hot take: any effect that resurrects a minion should not summon a copy, it should summon the original card so you cannot resurrect the same minion 5 times.
@@PenguinWithInternetAccess The Ben Brode leash was loosed long ago, Hearthstone is limited only by their imagination now. I totally think it could happen.
Make an actual graveyard where you can only rez what's in the graveyard. Also, copy of a card in your deck does not put it in the graveyard, only the original card or a card you discovered (not discover a copy). That can stop it from being cheated out to rez each time.
Honestly, I'd settle for more ways to fuck with your opponent's graveyard, but HS hates hand/deck/etc disruption (but loves combos/untouchable wincons, go figure)
The problem with secrets is there's too many of them. It's not a HUGE problem if there's 3 or 4. Hunter in standard currently has 8 or 9. You cannot play around all of them.
I think secrets are okay when you cannot discover them (or at least as easily as with titanforged traps), since realistically, no class is running more than 4 secrets at once. Hunters has 9 secrets but only 3 (Hidden meaning, cat trick and bait and switch) are run natively. There are secrets that are not run at all, so you can cross those right off as long as it's not a discovered secret. Tldr: The problem is secret discovery. It would probably be fine if there wasn't a way to discover them specifically.
@@hugomendoza5665 If you play around Hidden Meaning you are probably playing into zombies. if u play around explosive you might play into freezing trap or bait and switch. if you play around that u might play into Cat trick..... there's too many things to play around when a hunter can have 2 secrets on turn 2-3. The activation conditions for those secrets are different. You cannot play around all of them
Honestly a lot of them aren't picked/are situational. If it doesn't come from titanforged it's hidden meaning, zombees, bait and switch, or cat trick, if it comes from titanforged it's probably the same thing, unless the situation makes the more situational ones better. The bigger issue is how they can easily tutor them/cast them early and their offensive potential, like hidden meaning being an uninteractive charge minion, either give it summoning sickness or spawn when you spend all your mana and not when your turn ends.
@@camerondavis6462it already is too much money. It's always been too much money. This game is pretty much impossible to get into. Rarran is complaining that yugioh isn't new player friendly while hearthstone cost a ridiculous amount of money just to get competetive
I’m far too late to get back in the game last expansion before I quit hearthstone was at ending of decent of dragons and dlc. I still enjoy watching hearthstone but cause blizzard left a bad taste and the amount of monetisation became too much.
I have nearly all the legendaries from Titans and haven't paid any money, not on pre-orders and not even on the expansion pass. I had around 3100 gold at the end of Festival, so 31 packs, plus all the rank rewards for that last season, plus packs from events, plus this expansion pass' free stuff. I am missing Sif, Ra-den, and a few other legendaries, and that's it.
@@scirrhia_kruden thats cap, there are 11 classes two legends each plus 3 neutral, total 25 legendaries, we got around 3 legs for free, so to have lets say 5 legendaries missing, you would have to have opened 17 legendaries in 31 pack....nonsence So you either forgot to mention another resource like excess dust you had saved up or duel grind, or you are not missing just ´´couple´´ legendaries For reference I´ve purchased around 50-60 packs, (also free to play), and I am missing 16 legends! On another note though, it is indeed easily possible to have multiple meta decks each expansion being F2P, so in essence I agree :D
Re: your war hot take -- totally agree. Warrior was tier 1 in Voyage too and got nerfed into oblivion. People forget how strong warrior was not that long ago
Warrior is still strong, that's the thing. Control warrior is not exactly tier 1, but viable in high legend. Enrage warrior is still a tier 1 deck, despite low playrates. Hell I went from 2200 wild legend to 1030 with even odyn warrior to finish my 1000 wins portrait today. Warrior is rarely the best class but it's really consistent overall.
Enrage Warrior is a Tier 1 deck. IT DIDN'T GET ANY SUPPORT. That's insane. Mech Pal (tier 3) received a whole deck and is overshadowed by FREAKING SILVER HAND PAL (tier 2, with Pure Pal cards), like holy shit!
@@niedas3426 Yeah the story of enrage warrior is sad, deck was insane and fun last xpac and not a single soul played it, maybe people will go to it later when people try older decks (unholy dk is making a comeback so maybe)
@@PenguinWithInternetAccessTbh it really didn't strike me as sad, just natural. The deck has an incredibly high skill ceiling and most people simply don't want to feel like they just took a 1.5 hour math exam after they play four games. It gives players no incentive to pick it, unless they feel confident they can pilot the deck reasonably well, because enrage-style decks have been notorious for being good when piloted well but performing terribly in the hands of inexperienced players. I personally think patron warrior really helped shape that respect from players for warriors skill cap very early on.
Secrets were fun early on when they were weaker, rarer and more flavorful. Each class's secrets used to feel very different, it was fun to find out what the secret was, it put you in interesting situations where you had to decide if you would test with safe plays or gamble on riskier plays and it felt like almost everything could be played around. These days every class's secrets feel too similar, there are too many options to think about and the game has gotten so much faster that spending time testing for certain secrets often feels like a massive loss in tempo, and of course there are too many secrets that basically have no counterplay. The problems that Rarran mentioned about discover cards also make secrets way less fun because suddenly they could have any number of secrets and all of these issues are 1000 times worse in wild.
I completely agree with your logic about the core set. When I first started playing (KoFT/Kobolds) I was literally just playing the basic hunter deck full of basic cards + king krush which I got out of a pack. There was no way for me to get above rank 20 with that deck and it was frustrating as hell
More cards like galakrond and c'thun, if the game had a few more "boss" type cards that require other cards to be strong would be so pog, it's by far my favorite style of play. Although decks like infinite turn mage make these decks very sad.
When I first saw the questlines when stormwind was revealed I only saw the first stage of them. In my head, I thought they were like a repeating quest that gave you a simple reward throughout the game. Basically I thought mage had: after you cast an arcane, fire, and frost spell this game, you draw one. and I thought warlock had: every time you take 6 damage on your turn this game, deal 3 with lifesteal. I wonder what they would have been like if that had been the case
hey, have an idea for content: what you think about a hs expansions recap? telling the history and flavour behind each expansion, while mentioning how the meta evolved whitin it, which classes where good or which cards where memorable, something like a trip down the memory lane
Re: the take about HS being p2w: you're 100% correct that HS is not p2w and you do get a lot more stuff nowadays than it was in the old days, but Legends of Runeterra has a million times friendlier and better free to play experience. You get free cards WEEKLY depending on the amount of games played during the week, quests feel much more valuable, you get a shitton of wildcards you can exchange for the cards of the same rarity and you get plenty of rewards of the region you want which is like an eternal battlepass(for each region, you can change it at any time to get rewards for the specific region) that is always free and there is no paid version of it
The take around 30 minutes about Druid I felt this way as well. The choose one mechanic has never felt well balanced. The trade off is almost never bad and it never felt like they off balanced it with mana. Like fro. Day 1 look at choose one versus shaman overload. Shaman good body by overly expensive cards and poorly balanced to the overload meanwhile Druid choose one just always felt like even the roar card is till fine.
I played the game from beta up until old gods because of the first rotation. The first rotation made me quit the game, so that take definitely makes sense I came back in witchwood and have been playing on and off since, but I can definitely see why so many people quit (like me) and never came back
BGs Hot Take: It's not that exciting for new heroes to be added to the mode, because there's already so many bad heroes that dilute the pool. I would much rather have reworks (simular to Lady Vashj/Kurtrus) that make the bad heroes better than to see a new one get added. There's like nearly 100 of them, and yet people seem to pick the same 30, and that should be enough to see the glaring issue.
Your point about Benn Brode really hit me. When I tryed to come back to HS during DK release I felt that this game changes to fast/they always nerf my class(DK) or cards I liked. When combined with being a filthy casual who plays once or twice a week I just lost intrest in playing.
and so many other games too. dota 2 now looks unrecognizable from what it is let's say year 11 from year 10. it's fucking dota 6 now. when it feels like everything changed u just don't wanna deal with it anymore, even thought u might really like the game
@@acksawblack starcraft brood war? warcraft 3? old fighting games like street fighter third strike? smash bros melee? melee hasn't been patched for 20 YEARS and that game is as alive as ever. this idea that a game constantly needs to be updated in order to keep its fanbase is a fallacy. if that logic is true then real life sports and something like chess would've died ages ago. don't get me wrong updates can definitely keep a game fresh and with some games that have died updates could've been a cause. but to me that just means that the game can't stand the test of time. look at all the games i've listed, all of them don't get patched but because the underlying game and its systems are robust they stand the test of time. look at counter strike, another valve game, that game's barely changed since 1.6 and tons of people still play it. trust me even if they left dota 2 it would still have its fanbase. dota 2 scratches a certain itch that no other game can scratch. not even league a game in its own "genre" can do that. if they came out with a "dota classic" tomorrow i'd be playing it in a heartbeat.
