• 0

    posted a message on New Neutral Legendary Card Revealed - Frizz Kindleroost

    This was meta defining if it reduced the cost by (1). It's game breaking right now. Will define the meta until it stays, and will define the meta whenever its present. 

    Probably one of the strongest legendary ever. 

    Posted in: Card Discussion
  • 0

    posted a message on New Card - Rogue Quest - Bazaar Burglary

    This is just dumb.

    The power level of this expansion is stupid. 

    Posted in: Card Discussion
  • 0

    posted a message on New Hunter Card - Wild Bloodstinger

    6 mana 6/9, beast, with a disruption mechanic, in hunter, who just got Webweaver. 

    This will be an amazing card. 

    In arena it will make Hunters OP.

     

     

    Posted in: Card Discussion
  • 6

    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place! V2

     

    Quote from usde >>

    just won against a cubelock and a baku palladin in a sequence because both of them got disconnected... and I don't feel sorry for them at all

     
    This isn't a rant. This is a feelsgoodman. This ain't the feelgoodman thread! Maybe we should have a feelsgoodman thread. 
    Posted in: General Discussion
  • 3

    posted a message on Hearthstone: The card game with fundamental design flaws and why it is time to say goodbye

    I made a post in the group therapy thread and wanted to share it with a broader audience.

    I have finally done it! I have removed HS from my computer! ITS OVER!

    Seriously though, the game had not been fun for me for a while now. The major issue for me has been the fundamentals it was built upon. You have RNG within a card, sometimes it works in your favor sometimes it doesn't, and that's fine, card games will always come with that element. Even with RNG not working in my favor many, many times (looking at you arena!), I did not complain about the game or thought that it needs to changed. 

    The real problem for me has been the initial draw of a limited 3 cards (4 if going second) out a total 30 cards. Its game breaking tbh. Having 10% of your deck at the start of the game severely limits your play style and encourages aggro built heavily. With the addition of Baku, this has been favored even more, with the hero powers becoming stronger (Bakuladin, not to mention Gennladin but that is a mid-range deck. Also, it will only be a matter of time when someone finds a better version of Baku Hunter, rather then the current crappy version of playing a bunch of 1 drops and hope you draw silence to finish off the opponent.). Some people will say that aggro will become stronger if they have more cards at the start, but so will control and mid-range, you will have more tools to deal with aggro rather then playing that one card you have to save your ass and hope for the best. 

    The other thing with the initial card limit is that it hurts two card combos the most. You have one piece in hand and sometimes you never ever draw the second piece. It limits deck building because you cannot add such combos in your deck unless you have heavy draw mechanics and we all know how draw works in HS, as some classes are entitled to get all the draws they want while others get nothing (seriously who decided to give Kobold Librarian to Warlocks? They didn't have enough draw?)

    If you provide more cards at the start of the game, then these two card combos become more realistic and deck creativity increases even without draw. With more cards you have a better chance to fight aggro and better chance to do combos (not miracle style combos, but simple combos that should exist in the game but don't).

    Final issue with initial number of cards in your hand, cards that increases the thickness of your deck are rather useless (White Eyes and Dire Frenzy), this is why discover has been such a popular mechanic because it adds to your hand. Almost all discover cards are very good or playable (no wonder Blizzard abused it). Both discover and "add card to your deck" are value plays but we all know which one we all prefer. Recruit is also popular when done right because it thins your deck and provides more chances to draw a crucial card. 

    In other words, what I believe is, if you have more cards at the start of the game, the game will be more interesting while also being shorter due to faster fatigue rates. It will also counter the lack of card draw some classes have as well as providing more chances for the crucial turn you want to do since you will have more cards in your hand. 

     

    The second fundamental flaw with the game is AoE. Once again some classes are entitled to it but others are not? This causes some classes to play a specific type of deck and nothing else (Hunters, who are one AoE away from having a cool and viable control deck. Wild is a decent example). I have never understood this design philosophy from Blizzard. Why are you restricting gameplay with this decision? Will it be really bad to print a half decent AoE rather then printing a dumb unusable pack filler? And speaking of decent AoE!

    Most AoE in the game are simply not good enough. Go back and look at all the AoE cards ever released. How many of them were good? And how many were good on their own? AoE cards became good in the last 1.5-2 years and that is when we really saw a host of control decks become viable (Kazakus had a huge part to play), we had control decks before this period but not to the extent we had during that era. Once again we are back to an era where AoE barely exist (or reliable AoE barely exist), when compared to the extent it existed in the year of the Mammoth. 

