I really like HS but I simply don't have the time to compete with those who gladly pump money into it.
http://www.pocketgamer.co.uk/r/Android/Hearthstone:+Heroes+of+Warcraft/feature.asp?c=64075
No-one saw it coming.
When the Goblins vs Gnomes expansion to Hearthstone introduced all its wonderful and wacky cards, we all wondered where the big swings in the meta were going to be.
More weapons? Mech decks? Viable warrior builds? All that came to pass. But who'd have predicted that the most transformative card of all would be a common five-mana 3/3 mech?
Step forward Antique Healbot.
And it works as advertised. Games take a bit longer when someone pushes out a Healbot because of those extra eight health. But that's okay: the result is often a splendidly taut endgame between an aggro deck on its last gasp of energy and a control deck just starting to snowball.
What if two Healbots go down, though?
That's an extra couple of turns added, and will almost certainly mean the end of an aggro deck. I run one of those too: a classic Zoolock, which is great when you want a fast game to fill a small timeslot. I started to notice more Healbots were coming into play, games were getting longer, end turns becoming drained of tension.
A lot of frustrated aggro players have taken to calling Antique Healbot a "broken" card. Which is patently absurd. A company with the reputation and resources of Blizzard isn't going to allow a card that genuinely ruins the game through the playtest process.
Healing effects, however, can't be countered. The only way to combat the creep of Antique Healbot stacks is to run bigger damage cards and hope for the best.
Which would be fine if it wasn't for the fact they they make matches drag out for so much longer. One of the joys of Hearthstone for me was the way it gave you a rich and satisfying slice of strategy gaming in a ten-minute slot. Games with lots of Healbots can run twenty, even thirty minutes.
I'm pretty sure that's exactly the effect some of these players are hoping for. A quick win for zero effort, based purely on the annoyance value of their cards.
That this has even become a viable approach to the game is dispiriting. And there doesn't look to be an easy solution, either.
Nerfing the card has the potential to spoil its reasonable use in getting control decks rolling, but unless it's a big nerf still leaves it open to multiplication abuse...
http://www.pocketgamer.co.uk/r/Android/Hearthstone:+Heroes+of+Warcraft/feature.asp?c=64075