Yeah, it’s a hard balance to strike. When you’re slow to respond to a shitty meta you alienate the diehard fans, when you respond too quickly you hurt the casuals.
I remember back in early Hearthstone days warrior was the classic good class. Control warrior was at least playable in every expansion and a few key metas like black rock and mean streets were times when warrior was absolutely primo. Classic button warrior with justicar was one of my favorite decks in league of explorers.
39:30 - I disagree. As someone that played Shadow Priest for a while there, if you got matched up against an aggro Paladin and they went first, you just lost the game, and vice versa, 99% of the time.
Regarding the random/discover cards. I recently played a game against a mage who generated 47 cards and finally won through attrition cause I couldn't answer all of them. This level of generation is way too high. Card which generate other cards should be banned from card generation pool.
@@hugomendoza5665 because most players would have given up sooner, maybe, the point is that generating random stuff should be a wincon, it is a horrendous design
Anyone else remembers when “Discover” got introduced? Everyone was saying finally more control and less randomness. They don’t remember how bad it was before discover.
Yeah, honestly watching his video made me realize that I think discover would be fixed completely if your opponent got to see the 3 options you chose from. Suddenly that makes it feel less like "oh shit they basically have a random card" and instead gives "oh okay, I have to play around these cards so let me see what I should worry about and play around" Then you can just buff discover cards accordingly to counteract the fact that the opponent gets some info on the cards. People don't like randomness that gives you 0 choices. That's why implosion is bad, you just had to hope it did the damage you needed. But discover is great since it gives you 3 choices but it feels bad for the opponent since they get no visibility, so it feels like you plucked an exact answer from thin air.
fatigue decks cannot exist in current hearthstone with the amount of discover vomit the devs keep printing. wallet warrior was actually pretty fun to fight in classic as a tempo deck, holding onto resources super late to play around executes or whatever is so cool. but you cannot play around discover and i think the game is worse off for it, especially with the INFINITE VALUE discover cards they made recently for priest. that’s just not fair
Hot Take: Duels should be exactly like the Dalaran Heist type adventure modes. My biggest gripe is building your deck at the start. If your new to Hearthstone, or play mostly battlegrounds like myself, you don't know how to build your curve initially. Leave that to Heroic mode only. Also, to go along with that, Casual mode in Duels should allow some sort of reward for getting to the late rounds. Maybe alternative card art, or full card art.
Hot take: People are coping out of their mind if they think Priest is the worst class today. Inner fire was what made Priest hated but after that it was okay. Shaman is the worst class of HS easily
Nah, there's no way Priest is hated just because of Inner Fire. A lot of people dislike Inner Fire, sure, but Big Priest has always been a hated deck, a sizable amount of players actually despise(d) playing against Raza-DK, and even Control/Value Priest has always had its detractors given how boring it's perceived to be, how much removal and value generation it has, and how the Thief variant can kill you with your own cards. With that said, I dunno if it's the "worst class", because that depends how you define "worst".
@@badwulff I agree to some extent, but I really think what you're describing would not have landed priest the reputation of "worst class" if the sentiment wasn't already there. Yes those were unfun decks to fight, but every class got a few of them at some point
No, I simply despice loosing to having my own win condition stolen and used before I even got the chance to draw it. If priest was control + a card like Odin for warriors, I wouldnt have a problem with it. It is just the stealing mechanic that drives me nuts.
@@pierrecourtois5167all classes had broken decks at some point. Remember also that every time you play against a class you hate, the other player is playing one they love. The whole most hated class/card conversation makes little to no sense
I think it's more how eye rolling facing control priest can be, with many removals/discover that can give you more removals/"thief" cards always getting the most annoying card out of your deck
my friends use the word 'ornaments' to describe secrets, sigils, and quests. cause they all take up the same spots. i really like this design when i was playing secret quest rogue and hope they continue to make good rogue secrets.
the thief priest stuff has the most unique games of any class, recently i had a wild game where i discovered an illucia off of the new purple guy 2/2, synchronised it and played my opponent's time warp twice to kill them. another recent game i identity thiefed 2 20/20 king krushes and 2 turned a hunter. combo decks when theyre forced off of plan A into board based scraps are also really fun. you get more creative games than the other decks that play their best green card and get most stats in play
The quest lines were an awful idea because the only way to balance one mana and time would be to make each effect minimal. The maximum you'd want after a third step, so long as the time it takes to get there isn't like 50 turns (like some of them should have been with those endgame effects), is like... Unconditional 12 damage to face. See that sounds strong but it's a 12 they're seeing coming. All of those rewards on the nerfed and banned cards are worth WAAAAY more than a non-conditional 12 to face.
Hot take, Prince Renathal was just a gatekeeper card, preventing combo and aggro decks that deal less than the bonus health as damage unable to win the game because fast decks that dealt a lot of damage were still very good (Imp Warlock, Miracle Rogue). The argument of "He is what was keeping the game balanced" don't works because everything was fine for the most part post Sunken City, even if some decks did felt a little bullshit (Mech Mage), like Pirate Rogue had a 1 mana 3/1 that would deal damage and was not a strong deck. And no adding extra cards to the deck is not a huge drawback, Yorion Sky Nomad (MTG) and That Grass Looks Greener (YGO) were very strong (And banned in some formats) even if they made you need to add more cards to your deck.
Honestly Hearthstone is EXTREMELY generous with what it gives you and what it grants you access to. Even in it's earlier years (have friends who play this game religiously even since the beginning) this game gave you so much for so little. When I saw that last hot-take at the end of the vid I was like "wait wat?!" Even though I only played this game for a little bit back in May of 2017 when Un'Goro released not once did I feel like the game was p2w. The only time I felt bad is when people who were able to drop 100$ every week were my opponents because they were more likely to have better cards and therefore had better decks. But even if you drop money and don't pull the sickest cards, you still optimally get bang for your buck (set(s) you pull from do matter though). Even though I hardly ever touch this game nowadays, I still find it extremely fun to watch!
This is such a lie, if you wanted to do anything besides play a singular deck for 3-4 months, then you had to spend $100 dollars at least. This game was INCREDIBLY expensive. Card games aren't really all the fun if you don't get to try out a variety of cards and decks. Hearthstone's progress was glacial compared to its competitors
My personal hot take: Hero cards should be quests. I really like them, but the RNG of who gets them first is annoying to say the least. Making them into quests would make you deck build around them more to finish the quest faster. Moreover there could be higher power levels allowed if the quests were sufficiently long and hard to pull off.
Hot take: Twist and other similar formats will almost always be DOA as long as the cost of entry is so high. Most standard players dust all their wild cards at rotation, and wild players want to play primarily wild. As long as you have to buy wild packs for these formats, they’ll always be extremely niche if not just dead.
Hot take: duels is the best game mode and I'm including standard and wild. The variance in hero powers and unguaranteed hero choice motivates experimentation but also makes it feel really good to roll a favorite
the problem with shaman is that overload is a bad mechanic, forged is a better version of overload because its optional; if a lot of overload cards were optional like the shaman/druid card that summons totems but overloads 2 if you give them rush, that would change improve both gameplay and strategy, because in the early game you dont want to overload that often because youre screwing up tempo too much, especially now, because id rather play a 2 mana lightning bolt on turn 2 and not float a mana and overload for the next turn
I thought Denathrius was actually generally fine. The problem I had was Theotar where your opponent could steal your Denathrius then drop two uber-infused bombs in a row. However, your opponent dropping a denathrius then you dropping one back was fun.
Ok but what hearthstone could use is a custom game mode. Modifying starting/max hand sizes, mana, mana ramp, and health, turn time limits, total game time limits, and class limits, all of these could open the space for so many deck experimentations and fun
@@unkarsthug4429 That would be cool and all but playing these on demand with friends would add a lot of playtime to hs, and it would especially help with the onboarding process for new players. If a new player wants to learn a new standard deck they could have all the time in the world to learn this way if you could remove turn time limits.
My hot take is that the game would be much more popular if power level was much lower (something like 2015/2016/2017). At least many of my friends stopped playing HS because power level went up too much (some of them did it because game became more and more expensive in my country, but those were minority which doesn't indicate that prices in countries outside US are good.) and they didn't want to play with so much bullshit. Now players will take this as it was stupid but I think that many players that stopped playing stopped because of power level, and many players that are still playing like it. It's like survivorship bias.
As a control player: the aggro vs. aggro mirror matchup is higher skilled than any of my matchups. That being said, in the specific aggro vs. control matchup, the control deck typically requires higher skill.
As a secret mage enjoyer, I think the big issue isn't the archetype itself, but just the absurdity of the mage secrets themself. There's a reason most secrets in other classes are 2 mana but all of mage's iirc are 3. Even explosive runes on 3 is basically a "destroy your opponent's next minion." Also, the guy that cycles your secrets is kinda busted, especially if you land a summoning glyph on him. With 2 copies on the field you don't even have to cast all your secrets, they just do it themself.
