This has made it so I regularly play 25 or more minute long matches ... Hearthstone was a semi-reliably in and out (or longer) fun game ... I never wanted to play 25+ minute long matches ...
As a Priest main, I 100% agree. The design team lost the plot the day they posted 'class identify' and then totally ignored the precept. This has only had negative effects. They give classes tools/capabilities that go against these original ideas and turn the game into a pile of 'all the same'. They really need to stop with so many neutral cards that replicate key capabilities of some classes because this has led to classes ignoring their weaknesses by getting access to these capabilities in neutrals.
@@Frogthejam1 I believe every single Riff card got buffed. On release the cheapest one costed 2 mana. The drawing riff buffed your minion only by 2/2 (instead of 3/3) and the 5 mana riff used to be 6 mana. Even after everything got buffed, they still saw fringe play.
Yeah retire the whole game, well at least this version of it. HS died with the Stormwind DLC and has been rotting away with each expansion released after that.
The class identity problem is a consequence of the overral power in the game. Everything is too strong. I don't mind the options of fast, mid and slow decks for every class, my concern is with everything being too powerful.
To me, class identity is a small issue compared to actual card design and class balance. It just seems like they have no clue how to design cards for certain classes like priest.
The irony of you mentioning priest with that username :p But I do have to agree, when I think back couple years stuff like deathrattle priest etc with all the lategame value and control cards was very much fun
I wish they would just make a new expansion where nothing flashy or fancy happens. No meta warping cards, no new gimmicks no brainless legendaries, just fill it with cards for each class that fill out the class identities
What they really need to do is press the GIANT FUCKING RESET button, essentially pulling a WoW Classic, and re-release the base game as 2.0 - then have folks who aren't huffing absolute rails of coke off of dead hooker's ass cheeks actually doing development and balancing and re-release each of the expansion again, only with an eye towards not breaking the game in the future again. Nobody loses any cards they currently own - they can continue to play 1.0 if they like. And all the cards you currently own are unlocked in their new, better balanced format as each expansion re-releases. So the folks who are completely batshit crazy and like the game the way it is can keep having their "fun"... and the rest of us who would like to see our favorite digital CCG live up to its original hype can enjoy a more matured, better crafted game for another 10 years.
Unkilliax needs to be taken out of standard - worse than Reno. It just comes down to the fact that every class can use the same AOE/board clear neutrals - you have to choose: Do you want different classes with different strengths or class attributes geared toward nearly equal win rates? Powerful neutrals are just used to make all class win rates as equivalent as possible
I’m a priest player, ai haven’t played it since tourist cards came out, I like priest for its control. Right now I enjoy way more warlock wheel of death . And six that everyone and their mothers play Zilliax
This has become more of a thing these days since they're more frequently printing multiclass cards (Like the Dual Class cards and Tourists) as well as new "Packages" that revolve heavily around neutral cards (Excavate, Reno, Starships, Draenei) Powerful neutral legendaries like Zilliax, Marin, Yogg, Ceaseless and Griftah that provide all classes with specific effects are just icing on the cake. Since while we've always had some "Auto-include" neutrals (Like OG Zilly, Dr Seven, Sylvanas, pre-nerf Tinkmaster, pre-nerf Pagle) they were a lot more tame in what unique effects they provided, with earlier ones getting nerfed as a result (Hence the Tink and Pagle nerfs) Like, there's a difference between providing classes different archetypes (Like how Warrior got Aggro with Pirates and combo with Patron as a diversion from their Control deck) and what we have now where classes feel like they just play the same cards as each other.
Same. I’ve been playing a lot of bg now. I’ve been playing hs SINCE LAUNCH and it’s such a terrible game now. I have zero desire to play standard or wild.
Notice how everyone made a big fucking stink about “Big Priest” and then Blizzard said “ok but what if we did this for classes like Hunter, Warrior and Druid?”
There are zero neutral counters right now. 1 silencer minion, 0 secret removal, 1 weapon break (even though the only relevant paladin wep has a DR), and 1 hand drop card. Finally with the removal of Reno you cant counter space ships.
I don’t think there’s anything wrong with each class having access to different archetypes. I don’t mind that each class can be aggro, or tempo, or control, or (even though I don’t like it, personally) access to powerful combo-style decks. But it doesn’t feel great when every class is playing powerful neutral legendaries and can actually do the heavy-lifting to carry a lot of classes over the finish line when normally they might struggle to close out the game. I have an inkling on why that is. I mean zero offense by this, but a lot of players don’t like being challenged and want to win as often as possible in dominating fashion without having to consider things like matchups, counter-play, trying to guess what their opponent is holding, card sequencing, etc. Because Hearthstone seems to prioritize players having a roughly 50% overall winrate, powerful neutral legendaries are a good method for helping to retain players by giving them access to cards that will quite literally carry their winrate without much brainwork. This especially true with things like HSReplay being around so players don’t even have to bother thinking about their decks. Plug in deck code; start farming wins. Now, I get it: to a certain extent, card games are almost equal parts luck as they are skill. But skill expression is absolutely possible in Hearthstone and I think honing in on defined class identities can help alleviate the same-y feeling of homogenized decks while at the same time having a richer competitive environment because in-game choices and class selection are more relevant. Which is more exciting? Two players facing off with decks that have (basically) all the same, powerful neutral cards with sprinkles of class cards? Or two decks that have defined purpose leading to very important play decisions that will sway the game more than the breadth of their legendary card pool?
feels like blizzard fucked everybody over when they removed tech cards, or made them so bad you dont want to put them in, card discard, deck removal, silencers, polymorphs, they even put cards in that supposed to counter highlander decks and then make highlander decks uncounterable by changing the battlecry. they should bring back blade master okani or make a similiar card that acts as a disruptor, Blizzard will argue those are anti fun, but guess what thats how card games work....
Talk about the POWER imbalance with cards. Remember the old days of 5 mana for 4/4, Battlecry: draw a card? Not anymore!!! Now it's: 1 mana for 30/30. Battlecry: destroy your enemy's card collection and send him back to Bronze 0 stars.
Well, one class that hasn't changed is Druid... ramp Druid with huge Taunts and huge spell effects... and with the dev team putting on their "nothing to see here" blinders, it's gotten completely out of whack. Literally the only way to lose with a ramp Druid/Endless Taunt deck in Standard right now is a bad draw against something aggro enough to overwhelm you before you can stabilize the board. I don't even know if the one I built is the "proper" meta build... but I've won 9 in a row, even to the point of Fatigueing myself one game (my Kil'jaeden got countered)... but I still had full health and over 60 armor at that point, so I could still just wear my opponent down with the few cards I had left in hand and complete board control.
As far as paladin weaknesses go, I've always wondered why destroying big minions is one of them. Paladin has all sorts of Equality-esque cards or effects that reduce a target to something small like a 1/1 or a 3/3 and then kill it, so paladin has more than enough ways to deal with big threats. Is this considered a weakness because this isn't as efficient as hard removal such as Siphon Soul or Twisting Nether?
