• 2

    posted a message on New Paladin Legendary Card - Ragnaros, Lightlord
    Quote from barradepan >>

    the first time i saw this card i thank that it was a joke but nope.. lol

     

    only in arena when u dont have any better choice

     Found the face hunter player. You're not fooling us, Mr. Face Hunter.
    Posted in: Card Discussion
  • 1

    posted a message on New Paladin Legendary Card - Ragnaros, Lightlord

    Control Paladin has been a pet deck of mine for the last year and a half. I've taken it to about rank 5ish before I couldn't progress anymore. It has a ton of great tools for a heavy late-game deck, but the early game has not been there. If there is some early game love this expansion, my pet deck might actually become a real thing. Paladin cards are amazing but most of the good ones start at turn 4. We need 1-3 drops that can help stabilise board state. Something like a Bash for Paladin, because Hammer of Wrath is the most criminally overcosted card in Paladin, if not the game. If it cost 3, it would see so much more play.

    I'm super excited for this card, but I hope it doesn't fall flat with a lack of 1-3 drop creatures/removal/weapons. 

    Posted in: Card Discussion
  • 1

    posted a message on No love for Wild?
    Quote from Frostoise >>
    Quote from Tze >>

    This community.... Just... Lol. Blizzard makes a reasonable change like add formats, people take the most bizarrely unreasonable stances on the decision.

    You have Wild players looking down on Standard players, Standard players thinking a game without Boom is going to solve their problems, and players in general making absolutely crazy approximations about one mode dying because it's not as "good". Then there's the always-present-but-horribly-flawed idea that this whole thing would be solved if Blizzard just nerfed cards. Oh, also Blizzard's only justifiable reason for making this change is all about money; there are absolutely no benefits from a game design standpoint.

    There are plenty of people who are just going to play each mode because that's what they prefer. There are plenty of those people in this thread who like each mode for their own reasons, which is why I think both modes are going to be great. The sky is definitely not falling. :)

     

     And  then there's the people who throw shit at the community any chance they get and say the most obvious stuff.
    '' Why is everyone sharing their opinion about the new addition to the game? Just play what you want guys (SMILEY FACE).
     And the guy who takes personal offense to something in the thread and feels the need to apply his infinite wit to twist the original message and make it look silly and insignificant in an effort to legitimate that one thing they took offense to in the first place.

    Do me next!
    Posted in: General Discussion
  • 1

    posted a message on No love for Wild?
    Quote from AluisioCSantos >>
    Quote from Scratcher >>

    Personally I can't wait for Wild. It's the format that's going to reward those players who have been around since the beginning and weren't dumb enough to de all their adventure/old cards as soon as they could. 

    Wild's gonna be like an adults only resort - no kids allowed. 

     

     

     But didn't somebody say rewards will be restricted in Wild? Or did Blizzard even state anything about it?
    Because if Wild is treated exactly like Standard, only in different ladders, everything is okay with me, but I really doubt that. It would not give them such a decent cash flow.
     The reward chest is available for the mide you get the highest, say you got rank 5 in wild and 14 on standard you get the 5 rank chest.
    the only difference is that only Legendary Standard will earn blizzcon points.
    As a Magic player I only play legacy but I'm far more excited for standard in Hs, because wild is not yet so diverse as Legacy in mtg. You only face 5 different decks in ladder currently with the occasional oddball, so standard will bring a lot of diversity and creativity with the abscense of overpowered staples.
     Oooh, what do you play in Legacy? I have CounterTop (Miracles) and Esper Stoneblade built. They share a ton of cards, so it's easy to make the transition.
    Posted in: General Discussion
  • 1

    posted a message on Community view on combo decks
    Quote from TheWamts >>
     There is a way to deal with them, it's called kill them first.
    The problem is when combo decks become fast/stally/consistent enough to the point where killing them first is unfeasible.
    Look at Oil Rogue and compare it to something like... old Patron Warrior.
     Kill them first isn't good enough. I shouldn't have to play aggro to beat combo decks. There is a natural sort of rock-paper-scissors system present in many CCGs like this, but it's not a hard and fast rule, so the counterpoint "control should lose to combo" or some such isn't a strong argument. The strength of control decks is that they can adapt and react. You can build Control decks to be good against other Control decks, Aggro decks, Tempo decks, Combo decks, and Midrange decks. They're elastic and versatile. If I wanted to build an anti-Combo control deck in MtG, I could, easily, because the answers are there. In HS, they aren't, and as a result, Control cannot blossom fully like it can in other games. 

    Also, I read nocontrol1111's reply, but it has nothing to do with that I was saying, so I don't think I need to respond.
    Posted in: General Discussion
  • 3

    posted a message on Community view on combo decks

    I don't hate combo. I don't even hate OTKs. I hate playing a hard control list and having no interaction with them. There are no counterspells (Counterspell doesn't count...erspell), no instant speed removals, no effects like Lich's Tomb (Ice Block maybe), and bad sweepers. 

    Combo is absolutely healthy for the game. Not being able to interact with OTKs isn't. As long as we can't have any control over our opponent's turn, OTKs need to not exist. Other combos are fine, like Grim Patron decks are now. It's strong, but it's not a one turn kill, and some decks are weak to it. Dreadsteed decks are another good example of healthy combos. I'm not kidding when I say that I've lost to several Dreadsteed decks when playing Control Warrior and Fatigue Mage. Also, the Djinni of Zephyrs decks in Priest are another good example.