    The third and final fundamental flaw with Hearthstone is minion stats in accordance to their mana and the bonus effects they bring. Sometimes the bonus effect is so strong, one application can turn the game around. Minions at low mana are already heavily stated and this goes on and becomes a major issue as the mana increases. At 1 mana you have almost 4 stats on a body (looking at many 1/3 minions in the game, this stat can increase on some minions)! Later on it becomes 5 mana with 10 stats and a bonus effect (looking at the many 5 drops in the game) and increases to up to 10 mana with 24 stats (and bonus effects). With the lack of removal in the game, single target or AoE, dealing with such minions is problematic. If you have big minions in the game, or if your game revolves heavily around minions, then there should be ways to deal with them, otherwise their stats should be lower, so they are manageable with minion minion trading, thus encouraging trading and interactions. Spiteful Summoner is a potential 6 mana 16/16 (32 stats for just 6 mana!) and that is not right. 4 mana 7/7 (14 stats for 4 mana!) was not right.

    When Emeriss was released, it was a meme card (and probably will stay that way forever). However, if you look at the stats of the card, they somehow feel, right? Bonus effect aside, 10 mana for 16 stats is mighty fine and can be dealt with, looking at it comes out at turn 10. The effect is powerful but it has limitations of its own. Over scaled minions have caused major issues in HS and they should be limited but somehow are abundant and there are lack of direct counters to them. 

    Right now HS heavily lacks within the "interactive game play" department. Or maybe, it has always lacked in that department?

    There are a few more things I wanted to list. But to hell with it. I am done with this game! I will not miss it and will not miss the community either! Haha! 

    Anyways boys and girls. Hope you all have a great time ahead. Good luck with your lives and have fun! 

    Posted in: General Discussion
  • 10

    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place! V2

    I have finally done it! I have removed HS from my computer! ITS OVER!

    Seriously though, the game had not been fun for me for a while now. The major issue for me has been the fundamentals it was built upon. You have RNG within a card, sometimes it works in your favor sometimes it doesn't, and that's fine, but the problem for me has been the initial draw of a limited 3 cards (4 if going second) out a total 30 cards. Its game breaking tbh. Having 10% of your deck at the start of the game severely limits your play style and encourages aggro built heavily. With the addition of Baku, this has been favored even more, with the hero powers becoming stronger (Bakuladin, not to mention Gennladin but that is a mid-range deck. Also, it will only be a matter of time when someone finds a better version of Baku Hunter, rather then the current crappy version of playing a bunch of 1 drops and hope you draw silence to finish off the opponent.). Some people will say that aggro will become stronger if they have more cards at the start, but so will control and mid-range, you will have more tools to deal with aggro rather then playing that one card you have to save your ass and hope for the best. 

    The other thing with the initial card limit is that it hurts two card combos the most. You have one piece in hand and sometimes you never ever draw the second piece. It limits deck building because you cannot add such combos in your deck unless you have heavy draw mechanics and we all know how draw works in HS, as some classes are entitled to get all the draws they want while others get nothing (seriously who decided to give Kobald Librarian to Warlocks? They didn't have enough draw?)

    If you provide more cards at the start of the game, then these two card combos become more realistic and deck creativity increases even without draw. With more cards you have a better chance to fight aggro and better chance to do combos (not miracle style combos, but simple combos that should exist in the game but don't).

    Final issue with initial number of cards in your hand, cards that increases the thickness of your deck are rather useless (White Eyes and Dire Frenzy), this is why discover has been such a popular mechanic because it adds to your hand. Almost all discover cards are very good or playable. Both discover and "add card to your deck" are value plays but we all know which one we all prefer. Recruit is also popular when done right because it thins your deck and provides more chances to draw a crucial card. 

    In other words, what I believe is, if you have more cards at the start of the game, the game will be more interesting while also being shorter due to faster fatigue rates. It will also counter the lack of card draw some classes have as well as providing more chances to that crucial turn you want to do since you will have more cards.

    The second fundamental flaw with the game is AoE. Once again some classes are entitled to it but others are not? This causes some classes to play a specific type of deck and nothing else (Hunters, who are one AoE away from having a cool and viable control deck). I have never understood this design philosophy from Blizzard. Why are you restricting gameplay with this decision? Will it be really bad to print a half decent AoE rather then printing a dumb unusable pack filler? 