It's because the Equality style stuff was always a minor part of their overall card pool. You had 2x Equality or 2x Libram and that was about it. The rest of Paladin's "Removal" was simply "Set minion's attack to 1" style things which was useless against big cards with powerful effects like Rag, Ysera, Mal'ganis, Lich King, Titans. Compared to say, Priest who had Shadow Word: Death, Entomb, Drown, Shadow Word: Ruin, Cannibalize, Hysteria, Lightbomb, Soul Mirror, Psychic Scream, Whirlpool, Plague of Death, Mind Control etc. Or Warrior who had like a billion weapons, Shield Slam, Execute, Brawl, Crush, Plague of Wrath, Coerce, Reckless Flurry, Snowed In, Bladestorm, Bouncing Blade etc. Paladin has had much less overall removal for big stupid minions, while being more susceptible to them due to not typically being Aggro or OTK.
Yeah. Worth noting these descriptions were written 10 years ago, you had Equality+Consecrate or Pyromancer+Equality but spending 2 cards to remove was considered more important back then, mostly because you could run out of them.
Its almost like they are cutting back on everything in the game, traliers, boards, class specific cards, and upping the price and cosmetics and pay to win elements...
If the emerald dream expansion and rotation doesn’t significantly lower the power level of the game and they ruin arena, that will be the last straw for me
Dh has consistently been the efficient aggro class since its launch and everyone hates it because that’s all it is allowed to be. I think there’s some merit to the powerful neutrals discussion, I feel that neutrals should always supplement strategies rather than be wincons. You could argue over Reno to hell and back. But classes should be able to dip into multiple strategies, and have them be good at that.
I think tourists were an interesting concept, but not good in practice. Giving classes cards from others that cover for their weaknesses totally throws the game on it's head. Druid having access to board clears, Warrior now has ramp and etc. Titans was a good expansion for representing the strengths and weaknesses of almost all classes. Priest had scaling late-game with automatons and Aman'thul. Warrior had great board clears, armor gain. Druid had token based synergies with treants and mana cheat with Eonar. The classes I can think of that goes against the grain in Titans would be Demon hunter having such insane value through Jotun and Rogue, gaining access to minion buffing through mini-bots and their Titan.
Titans themselves were a terrible idea... they're literally the epitome of "let's just ignore any sort of limits on power creep and utterly break the game"... and Aman'Thul is the poster child for that. With Priests' ability to find and replicate, you can have SEVEN A'T (the original plus 6 discovers) - notwithstanding if you have resurrected ones as well. The ability to completely remove 14 enemies, generating anothe random Legend with each application, 7 6/6 lifesteal/taunts (plus 7 more legends)... is so absurdly broken as to defy reason and logic. The other classes' Titans were all variously silly powerful, but A'T was just a complete other level of stupid, given the class it was given to.
i don't think that neutrals affects the class identity, i mean they are done so any class make usage of them to full fill their weakness, like back in time when mill rouge used heal bot back then. i think that is a problem when the class cards do what the class doesn't supposed to, but this problem still carried long years ago, rouge doesn't supposed to have AOE clears but in black rock mountain they printed a 5 mana minion with a AOE back stab. Also druid "destroying big minions" and the class have a 1 mana assassination in the day of release and poison seeds on naxxramas, for priest mind blast was day 1 release
Back to HS and picked DK which is a new class to me, thought it's all about resurrection or zombie stuff until druid shows me what necromancy truly is.
Also, Paladin - Divine Shield... this is a "buff" that I have forever said needs to be changed/altered... or at least toned down how often it can be generated, or vastly increase the cost of its application. Think about Bubble in the actual game - it has a VERY limited duration (less than ever, goodbye Bubble-Hearth escape!). It has a... mildly restrictive... cooldown. You can't use it every single fight, every single encounter. Now look at Divine Shield in-game. It lasts UNTIL BROKEN. It does do the same thing as "real world (Azeroth)", providing complete damage invulnerability. And it can be HILARIOUSLY spammed. DS should only last 1 or 2 turns (Duration). DS should be a one-time per minion application (Forbearance). And DS should cost considerably more to use/apply, given the amount of defense it provides (Cooldown).
honestly its so tiring, so many decks just rely on neutral opressive cards if their original gameplan fails, you will see zero decks nowadays that dont run marin/zilax/Yogg/gorgonzormu/Kiljaeden/void, most decks just seem like stall out decks to throw those down and win eventually. Even decks that have zero purpose for these neutral cards run them, making it basicly pointless to pick a class, cause the only thing that matters if you survive to pump out those broken legendaries.
I actually like classes playing different specs like shadow priest/ marksman hunter. What feels bad is classes doing to many things at once. Or no counterplay able
There is still class identity it’s just a lot of weaknesses have been addressed that are filled by neutral legendaries. Slight overreaction, but then this is Zeddy.
It has felt weird playing classes like Warlock and Hunter with Starships and getting a ton of armour off The Exodar and Arkonite Defense Crystal. These classes aren't supposed to have armour!
Which class should get counterplay to "for the rest of the game" effects? Putting aside the non-advice of "just play faster", which is terrible for the game.
While I agree with things like Kiljaedan, it feels more like warlock+dh, and multiple class hero portraits *cough reno* are a mistake - diluting class identity/aestetics. I think that its a good thing that classes have grown in different directions, such as hunter having more value cards. I think as long as the aesthetics and themes of the class are there, classes should be allowed to explore new archetypes. So I'd say remove the strength and weakness part of the class descriptions and just explain thematically what to expect from the class.
I made like a small thing for fun like a year ago that would help this issue, I gave like each class a like "spec" like they have in WoW with like a similar rune system to death knight but way less restrictive. Obviously as a non game designer I don't know if any of them are any good, but I think theres gotta be at least a few good ideas
I mean, I don't really have an issue with all classes having the capability of being aggro, midrange, or control. It's more of an issue when a class like Druid, which is able to ramp, also gets access to board wipes and other class 'strengths' that they shouldn't have. Or Rogue gaining a crap ton of armor because of Starships.
If all classes are the same, then all classes will be balanced. If each class performed significantly differently, then class identity is saved at the cost of two or three decks defining the meta. Idk what is worse honestly.
Hi, have you guys any idea that if i didn't log on for a year, will i get any free decks or pack? If not when will be the right time to log in(welcome back)?
I think it's important to strike a balance between enforcing and subverting class strengths/weaknesses. On the one hand, enforce said identities too strictly then the class identity can become too one dimensional. On the other hand, subvert class identity too much and you can end up with something similar to what Zeddy just talked about. That being said, recently hearthstone have been subverting typical class identities a lot, so some time to re establish typical class archetypes over rotation would probably be for the better. Also limiting 'Jack of all trades' neutral legendaries should probably be addressed too. Problem is in the past this was typically done by just making neutral legendary cards weak if not grey class cards.