    If we're going to have Raging Worgen 32 damage combos, Force of Nature + Savage Roar 22 damage combos, Anyfin Can Happen30-40 damage combos, etc etc, then we need a way to do something about them, whether it's a counterspell, creatures that have prison/lockdown effects, or targeted discard.

    Just my two cents, but it seems more than fair to me.

    Posted in: General Discussion
  • 2

    posted a message on Community view on combo decks
    Quote from Oneshot16 >>

     

    Even IF control decks had slightly higher w/r than other deck types, it'd still be a lot slower and more pricey, and also would require a some sort of skill/practice. I bet 95% of ppl would still pick 60% w/r fast deck vs 70% slow and grindy control all the time. So it all comes to game design in the end, we'll see if the balance patch fixes combo decks but cheap/fast/effective decks will still be the most played overall, that rule will stay forever.

     I agree with you, and that's not a problem. But I'm one of the 5% who plays pretty much only control/fatigue decks, even when they're bad on the ladder. It does suck that Control gets punished more than aggro and combo, when Control decks are much harder to make, take longer to play, and require more overall skill to maintain and pilot effectively than the other archetypes*. In MtG, Flamestrike would cost 3 mana. Twisting Nether would cost 4. Instead we look at 7 and 8, which is really annoying since there are 4-drops that can survive Flamestrike and floaters (I'm looking at you Piloted Shredder) that resist Twisting Nether. I realise that the two games are different and should be judged differently, but sweepers are just so underwhelming in this game. Several streamers have called for cheaper or stronger sweepers to help balance the game, but we all know that aggro sells. If new players get their board swept while playing face hunter or aggro shaman, they're likely to not spend more money on the game. 

    I know that there's also the argument that making Control stronger makes the game P2W, or that people like me who call for a stronger Control game are P2Wers who whine because we paid for our decks and still can't win with them. This is sometimes the case, sure, but we can all come to a majority agreement that Control gets punished more than any other archetype due to creature power creep and underwhelming spells. I am all for a balanced Rock-Paper-Scissors metagame of 20/20/20/20/20 (Tempo, Control, Midrange, Combo, Aggro), but as it stands, playing Control puts you immediately at a disadvantage. I am a long time player of CCGs, and I like to be able to edge out my opponent with experience and knowledge and playskill (which is usually where Control shines), but with the way things are  now, that's virtually impossible.

    I don't want a Control-only metagame, but I'd like it to be a viable choice on the ladder so I can be even moderately successful playing the archetype I enjoy most.
    *I know combo players here are going to vehemently disagree with me, but combo has the same goal every game, where Control constantly adapts to every matchup and even every card played, and the deck construction process is much more tedious and requires more maintenance than combo decks. There are very few hosers, if any at all, for combo, so their gameplan is almost independent of their opponent. In a way, aggro and combo are solitaire decks that goldfish against their opponent while Control answers everything and plans its moves from turn 1 to go to fatigue if necessary.
    Posted in: General Discussion
  • 9

    posted a message on No love for Wild?

    After browsing the forum since the Standard/Wild announcement, I've noticed that many people are focusing solely on Standard, with people asking what they should dust, talking about cards becoming classics, etc. There's a ton of Standard deck ideas and theories about what Standard is going to look like when the dust settles (no pun intended), and very few (if any) about Wild. With 12ish Classic cards changing and an entirely new set being introduced, why is there no Wild format talk here?

    It's going to be like MtG's Legacy, which people want to play but is too expensive. At least here, many of us already have Wild decks that would work. What's up with the lack of Wild love?

    Posted in: General Discussion
  • 1

    posted a message on New Warrior Card - Tentacles for Arms
    Quote from Epitok >>

    Overcost by a huge margin. Even for 3 mana not sure it would see play. 

     I think it'd see play at 3 mana. It can be coined out on turn 2 if you don't have a FWA, but the infinite value is very good for Warrior. The issue is that 3 mana every 2 turns is acceptable, while 5 mana every 2 turns is not (except in very rare situations like no-card fatigue).
    Posted in: Card Discussion
  • 1

    posted a message on Community view on combo decks
    Quote from ShizukuHS >>

    It makes me sad but I think one of the main reasons why combo decks are hated by many is that they are hard to play against simply because they actually force you to think, plan ahead and play around their combos. Many players are just a bit too lazy to do it and/or just don't enjoy it. 

     If you'd read the thread, you'd see that what you said isn't true at all. The community doesn't like combo decks because there's basically no interaction for most of the OTK decks. It has nothing to do with "thinking ahead and playing around their combos". There are some combos that are nearly impossible to play around. 

    If the combo decks were like MTGs, then yeah, you'd have a point. We have counterspells, permanents that affect opponents' turns (Grand Abolisher, Humility, Trinisphere, etc), targeted discard, and other disruptions. But HS doesn't have that. Your taunts get exhausted and silenced, your Counterspell gets popped with Living Roots (or worse, The Coin), your careful attention to keeping your HP in a safe range is destroyed by Alexstrasza

    Sure, you can break apart my examples with very specific counterplays, but really consider how specific the counterplays have to be in order to really affect your opponent's combo, what decks can even support those plays and strategies, and how that relates to the overall health of the game.
    Posted in: General Discussion
  • To post a comment, please login or register a new account.