I've seen two variants. The synergistic controlish beast deck and the all out aggro charge deck. Granted they have similarities but they're better at different stages of the game. One thing that is apparent is that Unleash is a staple of both of them so it does probably need a tweak. I don't know how effective increasing its mana cost would be though since I rarely see it played on turn two. If they already have a piece of the combo in play, having Unleash cost one more isn't going to change anything.The Diabolical Biz said:I agree that Unleash the Hounds should cost 3. Problem with Hunters at the moment is that almost every Hunter deck I've seen for the past 2 weeks is built exactly the same. There's no variation whatsoever and that makes them very boring.
That's true. The core play still revolves around dropping a Starving Buzzard, UtH and a Timber Wolf or two, sweeping most of your field, and refilling their hand.RedDeadFred said:I've seen two variants. The synergistic controlish beast deck and the all out aggro charge deck. Granted they have similarities but they're better at different stages of the game. One thing that is apparent is that Unleash is a staple of both of them so it does probably need a tweak. I don't know how effective increasing its mana cost would be though since I rarely see it played on turn two. If they already have a piece of the combo in play, having Unleash cost one more isn't going to change anything.The Diabolical Biz said:I agree that Unleash the Hounds should cost 3. Problem with Hunters at the moment is that almost every Hunter deck I've seen for the past 2 weeks is built exactly the same. There's no variation whatsoever and that makes them very boring.
TBH, I'd rather they buff other cards than just constantly nerf stuff. I mean, probably a quarter of the cards are borderline useless and it really sucks when you're forced to pick them in Arena.
Yes, I wish that if they needed to nerf him they'd have just made him a 1/1. Now he's incredibly risky to play unless you have the perfect circumstances. Definitely agree about Pagle. If he draws a card right off the bat, he's already payed for himself and being at the 4 health spot makes him difficult to remove early unless you're a Warlock or a Priest.The Diabolical Biz said:That's true. The core play still revolves around dropping a Starving Buzzard, UtH and a Timber Wolf or two, sweeping most of your field, and refilling their hand.RedDeadFred said:I've seen two variants. The synergistic controlish beast deck and the all out aggro charge deck. Granted they have similarities but they're better at different stages of the game. One thing that is apparent is that Unleash is a staple of both of them so it does probably need a tweak. I don't know how effective increasing its mana cost would be though since I rarely see it played on turn two. If they already have a piece of the combo in play, having Unleash cost one more isn't going to change anything.The Diabolical Biz said:I agree that Unleash the Hounds should cost 3. Problem with Hunters at the moment is that almost every Hunter deck I've seen for the past 2 weeks is built exactly the same. There's no variation whatsoever and that makes them very boring.
TBH, I'd rather they buff other cards than just constantly nerf stuff. I mean, probably a quarter of the cards are borderline useless and it really sucks when you're forced to pick them in Arena.
I also agree about the nerf thing. Pagle probably needed a nerf but Tinkmaster was one of the few reliable counters to Druids (probably the best class) and nerfing him didn't really make too much sense.
He *did* ask about future content and got denied. Maybe you should try reading the whole article next time.Smilomaniac said:I might be expecting a bit much, but maybe questions along the lines of future content or what the direction of the game will take, would be more interesting to the people who actually play this? No? Maybe?
Christ.
What's next - how do you plan to support Hearthstone after launch?
We are already working on the first adventure, and we should be able to talk about it before too long. I can say that we as a team are really excited to start working on many of the great features that will really start to expand the game and broaden the Hearthstone experience.
The vast majority of gamers will only ever be casual. This is especially true with Hearthstone, which is very obviously designed to be much simpler and more accessible than something like Magic. It's hardly dumb of developers to cater to their actual audience, rather than to the tiny minority who want to play differently.godofallu said:That said the Devs are really really dumb when it comes to balance and their overall mindset of cooky casual fun games over competitive play is frustrating to the extreme.
The issue here is a lot of problems in magic can be solved in the sideboard. With only one game per opponent the Hearthstone designers don't have many options beyond buffs and nerfs. Also, it's Blizzard.ForumSafari said:I don't play Hearthstone but as a Magic player and an RTS and 4x player I think there's something to be said for not buffing and nerfing. People nearly always find a way round a problem and it seems like it could ruin the game simply to nerf something because people are reporting it's too powerful after just a few weeks of testing.
Since posting it I've actually sat down and played Hearthstone. To Blizzard:SecondPrize said:The issue here is a lot of problems in magic can be solved in the sideboard. With only one game per opponent the Hearthstone designers don't have many options beyond buffs and nerfs. Also, it's Blizzard.
The problem with Tink and Pagle was they were present in pretty much every deck, regardless of whether it's mid/control/aggro and those 2 could pretty much decide games 1 way or another with pure RNG. If both players drop a pagle and 1 guys draws 2 or 3 in a row and the other draws 0 then the game is massively swung 1 way.The Diabolical Biz said:That's true. The core play still revolves around dropping a Starving Buzzard, UtH and a Timber Wolf or two, sweeping most of your field, and refilling their hand.RedDeadFred said:I've seen two variants. The synergistic controlish beast deck and the all out aggro charge deck. Granted they have similarities but they're better at different stages of the game. One thing that is apparent is that Unleash is a staple of both of them so it does probably need a tweak. I don't know how effective increasing its mana cost would be though since I rarely see it played on turn two. If they already have a piece of the combo in play, having Unleash cost one more isn't going to change anything.The Diabolical Biz said:I agree that Unleash the Hounds should cost 3. Problem with Hunters at the moment is that almost every Hunter deck I've seen for the past 2 weeks is built exactly the same. There's no variation whatsoever and that makes them very boring.
TBH, I'd rather they buff other cards than just constantly nerf stuff. I mean, probably a quarter of the cards are borderline useless and it really sucks when you're forced to pick them in Arena.
I also agree about the nerf thing. Pagle probably needed a nerf but Tinkmaster was one of the few reliable counters to Druids (probably the best class) and nerfing him didn't really make too much sense.