Hot take: it’s easier for f2p players to make legend in wild than standard right now. Just craft the generic aggro cards needed and you’ll have the basic shell for half of cards you’ll need. Right now, you don’t need any legendaries for the best aggro deck in wild: Mech Paladin. But you can build any of the aggro decks, and they’ll still be usable even if the meta shifts with new cards.
Card games are inherently pay to win (or pay to grind less), it's okay to argue the severity is low (i.e. you're given a lot and do not need to grind much to be competitive), however fundamentally paying gives you access to a larger pool of options, giving advantage over those who do not pay.
I fully agree with "anyone can hit legend." I've always been casual scrub, never bothered with netdecking, aggro or climbing, that playstyle is alien to me and I have really hard time forcing myself to think like aggro player should. Then one month I just saw the most cancerous aggro priest deck on YT and decided to just go for it and a week or so later boom, legend. It was one of those decks that settled the match one way or the other in 3-5 turns +95% of the time. I guess there was some light decision making and I even found myself adding few removal cards to destroy the odd taunt and some other aggro decks but for the most part I just vomited my hand on the board and hoped for the best. Unless you have such a strong and specific combo of physical and mental issues that you are simply unable to move mouse fast enough to play your turn you should be able to do it within a month, even if you don't have all that much free time. It sure was boring as hell, so boring that I haven't tried it again and I hardly felt any pride since the strategy wasn't mine but it's doable.
I feel like if Priest leaned more into minion based decks with overheal as their main mechanic and less about being able to generate and copy everything they'd be more fun and interesting as a class.
Hot take: Priest was a really cool class in the past with interesting boardclears and draw with Circle, Auchenai, Cleric and pyro; and the most fun combos with inner fire. Some of the few that rewarded you for sticking a board. Since they shifted to: "It makes many cards" it has been really bad to play against in the beginning of a cycle, because they had around 60 removal cards in one 30 card deck. And it's really no fun for me at all. Same with Warrior, since Skipper rotated, the class has had really boring boardclears. Got better with the fire-skipper and the bird, now it's actually fun. My most miserable experience I ever had in HS were control-priest mirrors last expansion. I started to just concede. I hate that I got all those cards. I hope they will print some combo to use my manacheat on.
One thing about the rotation thing, they should absolutely incentivize Wild more, and give the option for full dust refunds on rotated expansions honestly.
Hot Take: During Mean Streets, Jade Druid was the most frustrating deck to play against, yes even over Patches. Pirate Warrior had less bad matchups, because Jade Druid had effectively a 100% winrate against any other control deck.
i feel like resurrect Priest is the main reason that people hate the class. and personally is also my least favorite Priest deck. also in terms of copying/stealing cards from the opponent i always preferred Priest over Rogue because let's be honest Rogue's class identity is just to play 0 mana cards and make every card cost 0. that's the worst thing that hs ever did and they continue to do it with multiple cards in multiple classes too. Priest as a control deck and now triple blood dk are my favorite types of control decks because is all about surviving and managing your resources. in fact triple blood dk is the most fair deck i've ever seen in this game because you're trying to stay alive as long as you can and also slowly killing your opponent in the process. but of course at todays games the longer you stay alive your opponent will just have something to kill you in one turn.
I just hate when my opponent steals my cards, because if they get your good cards before you then it feels like you lost because you didn't draw well, and it punishes you for having good cards for them to take. Plus, in the cases where your cards are actually taken (not copied), you just cannot play the game, for this reason I hate cards like hooktusk and tony (especially with the jailer or fires + steamcleaner).
@@devilsblade2543 yeah completely stealing the cards is not good but any other copy mechanism that is random could have vary results just like discover. and if you draw your good cards too late you lose against everything anyway.
My Hot take is, that when you play a secret it should not be visible to your opponent how much mana you spend on it, or all secrets need to cost the same it isnt a "secret" if you know "this class has 3 secrets for 2 mana, 2 of them are terrible so it is the one playable without trolling"
15:20 I started earlier this week because I needed something that wasn’t master duel (played hearthstone like once before years ago), I immediately built a hunter deathrattle deck and I’m loving it💀
24:04 this is really interesting actually, what if you DID get to see the discover options? This would remove the feel-bad "oh how could i have known they discovered the exact answer to my board when they've pulled from the entire spell pool of their class?" while still allowing discover to have the skill expression of utilizing random circumstance.
I think it would take away the excitement of not knowing what they got. When my opponent discovers things, it excites me, bc now there's a piece to their strategy I have no way of knowing what it is, so now I have to try to play around it, or just ignore it and plow through and hope they couldn't find a good enough answer.
I have a soft spot for priest: when I first got into hearthstone cuz of a friend who played since closed beta, he would always play full on Handlock while I was still running chillwind yeti in every deck. The only chance I stood against him, was playing priest, taking his good cards and outvaluing him maybe 20% of the time. Yes, definitely shitty of a friend to do that to a new player, but that's the kind of person he was, and it felt soooooo good when he malded after I won by just stealing his cards. I started playing seriously sometime after naxx came out and haven't stopped except during stormwind. I don't main priest, but it's good.
Literally anybody can hit legend is most accurate take in this video, i've been playing this game since tgt & was never interested in that, but when they announced that they'd remove classic i decided to get my legend card back in the most fun mode to play while it was still here, i just had to play every day for 4 days(like for an hour), even tho the 1st & 3rd day i played 80% bots i didn't made it faster for myself by using bot matches to farm achievements(which cost me some games). My hot take is: classic was the gamemode that allowed for the most deckbuilding. The most fun i ever had in hs was building a viable mill druid in the mode before the bot invasion, & it was also very fun to adapt decks like worgen otk warrior, handlock, shockadin & weirdlock/combolock(the charge warlock firebat likes) to the new meta w/ shaman which i heard wasn't playable untill naxx.
The opposite is true: classic is the most solved format in the history of hs, so there's literally zero deckbuilding, even less than in standard or wild.
On the nerf ban thing, I'll admit right now that a huge reason why I don't play Magic anymore is because it feels like they don't play test the game enough, and then they just banned tons of cards every single set. I don't want to invest my time or money into a game that's just going to say oh these products you bought? You don't get to play with them anymore. At worst it gives me conspiracy theory feelings like they intentionally release broken cards so people will spend lots of money getting them, and then banned them so you have to buy even more cards to build new decks. And even if that's not true, which it might not be, it still feels really really bad and it feels like I'm getting taken advantage of one way or another.
I agree with the mill decks one, nothing is more satisfying than seeing your opponent flounder to dump cards as his deck burns, but i also understand that its absolutely abhorrent to be on the receiving end so it probably shouldn't be prevelent
man this comments did my midrange decks dirty no one mentioned how midrange and its probably the most fun way to play a mix of aggro and control, reactive and proactive
Now, time for a good take. Plague DK needs to be buffed a lot more, apart from the fact that they never draw the plagues if they play renathal, which is every other game, the nerf on Hollow Hound hurt DK while leaving hunter untouched, more or less.
@6:10 on control heavy decks...my favorite deck ever is control questline priest. If I ever stream it for my friends in Discord, everyone else says "oh this boring deck?" I promise they're good friends btw 😂
Hot Take: Say what you will about fun, but Stormwind was the highest the skill cap has ever been in hearthstone. ex: garrote rogue, D6 warlock, QL Otk Dh. Because of rhinos and mage quest line, even tempo decks were difficult to play.
Hot Take : Control Priest Mirrors are the best game to play AND spectate during tournaments I prefer watching a game that stands for 40 minutes, in which you cannot predict the winner, than watching / Play games that stands for 5 minutes with stupid combos
Hearthstone isnt pay to win but its pay to have fun. The most interesting cards are usually epics and legendarys and creating decks that have weird win conditions or a whacky combo usually require tons of them.
I think hearthstone would really benefit from something similar to commander, where you had one card you could play no matter what, it’s not in your hand it’s not in your deck it’s in its own special spot. The balancing would need to change and I’m not saying to completely copy the format but the idea of having a build around legendary that I’m not praying to draw on curve or I concede makes deck building change completely and makes every other card I put in the deck exist with a different context
Instead of banning a class for queue, they should make a mode where you won't get queued against either of the last two classes you played against. So you're always playing at minimum 3 different classes, and if there's one degenerate deck you only have to see it every third game. The tradeoff of course being you'd have longer queues.
"Trying to get a signature card isn't worth 500 dollars" Neither is getting that Reverse Hollow SSR but people still do it. It's not supposed to be something you're supposed to get. You're supposed to be one of the few people who have it. It's supposed to feel special.
Absolutely, and as a much newer game, it should be expected. I think that Hearthstone is held back by its old infrastructure, and would be just as good as LoR if it were released today.
