I dont know if players/devs read these, but i like constructive forum rants.
The recent expansion added the darkness priest to wild, a somehow even cheesier deck than both quest hunter and kael’thas druid, makes pirates feel like a breeze.
some would make the argument that you could possibly counter it with secrets, but teching into countering a single deck will make you overall lose more than you win. The way i see it, there isn’t a way to punish without punishing yourself more.
Its pretty clear that Blizzard don’t want to start nerfing broken combos, since the list is more or less only limited by your imagination, so i would like to lift an older suggestion into attention and suggesting a new.
The hero health pool, raising the HP so that early game OTK combos will be less viable, get a bit of damage in first on the enemy, or have a later and bigger combo. Turn 4 OTK is simply too fast, players are playing broken meta because it the only way to win against broken meta. I dont even think the players that use these decks are enjoying it, but if they do…
Have a personal bannable cards list, a pre-set option to make the matchmaker NOT match you up against decks that contains certain cards you have choosen to ban. That way all cards will be playable and blizzard would get clear feedback on which cards players hate the most, without any added salt.
thoughts?
2 Likes
There are so many cards to hate ! The list is too long.
Healthpool is good as it is, the more health the more time wasted by roppers. less time for each turn is my suggestion.
Most spells should not go face.
Curses should all be: at the start of your turn put a curse in enemy hand, this turn only.
Get rid of any OP cards in Dicover pool.
Quest Warrior - two bomb or random pirate or a random weapon, not all three.
Mr.Smite - Charge should change to Rush.
Pufferfist - raise cost or lower health.
Defias Cannoneer - random enemy “MINION” twice.
Giga. The Tectonic - should gets removed from discover pool.
Mecha-Shark - Playing a mech instead of summoning. also should cost 4 or more.
Security Atomation - should be 3mana or 1/1 and should not go more than 5/5.
Sunken Mooncatcher - Summon another Mooncatcher not a copy.
Moonlit Guidance - Discover a copy of a spell instead of card.
Alexstrasza the Life-Binder - remove the battlecry, deal 8 damage or heal for 8.
Bless - Give two health and two attack.
Filletfighter - deal one damage to a minion instead of enemy.
Swordfish - must be a 1/2 weapon.
Quest Hunter - hero power should be 1 instead of 0.
Piercing Shot - should deal 4 damage instead of 6.
Dreadprison Glaive - damage to all enemy minions instead of hero.
Multi-Strike - and most fel spells should add can’t attack enemy hero. other wise brann and fel legendary = unlimited damage.
Bru’kan of the Elements - remove 6 damage to enemy hero from hero powers.
Mordresh Fire Eye - deal 10 damage to all enemy minions or 20.
Warlock Quest - fatigue damage should not apply to enemy hero.
Ignite - should not be unlimited, either it’s always 2 damage or turns to 4 damage card and burns.
Chum Bucket - buffs only murlocs in your hands.
Coldlight Seer - give two health to a murloc, not all.
Sunken Scavenger - random murloc not all.
Gorloc Ravager - should be a 2/1.
Counterfeit Blade - should be a 2/1 and cost 5.
Smokescreen - cost 10 and 3 draws.
Humongous Owl - 8 damage to a MINION.
Mothership - summon two random minion that cost 3 or less.
STOP printing card draws for aggro decks, they are supposed to run out of fuel, not having unlimited fuel.
They are some OP beast hunter cards but right now no one plays them, some of them should change.
2 Likes
Also Brann+Queen Azshara will break the game.
In my experience there are 3 kind of roppers.
- Bots.
- Players who troll.
- Players who wants to tilt broken cheese deck players (me), arguably same as 2.
If it wasnt for all the effects dragging your APM down, i might agree with decreasing the turn time. Aside from a few decks like kael’thas druid, the majority of cheese would be unnaffected though. Also, calculating RNG and predicting future turns requires more time then an aggro deck clicking face.
VERY impressive list of suggested nerfs otherwise, nice. I find it hard to realise whats broken in wild if all I see are 3-4 archetype decks dominating diamond.
Not saying standard is perfectly balanced, but at least I don’t die on turn 4.
Having a separate balance for standard and wild would be preferable, even though its gonna be really messy.
Players who are satisfied don’t complain, while those that aren’t do.
Idk if forums are really the best platform for blizzard to recieve balancing feedback. There is clearly salt to be had, and with nerfs, someone is gonna get pissed their cheese got removed, instead of someone elses.
I myself wasnt exacly thrilled when my renew got a 100% cost increase in wild, with no other changes. (good rollback on that one blizz)
Either blizzard needs some hardcore devs that grind wild, to see and experience it to understand that it isnt fun (all devs should play their own game, ask romero).
or some hardcore mods that really sifts through all the salty rants on the forum, and convey the information into nerfs.
I get the feeling the dont have either, hence why i think there should be some way to deliver feedback ingame, or a way to avoid certain decks in order to have fun to put it bluntly.
But the new expansion is barely a week old, maybe next week there will be some much needed balancing, I hope.
TREMBLE BEFORE MY MIGHTY WALL OF TEXT.
1 Like