I miss the old class identity. I was always a hunter main, but now if feels like Demon Hunter has taken the slot of an early agro deck (pirate demon hunter). I still play secret hunter as my feel good deck even though control hunter is much better atm.
class identity philosophy might have been defined by the prev dev team that prob left Blizz already… its about time they should update it for new class identities
LOOL ok this is a golden video zeddy, I love it, this is something worth complaining over, I dont care Blizzard wants to add 50+ ragnaros recolors, all cosmetics. But this is fundamentals
Druid weakness: destroy big minions/board clear? Literally the class with the best removal in Naturalize and Poison seeds... Druid was the only class who could deal with miracle rogue early giants due to poison seed so its not weakness its the best class
Reno Lone Ragner is the card that has likely done the most towards deleting class identify. Honest to god the thing I hate the most about it is how much it honogenizes classes and makes everything feel very samy. To a lesser extent, same happens with neutral. They have two major problems. One is how the shore up class weakneses, as Zeddy explains. The other problem, which is manifested in cards like Yogg Saron Unleashed, Sire Denathrius, The Jailer, etc etc.. lie on an intrinsic design flaw HS neutral pool system has. All (or most) of these cards got banned because they could be exploitied by one class in particular, or a handfull of them. Neutral cards had been the premier way that power has been pushed up across all classes (its easier to design one generic win con for every class like Astalor than designing one for each class), but balancing them so that they are able to provide an equal amount of power for each class is impossible, so cards that would otherwise be ok or good in many classes are obliterated beause of their bonkers high sinergy with others (Sire Denarhrius). My take is that neutral cards should either be assigned to specific classes (like dual but more) or just straight banned for certain classes, like getting Denathrius reverted which would be cool for even dk but can't use it on Druid for instance.
I would genuinely ask HS devs how the F is Artanis not part Paladin class card. (instead of Druid? and Rogue? like what?) Artanis' Protoss faction is literally like a Templar kind of theme, they even have units in SC2 called Templar.
After going back and checking all 9 original Heroes, I realized a bigger issue with modern hearthstone. The threaten emote is just generic angry line instead of a threat these days.
design in this game in general is just going somewhere very different from the original game. Personally I also hate where mage is going. Its either play elementals on curve or generate random bullshit and pray it works
hey zeddy big fan here, i been a long time watcher and really love your rants sometimes, i need your help with a subject i cant seem to get any answers for, titans seem to be bugged on play. it cost me plenty or ranked matches including some final bosses. 70%-80% that i play a titan it goes as planned, but about 30% my whole game freezes and there is not much i can do after other than alt f4 and by the time i come back in its my opponents turn, and the game is over because i played a 10 mana do nothing. same happened with DK titan . Priest titan and paladin titan, I'm not sure what's causing this bug but I'm tired of loosing games to it. please help bring awareness to this issue. if anyone else experienced this please share love the content fyi
Ye I agree with that neutral cards are out of hand! Almost every expansion we now have some powerhouse that defines meta’s among the neutrals. - It started in Nathria with Sire Denathrius. Then came march of the lichking with Astalor. Then we had festival of legends… which is unique since it didn’t have a card like that. But the cycle continues with TITANS… Yogg-saron Then we had showdown in the badlands… our beloved Reno came along Then we have whizbangs workshop with Zilliax Then we got parils in paradise with marin the manager And at last we have the great dark beyond with the ceaseless expanse - Some of those cards are less meta defining or deck defining but more support cards. That doesn’t take away that they’re way to powerful for neutral cards. Back in the day we had the more powerful cards in classes so not everyone plays the same bullshit. Kinda crazy how neutral cards have become more powerful than class cards…
The idea is that each class is different. But powercreep has released neutral cards strong enough that you just load up on neutral cards like Arcanite Defense Crystal, Ethereal Oracle, Zilliax, Marin, Yog, Zephrys, Griftah, and Reno, then use class-specific cards to supplement a neutral themed deck. Classes feeling the same is bad for creativity/balance. If they all have access to strong neutral cards, then they aren't equal, because some classes synergize with neutrals better, or have stronger class-specific cards than every other class. Take your own example, card draw: With the ever-expanding pool of cards, every class feels like they have more access to card draw. But that doesn't make every class equal, that makes Druid and Rogue the best classes to play around card draw. Druid is about ramping to high mana and playing an expensive card, or playing a handful of mid-range cards all at once. Rogue is about discounting cards and spamming them, or loading up on cheap cards and spamming them. Paladin doesn't have mana ramp, nor does he have a bunch of cheap cards that can contribute to lethal, so drawing 3 cards at once isn't the same value on Paladin as it is on Rogue or Druid. So since some classes have a better reason to draw tons of cards, if all classes have card draw, then only the ones with the best synergy WITH CARD DRAW will even get played. Its important that every class do something different, and have weaknesses to compensate, so that there's pros and cons to every class. If card draw was the theme of 1 or 2 classes, then those classes should be aggro archetypes, that lack board clear, healing, armor, and health steal/gain. If a class has access to infinite armor, then that class should not have anti-fatigue, mana ramp, board clear, healing, more board clear, even more board clear, yes, have some more board clear. Warrior should not be able to reach 100 armor and have Brawl, Garrosh's Gift into Brawl, Sanitize, Slam, Reno, Zilliax, Bladestorm. That's an insane amount of board clear on a class that already gets to effectively 100 health. Class strengths and weaknesses are far better than the current system, which is that every class can spec into anything, or their tourist lets them spec into something they couldn't do before, and now the only classes that matter are the ones with the most overpowered tourist combination, or the best payoff for all the neutral synergies. You'll notice that the player base is making it known that they are having less fun as of late, but Hearthstone has done their best to make every class have access to every strength, just like you wanted, so why isn't the game more fun? It was never about every class having access to EVERYTHING, it was about each class having different strengths with weaknesses to keep them in check. Balance issues stemmed from the fact that some classes had weaknesses didn't adequately balance out the strengths they got, but the answer is to tune up their weakness or tone down their strength, not remove weaknesses/add strengths.
how is that a problem? its 10 mana, and gaining a 7/5 body that might die from the random spells. you can even overdraw. yes, its a strong card, but not op. there are a lot of op cards that need to be addressed
Removing the board clear from ceaseless expanse would be a more welcomed change imo. Lone Ranger Reno, should get his battlecry fixed again too. Instead of being 10 mana, board wipe. Should be 5 mana, single target poof. Totally agree that wiping the entire board, shouldn’t be something that every class excels at. Same goes with gaining tons of armor, Exodar emergency repairs 🤢
@@alexcasapu6872yogg is supposed to be random, now you can choose what you do. Its just weird and cheesy. Sure he can kill himself after an ability, but ppl use the steal option anyways. If he steals a random minion, fine. But yogg is just cheap
@@MsMassacre-j9y considering that Ceaseless Expanse is destroying all minions, i think its okay the way it is. and you cant even use it against aggro decks. its good against control decks, maybe midrange. Its a good change for Reno Lone Ranger. I think it would be even better, gaining early access to its HP. But i wouldnt mind it being 8 or 9 mana the way it is now.