I think the point about players not knowing when they lost extends to players not knowing how to play a match, many times I see players just hit face over and over again without thinking about the board state. And sometimes their not even playing an aggro deck, like the DK plague deck to me is a midrange deck your meant to grind out the opponent the runes you've selected give you those options as well yet people will just hit you over and over with small creatures in a game where most classes have ways to get back to near full on turn 3-4
Hot take 2.0 Hearthstone has become a better card game due to the speed increase of decks. Yes everyone loves blasts from the past but soon as discover and other mechanics was brought, the game sped up making the gaming experience feel better for the time invested.
I think speeding up the game can be quite the natural path for TCG games. Yu-Gi-Oh is a great example of this, eventually you reach a point in development in deciding to create lower power, less "interesting" cards. Or you decide to add the more wild card effects because its more fun to pull off crazy combos with cards. I've felt this myself, I played during goat/towards the start of Edison then stopped and recently got into it again. I decided to build a resource grindy, destructive deck but it's key feature is a 5 card OTK and you only need to start with 2 in hand for the combo, if you're able to clear board, which is fairly easy in that deck.
one billion % agree with rotation overall being a good thing. We relatively recently had people be angry over rotation in LoR but whenever someone tells me rotation is bad for the game I just tell them to go play yugioh for an hour or watch yugioh and then tell me again rotation is a mistake.
Discover/RNG: If its controlled RNG its great. Most Discover cards are great, because you only pick from a limited pool and the enemy has an idea whats comming. A card that says "Discover any card" would be just horrible. As soon as we enter the territory of too much generation from one card (Box, Rune and especially Yoggs) it starts bekomming a horrible experience. Heavy control: Very fun to play and healthy for the game with a win condition or no endless value engin and controlled board wipes. If your opponent just plays till you have drawn and fatigued out its a horrible experience. If you opponent can generate infinit jades, its a horrible experience since you always win vs other controll match ups. If your oppponent can play 30 Board wipes and win, its a horrible experience.
i started plating hearthstone in classic when i was like 10 years old, i've never spent a single penny on the game ever, and i hit legend this year for the first time. It's one of the only games i've played consistantly for my whole gaming carrer (lol), except for league. So considering it's one of my all time most played games, it's suprisning how i have still kept playing the game. I have taken breaks from the game, same as league. But i've never quit the game as a whole ever. So in MY OPINION it's one of the best multiplayer (and singleplayer) experiances you can have playing for free.
Thief rogue is the best archetype because ill never forget prepping acedmic espionage on turn 1 and drawing a 1 man frostlich jaina on turn 2. Peak hearthstone
I really love the dungeon runs, it's hearthstone`s version of rogue like games and it's great you don't need the cards for them! Now is it worth 20 bucks? When I see what the indie scene is pumping out definitely not in a lifetime! Maybe for like 5. Also fun fact, I bought a new PC at the beginning of 2022 ignored hearthstone and when I returned to HS for the lich king class and logged into my old account, all my cards were gone (I played since naxx) and I didn't got to chose a deck and I had to start at the rank 50 new player rank and I'm currently at rank 10 of that because it's way too long and tedious to play through all these 50 ranks espe knowing all my cards are gone
"Now is it worth 20 bucks? When I see what the indie scene is pumping out definitely not in a lifetime! Maybe for like 5." I think some of the solo content is easily worth $20 and I also think most of the similar indie games are massively underpriced. As a player I like having so many cheap options to try and I enjoy the variety but it sucks that indie devs feel like they need to underprice their games just to be noticed.
I love mill decks - I hate playing with them, but I love playing against them. It’s satisfying when I can burn down my enemy faster than they can mill my deck, and satisfying when I get milled out faster than I can burn them down. It’s a race condition.
Here’s my take - setups where the matchups are incredibly polarizing or the win conditions are uninteractible make an unfun game. With limited tech options it feels horrible to watch your opponent just play solitaire until they assemble their version of Exodia. Mill druid, Shudder Shaman, Boar Priest, Fatigue Rogue, all of those just feel awful to play against because your only options are to get a lucky tech or “just win faster lol” - even though there’s been some games where the outcome is locked on turn 4 or 5. I just want to play my shitpost-y mage setup in Casual without having to feel dread every time I see half the classes in the game because I KNOW what they’re running, because that’s one of the few viable options. At least with my XL Reno Casino Mage deck I’m having fun instead of copying the best decks from HSReplay. Even when I don’t win I can have fun with other fun decks made by people who enjoy the game.
As someone who likes the solo modes the best, I still wouldn't buy more Solo content for Hearthstone. Why? Because Blizzard broke the Plague Adventure, I reported the bug that made it unplayable, and it was still not fixed 2 expansions later. For those who want to know, Playing as Finley in the Plague adventure causes the game to bug when you get to the tavern section. It wont let you leave the tavern, you have to force quit the program and abandon the run. The Bug was repeatable (three times in a row).
Coming back to this half a year later and seeing how Second Dinner still can't properly monetize Marvel Snap...yeah maybe Ben Brode being bad at monetization was spot on.
Discover really IS what makes HS such a great game. It doesn't exist in paper - make the computer actually do something interesting. You can't "discover" in a paper media - it's what makes this a digital card game. HS saw RNG, and instead of backing away from it - they embraced RNGesus and opened the biggest church for the religion.
a free deck that is only given after you get past apprenticeship. Which some new players may not know you can or they don’t want to skip it for the packs and can easily encounter people that net deck tiered decks.
Hot take about control games: there was a time where you can have very long and nice games. I had a lot of them. But now it is most of the times all about luck on drawing. Who draws Odyn first, who draws Lorthemar (or Patchwerk first). Specially mirror control matches are so boring. You can still have a bit of fun with different classes. But as a real control lover, the game is now changed too much to have fun in those games. Also as you said, the luck on discovers makes so much difference in those games. PS: Also to me Priest is not toxic. Even to play against, because is so predictable. It becomes toxic (like Rogue) when they begin to steal your cards and kick your butt with them. And I am the kind of player that loves to play Thief decks lol So it is because of people like me, you hate Priest lol
Okay, I will always take up for Ben Brode here. To those complaining about bad cards and poor balance, you gotta remember that Hearthstone was the first of its kind. There was no blueprint for this stuff so I think crackle was an idea of how to take advantage of the digital format in a unique way that granted did NOT work. If we want to talk balance, this fast and loose style of balance means we get a lot of unbalanced cards and archetypes that should have been caught immediately. It seems like every set has been released half-baked and untested. Ben's team is in large part responsible for the popularity we see today and it was without a doubt my favorite era of Hearthstone
"If a questline fundamentally changes the game after it is finished, it's probably not good for your game" Why? And what about normal quests, all of which do the exact same thing? Why are we treating a payoff differently from every other? The cards played in questline decks weren't played anywhere else, there was clearly a cost for playing the questline.
hot take: any effect that resurrects a minion should not summon a copy, it should summon the original card so you cannot resurrect the same minion 5 times.
Actual graveyard rules ? In hearthstone ? Yeah that won't happen (probably would be cool tho, they were doing it right for the death knight corpses)
@@PenguinWithInternetAccess The Ben Brode leash was loosed long ago, Hearthstone is limited only by their imagination now. I totally think it could happen.
Make an actual graveyard where you can only rez what's in the graveyard. Also, copy of a card in your deck does not put it in the graveyard, only the original card or a card you discovered (not discover a copy). That can stop it from being cheated out to rez each time.
Honestly, I'd settle for more ways to fuck with your opponent's graveyard, but HS hates hand/deck/etc disruption (but loves combos/untouchable wincons, go figure)
@@vaderwalks Priest would like to have a word with u man
The problem with secrets is there's too many of them. It's not a HUGE problem if there's 3 or 4. Hunter in standard currently has 8 or 9. You cannot play around all of them.
I think secrets are okay when you cannot discover them (or at least as easily as with titanforged traps), since realistically, no class is running more than 4 secrets at once. Hunters has 9 secrets but only 3 (Hidden meaning, cat trick and bait and switch) are run natively. There are secrets that are not run at all, so you can cross those right off as long as it's not a discovered secret.
Tldr: The problem is secret discovery. It would probably be fine if there wasn't a way to discover them specifically.
I mean you kinda can. There's only a couple different conditions; playing minions, attacking with them, so it's still pretty easy to play around.
@@hugomendoza5665 If you play around Hidden Meaning you are probably playing into zombies. if u play around explosive you might play into freezing trap or bait and switch. if you play around that u might play into Cat trick..... there's too many things to play around when a hunter can have 2 secrets on turn 2-3. The activation conditions for those secrets are different. You cannot play around all of them
@@niedas3426 yeah whenever I see a generated secret, especially in wild formats, I just wanna leave the game, it is just casino at that point
Honestly a lot of them aren't picked/are situational.
