Yes, let's disable an entire class because you lost to a Secret Pally. Or rather lets disable a class because you don't like 1 card out of the hundreds of cards in HS. I laughed so hard at this post, I decided to see if he posted anything else this funny. I was not disappointed.
Not sure why you're attacking me directly as a person, when I've never done the same to anyone. Why not talk about the topic instead of using ad hominem to make my argument appear invalid?
I'm not trying to attack you so much as the leagues of people who cry that "This card is OP" and "This deck is OP". If you think a card needs a slight buff/nerf, you ask the general public what they think about the card, whether they think its too strong or too weak. And if you believe that it is too strong/too weak, you propose a change to further fuel discussion. I personally believe that Mysterious Challenger should have a small body nerf such as reducing his stats to a 5/5 or maybe even a 5/4. I think that making him mana efficient as a 6/6 for 6 mana and then activating several secrets is a bit too strong for one card. That or maybe increasing his mana to 7. All I'm saying is I'm sorry if it came off as a personal attack. It was meant more as an attack on the leagues of children who cry OP every time a new card or mechanic is revealed. If you want to act like civil players, lets discuss card strengths and weaknesses and potential changes, NOT the destruction of classes based on 1 card.
To the question of, "Why are Paladins so aggrivating?"
Probably cause they didn't give us a control game. They gave us a few aggro cards, which no one wanted.
And they gave us this secret stuff, which is interesting, and might be good long term, but it is a huge Tempo deck. Didn't Blizzard say they realized how much speed hate there was, and "were trying to slow down the game with TGT." Sure seems like they gave Paladin the exact opposite of what every one wanted, and even the opposite of what THEY THE DEVs OF BLIZZ wanted. How dumb are they?
The people that play Paladin want to play control, but Blizz will only gives us cards that work for everything except control.
Blame Blizz for the aggrevating Paladins.
As a Paladin player, speaking on behalf of many Paladins, we didn't want Aggro, we didn't want Tempo. We took an extremely long time to even find Eboladin because of how much we are against playing aggro. WE DO NOT WANT THESE DECKS. ALL WE WANT IS CONTROL. But Blizz won't give it to us. Trying to make us into the new Aggro Hunter class, and Hunter into the new contol. Not really sure why they are trying force on people the things they don't want.
Some streamer even said it in a review, about being ok with giving weaker decks, better cards.I full agree.
Well our EBOLA did not need help. We needed control cards, but they gave us everything but. Instead they helped Warrior the most with control and they were already the best control class. Pretty much exactly the opposite of helping weaker decks, lets take the strongest control deck and make it even better? So that noone can contest late game against Warrior? This does not help push control. It deincentivizes it, if you are not a Warrior, why play control? When the best control deck out there just got better, so it will still be top dog, there is no reason to. Devs have no brains.
And their lack of Piloted Shredder and Dr. Boom nerfs, shows they have no clue. Just nerfing these two cards would make Inspire so much better, maybe a viable deck type instead of another failed expansion.
Paladin in its current state can only ever be tempo based or overpowered. Shielded Minibot and Muster for Battle are arguably the STRONGEST CARDS IN THEIR MANA SLOTS, so giving Paladin efficient board clears on top of that to make a control game viable would just make paladin OP.
You can easily make cards that are good in control only. Low cost effiency doesn't have to be aggro / tempo exclusive.
Muster might be strong, but there is a sizeable portion of players who like the other weapons, and you can only run so many weapons. Coghammer supports a control game much better than Muster for Battle, and if we had a viable control deck, it's not hard to see Muster for Battle being replaced.
And, yeah Shielded Minibot is strong, but far from the strongest. The whole reason people started saying "Shielded Minibot is the best 2-drop in the game," is because in a vacuum, it wins or ties any trading with all other 2 drops. Well first off, this game isn't played in a vacuum, so that statement is already flawed. Playing against a class w pings really lowers the value of it. And on top of that, every class except Paladin got 1 or more, two mana minions in this set. And many of them trade evenly with Shielded Minibot, while giving another effect. Almost impossible to still be saying Shielded Minibot is the strongest 2 drop in the game. It just isn't true anymore.
And like I've said, it's quite easy with the text, to make early game cards that aren't good in faster decks.
A good example is Argent Lance. This is a card that could have had the same text but be a 3/1 weapon. That would have given us a 3 damage, early game removal. It would still be weaker than Fiery War Axe, at it's best it is only as good, and at it's worst it is only 1/2 the card that Firey Win Axe is. And the Joust mechanic would make it so it would be good in a control deck, but no aggro deck would ever run it. And it would contest a spot with Muster for Battle since they are both weapons, so control would no longer run Muster.
You could apply some similar type restriction to Spell cards, and then there is no reason Paladin can't have an efficient, single target, early game removal.
And having all those restricions might not even be necessary. Every other class has effecient removals, and every expansion they also get amazing minions. Heck, in the two previous expansions, aside from Shielded Minibot, whice has been power creep'd out of the top spot this expansion, we haven't gotten any good minions, and we are the minion class. FFS. I guess you could sorta count Quartermaster, but QM isn't really a control card, it's more for midrange and it is a combo card, might only run 1 or 0 QM's in a real control Paladin build, if a viable one existed.