    The other issue is that most AoE are simply not good enough. Go back and look at all the AoE cards ever released. How many of them were good? And how many were good on their own? AoE cards became good in the last 1.5-2 years and that is when we really saw a host of control decks become viable (Kazakus had a huge part to play), we had control decks before this period but not to this extent. Once again we are back to an era where AoE doesn't exists to the extent it existed in the year of the Mammoth. 

    The third and final fundamental flaw with Hearthstone is minion stats in accordance to their mana and the bonus effects they bring, sometimes the bonus effect is so strong, one application can turn the game around. Minions at low mana are already heavily stated and this goes on and becomes a major issue as the mana increases. At 1 mana you have almost 4 stats on a body (looking at many 1/3 minions in the game, this stat can increase on some minions!) Later on it becomes 5 mana with 10 stats and a bonus effect (looking at the many 5 drops in the game) and increases to up to 10 mana 24 stats (with bonus effects). With the lack of removal in the game, single target or AoE, dealing with such minions is problematic. If you have big minions in the game, or if your game revolves heavily around minions, then there should be ways to deal with them, otherwise their stats should be lower, so they are manageable with minion minion trading, thus encouraging trading and interactions. Spiteful Summoner is a potential 6 mana 16/16 and that is not right. 4 mana 7/7 was not right.

    Right now HS heavily lacks within the interactive game play department. Or maybe, it has always lacked in the department?

    There are a few more things I wanted to list, but to hell with it. I am done with this game! I will not miss it and will not miss the community either! Haha! 

    Anyways boys and girls. Hope you all have a great time ahead. Good luck with your lives and have fun! 

    Posted in: General Discussion
  • 0

    posted a message on Tracker is terrible (Monster Hunt)

    Tess was my first try. Getting the right spell with the hero power is really strong. The echo spell to kill enemies is great. Use it at the right time in a game. Build a Jade deck. Because Jades are OP. No AI can handle Jades for a long time especially if you are dropping them for 1 mana using Sonya.

    Crowley was also first try. Got the extra cannon guy, along with double use of hero and just burst the enemy minions and enemy down.

    Shaw was difficult but got it on the third try. The +2 HP buff to the minions is key with the guy. Then trade as you like or go face. Wolf giving the dogs extra attack helped a lot. +2 attach on dogs are also key, but I didn't get it, no issues though!

    That bitch Toki is the toughest for me. Currently on the 8th try. She is super stupid because of the Mage class "apply RNG to win" crap. I haven't gotten any AoE in her kits so far. Reached the final 4 times and died because she builds a stupid board and I can't deal with it. Tried almost everything besides AoE, which I didn't get. Spell power buff, hp buff, etc. Nothing has worked for me. I hate the Mage class and this has led me to hate it even more. 

    Posted in: Monster Hunt
  • 0

    posted a message on How are you liking monster hunt?

    Finished with all except Shaw. Seems like the toughest to complete with. His hero power is so weak against some of the bosses.

    The rest were easy. 

    Remember to take the extra cannon guy with Darius and upgrade your cannons. You literally win just by spamming the cannons.

    Posted in: Monster Hunt
  • 0

    posted a message on What Quest to craft?

    Quest Hunter is a deck that can go toe to toe with many decks given the right circumstances. The deck might become Tier 1 with the addition of a 1 or 2 cards that support the archetype. Will be definitely Tier 2.

    However, that is not the talking point of the deck. The talking points are:

    1) It is an extremely fun deck to play. It might go down as one of the most fun decks to play, ever.

    2) It has an extremely high skill cap. Yes, a Hunter deck has an extremely high skill cap. 

    Now, the problem arises given the power level difference between decks right now, you need to tech against the top decks. Cubelock, Tauntdruid, Odd/Even Paladins and Spiteful decks. Spiteful is the easiest to win if you draw Toxmonger along with Boar or Archer. Against Paladins you need to go toe to toe with them, meaning mulligan away the Quest, which kinda defeats the purpose of the archetype. Cubelock, if he summons Doomguard and you don't have a reply, they do a lot of damage next turn. Taunt Druid is disgusting if you can't silence at least one Cube.

    If you REALLY are looking for a FUN DECK, the I will say you will not be disappointed by Quest Hunter. 

    Posted in: General Deck Building
  • 0

    posted a message on What Quest to craft?

    All the quest suck (except quest Rogue vs. some decks). If you are loaded in dust, craft the one you think will be most enjoyable by looking at other play that deck, otherwise forget about it and craft a legendary that will take you to legend. Many such legendaries exist in the game right now. 

