The player that is on the attacking turn have an attack token (it's a glowing orange sword on the right of the board) that will be expended after declaring an attack with at last a minion. If you can refresh it after having already attacked, you get another chance to attack.
If you "ready your attack" when you're the defending player, you still get the chance to declare an attack.
If you play any control deck you have to actually interact a lot during your opponent turn, so it feels much faster than an aggro when you mostly only drop minions. On HS control is often considered boring because you can just react to what your opponent has done instead of being able to disrupt his strategy in his own turn.
They've said that a wipe was coming since the first closed beta, but they didn't specified untill now when exactly the wipe would take place. At this point I hope that the next phase will be the open beta so that everyone can play the game and start building his own collection.
They nerfed Reckless Experimenter for this exact reason(altough it made snp free), and they left this untouched. Still today i can't understand this.
That's my whole point: why Team 5 cannot use some consistency between different formats? Reckless Experimenter was nerfed for SN1P-SN4P since it allowed the same TTK now used by Warlock but for Priest, the only difference is that it was into Standard. Why can't we have the same nerf for Wild also, on Mechwarper? The issue is the exct same and the fix required is the exact same that has been already applied.
I would agree that discount effects that bring whatever at 0 mana may be an issue but changing the general rule may hit too many archetypes on Wild (expecially combo ones), so I think it's better to have on spot fix for problematic interactions instead.
I hope that the terrible situation of the current Brawl may put some highlight on the issue, since it seems that Team 5 isn't able to understand how awful is the current Wild meta (where we have atm 3 Tier S decks).
The report is correct: Aluneth Mage, SN1P-SN4P Lock and Mech Pala are clearly on another league in comparison with everything else around atm. They're fast, hard to counter and with lot of consistency on their side.
Actually I don't see any chance to get them out of Tier S, since they've very little to no counter that can hurt them, so I hope that DoD will have what we need to shake up this stale meta with something new. Otherwise a direct action from Team 5 will be needed, at last to lower the power level of those 3 decks and keep them on par with other Tier 1 archetypes.
I'm once again sad to see that Priest still in a terrible spot no matter what. Also Warrior seems to not be able to keep a steady presence of any kind aside from a low tier Pirate archetype.
So many changes! I'm glad to see that they're already eager to make some fixes after just one beta round because it probably means that they'll be fast even if during the future there will be some broken interaction.
Imho, no one want a costant balance for Wild but just some attention for when the meta become too polarized toward certain decks, those that are classified as Tier S (or terribly obnoxius, like Big Priest). If the meta will not self-correct probably an intervention from Team 5 may be appreciated: no change to basic mechanics and no nerf to cards currently on Standard (to avoid messing with that meta).
Just targeted nerfs to problematic cards that enable broken situations with too much consistency.
Sadly Team 5 doesn't consider Wild as an extended format, but just as a dumpster for whatever leave Standard or is too hard to balance there and goes into HoF. Even if the main issues of Wild are a few general interaction, they won't look into it properly any time soon.
The only time they've done something is when they've nerfed Raza the Chained and Patches the Pirate a week before they would rotate out of Standard. Or when they've stealth buffed Naga Sea Witch for no reason at all.
If they've lowered the price of extra hero in the shop by halves since the beginning (and keep more of other one coming) they could have made so much money. Cosmetics by cash is the only way they can keep up the income while reworking the economic system in a more "costumer friendly" way.
While I too don't like meta high tier deck in Casual mode, you cannot blame those who just want to learn how to play those competitive decks or just want to complete their quests fast. The advantage of Casual is that you don't win or lose anything, so if you don't want to face Tier 1 deck with your homebrewed meme one you can just hit the concede button and move on to the next game (and so on until you actually find a decent match between memes).
Wild should not be properly balanced as Standard, because it will require indeed too much effort. But from being looked at and instead being abandoned in an not-so-healty-situation for months... Well, the difference is pretty clear.
To make a comparision: MtG also has a format where you can use every card ever printed (with limitation and some ban) but they keep it updated with restriction from time to time when something "broke" it. Wild on the other hands it's totally abandoned and when they look at it they just make pointless fixes that will hardly change anything and even those are done so rarely that the whole format often feels pointless.
On Wild everything is taken to an extreme because with all the cards in the pool is always easy to find a broken synergy. On Standard that is far more difficult to achieve because there you have very few options.
Wild's issue is that Blizzard doesn't care about it. It's not considered an extended format, but just a dumpster where they throw whatever may be too hard to balance on Standard. It's such a missed opportunity to expand HS gameplay, but also you've to consider that Wild doesn't bring enough money because once you've got an established collection you (usually) don't need to buy tons of new packs in order to update your decks.
The player that is on the attacking turn have an attack token (it's a glowing orange sword on the right of the board) that will be expended after declaring an attack with at last a minion. If you can refresh it after having already attacked, you get another chance to attack.