I quit hearthstone 1 month ago , if the game isnt fixed by end of the year . Fully quit the game . Disenchanted all cards , turn all dust to 5 . Gold to 5. Either i will be free or a slave like zeddy in the end
I was preordering the new expansions for a year now, but after I see what is currently happening in this trash game I am refusing to give them a single cent more of my money. The dev team is not able to fix game-breaking bugs for more than a week. It is so sad, how HS became just a skin cash-grab instead of focusing on player experience. This started with removing new boards for new expansions and now they are making 60$ recolor mythic garbage skins. My recommendation for new players: don't even bother downloading this game, they are much better choices on current market (f.e. The Bazaar, Runeterra, MTGA)
Priest doesnt have to be always super greedy slow class and also hunter dont have to be super aggro class. I see nothing wrong there. I hated hunter pretty much since the beginning because i dont like aggro and beast - such a boring achetype. If I wanted to have a beasts I start myself a farm! Mechs are interesting, priest aggro is interesting, hunter control is interesting. Stop crying, nothing wrong there.
Just came back to the game a couple months ago but only for wild. The game is dumb as hell now. It always was, and i know wild isnt where you go for balance, but any game that isnt over by turn 7 is won by whoever has the best infinite loop.
I like good neutral legendaries. I think the real problem its the class cards itself. This expansion its weak and boring. Combo and aggro everywhere and EVERYTHING can kill you 40+ dmg in a single turn. THATS a problem. Its not neutral legendaries, its the hole package.
I think Hearthstone will be much much much better when the Titan expansion rotates out. I’m counting the days Oh and btw, almost every single deck is an aggro deck. It’s insanely annoying
The obvious problem with class strength and weaknesses. Is of course the rock paper scissors dynamic. IMO every class being able to do everything isnt outright bad.
ahh yes rock-paper-scissors, when the whole game is about interaction. Back in the day we build AROUND our weaknesses. this is the whole fun of it. But you do you, enjoy every deck being the same bland mix of Ziliax, Yogg, Titans, Reska, 2 mana board wipes, you name it
The rock-paper-scissors dynamic lead to class and deck diversity though. Like, you had aggro classes like Hunter, DH, Shaman - Each with their own style of aggro (Hunter had beasts or deathrattles. DH had demons that synergized with attacking with face and tokens, Shaman had murlocs and totems) You had combo classes like Rogue, Druid, Rogue, Mage, Rogue - Again with their own styles (Rogue had Miracle, also Miracle and of course Miracle. Druid had the Savage Roar + Force of Nature. Mage had things like Antonidas exodia, Flamewaker or Giant Quest) You had control classes like Warrior, Priest and Warlock - More unique styles here too (Wallet Warrior, Thief Priest and Res Priest, Handlock) Paladin also existed. So if someone wanted a specific deck, they played the class that provided it. Each class' decks felt unique and different even if the archetype was the same.
They clearly have fav class cus rogue was the peak of highlander whent it got out and ... how to says it ? Yea no its not . . . Just look at priest 2 highlander shaman ? Same druide . . . Rogue ? Not eaven 1, rogue is not a class rogue dosnt suck in wild cus its pirate . At that point just change rogue for a pirate class 😂
@zeddyhs - I’m new to your channel, but not new to hearthstone, I ebb and flow between whale and not, but you’re just always negative. You get to play games for a living and, while a small viewer base, have the ability to influence things for good. Maybe complaining isn’t the right motive? Just your tone and constant haterade bums me out, i’ll be pausing viewership for a bit, as a fellow Canadian, we definitely, and the world at whole need probably less negativity, especially aimed at our hobbies.
I feel he's just been passionate about the game he loves. The game is not in a good state, you either voice your opinion or let it die. There is nothing positive about the game currently.
New player: "Hey, what class is good at gaining armor?" Starships: "Yes!"
Why priest of course!
I was on 234 armour as a Warlock against Hunter...and i still lost!
This has made it so I regularly play 25 or more minute long matches ...
Hearthstone was a semi-reliably in and out (or longer) fun game ...
I never wanted to play 25+ minute long matches ...
Kiljaedan should definitely be a warlock card instead of a neutral card, endless demon portal fit warlock the most.
Mill druid:" don't mind if I do..."
Idk why it's neutral
@@darkminion2720 it honestly has more warlock flavor than most warlock legendary cards imo
I would be ok with DH getting him too. Could be a dual class legendary
As a Priest main, I 100% agree. The design team lost the plot the day they posted 'class identify' and then totally ignored the precept. This has only had negative effects. They give classes tools/capabilities that go against these original ideas and turn the game into a pile of 'all the same'. They really need to stop with so many neutral cards that replicate key capabilities of some classes because this has led to classes ignoring their weaknesses by getting access to these capabilities in neutrals.
Totally agreed
Warrior during festival of legends was the most "WTF are they doing with this class" moment in HS history
I feel like Perils in Paradise REALLY pushes that idea with how it now just ramps and does druid stuff
What? Is was menagerie warrior no? That was already an existing warrior archetype...
@@Frogthejam1 I believe every single Riff card got buffed. On release the cheapest one costed 2 mana. The drawing riff buffed your minion only by 2/2 (instead of 3/3) and the 5 mana riff used to be 6 mana. Even after everything got buffed, they still saw fringe play.
The problem will get worse very soon with Bob which seems another auto include Neutral card.
I once suggested Zilliax gets the nerf where his modules are class specific, and boy was Reddit extremely upset about that suggestion LOL
That’s a great idea
They should hall of fame rogue
And druid
And warlock
and whole game
Yeah retire the whole game, well at least this version of it. HS died with the Stormwind DLC and has been rotting away with each expansion released after that.
Hall of fame shadowstep. I got extremely tired of this card over the years with the things it can pull off.
The class identity problem is a consequence of the overral power in the game. Everything is too strong. I don't mind the options of fast, mid and slow decks for every class, my concern is with everything being too powerful.
To me, class identity is a small issue compared to actual card design and class balance. It just seems like they have no clue how to design cards for certain classes like priest.
The irony of you mentioning priest with that username :p
But I do have to agree, when I think back couple years stuff like deathrattle priest etc with all the lategame value and control cards was very much fun
@@ownzye-3630 the thing is when priest unblanced the rest of the game is shit it means you have no counter class just paper and scissors
I wish they would just make a new expansion where nothing flashy or fancy happens. No meta warping cards, no new gimmicks no brainless legendaries, just fill it with cards for each class that fill out the class identities
What they really need to do is press the GIANT FUCKING RESET button, essentially pulling a WoW Classic, and re-release the base game as 2.0 - then have folks who aren't huffing absolute rails of coke off of dead hooker's ass cheeks actually doing development and balancing and re-release each of the expansion again, only with an eye towards not breaking the game in the future again.
