Hello HS enjoyers. Hi devs and community manegers.
as i speak, i was asking myself this question. i just got a clear lose in turn 5 (i was still turn 4) against a Pirate rogue when i lost.
the problem isn’t aggro decks. we have had this since ever.
i see the problem how snowballing can every deck be.
everyone avoiding trades. the Face is where to go first hopping the draw won’t let you down and you will win in turn 5-6-7 logically and in turn 8-9-10 officially depends on the matchs up.
lets say Zerg DK vs Terran Shaman.
or Druide attack power vs other deck.
its all about how fast can you finish your oppenent before you get destroyed.
the chances of turning a lose into win pretty much next to Zero.
RNG + good draw in already good/ op deck. thats what everyone playing.
the rest even a bot can bring the win.
recently i tried to bring my GF into the game by watching me playing. after 3rd or 4th match she was bored not understanding where or what the win the strategy is, we pretty much me and my oppenent playing our own cards ignoring most of the times trading unless it has a taunt or very dangerous effect.
at this point and speed, nerfing entire 4 or 5 years of cards isn’t even logical.
but 30 Healthpoint for Heros while some minions got 15 , 14, or 12 health is pretty much saying everything.
to kill 2 minion or to finish your enemy hero? ofc we go for the heros.
my suggestions is , to make the games more interesting baseda bit on skill and not only RNG i feel 40 HP should be the right amount in standard. and 50 HP the right amount in wild by editing renathal from starting health and deck with 40 to add 10 extra hp for your starting Hero health and make it as standard and wild card.
also i feel 11 mana and cards in hand from audio Amplifier should be a starting effect not a minion battlercry as its now.
what do you think folks?