If it doesn't come from titanforged it's hidden meaning, zombees, bait and switch, or cat trick, if it comes from titanforged it's probably the same thing, unless the situation makes the more situational ones better.
The bigger issue is how they can easily tutor them/cast them early and their offensive potential, like hidden meaning being an uninteractive charge minion, either give it summoning sickness or spawn when you spend all your mana and not when your turn ends.
I would still be playing hearthstone if it wasn't so expensive to get into each new expansion.
I am worried if they will constantly release new Wild expansions, i like the content but it would be too much money
@@camerondavis6462it already is too much money. It's always been too much money. This game is pretty much impossible to get into. Rarran is complaining that yugioh isn't new player friendly while hearthstone cost a ridiculous amount of money just to get competetive
I’m far too late to get back in the game last expansion before I quit hearthstone was at ending of decent of dragons and dlc.
I still enjoy watching hearthstone but cause blizzard left a bad taste and the amount of monetisation became too much.
I have nearly all the legendaries from Titans and haven't paid any money, not on pre-orders and not even on the expansion pass. I had around 3100 gold at the end of Festival, so 31 packs, plus all the rank rewards for that last season, plus packs from events, plus this expansion pass' free stuff. I am missing Sif, Ra-den, and a few other legendaries, and that's it.
@@scirrhia_kruden thats cap, there are 11 classes two legends each plus 3 neutral, total 25 legendaries, we got around 3 legs for free, so to have lets say 5 legendaries missing, you would have to have opened 17 legendaries in 31 pack....nonsence
So you either forgot to mention another resource like excess dust you had saved up or duel grind, or you are not missing just ´´couple´´ legendaries
For reference I´ve purchased around 50-60 packs, (also free to play), and I am missing 16 legends!
On another note though, it is indeed easily possible to have multiple meta decks each expansion being F2P, so in essence I agree :D
Re: your war hot take -- totally agree. Warrior was tier 1 in Voyage too and got nerfed into oblivion. People forget how strong warrior was not that long ago
Warrior is still strong, that's the thing. Control warrior is not exactly tier 1, but viable in high legend. Enrage warrior is still a tier 1 deck, despite low playrates. Hell I went from 2200 wild legend to 1030 with even odyn warrior to finish my 1000 wins portrait today. Warrior is rarely the best class but it's really consistent overall.
Enrage Warrior is a Tier 1 deck. IT DIDN'T GET ANY SUPPORT. That's insane. Mech Pal (tier 3) received a whole deck and is overshadowed by FREAKING SILVER HAND PAL (tier 2, with Pure Pal cards), like holy shit!
@@niedas3426
Yeah the story of enrage warrior is sad, deck was insane and fun last xpac and not a single soul played it, maybe people will go to it later when people try older decks (unholy dk is making a comeback so maybe)
@@PenguinWithInternetAccessTbh it really didn't strike me as sad, just natural. The deck has an incredibly high skill ceiling and most people simply don't want to feel like they just took a 1.5 hour math exam after they play four games. It gives players no incentive to pick it, unless they feel confident they can pilot the deck reasonably well, because enrage-style decks have been notorious for being good when piloted well but performing terribly in the hands of inexperienced players. I personally think patron warrior really helped shape that respect from players for warriors skill cap very early on.
@@drewpeacock9087 maybe I'm just showing my age but that's not that long ago lol
Secrets were fun early on when they were weaker, rarer and more flavorful. Each class's secrets used to feel very different, it was fun to find out what the secret was, it put you in interesting situations where you had to decide if you would test with safe plays or gamble on riskier plays and it felt like almost everything could be played around. These days every class's secrets feel too similar, there are too many options to think about and the game has gotten so much faster that spending time testing for certain secrets often feels like a massive loss in tempo, and of course there are too many secrets that basically have no counterplay. The problems that Rarran mentioned about discover cards also make secrets way less fun because suddenly they could have any number of secrets and all of these issues are 1000 times worse in wild.
I completely agree with your logic about the core set. When I first started playing (KoFT/Kobolds) I was literally just playing the basic hunter deck full of basic cards + king krush which I got out of a pack. There was no way for me to get above rank 20 with that deck and it was frustrating as hell
A bit of a hot take. There's no better feeling in the universe than getting a 500th win as Ragnaros from Majordomo Executus.
I mean, any WoW player knows that...
'So, after all of that, you got that mace at least, right?'
*'No'*
More cards like galakrond and c'thun, if the game had a few more "boss" type cards that require other cards to be strong would be so pog, it's by far my favorite style of play. Although decks like infinite turn mage make these decks very sad.
When I first saw the questlines when stormwind was revealed I only saw the first stage of them. In my head, I thought they were like a repeating quest that gave you a simple reward throughout the game. Basically I thought mage had: after you cast an arcane, fire, and frost spell this game, you draw one. and I thought warlock had: every time you take 6 damage on your turn this game, deal 3 with lifesteal. I wonder what they would have been like if that had been the case
hey, have an idea for content:
what you think about a hs expansions recap? telling the history and flavour behind each expansion, while mentioning how the meta evolved whitin it, which classes where good or which cards where memorable, something like a trip down the memory lane
shoutouts to David holding the video hostage with his paragraph LMAO
Re: the take about HS being p2w: you're 100% correct that HS is not p2w and you do get a lot more stuff nowadays than it was in the old days, but Legends of Runeterra has a million times friendlier and better free to play experience. You get free cards WEEKLY depending on the amount of games played during the week, quests feel much more valuable, you get a shitton of wildcards you can exchange for the cards of the same rarity and you get plenty of rewards of the region you want which is like an eternal battlepass(for each region, you can change it at any time to get rewards for the specific region) that is always free and there is no paid version of it
All the secret counter cards should have "*(immune to secret effects*)" text on them, like, come on
The take around 30 minutes about Druid I felt this way as well. The choose one mechanic has never felt well balanced. The trade off is almost never bad and it never felt like they off balanced it with mana. Like fro. Day 1 look at choose one versus shaman overload. Shaman good body by overly expensive cards and poorly balanced to the overload meanwhile Druid choose one just always felt like even the roar card is till fine.
I played the game from beta up until old gods because of the first rotation. The first rotation made me quit the game, so that take definitely makes sense
I came back in witchwood and have been playing on and off since, but I can definitely see why so many people quit (like me) and never came back
So you were fine with it before it rotated. But it rotated and you bailed for half a year. What?
@@KnownAsKenji Half a year? More like 2.5 lol? Sorry I don't think I get what you mean
Honestly now that I think about it that first rotation must've been why I left too
BGs Hot Take: It's not that exciting for new heroes to be added to the mode, because there's already so many bad heroes that dilute the pool. I would much rather have reworks (simular to Lady Vashj/Kurtrus) that make the bad heroes better than to see a new one get added. There's like nearly 100 of them, and yet people seem to pick the same 30, and that should be enough to see the glaring issue.
At this point I feel like it is a deliberate choice just so people pay for more hero options.
Your point about Benn Brode really hit me. When I tryed to come back to HS during DK release I felt that this game changes to fast/they always nerf my class(DK) or cards I liked. When combined with being a filthy casual who plays once or twice a week I just lost intrest in playing.
and so many other games too. dota 2 now looks unrecognizable from what it is let's say year 11 from year 10. it's fucking dota 6 now. when it feels like everything changed u just don't wanna deal with it anymore, even thought u might really like the game
@@xaevius5319Yeah but that’s why it’s still a game today, if Dota or league didn’t get patched they would have died years aho
@@acksawblack starcraft brood war? warcraft 3? old fighting games like street fighter third strike? smash bros melee? melee hasn't been patched for 20 YEARS and that game is as alive as ever. this idea that a game constantly needs to be updated in order to keep its fanbase is a fallacy. if that logic is true then real life sports and something like chess would've died ages ago. don't get me wrong updates can definitely keep a game fresh and with some games that have died updates could've been a cause. but to me that just means that the game can't stand the test of time. look at all the games i've listed, all of them don't get patched but because the underlying game and its systems are robust they stand the test of time. look at counter strike, another valve game, that game's barely changed since 1.6 and tons of people still play it. trust me even if they left dota 2 it would still have its fanbase. dota 2 scratches a certain itch that no other game can scratch. not even league a game in its own "genre" can do that. if they came out with a "dota classic" tomorrow i'd be playing it in a heartbeat.
Yeah, it’s a hard balance to strike. When you’re slow to respond to a shitty meta you alienate the diehard fans, when you respond too quickly you hurt the casuals.
I remember back in early Hearthstone days warrior was the classic good class. Control warrior was at least playable in every expansion and a few key metas like black rock and mean streets were times when warrior was absolutely primo. Classic button warrior with justicar was one of my favorite decks in league of explorers.
I hit #1 legend with control warrior during Naxx. Warrior used to be one of the best control class for the first few years of the game.
