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Hearthstone QQ Therapy - Page 392

Forum Index > Hearthstone General
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Melliflue
Profile Joined October 2012
United Kingdom1389 Posts
May 24 2018 09:48 GMT
#7821
I think the year of the mammoth did a lot of damage to Hearthstone's fun for me. I was excited about the idea of quests but disappointed by the quests they actually made. The concept s great;
1) It gives you control over your starting hand, which gives some influence over the randomness and adds an extra decision in whether or not you keep the quest.
2) It gives up a card and tempo to get something better later.
3) It gives the opponent information which leads to more counter-play potential.

But then they made all the quests hard to complete and give game-breaking rewards, so most quest decks were filled with cards to complete the quest and then exploit the quest reward. Which meant;
1) You never want to mulligan away the quest because it is so fundamental to everything your deck does.
3) The only counter-play for many quests is 'kill them before they finish the quest'.

That is terrible design.

Then Frozen Throne gave us death knights. However, there were no cards to pull a DK from your deck, which I found to be a massive problem because in slower match-ups you would lose if you drew your DK a few turns after they played theirs. The value over time is insane. This is also true of Jaraxxus but the DKs give you armour and most of the them have an ability to help them stay alive (taunts for druid, sweeper for hunter and priest, weapon for paladin and warrior, stealth for rogue, probably taunts for warlock). I wish there were more risk to playing a DK, or more consistency in drawing them.

Actually, my favourite idea is that the DKs should have been quest rewards. You could no longer throw a DK into any slow-ish deck to give the deck late game power, and slower games would be less dependent on drawing your DK (although there still would be some dependence on the draw for how fast you finish your quest).

Finally, the recruit mechanic was such a stupid idea. There was enough experience to know it could be problematic: look at giants, and patches. Yet Kobolds and Catacombs has now had Call to Arms, Possessed Lackey, and Corridor Creeper nerfed, which shows how difficult it is to balance mana-cheating/recruit cards.
Melliflue
Profile Joined October 2012
United Kingdom1389 Posts
June 04 2018 18:56 GMT
#7822
I really despise the combo decks that you have to race down. I don't mind decks that can do a lot of burst damage but I want them to be interactive in some way. Decks like Shudderwock + Grumble combo have no interactivity. You either kill them before they get their combo pieces together or you die. I actually miss freeze mage. At least there you could try to force them to use burn spells on removing minions. The combo decks I see now (I also had one game against a Mind Blast priest that did 80 damage to me in one turn) have set combo pieces and they win once drawn. I thought the developers hated such decks. I sure as fuck do.

I didn't mind even paladin. Call to Arms was too strong but the deck style was fine. I prefer it to odd paladin, because I hate Unidentified Maul, and to a lesser extent Level Up. I think mass buffs are very overpowered in Hearthstone.
WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
August 07 2018 19:22 GMT
#7823
Last expansion it didn't even took 24 hours for reddit to start complaining about balance of the new expansion. This time around the expansion didn't even have to be released.

Why am I surprised.
EZ4ENCE
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