• 5

    posted a message on New Neutral Common Card Revealed - Cactus Rager

    What does this powercreep on?

    Posted in: News
  • 0

    posted a message on Festival of Legends Rewards Track Refresh

    What the fuck do golden cards have to do with p2w

    Posted in: News
  • 7

    posted a message on New Hearthstone Expansion: Festival of Legends - April Release Date

    Not edgy enough for you?

    Posted in: News
  • 1

    posted a message on What does a balanced meta look like?

    There's a huge difference between 5%, 20% and 40% winrate. But the whole concept of win rates is actually misguided - if the mmr system was functional at all, it wouldn't be possible to play with 20% win rate.

    Laddering effectively with a bad deck should be impossible, but that doesn't contradict my claims, it supports them. What the community needs to realize is that climbing the ladder isn't by default a positive thing: if someone has a 20% wr, the best thing the game can do for them is drop their rank and fast so that they get matched up with people with equally bad decks (although this contradicts the design of the reward system).

    But ok, the meta and balance are linked to the design of the ladder, mmr, and reward systems, but we know none of the latter are getting fixed so let's focus just on the meta. We know there's an ongoing issue where new players get matched up with players with better decks way too fast. As we can assume there are no huge changes coming to the ranking or reward system, is there a fix to that that doesn't involve changing those mechanics? I think heavy rebalancing could achieve that.

    Your question, I'd assume, would be why, to which my answer is why not? The top meta can be balanced independent from bad decks, so why not do that in a way that maximizes the fun for players approaching the game from different frameworks? The benefits from a lower power level may be marginal, but the benefits of a higher power level are non-existent.

    I'm not sure if you're even referring to my comment with the claim about hating aggro. I don't, and I don't know where you got the impression that I do. All I'm saying about aggro is that while it's approachable to new players for design reasons beyond discussions about balance, it's also the biggest threat to new players playing anything but aggro. A bad deck will probably do a lot worse against a decent aggro deck than a decent control deck. It's not hating on an archetype to aknowledge the positive and negative impacts they have on the game.

    Low tiers are a part of the meta, and fundamentally you're right, the meta is about the relationships between decks. But if you make the top aggro and control decks proportionally stronger, the aggro decks gain a bigger advantage over lower tier decks.

    Posted in: General Discussion
  • -5

    posted a message on Murder at Castle Nathria Launch Day - Everything You Need To Know!

    Year 8 of Hearthstone release announcements giving zero fucks about well-established and widely accepted standards such as UTC.

    Release in 2h from this comment, 17:00 UTC.

    Posted in: News
  • 2

    posted a message on New Druid Epic Card Revealed - Bottomfeeder

    Big Priest players are literally bottom feeders

    Posted in: News
  • 3

    posted a message on New Mage Rare Card Revealed - Trench Surveyor
    Quote from Teuuun >>

    Wait, what does dredge do?

    It discovers a card from the bottom of your deck and puts it on the top of your deck, glad I could help :)

    Posted in: News
  • 2

    posted a message on New Mage Epic Card Revealed - Volcanomancy

    This is like Doomsayer in that it doesn't only act as a board clear, but also as a deterrent against the opponent developing a board. What's a Pirate Warrior going to do when you play this on turn 2 and leave the minion up?

    Posted in: News
  • 2

    posted a message on New Druid Common Card Revealed - Miracle Growth
    Quote from Shipmen >>

    I am not complaining because the old deck is getting support. It is questionable the design. I would like to see new ideas, not the same deck of 3 years ago. Big lack of ideas don't you think?

    I don't actually. It's unrealistic to expect Blizzard to print 145 cards all only bringing something completely new to the table, and even if they could do that, that'd be questionable design, because old decks need to be supported as well. I'd rather they give tools to a deck from three years ago that is in dire need of support, than what was popular last month, and keep the meta fresh. There needs to be supporting cards like card draw and removal too, which this card achieves, and those don't need to be complicated.

    I also don't think Miracle Growth is bad or repetitive design. With Overflow combining card draw and healing, and Ultimate Infestation combining card draw with offensive damage and developing a board, Miracle Growth, combining card draw with a strong defensive body fills an empty space in druid's late game draw options. For what it is, it's an excellently designed card fulfilling a role that nothing else has exactly achieved thus far.

    Posted in: News
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