39:30 - I disagree. As someone that played Shadow Priest for a while there, if you got matched up against an aggro Paladin and they went first, you just lost the game, and vice versa, 99% of the time.
Regarding the random/discover cards. I recently played a game against a mage who generated 47 cards and finally won through attrition cause I couldn't answer all of them. This level of generation is way too high. Card which generate other cards should be banned from card generation pool.
That's luck. Games will rarely go that far.
@@hugomendoza5665 because most players would have given up sooner, maybe, the point is that generating random stuff should be a wincon, it is a horrendous design
Describe what kind of deck you were playing. What was your win condition in that deck?
Anyone else remembers when “Discover” got introduced? Everyone was saying finally more control and less randomness. They don’t remember how bad it was before discover.
Yeah, honestly watching his video made me realize that I think discover would be fixed completely if your opponent got to see the 3 options you chose from.
Suddenly that makes it feel less like "oh shit they basically have a random card" and instead gives "oh okay, I have to play around these cards so let me see what I should worry about and play around"
Then you can just buff discover cards accordingly to counteract the fact that the opponent gets some info on the cards.
People don't like randomness that gives you 0 choices. That's why implosion is bad, you just had to hope it did the damage you needed. But discover is great since it gives you 3 choices but it feels bad for the opponent since they get no visibility, so it feels like you plucked an exact answer from thin air.
fatigue decks cannot exist in current hearthstone with the amount of discover vomit the devs keep printing. wallet warrior was actually pretty fun to fight in classic as a tempo deck, holding onto resources super late to play around executes or whatever is so cool. but you cannot play around discover and i think the game is worse off for it, especially with the INFINITE VALUE discover cards they made recently for priest. that’s just not fair
Hot Take: Duels should be exactly like the Dalaran Heist type adventure modes. My biggest gripe is building your deck at the start. If your new to Hearthstone, or play mostly battlegrounds like myself, you don't know how to build your curve initially. Leave that to Heroic mode only.
Also, to go along with that, Casual mode in Duels should allow some sort of reward for getting to the late rounds. Maybe alternative card art, or full card art.
Hot take: People are coping out of their mind if they think Priest is the worst class today. Inner fire was what made Priest hated but after that it was okay. Shaman is the worst class of HS easily
Nah, there's no way Priest is hated just because of Inner Fire. A lot of people dislike Inner Fire, sure, but Big Priest has always been a hated deck, a sizable amount of players actually despise(d) playing against Raza-DK, and even Control/Value Priest has always had its detractors given how boring it's perceived to be, how much removal and value generation it has, and how the Thief variant can kill you with your own cards.
With that said, I dunno if it's the "worst class", because that depends how you define "worst".
@@badwulff I agree to some extent, but I really think what you're describing would not have landed priest the reputation of "worst class" if the sentiment wasn't already there. Yes those were unfun decks to fight, but every class got a few of them at some point
No, I simply despice loosing to having my own win condition stolen and used before I even got the chance to draw it. If priest was control + a card like Odin for warriors, I wouldnt have a problem with it. It is just the stealing mechanic that drives me nuts.
@@pierrecourtois5167all classes had broken decks at some point.
Remember also that every time you play against a class you hate, the other player is playing one they love.
The whole most hated class/card conversation makes little to no sense
I think it's more how eye rolling facing control priest can be, with many removals/discover that can give you more removals/"thief" cards always getting the most annoying card out of your deck
Denathrius should have been endlessly infuse (6-9) add 5 damage, which would allow more flexibility in finding the sweet spot of infusion to damage
my friends use the word 'ornaments' to describe secrets, sigils, and quests. cause they all take up the same spots. i really like this design when i was playing secret quest rogue and hope they continue to make good rogue secrets.
the thief priest stuff has the most unique games of any class, recently i had a wild game where i discovered an illucia off of the new purple guy 2/2, synchronised it and played my opponent's time warp twice to kill them. another recent game i identity thiefed 2 20/20 king krushes and 2 turned a hunter.
combo decks when theyre forced off of plan A into board based scraps are also really fun. you get more creative games than the other decks that play their best green card and get most stats in play
The quest lines were an awful idea because the only way to balance one mana and time would be to make each effect minimal. The maximum you'd want after a third step, so long as the time it takes to get there isn't like 50 turns (like some of them should have been with those endgame effects), is like... Unconditional 12 damage to face. See that sounds strong but it's a 12 they're seeing coming. All of those rewards on the nerfed and banned cards are worth WAAAAY more than a non-conditional 12 to face.
Hot take, Prince Renathal was just a gatekeeper card, preventing combo and aggro decks that deal less than the bonus health as damage unable to win the game because fast decks that dealt a lot of damage were still very good (Imp Warlock, Miracle Rogue).
The argument of "He is what was keeping the game balanced" don't works because everything was fine for the most part post Sunken City, even if some decks did felt a little bullshit (Mech Mage), like Pirate Rogue had a 1 mana 3/1 that would deal damage and was not a strong deck.
And no adding extra cards to the deck is not a huge drawback, Yorion Sky Nomad (MTG) and That Grass Looks Greener (YGO) were very strong (And banned in some formats) even if they made you need to add more cards to your deck.
Honestly Hearthstone is EXTREMELY generous with what it gives you and what it grants you access to. Even in it's earlier years (have friends who play this game religiously even since the beginning) this game gave you so much for so little. When I saw that last hot-take at the end of the vid I was like "wait wat?!"
Even though I only played this game for a little bit back in May of 2017 when Un'Goro released not once did I feel like the game was p2w. The only time I felt bad is when people who were able to drop 100$ every week were my opponents because they were more likely to have better cards and therefore had better decks. But even if you drop money and don't pull the sickest cards, you still optimally get bang for your buck (set(s) you pull from do matter though).
Even though I hardly ever touch this game nowadays, I still find it extremely fun to watch!
😂😂😂😂😂 have you played other f2p games, hearthstone fucking daylight robbery
This is such a lie, if you wanted to do anything besides play a singular deck for 3-4 months, then you had to spend $100 dollars at least. This game was INCREDIBLY expensive.
Card games aren't really all the fun if you don't get to try out a variety of cards and decks. Hearthstone's progress was glacial compared to its competitors
My personal hot take: Hero cards should be quests. I really like them, but the RNG of who gets them first is annoying to say the least. Making them into quests would make you deck build around them more to finish the quest faster. Moreover there could be higher power levels allowed if the quests were sufficiently long and hard to pull off.
Hot take: Twist and other similar formats will almost always be DOA as long as the cost of entry is so high. Most standard players dust all their wild cards at rotation, and wild players want to play primarily wild. As long as you have to buy wild packs for these formats, they’ll always be extremely niche if not just dead.
Hot take: duels is the best game mode and I'm including standard and wild. The variance in hero powers and unguaranteed hero choice motivates experimentation but also makes it feel really good to roll a favorite
the problem with shaman is that overload is a bad mechanic, forged is a better version of overload because its optional; if a lot of overload cards were optional like the shaman/druid card that summons totems but overloads 2 if you give them rush, that would change improve both gameplay and strategy, because in the early game you dont want to overload that often because youre screwing up tempo too much, especially now, because id rather play a 2 mana lightning bolt on turn 2 and not float a mana and overload for the next turn
Secrets are great…if there aren’t enough secrets to literally counter every single action. But now their are. And they just feel terrible to face.
hot take, Tony isn't Rarran's dad
Bc the jailer is lol
Bc shudderwock is lmao
I thought Denathrius was actually generally fine. The problem I had was Theotar where your opponent could steal your Denathrius then drop two uber-infused bombs in a row. However, your opponent dropping a denathrius then you dropping one back was fun.
Rarran is suprisingly amazing at analysis and explanation videos. Loved this one thanks for the content.
Ok but what hearthstone could use is a custom game mode. Modifying starting/max hand sizes, mana, mana ramp, and health, turn time limits, total game time limits, and class limits, all of these could open the space for so many deck experimentations and fun
I expect twist will use modifiers like that at some point.
@@unkarsthug4429 That would be cool and all but playing these on demand with friends would add a lot of playtime to hs, and it would especially help with the onboarding process for new players. If a new player wants to learn a new standard deck they could have all the time in the world to learn this way if you could remove turn time limits.
My hot take is that the game would be much more popular if power level was much lower (something like 2015/2016/2017). At least many of my friends stopped playing HS because power level went up too much (some of them did it because game became more and more expensive in my country, but those were minority which doesn't indicate that prices in countries outside US are good.) and they didn't want to play with so much bullshit. Now players will take this as it was stupid but I think that many players that stopped playing stopped because of power level, and many players that are still playing like it. It's like survivorship bias.
As a control player: the aggro vs. aggro mirror matchup is higher skilled than any of my matchups. That being said, in the specific aggro vs. control matchup, the control deck typically requires higher skill.
