradise Post Launch Balance Changes)
Qwert
Qwert
- Ogre Magi
- 2
- 12
- 28
- Join Date:8/25/2019
- Posts:268
- Member Details
But that Is exactly point he was talking about, that control almost does not exist.
On the other hand, i think IT was always like that, some control classes are simply not viable.
What i myself dislike about control decks Is when their game plan Is to flood board with minions, instead of controlling game with spells as one would expect from proper control decks. Control through sheer powerlevel Is usualy toxic experience. (Now when i think about IT, maybe there could be another name for this type of decks, same as there Is little but still visible difference between tempo and midrange deck.)
Last edited by Qwert on Aug 16, 2024
#12Aug 16, 2024(Paradise Post Launch Balance Changes)
OhGodOhNo
OhGodOhNo
- Target Dummy
- 8
- Join Date:6/29/2024
- Posts:20
- Member Details
Honestly, I think this patch is pretty good. There's a good number of viable decks that have a spectrum of aesthetics and playstyles. Without the infinite unkilliax suffering I don't have a lot to complain about. I think excavate rogue falling by the wayside has been for the better. Games are tense, but matchups don't feel unwinnable. Not a lot of 'created by.' Games are capable of going long, but you never queue into a matchup going "oh boy better set aside the next 30 minutes."
I think a lot of people haven't tuned their brains to the current version of hearthstone. You're playing many cards in a turn and your opponent is too. Decks can do tons of damage, insert Leeroy copy pasta, but also gain tons of life to counteract that. If decks didn't have good burst combos with the amount of healing we have, then many decks would be out of the game after a few board clears. It's not like decks like highlander Druid aren't playable despite being slower. You beat these combos using taunts and disruption. This is just what normal is now. You both do a whole lot of stuff and it's able to cancel out into a close game.
Does control exist? Ehhhhhhh. Modern hearthstone isn't conducive to the sort of remove everything -> pass playstyle people are talking about. There are slower, more defensive decks, but they win by stabilizing and then playing minions. Or by playing Odyn and killing you. We can try to call that "the modern version of control," but that misses the point. Its getting into semantics to try and invalidate control player's feelings. What hardcore control players want is to play 29 lifesteal/removal cards + Alexandros Mograine and win. The thing is, I don't want to queue into that... that sounds awful... lol.
My opinion is that this meta doesn't need nerfs, the last round of nerfs was good, but I would like buffs to all the stuff they tried to print that didn't work. Burgle rogue, big spell mage, hunter.
#13Aug 17, 2024(Paradise Post Launch Balance Changes)
popnutshanty
popnutshanty
- Ogre Magi
- 12
- 35
- Join Date:11/3/2016
- Posts:293
- Member Details
kill lamplighter again. make it as useless as they did warrior/highlander decks. i just dont get their braindead thinking kill the cool cards for the same bounce effects while throwing any ele down
#14Aug 17, 2024(Paradise Post Launch Balance Changes)
Dragoon2k
Dragoon2k
- Warsong Commander
- 2
- 8
- 27
- Join Date:3/27/2018
- Posts:188
- Member Details
For ladder I think its pretty fine abit to much OTK for my taste but still seems varied enough on ladder and my decks work against the netdeckers so thats good. But I do face quite abit of different decks.
All though the meta in the competitive scene tournaments seems very dull tbh.
#15Aug 18, 2024(Paradise Post Launch Balance Changes)
Zizka
Zizka
- Shield Bearer
- 3
- 8
- 19
- Join Date:7/4/2021
- Posts:364
- Member Details
OTK as a concept doesn’t seem to be to HS advantage as a mechanic. Doesn’t really fit their core concept of « fun ». I realise OTKing other players is fun for some but I’m pretty sure even OTK players secretly hope that their own opponent won’t end up being OTK because their probably resent getting OTKd themselves. Hopefully mechanics which boost spell damage and charge minions will eventually be scrutinised. They probably won’t but who knows. I would imagine HS is fun for the same reason chess is fun: player agency and the cycle of action-reaction.
Posts Quoted:
Reply
Clear All Quotes
Previous Thread
Jump to Forum
Next Thread