Nobody loses any cards they currently own - they can continue to play 1.0 if they like. And all the cards you currently own are unlocked in their new, better balanced format as each expansion re-releases.
So the folks who are completely batshit crazy and like the game the way it is can keep having their "fun"... and the rest of us who would like to see our favorite digital CCG live up to its original hype can enjoy a more matured, better crafted game for another 10 years.
Unkilliax needs to be taken out of standard - worse than Reno.
It just comes down to the fact that every class can use the same AOE/board clear neutrals - you have to choose:
Do you want different classes with different strengths or class attributes geared toward nearly equal win rates? Powerful neutrals are just used to make all class win rates as equivalent as possible
Zilliax has been so much of a problem for entire lifespan. It's absolute cancer
I’m a priest player, ai haven’t played it since tourist cards came out, I like priest for its control. Right now I enjoy way more warlock wheel of death . And six that everyone and their mothers play Zilliax
This has become more of a thing these days since they're more frequently printing multiclass cards (Like the Dual Class cards and Tourists) as well as new "Packages" that revolve heavily around neutral cards (Excavate, Reno, Starships, Draenei)
Powerful neutral legendaries like Zilliax, Marin, Yogg, Ceaseless and Griftah that provide all classes with specific effects are just icing on the cake. Since while we've always had some "Auto-include" neutrals (Like OG Zilly, Dr Seven, Sylvanas, pre-nerf Tinkmaster, pre-nerf Pagle) they were a lot more tame in what unique effects they provided, with earlier ones getting nerfed as a result (Hence the Tink and Pagle nerfs)
Like, there's a difference between providing classes different archetypes (Like how Warrior got Aggro with Pirates and combo with Patron as a diversion from their Control deck) and what we have now where classes feel like they just play the same cards as each other.
neutral legendaries in particular are getting WAY too good now. since like titans id say
Its like that since Nathria. Denathrius, Theothar, Renathal, Brann, were all meta defining
RIP Hearstone. I have been playing 10 years and this is the first time I havent logged in a month. This is so sad.
Same. I’ve been playing a lot of bg now. I’ve been playing hs SINCE LAUNCH and it’s such a terrible game now. I have zero desire to play standard or wild.
It’s definitely not terrible, arguably it’s much more accessible.
Don't forget to wait 2 more months so you can get stuff.
It was fun while it lasted. Nothing last forever.
@ This notion that HS is dying is really silly just because a small amount of older players are saying things like this.
Notice how everyone made a big fucking stink about “Big Priest” and then Blizzard said “ok but what if we did this for classes like Hunter, Warrior and Druid?”
There is another thing you didn't talk about : double class cards. We all saw how giving windfurry to paladin broke the game, or healing to hunter
I remember the time when legendary cards were actually bad cards and only good in specific situations.
I'm still mad that Priest didn't got an excavate reward and their own starship pieces.
There are zero neutral counters right now. 1 silencer minion, 0 secret removal, 1 weapon break (even though the only relevant paladin wep has a DR), and 1 hand drop card. Finally with the removal of Reno you cant counter space ships.
I don’t think there’s anything wrong with each class having access to different archetypes. I don’t mind that each class can be aggro, or tempo, or control, or (even though I don’t like it, personally) access to powerful combo-style decks. But it doesn’t feel great when every class is playing powerful neutral legendaries and can actually do the heavy-lifting to carry a lot of classes over the finish line when normally they might struggle to close out the game.
I have an inkling on why that is. I mean zero offense by this, but a lot of players don’t like being challenged and want to win as often as possible in dominating fashion without having to consider things like matchups, counter-play, trying to guess what their opponent is holding, card sequencing, etc. Because Hearthstone seems to prioritize players having a roughly 50% overall winrate, powerful neutral legendaries are a good method for helping to retain players by giving them access to cards that will quite literally carry their winrate without much brainwork. This especially true with things like HSReplay being around so players don’t even have to bother thinking about their decks. Plug in deck code; start farming wins.
Now, I get it: to a certain extent, card games are almost equal parts luck as they are skill. But skill expression is absolutely possible in Hearthstone and I think honing in on defined class identities can help alleviate the same-y feeling of homogenized decks while at the same time having a richer competitive environment because in-game choices and class selection are more relevant. Which is more exciting? Two players facing off with decks that have (basically) all the same, powerful neutral cards with sprinkles of class cards? Or two decks that have defined purpose leading to very important play decisions that will sway the game more than the breadth of their legendary card pool?
feels like blizzard fucked everybody over when they removed tech cards, or made them so bad you dont want to put them in, card discard, deck removal, silencers, polymorphs, they even put cards in that supposed to counter highlander decks and then make highlander decks uncounterable by changing the battlecry. they should bring back blade master okani or make a similiar card that acts as a disruptor, Blizzard will argue those are anti fun, but guess what thats how card games work....
This is what Blizzard did with WoW classes.
Homogenized because players whine “my class can’t do X. That’s not fair”.
Same same
Talk about the POWER imbalance with cards. Remember the old days of 5 mana for 4/4, Battlecry: draw a card?
Not anymore!!!
Now it's:
1 mana for 30/30. Battlecry: destroy your enemy's card collection and send him back to Bronze 0 stars.
Well, one class that hasn't changed is Druid... ramp Druid with huge Taunts and huge spell effects... and with the dev team putting on their "nothing to see here" blinders, it's gotten completely out of whack. Literally the only way to lose with a ramp Druid/Endless Taunt deck in Standard right now is a bad draw against something aggro enough to overwhelm you before you can stabilize the board.
I don't even know if the one I built is the "proper" meta build... but I've won 9 in a row, even to the point of Fatigueing myself one game (my Kil'jaeden got countered)... but I still had full health and over 60 armor at that point, so I could still just wear my opponent down with the few cards I had left in hand and complete board control.
As far as paladin weaknesses go, I've always wondered why destroying big minions is one of them. Paladin has all sorts of Equality-esque cards or effects that reduce a target to something small like a 1/1 or a 3/3 and then kill it, so paladin has more than enough ways to deal with big threats. Is this considered a weakness because this isn't as efficient as hard removal such as Siphon Soul or Twisting Nether?
It's because the Equality style stuff was always a minor part of their overall card pool. You had 2x Equality or 2x Libram and that was about it. The rest of Paladin's "Removal" was simply "Set minion's attack to 1" style things which was useless against big cards with powerful effects like Rag, Ysera, Mal'ganis, Lich King, Titans.