As a secret mage enjoyer, I think the big issue isn't the archetype itself, but just the absurdity of the mage secrets themself. There's a reason most secrets in other classes are 2 mana but all of mage's iirc are 3. Even explosive runes on 3 is basically a "destroy your opponent's next minion."
Also, the guy that cycles your secrets is kinda busted, especially if you land a summoning glyph on him. With 2 copies on the field you don't even have to cast all your secrets, they just do it themself.
Hot take: it’s easier for f2p players to make legend in wild than standard right now. Just craft the generic aggro cards needed and you’ll have the basic shell for half of cards you’ll need. Right now, you don’t need any legendaries for the best aggro deck in wild: Mech Paladin. But you can build any of the aggro decks, and they’ll still be usable even if the meta shifts with new cards.
Card games are inherently pay to win (or pay to grind less), it's okay to argue the severity is low (i.e. you're given a lot and do not need to grind much to be competitive), however fundamentally paying gives you access to a larger pool of options, giving advantage over those who do not pay.
I fully agree with "anyone can hit legend." I've always been casual scrub, never bothered with netdecking, aggro or climbing, that playstyle is alien to me and I have really hard time forcing myself to think like aggro player should. Then one month I just saw the most cancerous aggro priest deck on YT and decided to just go for it and a week or so later boom, legend. It was one of those decks that settled the match one way or the other in 3-5 turns +95% of the time. I guess there was some light decision making and I even found myself adding few removal cards to destroy the odd taunt and some other aggro decks but for the most part I just vomited my hand on the board and hoped for the best. Unless you have such a strong and specific combo of physical and mental issues that you are simply unable to move mouse fast enough to play your turn you should be able to do it within a month, even if you don't have all that much free time. It sure was boring as hell, so boring that I haven't tried it again and I hardly felt any pride since the strategy wasn't mine but it's doable.
I feel like if Priest leaned more into minion based decks with overheal as their main mechanic and less about being able to generate and copy everything they'd be more fun and interesting as a class.
Hot take: Priest was a really cool class in the past with interesting boardclears and draw with Circle, Auchenai, Cleric and pyro;
and the most fun combos with inner fire. Some of the few that rewarded you for sticking a board.
Since they shifted to: "It makes many cards" it has been really bad to play against in the beginning of a cycle, because they had around 60 removal cards in one 30 card deck. And it's really no fun for me at all. Same with Warrior, since Skipper rotated, the class has had really boring boardclears. Got better with the fire-skipper and the bird, now it's actually fun.
My most miserable experience I ever had in HS were control-priest mirrors last expansion. I started to just concede. I hate that I got all those cards. I hope they will print some combo to use my manacheat on.
One thing about the rotation thing, they should absolutely incentivize Wild more, and give the option for full dust refunds on rotated expansions honestly.
Hot Take: During Mean Streets, Jade Druid was the most frustrating deck to play against, yes even over Patches. Pirate Warrior had less bad matchups, because Jade Druid had effectively a 100% winrate against any other control deck.
i feel like resurrect Priest is the main reason that people hate the class. and personally is also my least favorite Priest deck. also in terms of copying/stealing cards from the opponent i always preferred Priest over Rogue because let's be honest Rogue's class identity is just to play 0 mana cards and make every card cost 0. that's the worst thing that hs ever did and they continue to do it with multiple cards in multiple classes too. Priest as a control deck and now triple blood dk are my favorite types of control decks because is all about surviving and managing your resources. in fact triple blood dk is the most fair deck i've ever seen in this game because you're trying to stay alive as long as you can and also slowly killing your opponent in the process. but of course at todays games the longer you stay alive your opponent will just have something to kill you in one turn.
I just hate when my opponent steals my cards, because if they get your good cards before you then it feels like you lost because you didn't draw well, and it punishes you for having good cards for them to take.
Plus, in the cases where your cards are actually taken (not copied), you just cannot play the game, for this reason I hate cards like hooktusk and tony (especially with the jailer or fires + steamcleaner).
@@devilsblade2543 yeah completely stealing the cards is not good but any other copy mechanism that is random could have vary results just like discover. and if you draw your good cards too late you lose against everything anyway.
2v2 would be the best addition to the game since rotating expansions. It would be interesting to see how far they can push the engine
Make Ren a 1 mana 1/3 after the nerf to help vs aggro some more
My Hot take is, that when you play a secret it should not be visible to your opponent how much mana you spend on it, or all secrets need to cost the same
it isnt a "secret" if you know "this class has 3 secrets for 2 mana, 2 of them are terrible so it is the one playable without trolling"
15:20 I started earlier this week because I needed something that wasn’t master duel (played hearthstone like once before years ago), I immediately built a hunter deathrattle deck and I’m loving it💀
24:04 this is really interesting actually, what if you DID get to see the discover options? This would remove the feel-bad "oh how could i have known they discovered the exact answer to my board when they've pulled from the entire spell pool of their class?" while still allowing discover to have the skill expression of utilizing random circumstance.
I think it would take away the excitement of not knowing what they got. When my opponent discovers things, it excites me, bc now there's a piece to their strategy I have no way of knowing what it is, so now I have to try to play around it, or just ignore it and plow through and hope they couldn't find a good enough answer.
Maybe they could do it after they play the card, show what the other 2 options were
I have a soft spot for priest: when I first got into hearthstone cuz of a friend who played since closed beta, he would always play full on Handlock while I was still running chillwind yeti in every deck. The only chance I stood against him, was playing priest, taking his good cards and outvaluing him maybe 20% of the time. Yes, definitely shitty of a friend to do that to a new player, but that's the kind of person he was, and it felt soooooo good when he malded after I won by just stealing his cards. I started playing seriously sometime after naxx came out and haven't stopped except during stormwind. I don't main priest, but it's good.
Side-Quests were an awesome addition to the game and they should bring them back.
Literally anybody can hit legend is most accurate take in this video, i've been playing this game since tgt & was never interested in that, but when they announced that they'd remove classic i decided to get my legend card back in the most fun mode to play while it was still here, i just had to play every day for 4 days(like for an hour), even tho the 1st & 3rd day i played 80% bots i didn't made it faster for myself by using bot matches to farm achievements(which cost me some games).
My hot take is: classic was the gamemode that allowed for the most deckbuilding. The most fun i ever had in hs was building a viable mill druid in the mode before the bot invasion, & it was also very fun to adapt decks like worgen otk warrior, handlock, shockadin & weirdlock/combolock(the charge warlock firebat likes) to the new meta w/ shaman which i heard wasn't playable untill naxx.
The opposite is true: classic is the most solved format in the history of hs, so there's literally zero deckbuilding, even less than in standard or wild.
On the nerf ban thing, I'll admit right now that a huge reason why I don't play Magic anymore is because it feels like they don't play test the game enough, and then they just banned tons of cards every single set. I don't want to invest my time or money into a game that's just going to say oh these products you bought? You don't get to play with them anymore.
At worst it gives me conspiracy theory feelings like they intentionally release broken cards so people will spend lots of money getting them, and then banned them so you have to buy even more cards to build new decks.
And even if that's not true, which it might not be, it still feels really really bad and it feels like I'm getting taken advantage of one way or another.
I agree with the mill decks one, nothing is more satisfying than seeing your opponent flounder to dump cards as his deck burns, but i also understand that its absolutely abhorrent to be on the receiving end so it probably shouldn't be prevelent
You should do another one of these! (also god I wish I saw this post, I have some SPICY takes...)
man this comments did my midrange decks dirty
no one mentioned how midrange and its probably the most fun way to play
a mix of aggro and control, reactive and proactive
Now, time for a good take.
Plague DK needs to be buffed a lot more, apart from the fact that they never draw the plagues if they play renathal, which is every other game, the nerf on Hollow Hound hurt DK while leaving hunter untouched, more or less.
@6:10 on control heavy decks...my favorite deck ever is control questline priest. If I ever stream it for my friends in Discord, everyone else says "oh this boring deck?"
I promise they're good friends btw 😂
Hot Take: Say what you will about fun, but Stormwind was the highest the skill cap has ever been in hearthstone. ex: garrote rogue, D6 warlock, QL Otk Dh. Because of rhinos and mage quest line, even tempo decks were difficult to play.
Hot Take : Control Priest Mirrors are the best game to play AND spectate during tournaments
I prefer watching a game that stands for 40 minutes, in which you cannot predict the winner, than watching / Play games that stands for 5 minutes with stupid combos
Hearthstone isnt pay to win but its pay to have fun. The most interesting cards are usually epics and legendarys and creating decks that have weird win conditions or a whacky combo usually require tons of them.
