I have honestly not had as much trouble with mechwarpers as everyone is implying.
They are too strong, IMO making them 2/2 would be fine. At the moment 3 HP makes them a safe drop in the early game, hell even if you have no other mechs it's strong value on its own. At 2/2 you would stand a strong chance of it being removed next round so you'd play it more conservatively.
I dont think the deck is the problem, its the amount of people using it... like mech mages. Its alright to come across a few but 4 games in a row? People will find ONE deck and all of a sudden its the ONLY deck to use until a new one comes along. People need to be a bit more diverse! Most of the time I feel like I am playing the same person again and again, feels sheepish!
I love Warcraft, I dislike WoW
Unsubbed since January 2021, now a Warcraft fan from a distance
Card games have never been 100% fair, it's part of the genre and you can't change it as "luck" is 50% of the entire game.
It's called Aggro it's been aggro for years. But, from a design standpoint it's probably never not going to be aggro dominated, this is because of two reasons attacker advantage and no instants. In Magic aggro is held back by strong blockers like Courser of Kruphix and strong instantaneous removal such as lightning bolt, Hearthstone's removal is on average highly inefficient and ineffective against the power of the good aggro creatures (with most AoE removal being highly random or very expensive). Without the consistency present in Magic control is in a really odd place in Hearthstone, which is shown massively in the control Warrior play style (which is more not die than control).
well, if blizzard stopped designing overbudgeted 2drops and adjusted the ones that got out of hand with new cards and actually introduced neutral antiaggro cards, it wouldnt be as bad. we dont have new "sludge belcher" in gvg, but we got multiple "undertakers," we really lack neutral instanteous effects against board and we lack tech cards against mech (but going by the the gvg anti DR cards, we will get some in a couple of months... they will just suck) while aggro has cheap options against sticky or threatening minions (owl or class cards like hunters mark.) Also they started introducing cards that punish you for having a big hand (the new giant. its not played, but only because control is almost nonexistent, if we saw more control wars and handlocks on the other hand...) but no cards to punish you for unloading your whole hand etc.
It feels to me like they design most of the stuff to promote aggro, but very little for other playstyles...
classes that can't recover health have a very hard time against rush because they will eventually just blow you out when you're low regardless of the board state. it's easy for priest because they have to continue the pressure to be able to actually finish you off.
warriors are also good at this (but their cards just suck in general much more than priest), and to a lesser extent paladin with their efficient (and good) healing cards
I think in practice this wouldn't change much other than denying the inevitable an extra turn.
Play a deck that counters your current meta and stop whining. Boom, there is your solution
I'm not finding that decks are beating me by being too fast, I find when I lose it is more often because their big cards are more powerful than mine. The solution for me was to replace some of my low mana cards with more powerful high mana cards.
This simultaneously also gives me a better chance to be competitive with hand locks as I can often counter an 8/8 and move on. With bigger cards it costs me 2 cards to take one out rather than 3, and that often makes a HUGE difference.
IMO if they ever finally fix aggro they should nerf Sludgy. He's a bandaid at the moment, and having one taunt card that everyone takes when they want taunts is bad design.
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Playing counters is not a solution to bad balance.
why do you think they added so many RNG proc effect cards in GvG?
it's to make the game more random & luck based.
Hi
i think, and maybe that's just me, hearthstone should be a strategic game.
I don't deny rush face is a valid game style, but i consider being the same as the cheese tactics in starcraft 2 like cannon rush, 6 pool zerg, proxy barrack, dark templar rush.
Except, in starcraft 2, blizzard designed the game that you can counter those cheese, if you can scout and generally are a good player. my opinion is hearthstone is more fun played a strategic mind game, playing around card your opponent may or may not have.
Last edited by Vankrys; 2015-02-25 at 02:34 PM.