This expansion is still a bit up in the air who the winner is, but of the good Paladin cards we got from TGT, most can see that they aren't control cards. Dissappointing.
Pally secrets was decent before TgT, maybe not legend calibur but it was competetive. TGT just gave it more tools.
I'm not trying to attack you so much as the leagues of people who cry that "This card is OP" and "This deck is OP". If you think a card needs a slight buff/nerf, you ask the general public what they think about the card, whether they think its too strong or too weak. And if you believe that it is too strong/too weak, you propose a change to further fuel discussion. I personally believe that Mysterious Challenger should have a small body nerf such as reducing his stats to a 5/5 or maybe even a 5/4. I think that making him mana efficient as a 6/6 for 6 mana and then activating several secrets is a bit too strong for one card. That or maybe increasing his mana to 7. All I'm saying is I'm sorry if it came off as a personal attack. It was meant more as an attack on the leagues of children who cry OP every time a new card or mechanic is revealed. If you want to act like civil players, lets discuss card strengths and weaknesses and potential changes, NOT the destruction of classes based on 1 card.
[Paladin] - http://www.hearthpwn.com/decks/319380-token-inspire-midrange
To the question of, "Why are Paladins so aggrivating?"
Probably cause they didn't give us a control game. They gave us a few aggro cards, which no one wanted.
And they gave us this secret stuff, which is interesting, and might be good long term, but it is a huge Tempo deck. Didn't Blizzard say they realized how much speed hate there was, and "were trying to slow down the game with TGT." Sure seems like they gave Paladin the exact opposite of what every one wanted, and even the opposite of what THEY THE DEVs OF BLIZZ wanted. How dumb are they?
The people that play Paladin want to play control, but Blizz will only gives us cards that work for everything except control.
Blame Blizz for the aggrevating Paladins.
As a Paladin player, speaking on behalf of many Paladins, we didn't want Aggro, we didn't want Tempo. We took an extremely long time to even find Eboladin because of how much we are against playing aggro. WE DO NOT WANT THESE DECKS. ALL WE WANT IS CONTROL. But Blizz won't give it to us. Trying to make us into the new Aggro Hunter class, and Hunter into the new contol. Not really sure why they are trying force on people the things they don't want.
Some streamer even said it in a review, about being ok with giving weaker decks, better cards.I full agree.
Well our EBOLA did not need help. We needed control cards, but they gave us everything but. Instead they helped Warrior the most with control and they were already the best control class. Pretty much exactly the opposite of helping weaker decks, lets take the strongest control deck and make it even better? So that noone can contest late game against Warrior? This does not help push control. It deincentivizes it, if you are not a Warrior, why play control? When the best control deck out there just got better, so it will still be top dog, there is no reason to. Devs have no brains.
And their lack of Piloted Shredder and Dr. Boom nerfs, shows they have no clue. Just nerfing these two cards would make Inspire so much better, maybe a viable deck type instead of another failed expansion.
You can easily make cards that are good in control only. Low cost effiency doesn't have to be aggro / tempo exclusive.
Muster might be strong, but there is a sizeable portion of players who like the other weapons, and you can only run so many weapons. Coghammer supports a control game much better than Muster for Battle, and if we had a viable control deck, it's not hard to see Muster for Battle being replaced.
And, yeah Shielded Minibot is strong, but far from the strongest. The whole reason people started saying "Shielded Minibot is the best 2-drop in the game," is because in a vacuum, it wins or ties any trading with all other 2 drops. Well first off, this game isn't played in a vacuum, so that statement is already flawed. Playing against a class w pings really lowers the value of it. And on top of that, every class except Paladin got 1 or more, two mana minions in this set. And many of them trade evenly with Shielded Minibot, while giving another effect. Almost impossible to still be saying Shielded Minibot is the strongest 2 drop in the game. It just isn't true anymore.
And like I've said, it's quite easy with the text, to make early game cards that aren't good in faster decks.
A good example is Argent Lance. This is a card that could have had the same text but be a 3/1 weapon. That would have given us a 3 damage, early game removal. It would still be weaker than Fiery War Axe, at it's best it is only as good, and at it's worst it is only 1/2 the card that Firey Win Axe is. And the Joust mechanic would make it so it would be good in a control deck, but no aggro deck would ever run it. And it would contest a spot with Muster for Battle since they are both weapons, so control would no longer run Muster.
You could apply some similar type restriction to Spell cards, and then there is no reason Paladin can't have an efficient, single target, early game removal.
And having all those restricions might not even be necessary. Every other class has effecient removals, and every expansion they also get amazing minions. Heck, in the two previous expansions, aside from Shielded Minibot, whice has been power creep'd out of the top spot this expansion, we haven't gotten any good minions, and we are the minion class. FFS. I guess you could sorta count Quartermaster, but QM isn't really a control card, it's more for midrange and it is a combo card, might only run 1 or 0 QM's in a real control Paladin build, if a viable one existed.
This expansion is still a bit up in the air who the winner is, but of the good Paladin cards we got from TGT, most can see that they aren't control cards. Dissappointing.
1.Play Hunter
2. Put a Flare(or 2) in your dexk
3. Enjoy recking noobs
Keeper of the GROOVE