If you "ready your attack" when you're the defending player, you still get the chance to declare an attack.
You've shattered my dream with just three words.
But I like the Derpcorn update on the header.
They've recently stated that after the beta running during this day, they'll do a complete reset.
Here you can find the complete announcement.
Yes, it stacks: for each one you cast, you'll get an extra minion at the start of each turn.
If you play any control deck you have to actually interact a lot during your opponent turn, so it feels much faster than an aggro when you mostly only drop minions. On HS control is often considered boring because you can just react to what your opponent has done instead of being able to disrupt his strategy in his own turn.
They've said that a wipe was coming since the first closed beta, but they didn't specified untill now when exactly the wipe would take place. At this point I hope that the next phase will be the open beta so that everyone can play the game and start building his own collection.
It will reset when the open beta start, but any purchase with real money will be kept or at last refound as in-game coins.
One of my favourite of all time! Excellent job, bravo!
That's my whole point: why Team 5 cannot use some consistency between different formats? Reckless Experimenter was nerfed for SN1P-SN4P since it allowed the same TTK now used by Warlock but for Priest, the only difference is that it was into Standard. Why can't we have the same nerf for Wild also, on Mechwarper? The issue is the exct same and the fix required is the exact same that has been already applied.
I would agree that discount effects that bring whatever at 0 mana may be an issue but changing the general rule may hit too many archetypes on Wild (expecially combo ones), so I think it's better to have on spot fix for problematic interactions instead.
I hope that the terrible situation of the current Brawl may put some highlight on the issue, since it seems that Team 5 isn't able to understand how awful is the current Wild meta (where we have atm 3 Tier S decks).
It's now up but the login servers seems full, so you've to wait a bit before entering.
The report is correct: Aluneth Mage, SN1P-SN4P Lock and Mech Pala are clearly on another league in comparison with everything else around atm. They're fast, hard to counter and with lot of consistency on their side.
Actually I don't see any chance to get them out of Tier S, since they've very little to no counter that can hurt them, so I hope that DoD will have what we need to shake up this stale meta with something new. Otherwise a direct action from Team 5 will be needed, at last to lower the power level of those 3 decks and keep them on par with other Tier 1 archetypes.
I'm once again sad to see that Priest still in a terrible spot no matter what. Also Warrior seems to not be able to keep a steady presence of any kind aside from a low tier Pirate archetype.
So many changes! I'm glad to see that they're already eager to make some fixes after just one beta round because it probably means that they'll be fast even if during the future there will be some broken interaction.
Nice detailed guide, well done.
I was really waiting for it .Well done, as always, and thanks for all your efforts.
Imho, no one want a costant balance for Wild but just some attention for when the meta become too polarized toward certain decks, those that are classified as Tier S (or terribly obnoxius, like Big Priest). If the meta will not self-correct probably an intervention from Team 5 may be appreciated: no change to basic mechanics and no nerf to cards currently on Standard (to avoid messing with that meta).
Just targeted nerfs to problematic cards that enable broken situations with too much consistency.
Sadly Team 5 doesn't consider Wild as an extended format, but just as a dumpster for whatever leave Standard or is too hard to balance there and goes into HoF. Even if the main issues of Wild are a few general interaction, they won't look into it properly any time soon.
The only time they've done something is when they've nerfed Raza the Chained and Patches the Pirate a week before they would rotate out of Standard. Or when they've stealth buffed Naga Sea Witch for no reason at all.
If they've lowered the price of extra hero in the shop by halves since the beginning (and keep more of other one coming) they could have made so much money. Cosmetics by cash is the only way they can keep up the income while reworking the economic system in a more "costumer friendly" way.
While I too don't like meta high tier deck in Casual mode, you cannot blame those who just want to learn how to play those competitive decks or just want to complete their quests fast. The advantage of Casual is that you don't win or lose anything, so if you don't want to face Tier 1 deck with your homebrewed meme one you can just hit the concede button and move on to the next game (and so on until you actually find a decent match between memes).
Wild should not be properly balanced as Standard, because it will require indeed too much effort. But from being looked at and instead being abandoned in an not-so-healty-situation for months... Well, the difference is pretty clear.
To make a comparision: MtG also has a format where you can use every card ever printed (with limitation and some ban) but they keep it updated with restriction from time to time when something "broke" it. Wild on the other hands it's totally abandoned and when they look at it they just make pointless fixes that will hardly change anything and even those are done so rarely that the whole format often feels pointless.
On Wild everything is taken to an extreme because with all the cards in the pool is always easy to find a broken synergy. On Standard that is far more difficult to achieve because there you have very few options.
Wild's issue is that Blizzard doesn't care about it. It's not considered an extended format, but just a dumpster where they throw whatever may be too hard to balance on Standard. It's such a missed opportunity to expand HS gameplay, but also you've to consider that Wild doesn't bring enough money because once you've got an established collection you (usually) don't need to buy tons of new packs in order to update your decks.