I think hearthstone would really benefit from something similar to commander, where you had one card you could play no matter what, it’s not in your hand it’s not in your deck it’s in its own special spot. The balancing would need to change and I’m not saying to completely copy the format but the idea of having a build around legendary that I’m not praying to draw on curve or I concede makes deck building change completely and makes every other card I put in the deck exist with a different context
Death Knights was one of my favorite seasons. I really love the hero cards and it was fun to try even the less good ones.
Whoa, I feel attacked here, I think I'm gonna have to load up some hearthstone to destress, and play some priest
I agree 100% with the guy that said that anyone can hit legend. Now if you want to hit legend without looking up a meta deck that's another story.
Instead of banning a class for queue, they should make a mode where you won't get queued against either of the last two classes you played against. So you're always playing at minimum 3 different classes, and if there's one degenerate deck you only have to see it every third game. The tradeoff of course being you'd have longer queues.
"Trying to get a signature card isn't worth 500 dollars"
Neither is getting that Reverse Hollow SSR but people still do it.
It's not supposed to be something you're supposed to get. You're supposed to be one of the few people who have it. It's supposed to feel special.
so like as a runeterra player I personally believe runeterra has a better player experience
Absolutely, and as a much newer game, it should be expected. I think that Hearthstone is held back by its old infrastructure, and would be just as good as LoR if it were released today.
I'd pay for something like dalaran heist. But i'd ask for it to be more robust, or for some form of reward beyond a card back
hot takes:
-best expansion was boomsday project
-more people should play wild. your decks don't rotate and it's not as scary as you think it is
I think the point about players not knowing when they lost extends to players not knowing how to play a match, many times I see players just hit face over and over again without thinking about the board state. And sometimes their not even playing an aggro deck, like the DK plague deck to me is a midrange deck your meant to grind out the opponent the runes you've selected give you those options as well yet people will just hit you over and over with small creatures in a game where most classes have ways to get back to near full on turn 3-4
Hot take 2.0
Hearthstone has become a better card game due to the speed increase of decks. Yes everyone loves blasts from the past but soon as discover and other mechanics was brought, the game sped up making the gaming experience feel better for the time invested.
I think speeding up the game can be quite the natural path for TCG games.
Yu-Gi-Oh is a great example of this, eventually you reach a point in development in deciding to create lower power, less "interesting" cards. Or you decide to add the more wild card effects because its more fun to pull off crazy combos with cards.
I've felt this myself, I played during goat/towards the start of Edison then stopped and recently got into it again. I decided to build a resource grindy, destructive deck but it's key feature is a 5 card OTK and you only need to start with 2 in hand for the combo, if you're able to clear board, which is fairly easy in that deck.
Priest had me rage the most and the only class I would auto-concede against.
If I wanted fun, and saw priest, I would move on to the next game.
one billion % agree with rotation overall being a good thing. We relatively recently had people be angry over rotation in LoR but whenever someone tells me rotation is bad for the game I just tell them to go play yugioh for an hour or watch yugioh and then tell me again rotation is a mistake.
Discover/RNG:
If its controlled RNG its great. Most Discover cards are great, because you only pick from a limited pool and the enemy has an idea whats comming. A card that says "Discover any card" would be just horrible. As soon as we enter the territory of too much generation from one card (Box, Rune and especially Yoggs) it starts bekomming a horrible experience.
Heavy control: Very fun to play and healthy for the game with a win condition or no endless value engin and controlled board wipes. If your opponent just plays till you have drawn and fatigued out its a horrible experience. If you opponent can generate infinit jades, its a horrible experience since you always win vs other controll match ups. If your oppponent can play 30 Board wipes and win, its a horrible experience.
i started plating hearthstone in classic when i was like 10 years old, i've never spent a single penny on the game ever, and i hit legend this year for the first time. It's one of the only games i've played consistantly for my whole gaming carrer (lol), except for league. So considering it's one of my all time most played games, it's suprisning how i have still kept playing the game. I have taken breaks from the game, same as league. But i've never quit the game as a whole ever. So in MY OPINION it's one of the best multiplayer (and singleplayer) experiances you can have playing for free.
Hot take: Choose one is way too important as design space to be restricted to a single class / dual class cards.
Thief rogue is the best archetype because ill never forget prepping acedmic espionage on turn 1 and drawing a 1 man frostlich jaina on turn 2. Peak hearthstone
I really love the dungeon runs, it's hearthstone`s version of rogue like games and it's great you don't need the cards for them! Now is it worth 20 bucks? When I see what the indie scene is pumping out definitely not in a lifetime! Maybe for like 5.
Also fun fact, I bought a new PC at the beginning of 2022 ignored hearthstone and when I returned to HS for the lich king class and logged into my old account, all my cards were gone (I played since naxx) and I didn't got to chose a deck and I had to start at the rank 50 new player rank and I'm currently at rank 10 of that because it's way too long and tedious to play through all these 50 ranks espe knowing all my cards are gone
"Now is it worth 20 bucks? When I see what the indie scene is pumping out definitely not in a lifetime! Maybe for like 5."
I think some of the solo content is easily worth $20 and I also think most of the similar indie games are massively underpriced. As a player I like having so many cheap options to try and I enjoy the variety but it sucks that indie devs feel like they need to underprice their games just to be noticed.
I love mill decks - I hate playing with them, but I love playing against them. It’s satisfying when I can burn down my enemy faster than they can mill my deck, and satisfying when I get milled out faster than I can burn them down. It’s a race condition.
Here’s my take - setups where the matchups are incredibly polarizing or the win conditions are uninteractible make an unfun game. With limited tech options it feels horrible to watch your opponent just play solitaire until they assemble their version of Exodia. Mill druid, Shudder Shaman, Boar Priest, Fatigue Rogue, all of those just feel awful to play against because your only options are to get a lucky tech or “just win faster lol” - even though there’s been some games where the outcome is locked on turn 4 or 5. I just want to play my shitpost-y mage setup in Casual without having to feel dread every time I see half the classes in the game because I KNOW what they’re running, because that’s one of the few viable options.
At least with my XL Reno Casino Mage deck I’m having fun instead of copying the best decks from HSReplay. Even when I don’t win I can have fun with other fun decks made by people who enjoy the game.
Hearthstones Menu and UI is so underrated the game is just art compared to most online card games
As someone who likes the solo modes the best, I still wouldn't buy more Solo content for Hearthstone. Why? Because Blizzard broke the Plague Adventure, I reported the bug that made it unplayable, and it was still not fixed 2 expansions later. For those who want to know, Playing as Finley in the Plague adventure causes the game to bug when you get to the tavern section. It wont let you leave the tavern, you have to force quit the program and abandon the run. The Bug was repeatable (three times in a row).
Coming back to this half a year later and seeing how Second Dinner still can't properly monetize Marvel Snap...yeah maybe Ben Brode being bad at monetization was spot on.
Discover really IS what makes HS such a great game.
It doesn't exist in paper - make the computer actually do something interesting. You can't "discover" in a paper media - it's what makes this a digital card game.
HS saw RNG, and instead of backing away from it - they embraced RNGesus and opened the biggest church for the religion.
My friend and I have played since release... we've also been praying and hoping for a 2v2 mode in standard. It's been almost 10 years...
a free deck that is only given after you get past apprenticeship. Which some new players may not know you can or they don’t want to skip it for the packs and can easily encounter people that net deck tiered decks.
Hot take about control games: there was a time where you can have very long and nice games. I had a lot of them. But now it is most of the times all about luck on drawing. Who draws Odyn first, who draws Lorthemar (or Patchwerk first). Specially mirror control matches are so boring. You can still have a bit of fun with different classes. But as a real control lover, the game is now changed too much to have fun in those games. Also as you said, the luck on discovers makes so much difference in those games.
PS: Also to me Priest is not toxic. Even to play against, because is so predictable. It becomes toxic (like Rogue) when they begin to steal your cards and kick your butt with them. And I am the kind of player that loves to play Thief decks lol So it is because of people like me, you hate Priest lol
21:20 - 21:40 - Oh hey, he's talking about Yu-gi-oh.
David's Witcher 3 takes are Hypernova levels of hot
"Ben Brode made it as accessible as possible" the game itself, yes. Not the card-acquiring aspect
Okay, I will always take up for Ben Brode here. To those complaining about bad cards and poor balance, you gotta remember that Hearthstone was the first of its kind. There was no blueprint for this stuff so I think crackle was an idea of how to take advantage of the digital format in a unique way that granted did NOT work.
If we want to talk balance, this fast and loose style of balance means we get a lot of unbalanced cards and archetypes that should have been caught immediately. It seems like every set has been released half-baked and untested. Ben's team is in large part responsible for the popularity we see today and it was without a doubt my favorite era of Hearthstone
How one contradicts another?
"If a questline fundamentally changes the game after it is finished, it's probably not good for your game"
Why? And what about normal quests, all of which do the exact same thing? Why are we treating a payoff differently from every other? The cards played in questline decks weren't played anywhere else, there was clearly a cost for playing the questline.