Compared to say, Priest who had Shadow Word: Death, Entomb, Drown, Shadow Word: Ruin, Cannibalize, Hysteria, Lightbomb, Soul Mirror, Psychic Scream, Whirlpool, Plague of Death, Mind Control etc. Or Warrior who had like a billion weapons, Shield Slam, Execute, Brawl, Crush, Plague of Wrath, Coerce, Reckless Flurry, Snowed In, Bladestorm, Bouncing Blade etc.
Paladin has had much less overall removal for big stupid minions, while being more susceptible to them due to not typically being Aggro or OTK.
Yeah. Worth noting these descriptions were written 10 years ago, you had Equality+Consecrate or Pyromancer+Equality but spending 2 cards to remove was considered more important back then, mostly because you could run out of them.
Its almost like they are cutting back on everything in the game, traliers, boards, class specific cards, and upping the price and cosmetics and pay to win elements...
Tourist Paladin have great direct damage in standard.
If the emerald dream expansion and rotation doesn’t significantly lower the power level of the game and they ruin arena, that will be the last straw for me
They said they were gonna do it this time. Now we can hold them accountable when (I guess if) they don't follow through.
Dh has consistently been the efficient aggro class since its launch and everyone hates it because that’s all it is allowed to be. I think there’s some merit to the powerful neutrals discussion, I feel that neutrals should always supplement strategies rather than be wincons. You could argue over Reno to hell and back. But classes should be able to dip into multiple strategies, and have them be good at that.
I think tourists were an interesting concept, but not good in practice. Giving classes cards from others that cover for their weaknesses totally throws the game on it's head. Druid having access to board clears, Warrior now has ramp and etc. Titans was a good expansion for representing the strengths and weaknesses of almost all classes. Priest had scaling late-game with automatons and Aman'thul. Warrior had great board clears, armor gain. Druid had token based synergies with treants and mana cheat with Eonar. The classes I can think of that goes against the grain in Titans would be Demon hunter having such insane value through Jotun and Rogue, gaining access to minion buffing through mini-bots and their Titan.
Titans themselves were a terrible idea... they're literally the epitome of "let's just ignore any sort of limits on power creep and utterly break the game"... and Aman'Thul is the poster child for that.
With Priests' ability to find and replicate, you can have SEVEN A'T (the original plus 6 discovers) - notwithstanding if you have resurrected ones as well. The ability to completely remove 14 enemies, generating anothe random Legend with each application, 7 6/6 lifesteal/taunts (plus 7 more legends)... is so absurdly broken as to defy reason and logic.
The other classes' Titans were all variously silly powerful, but A'T was just a complete other level of stupid, given the class it was given to.
Funny how Hallow Hound cover all the Hunters "weaknesses"
Thank you Zeddy. I couldn't agree more. The lack of class identities has really taken a lot of the fun and strategy out of Hearthstone for me.
i don't think that neutrals affects the class identity, i mean they are done so any class make usage of them to full fill their weakness, like back in time when mill rouge used heal bot back then.
i think that is a problem when the class cards do what the class doesn't supposed to, but this problem still carried long years ago, rouge doesn't supposed to have AOE clears but in black rock mountain they printed a 5 mana minion with a AOE back stab. Also druid "destroying big minions" and the class have a 1 mana assassination in the day of release and poison seeds on naxxramas, for priest mind blast was day 1 release
Back to HS and picked DK which is a new class to me, thought it's all about resurrection or zombie stuff until druid shows me what necromancy truly is.
Also, Paladin - Divine Shield... this is a "buff" that I have forever said needs to be changed/altered... or at least toned down how often it can be generated, or vastly increase the cost of its application.
Think about Bubble in the actual game - it has a VERY limited duration (less than ever, goodbye Bubble-Hearth escape!). It has a... mildly restrictive... cooldown. You can't use it every single fight, every single encounter.
Now look at Divine Shield in-game. It lasts UNTIL BROKEN. It does do the same thing as "real world (Azeroth)", providing complete damage invulnerability. And it can be HILARIOUSLY spammed.
DS should only last 1 or 2 turns (Duration). DS should be a one-time per minion application (Forbearance). And DS should cost considerably more to use/apply, given the amount of defense it provides (Cooldown).
honestly its so tiring, so many decks just rely on neutral opressive cards if their original gameplan fails, you will see zero decks nowadays that dont run marin/zilax/Yogg/gorgonzormu/Kiljaeden/void, most decks just seem like stall out decks to throw those down and win eventually. Even decks that have zero purpose for these neutral cards run them, making it basicly pointless to pick a class, cause the only thing that matters if you survive to pump out those broken legendaries.
You're so right. Like druid used to be about ramp and mana cheating, but now everything is about mana cheating lol.
I actually like classes playing different specs like shadow priest/ marksman hunter. What feels bad is classes doing to many things at once. Or no counterplay able
There is still class identity it’s just a lot of weaknesses have been addressed that are filled by neutral legendaries. Slight overreaction, but then this is Zeddy.
It has felt weird playing classes like Warlock and Hunter with Starships and getting a ton of armour off The Exodar and Arkonite Defense Crystal.
These classes aren't supposed to have armour!
Which class should get counterplay to "for the rest of the game" effects? Putting aside the non-advice of "just play faster", which is terrible for the game.
While I agree with things like Kiljaedan, it feels more like warlock+dh, and multiple class hero portraits *cough reno* are a mistake - diluting class identity/aestetics. I think that its a good thing that classes have grown in different directions, such as hunter having more value cards. I think as long as the aesthetics and themes of the class are there, classes should be allowed to explore new archetypes. So I'd say remove the strength and weakness part of the class descriptions and just explain thematically what to expect from the class.
Hs needs huge balance change work, but those pigs at blizz won't move
I made like a small thing for fun like a year ago that would help this issue, I gave like each class a like "spec" like they have in WoW with like a similar rune system to death knight but way less restrictive. Obviously as a non game designer I don't know if any of them are any good, but I think theres gotta be at least a few good ideas
I mean, I don't really have an issue with all classes having the capability of being aggro, midrange, or control. It's more of an issue when a class like Druid, which is able to ramp, also gets access to board wipes and other class 'strengths' that they shouldn't have. Or Rogue gaining a crap ton of armor because of Starships.
If all classes are the same, then all classes will be balanced. If each class performed significantly differently, then class identity is saved at the cost of two or three decks defining the meta. Idk what is worse honestly.
Hi, have you guys any idea that if i didn't log on for a year, will i get any free decks or pack? If not when will be the right time to log in(welcome back)?
I think it's important to strike a balance between enforcing and subverting class strengths/weaknesses.
On the one hand, enforce said identities too strictly then the class identity can become too one dimensional.
On the other hand, subvert class identity too much and you can end up with something similar to what Zeddy just talked about.
That being said, recently hearthstone have been subverting typical class identities a lot, so some time to re establish typical class archetypes over rotation would probably be for the better.
