Omega-Xis
Mauville's Own
Thread is kind've dead so I just thought I'd say what a scrub I am for not getting the dream.
Just some thoughts after playing Arena for awhile and watching/listening to others like Hafu/Kripp/ADWCTA in Old Gods:
It's a lot more balanced than LoE, even though that might sound odd when you have things like Dr. 4 running around and Shaman getting crazy buffs. I've never felt like the top classes (Rogue, Mage, Paladin and Shaman in that order) were so close. Mage really dominated GvG and BRM due to there being more spells around and it being easier to draft cards such as Flamestrikes and there being less overall cards, making it easier to draft things like Shredders and strong basic minions, like Water Ele.
Then with TGT, Paladin got Murloc Knight, which just wins games on its own when it spawns you another Murloc Knight or Warleader, and Rogue got Buccaneer and Undercity Valiant, allowing them to really clean up 2s/3s very, very efficiently and then just snowball the board from there.
I didn't care for the LoE Arena meta much, but the one thing I loved so much about it was that it stopped Warrior being a joke. Since LoE was introduced I've actually have a few 7/8 win Warrior runs. It's not the same game it was way back in the early days where you'd see people posting drafts with 4-5 weapons because you basically needed the tempo that provided to get anywhere. Sure, you still need a few, but the introduction of Obsidian Destroyer made Warrior more of a class that can go 1 for 1 (albeit not being the best at it) and play the even game and then drop Obsidian turn 7. If you're not facing a class that can deal 1 damage easily, those Scarabs can basically win you the game. Uldamann made Pali even more ridiculous than it already was. The only thing I really didn't care for was how much the Discover mechanic put a dent in the advantage that the Warlock's Hero Power provided. Yeah it's still a great hero power but when other classes can get that kind of value out of playing Discover cards, it hurts a bit. Seriously, wtf Blizz.
Now in Old Gods, I feel like the only joke class is Priest, but the "Get board or lose" element of Priest was always there. Arena is a lot more minion-based now as well, so Mage isn't quite the king it used to be. It could just be me, but I feel like I have a lot more consistency from a Mage, Pali, or Shaman in Arena. The only class specific minion right now that I feel Mage has that's better than any other is Faceless Summoner. I've actually had some shitty drafts go 8-9 wins just from drafting 2-3 of those and having a passable curve, even if I lack AoE or much draw.
Anyways, just thought I'd leave my thoughts since in my time playing Hearthstone I've probably spent more time studying/exploring value in the Arena compared to the constructed game. Hopefully this helps anyone, or maybe it's things everyone already knew, just thought I'd share.
Just some thoughts after playing Arena for awhile and watching/listening to others like Hafu/Kripp/ADWCTA in Old Gods:
It's a lot more balanced than LoE, even though that might sound odd when you have things like Dr. 4 running around and Shaman getting crazy buffs. I've never felt like the top classes (Rogue, Mage, Paladin and Shaman in that order) were so close. Mage really dominated GvG and BRM due to there being more spells around and it being easier to draft cards such as Flamestrikes and there being less overall cards, making it easier to draft things like Shredders and strong basic minions, like Water Ele.
Then with TGT, Paladin got Murloc Knight, which just wins games on its own when it spawns you another Murloc Knight or Warleader, and Rogue got Buccaneer and Undercity Valiant, allowing them to really clean up 2s/3s very, very efficiently and then just snowball the board from there.
I didn't care for the LoE Arena meta much, but the one thing I loved so much about it was that it stopped Warrior being a joke. Since LoE was introduced I've actually have a few 7/8 win Warrior runs. It's not the same game it was way back in the early days where you'd see people posting drafts with 4-5 weapons because you basically needed the tempo that provided to get anywhere. Sure, you still need a few, but the introduction of Obsidian Destroyer made Warrior more of a class that can go 1 for 1 (albeit not being the best at it) and play the even game and then drop Obsidian turn 7. If you're not facing a class that can deal 1 damage easily, those Scarabs can basically win you the game. Uldamann made Pali even more ridiculous than it already was. The only thing I really didn't care for was how much the Discover mechanic put a dent in the advantage that the Warlock's Hero Power provided. Yeah it's still a great hero power but when other classes can get that kind of value out of playing Discover cards, it hurts a bit. Seriously, wtf Blizz.
Now in Old Gods, I feel like the only joke class is Priest, but the "Get board or lose" element of Priest was always there. Arena is a lot more minion-based now as well, so Mage isn't quite the king it used to be. It could just be me, but I feel like I have a lot more consistency from a Mage, Pali, or Shaman in Arena. The only class specific minion right now that I feel Mage has that's better than any other is Faceless Summoner. I've actually had some shitty drafts go 8-9 wins just from drafting 2-3 of those and having a passable curve, even if I lack AoE or much draw.
Anyways, just thought I'd leave my thoughts since in my time playing Hearthstone I've probably spent more time studying/exploring value in the Arena compared to the constructed game. Hopefully this helps anyone, or maybe it's things everyone already knew, just thought I'd share.