    Posted in: General Deck Building
  • 2

    posted a message on The End of Hearthstone?

    Hearthstone is not dying. It is simply changing. A company like Blizzard just doesn't roll up after a few people leave. After the time HS has been in play, some shake in the lead team is nothing odd. Its actually normal. A person as intelligent and charismatic as Ben Brode will stay around and work for other people for a very long time. He was bound to go on his own adventures. 

    In case you haven't noticed, Hearthstone's design philosophy has already changed, with very little rng in the game at work right now. The game still has rng but it is not as large as it was previously.

    Since HS designs expansions yearly, meaning 3 expansions ahead, rather then designing a single expansion and moving on to the next. I bet you won't see any difference in the game design for a long time. 

    Posted in: General Chat
  • 0

    posted a message on New Hunter Legendary - Emeriss

     

    Quote from Leru >>

    Hope you have keep it. Emeriss start showing his power in ladder....

     
    In what kind of deck? Can you sure it.
    Posted in: Card Discussion
  • 0

    posted a message on Hunter - Dire Frenzy. What can we target? (Dire Frenzy decks + other Hunter decks)

    Hunter will never be able to play combo decks because they lack consistent card draw. Blizzard can design a high cost card draw for Hunters to counter it from being included in aggro decks but they don't want to. This results in a severe lack of possible builds for Hunter. Countess Ashmore exist but she doesn't have taunt and the main reason why she is not played. 

    The QH deck I am playing has such intense power level if I draw my cards. I literally become unbeatable during late game. Cubelock? Cubedruid? Big Mage? Elemental Mage? Spiteful decks? No worries. They have unlimited health? No worries. I have unlimited damage. The Deathstalker Rexxar and Queen Carnassa combo is game breaking. Toxmonger is a such a beautiful card, "give your 1 drops unlimited attack power against minions". Absolutely brilliant design. 

    I also have a good chance against a lot of aggro decks. Since I'm a Hunter and naturally aggressive, I can wreck their faces. Need to play carefully and against control decks, get a good Cult Master and everything is in motion. 

    Unfortunately, sometimes the card draw doesn't work out and it breaks my game plan. Trying to counter it by adding in Loot Hoarder. Hope it performs well. 

    Thinking of adding Sea Giant in the deck. I think it can work with the number of minions on board in a normal game.

    Posted in: Hunter
  • 2

    posted a message on So quest rogue is back?

    Its even more fun now! Since you can just replay that Boar over and over again if you Sonya on the board and complete the quest.

    I don't mind QR. They keep extremely greedy and late game decks in check but get wrecked so hard by any deck slightly aggressive. I play QH and if I mulligan the quest away, focus on eating their faces, I win almost all the time, even if they vanish twice. They are so fragile. 

    QR is the classic example of decks in the current meta. You either WIN HARD or LOSE HARD. The meta is so polarizing right now, making it difficult to climb (difficult climb is not a bad thing). But the climb has become difficult due to your luck with what deck you will face and mostly has nothing to do with your skill or how you pilot your own deck. You also need to tech in stupid cards to counter some decks which means if you really wanna climb fast the number of cards you tech will be around 2-5, diluting your deck and reducing the fun level.

    Whats more interesting is that all these "new" decks are just older OP decks that got revived and barely contain any new cards. I think the highest number of new cards you will find in any given deck is three. This is not to say the new expansion sucks bla bla, but more about how incredibly OP some of the old cards were. And these older cards were oppressed by the cards that rotated with the new year indicating their power level. This means only one thing. The power creep in Hearthstone has gone out of control and Blizzard needs to take things seriously. 

    Posted in: General Discussion
  • 0

    posted a message on Hunter - Dire Frenzy. What can we target? (Dire Frenzy decks + other Hunter decks)

     

    Quote from Apoc7 >>

     

    Quote from Ashaf306 >>

     

    Quote from Apoc7 >>

     

    Quote from Ashaf306 >>

     

    Quote from toasty004 >>

    Deathstalker Rexxar can actually overwhelm an opponent over time, and most of the bad beasts rotated out. Dire Frenzy is pretty value-oriented, but a decent hit with it and a way to draw it, (like Witchwood Piper) it can be really powerful. Here's a list I made, definitely room for replacements in the traps. I might add Cult Master later for help drawing like you suggested. Let me know what you think

    Dire Dog Hunter
    Export to BBCode Export to Cockatrice Export to MarkDown Export to Html Clone this deck
    Minion (12) Ability (13) Weapon (4) Playable Hero (1)
    Loading Collection

     
    I am looking for Rexxar's new built a beast pool to make a fair judgement on the card because the results have been inconsistent. Most of the time I don't get a beast to answer my opponent. Maybe I need to show more faith in the beasts and just drop them on the board? All I know is that I am spending 2 mana to get a card that is sitting in hand and it messes up my plays. The health gain and AoE are beneficial from the card but I need to take some time to clear my head and make a fair assessment of Rexxar and other cards.
     