Also limiting 'Jack of all trades' neutral legendaries should probably be addressed too. Problem is in the past this was typically done by just making neutral legendary cards weak if not grey class cards.
I miss the old class identity. I was always a hunter main, but now if feels like Demon Hunter has taken the slot of an early agro deck (pirate demon hunter). I still play secret hunter as my feel good deck even though control hunter is much better atm.
Odd, no mention of his favorite broken class, MAGE
Paladin has 40 or sth direct dmg with Lynessa as well, so it is not a weakness in Standard either.
I alwyas said that. They need to redo the Class Phliosophy for Yesterday, nothing seems differente overall.
class identity philosophy might have been defined by the prev dev team that prob left Blizz already… its about time they should update it for new class identities
Yeah some classes just have absolutely terrible card designs last few expansions. When titans rotates warrior will probably be completely unplayable
LOOL ok this is a golden video zeddy, I love it, this is something worth complaining over, I dont care Blizzard wants to add 50+ ragnaros recolors, all cosmetics. But this is fundamentals
And bugs i disconnected a winnable match and i lost to dumb dungar durid its very frustrating;:/
Druid weakness: destroy big minions/board clear? Literally the class with the best removal in Naturalize and Poison seeds...
Druid was the only class who could deal with miracle rogue early giants due to poison seed so its not weakness its the best class
Reno Lone Ragner is the card that has likely done the most towards deleting class identify. Honest to god the thing I hate the most about it is how much it honogenizes classes and makes everything feel very samy.
To a lesser extent, same happens with neutral. They have two major problems. One is how the shore up class weakneses, as Zeddy explains.
The other problem, which is manifested in cards like Yogg Saron Unleashed, Sire Denathrius, The Jailer, etc etc.. lie on an intrinsic design flaw HS neutral pool system has. All (or most) of these cards got banned because they could be exploitied by one class in particular, or a handfull of them. Neutral cards had been the premier way that power has been pushed up across all classes (its easier to design one generic win con for every class like Astalor than designing one for each class), but balancing them so that they are able to provide an equal amount of power for each class is impossible, so cards that would otherwise be ok or good in many classes are obliterated beause of their bonkers high sinergy with others (Sire Denarhrius). My take is that neutral cards should either be assigned to specific classes (like dual but more) or just straight banned for certain classes, like getting Denathrius reverted which would be cool for even dk but can't use it on Druid for instance.
I would genuinely ask HS devs how the F is Artanis not part Paladin class card. (instead of Druid? and Rogue? like what?) Artanis' Protoss faction is literally like a Templar kind of theme, they even have units in SC2 called Templar.
After going back and checking all 9 original Heroes, I realized a bigger issue with modern hearthstone. The threaten emote is just generic angry line instead of a threat these days.
should give us new threaten emotes instead of skins
they ran out of ideas to make Neutral legendaries powerful and useful for all classes to utilize… hence, the birth of Zilliax, Yogg, Marin, etc.
design in this game in general is just going somewhere very different from the original game. Personally I also hate where mage is going. Its either play elementals on curve or generate random bullshit and pray it works
Hollow Hound gives Hunter insane healing
Druid: better warrior
Priest: aggravating
Demon hunter: completely insane or bad
Lots of identity
honestly one of the worst times hs is going through imo
That’s a lot of wins. I don’t understand why Blizzard doesn’t release hero skins for 2000+ wins etc as a reward.
I just hope they can fix the bugs first😅
Class identity is also a thing of the past in retail wow.
It's because they keep printing broken neutral cards like Zilliax and Griftah
hey zeddy big fan here, i been a long time watcher and really love your rants sometimes, i need your help with a subject i cant seem to get any answers for, titans seem to be bugged on play. it cost me plenty or ranked matches including some final bosses. 70%-80% that i play a titan it goes as planned, but about 30% my whole game freezes and there is not much i can do after other than alt f4 and by the time i come back in its my opponents turn, and the game is over because i played a 10 mana do nothing. same happened with DK titan . Priest titan and paladin titan, I'm not sure what's causing this bug but I'm tired of loosing games to it. please help bring awareness to this issue.
if anyone else experienced this please share
love the content fyi
Ye I agree with that neutral cards are out of hand!
Almost every expansion we now have some powerhouse that defines meta’s among the neutrals.
-
It started in Nathria with Sire Denathrius.
Then came march of the lichking with Astalor.
Then we had festival of legends… which is unique since it didn’t have a card like that.
But the cycle continues with TITANS… Yogg-saron
Then we had showdown in the badlands… our beloved Reno came along
Then we have whizbangs workshop with Zilliax
Then we got parils in paradise with marin the manager
And at last we have the great dark beyond with the ceaseless expanse
-
Some of those cards are less meta defining or deck defining but more support cards.
That doesn’t take away that they’re way to powerful for neutral cards.
Back in the day we had the more powerful cards in classes so not everyone plays the same bullshit.
Kinda crazy how neutral cards have become more powerful than class cards…
If each class can only do their own things, how can they be balanced? Image if only a few classes have access to card draw…
The idea is that each class is different. But powercreep has released neutral cards strong enough that you just load up on neutral cards like Arcanite Defense Crystal, Ethereal Oracle, Zilliax, Marin, Yog, Zephrys, Griftah, and Reno, then use class-specific cards to supplement a neutral themed deck. Classes feeling the same is bad for creativity/balance. If they all have access to strong neutral cards, then they aren't equal, because some classes synergize with neutrals better, or have stronger class-specific cards than every other class.
Take your own example, card draw: With the ever-expanding pool of cards, every class feels like they have more access to card draw. But that doesn't make every class equal, that makes Druid and Rogue the best classes to play around card draw. Druid is about ramping to high mana and playing an expensive card, or playing a handful of mid-range cards all at once. Rogue is about discounting cards and spamming them, or loading up on cheap cards and spamming them. Paladin doesn't have mana ramp, nor does he have a bunch of cheap cards that can contribute to lethal, so drawing 3 cards at once isn't the same value on Paladin as it is on Rogue or Druid.
So since some classes have a better reason to draw tons of cards, if all classes have card draw, then only the ones with the best synergy WITH CARD DRAW will even get played. Its important that every class do something different, and have weaknesses to compensate, so that there's pros and cons to every class. If card draw was the theme of 1 or 2 classes, then those classes should be aggro archetypes, that lack board clear, healing, armor, and health steal/gain. If a class has access to infinite armor, then that class should not have anti-fatigue, mana ramp, board clear, healing, more board clear, even more board clear, yes, have some more board clear. Warrior should not be able to reach 100 armor and have Brawl, Garrosh's Gift into Brawl, Sanitize, Slam, Reno, Zilliax, Bladestorm. That's an insane amount of board clear on a class that already gets to effectively 100 health.
Class strengths and weaknesses are far better than the current system, which is that every class can spec into anything, or their tourist lets them spec into something they couldn't do before, and now the only classes that matter are the ones with the most overpowered tourist combination, or the best payoff for all the neutral synergies. You'll notice that the player base is making it known that they are having less fun as of late, but Hearthstone has done their best to make every class have access to every strength, just like you wanted, so why isn't the game more fun?
It was never about every class having access to EVERYTHING, it was about each class having different strengths with weaknesses to keep them in check. Balance issues stemmed from the fact that some classes had weaknesses didn't adequately balance out the strengths they got, but the answer is to tune up their weakness or tone down their strength, not remove weaknesses/add strengths.
I don't mind if class identity changes from time to time, keeps the game interesting
Every class has insane draw, board presence, endgame value, and AOE.
Havent been such a t hing as class identity last couple of years, its so washed out
Interesting to see Z's class preferences 🌸
The miniset should have had a legendary per class.. they are just lazy and want to restrict the quality and quantity of what we get....
Good video zeddy, spot on
Removing the board clear option from Yogg would be a great 1st step in having classes again with a weakness
how is that a problem? its 10 mana, and gaining a 7/5 body that might die from the random spells. you can even overdraw. yes, its a strong card, but not op. there are a lot of op cards that need to be addressed
@alexcasapu6872 Not every class should gave access to a board clear. That is what class identity is about
Removing the board clear from ceaseless expanse would be a more welcomed change imo.
Lone Ranger Reno, should get his battlecry fixed again too. Instead of being 10 mana, board wipe. Should be 5 mana, single target poof.
Totally agree that wiping the entire board, shouldn’t be something that every class excels at. Same goes with gaining tons of armor, Exodar emergency repairs 🤢
@@alexcasapu6872yogg is supposed to be random, now you can choose what you do. Its just weird and cheesy. Sure he can kill himself after an ability, but ppl use the steal option anyways. If he steals a random minion, fine. But yogg is just cheap
@@MsMassacre-j9y considering that Ceaseless Expanse is destroying all minions, i think its okay the way it is. and you cant even use it against aggro decks. its good against control decks, maybe midrange.
Its a good change for Reno Lone Ranger. I think it would be even better, gaining early access to its HP. But i wouldnt mind it being 8 or 9 mana the way it is now.
I'm not going gray like you yet zeddy, but I'm feeling it! LOL
Abolish neutrals! Limit cards to 1, 2, or 3 classes only!
What do you mean board swarm is not warrior's weakness? Every board swarm they introduced for warrior is weak ass.
Miracle Rogue Baldge
I quit hearthstone 1 month ago , if the game isnt fixed by end of the year . Fully quit the game . Disenchanted all cards , turn all dust to 5 . Gold to 5. Either i will be free or a slave like zeddy in the end
I was preordering the new expansions for a year now, but after I see what is currently happening in this trash game I am refusing to give them a single cent more of my money. The dev team is not able to fix game-breaking bugs for more than a week. It is so sad, how HS became just a skin cash-grab instead of focusing on player experience. This started with removing new boards for new expansions and now they are making 60$ recolor mythic garbage skins. My recommendation for new players: don't even bother downloading this game, they are much better choices on current market (f.e. The Bazaar, Runeterra, MTGA)
MTG Players: First time?
Worst decision Team 5 made, Hiring Content Creators as Card designers.... Game has been Getting worse every release ever since...
I don't care much about class identity. The problem of this game is balance.
Priest doesnt have to be always super greedy slow class and also hunter dont have to be super aggro class. I see nothing wrong there. I hated hunter pretty much since the beginning because i dont like aggro and beast - such a boring achetype. If I wanted to have a beasts I start myself a farm! Mechs are interesting, priest aggro is interesting, hunter control is interesting. Stop crying, nothing wrong there.
if play standard mode this str and weakness still clear.(wild mode up to you😂😂)
Just came back to the game a couple months ago but only for wild. The game is dumb as hell now. It always was, and i know wild isnt where you go for balance, but any game that isnt over by turn 7 is won by whoever has the best infinite loop.
I like good neutral legendaries. I think the real problem its the class cards itself. This expansion its weak and boring. Combo and aggro everywhere and EVERYTHING can kill you 40+ dmg in a single turn.
THATS a problem. Its not neutral legendaries, its the hole package.
I think Hearthstone will be much much much better when the Titan expansion rotates out. I’m counting the days
Oh and btw, almost every single deck is an aggro deck. It’s insanely annoying
They need to stop making such impactful neutral cards
The obvious problem with class strength and weaknesses. Is of course the rock paper scissors dynamic. IMO every class being able to do everything isnt outright bad.
ahh yes rock-paper-scissors, when the whole game is about interaction. Back in the day we build AROUND our weaknesses. this is the whole fun of it.
But you do you, enjoy every deck being the same bland mix of Ziliax, Yogg, Titans, Reska, 2 mana board wipes, you name it
The rock-paper-scissors dynamic lead to class and deck diversity though.
Like, you had aggro classes like Hunter, DH, Shaman - Each with their own style of aggro (Hunter had beasts or deathrattles. DH had demons that synergized with attacking with face and tokens, Shaman had murlocs and totems)
You had combo classes like Rogue, Druid, Rogue, Mage, Rogue - Again with their own styles (Rogue had Miracle, also Miracle and of course Miracle. Druid had the Savage Roar + Force of Nature. Mage had things like Antonidas exodia, Flamewaker or Giant Quest)
You had control classes like Warrior, Priest and Warlock - More unique styles here too (Wallet Warrior, Thief Priest and Res Priest, Handlock)
Paladin also existed.
So if someone wanted a specific deck, they played the class that provided it. Each class' decks felt unique and different even if the archetype was the same.
They clearly have fav class cus rogue was the peak of highlander whent it got out and ... how to says it ? Yea no its not . . . Just look at priest 2 highlander shaman ? Same druide . . . Rogue ? Not eaven 1, rogue is not a class rogue dosnt suck in wild cus its pirate . At that point just change rogue for a pirate class 😂
the game is so garbage, its really fun to face swarm shaman 9 out of 10 games while the client is also hot trash. really enjoyable experience!
Yo. I have a higher wild rank than seedy for the first time
This is what happened when leftists put their hands on Hearthstone.😢
@zeddyhs - I’m new to your channel, but not new to hearthstone, I ebb and flow between whale and not, but you’re just always negative. You get to play games for a living and, while a small viewer base, have the ability to influence things for good. Maybe complaining isn’t the right motive? Just your tone and constant haterade bums me out, i’ll be pausing viewership for a bit, as a fellow Canadian, we definitely, and the world at whole need probably less negativity, especially aimed at our hobbies.
I feel he's just been passionate about the game he loves. The game is not in a good state, you either voice your opinion or let it die. There is nothing positive about the game currently.
If the game he loves is going down the drain, ofc he's negative. He'll be fine though, you go watch something else.