    Your deck looks too focused on buffing. I don't believe dinomancy is a good card. Look at it this way, you spend 4 mana to give a beast +2/+2, with Dire Frenzy you give the minion +3/+3 and add 3 more to your deck for the same mana cost. The board doesn't have a beast all the time, something that should also be considered. A better buffer is Houndmaster. You get the +2/+2 just like from dinomancy AND a 4/3 with cool sound effects for the same mana cost. The guy win games. With your deck, the card is very valuable. 
     
    I considered adding Piper and Hydra to my deck. The problem with Piper is the mana cost. 4 mana is loaded with Shaw, Strike and Cult Masters in my deck. Sometimes Houndmaster is also added. Hydra is something I might find room for. Seems good in a meta where Paladins are flooding the board. It is the best beast in build a beast right now, low cost and a heavy hitter. 
     Rexxar DK is a really slow card, the key to using him is in a deck that has other really high value minions and control tools (basically a control deck) to exhuast the opponents hand before you start building beasts. I find doomsayers work really well with the DK. Since the DK is fairly cheap, you can often drop the doomsayer on the same turn you transition into the DK to hopefully stall the opponent to give you the initiative to drop a zombeast on an empty board. If a control hunter deck is ever legit in standard, I presume doomsayers would be auto-includes.
     
     
    Yeah, I see the power of Deathstalker right now. Using it in my Quest Hunter deck. He is doing pretty good! The deck overall is doing good. I do have some issues and need to change a few cards here and there. It's one of the most fun deck I have played. 
    The deck does really well against the meta decks of Paladins. I am somewhat getting to control Cubelock too with the addition of Harrison. 
    The main issue I have is that current control Hunter decks are relying too much on DK. Decks like Cubedruid get out of hand really fast. Keeping the tools to control them is difficult due to lack of reliable draw. Cult Master's do the job but only if you have a proper setup. And even with draw you might lack the one drops for Toxmonger. Trying to find DK to stabilize is the main goal of my QH deck right now. Once the Queen comes into gameplay, things get interesting really fast. You can Toxmonger the entire brood. The quest gets completed around turn 7-8, which is fair enough I believe, as you go around controlling the board before that.
    Should I always keep DK in my hand if I get him? Especially against Cube builds?
    It's all very tricky atm. Trying to build a deck to counter all the meta decks. I mulligen the quest away when facing Paladins. You don't need it against them.
    I have Plated Beetles to fight aggro. I am thinking of changing them with Scalehide. Might be better. 
    I might try doomsayer but I feel Hunters need to be proactive, even with a control build.
    Mid-range actually causes the most trouble for me. That's the nature of the game and fine with it since I have decent chance against them. You can't beat them all!
     If your deck is proactive, you don't keep the DK in mulligan. However, against really reactive decks like control priest/warrior, for example, you keep the DK since they don't pressure you much and they can easily exhuast all of your threats if you don't DK early on.
    Decks like spell hunter that is fairly reactive would keep the DK in a lot of matchups (except cubelocks, DK is a losing play there, however after losing N'zoth, the DK does a lot better against them.)
    Doomsayers fit in reactive hunter decks like spell hunter (its just that they can't include it because of Rhok'delar) and my deck for example. Savjz also made a control hunter deck that is similar to spell hunter but without the weapon so that he could include minions like doomsayers, stitch trackers, and Azalina as a form of card generation tool against other control decks.  The thing with doomsayers, similar to board clears that harm both sides of the board, you're the one that gets to control when to use it to benefit you the most, that's why that card is one of the best anti-aggro tools in the game for all these years.
    My control hunter deck in wild also does bad against midrange decks lol, but that's just the nature of the game, midrange>control>aggro.
     
     I like the idea for Azalina. Might be good vs. some classes. Can you give me the list of Savjz deck? 
    I really want to make my Quest Hunter work. I believe I am very close to making it a solid Tier two deck. Currently hovering around 45-50% win rate. With the new additions I stand a better chance.
    Posted in: Hunter
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