I barely play a game a day...most of time I feel a disgusting feeling, like the old days will never come back, now we will have lots of expansions like this, made by a team with zero or bad experience in game development. Looks like they are doing interactive games for 3~12 yo kids.
- MrBurned
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Member for 10 years, 1 month, and 13 days
Last active Fri, Sep, 20 2019 22:43:36 -
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baldwindoidao posted a message on ... and the meta has grown stale again.Posted in: General Discussion -
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Bradg2214 posted a message on [#18 Legend] Tess Rogue (MrsKagomechanM)Posted in: [#18 Legend] Tess Rogue (MrsKagomechanM)make that 0-11
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kiwiinbacon posted a message on [#18 Legend] Tess Rogue (MrsKagomechanM)Posted in: [#18 Legend] Tess Rogue (MrsKagomechanM)Awesome deck! I really love the idea behind it and it looks pretty powerful on the current ladder. I had a lot of fun playing this and since there is no guide, I made a video showcasing the deck in action. I really hope you guys enjoy :D
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Aeris posted a message on Final Frozen Throne Card Reveal Stream - Live UpdatesPosted in: NewsDeath Coil is weird. It does not have the "Choose One" mechanic (probably since it is not a druid card), but probably works the same?!
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SlydE posted a message on Is Druid dead now?? :/Posted in: DruidKingsbane and Druid and Paladin aren't dead, they are just less powerful than before, and not powerful enough to carry many of the mediocre players that were using them to climb. To clarify, a lot of people who play these decks are strong players, but overpowered decks become a crutch for some and a doggy door to ranks not commensurate with their abilities. If the power level of RR and the nerfs are any indications, people need to get used to the top tier decks becoming less powerful compared to the average deck. I suspect another round of lightning nerfs (Hunter?) will come in a few weeks to drive this point home. If you can only win with a broken deck, might be time to pack up your tent and head home.
You are wrong, that is some pure elitism! The difference in hearthstone between the best and decent players is a 10% winrate tops.
Druid lost 2 core cards, and will take a huge hit in winrate across the board, for good and bad players alike. Don't think it is any more complicated than that.
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MorpheusRD posted a message on Hearthstone Arena Updates For December 19, 2018 - Rastakhan Bonus, MCT Removed, Some Old Cards ReturnPosted in: NewsLots of cards CAN be swingy in Hearthstone based on getting very lucky or unlucky (Brawl is a good example of this). The main concern is the frequency in which it occurs. In constructed MCT is a tech cards against decks running lots of minions, the issue is that in Arena ALL decks are minion based - hence the issue.
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iFaisal11 posted a message on Hearthstone Arena Updates For December 19, 2018 - Rastakhan Bonus, MCT Removed, Some Old Cards ReturnPosted in: NewsI love the changes, but kinda makes me wonder why
"unreasonably punish playing multiple minions"
Is deemed problematic for arena, but fine for ranked?
in ranked you have the ability to play around cards, in arena you don't have a choice, since you can't build a deck of your choice.
obviously in arena you can play around cards, but imagine you always cant have more than 3 minions ? that's frustrating, in ranked Mind Control Tech isn't a problem, Shudderwock was and they dealt with him.
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CarnageTime posted a message on Hearthstone Arena Updates For December 19, 2018 - Rastakhan Bonus, MCT Removed, Some Old Cards ReturnPosted in: NewsI still remember the frequent arena run I had. lost two games because of MCT and never touched it again since then. THANK YOU BLIZZARD!
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kiwiinbacon posted a message on Plague IncPosted in: Plague Incyour deck is gonna be so full that you really don't need to.
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LumyPop1 posted a message on Move Mind Control Tech to Hall of Fame!Posted in: General DiscussionQuote from FirePalyHSplayer >>MC Tech is strong from time to time depending on the meta. While you are showing some points that might be kinda good, they are debatable af and half of your post is filled with salt and rage. I just find it hilarious and not suprsising at all.
I'm just waiting for a Voodoo Doctor Hall of Fame suggestion cause he is currently played in Zoo at this point xD
I think you've played arena before, if yes you surely might have faced MCT and sometimes it's good to play around it and sometimes not, yes i'm raging because i lose most arena matches because of MCT and not only me but most players does, I'm clearing the point that he's unbalanced for 3 mana or even his effect, And you're just being so sarcastic and i'm being serious about an actual problem not just a 1 mana 2/1 that heals your face for 2 and makes you summon 2 0 mana 3/3's bodies on the board..
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The thing that'd bring me to the game (or any Blizzard game) would be Blizzard giving the middle finger to activision.
Fuck activision, I'm not giving them my money or time.
Seriously, fuck activision with a cactus.
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Ahh yeah, I did that a couple of games ago. Not so fun stacking armour eh? Feels good killing those warriors that think they're safe behind their ridiculous life totals. :D
Won three games in a row against Odd Warrior like that, my ladder is filled with em and OTK/Rez Priest is a decent counter.
I think you're just salty tbh, the card's not overpowered (never was). It just does what it's meant to do (damage) and is useless when not doing so, which is most of the time.
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Why doesn't it say "Give a random minion in your hand +2/+2" then?
The wording is confusing. It should say random but it doesn't.
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According to Vicious Syndicate, this deck had a ~50% WR at all ranks before the nerf, and the WR would decrease the higher the rank you were playing in ladder, for various reasons.
According to Hearthstats, playing Mana Wyrm on T1 would, on average, increase the win rate by around 14%. You can check here: https://hsreplay.net/decks/x0suRGmrcfUjNBVpRXMcKc/
Obviously, playing it on turn 1 isn't the only aspect of the deck that is affected by the nerf. The cost change affects the whole synergy thing, as 1 more cost in mana is a lot when you are generally aiming to finish games around turn 7, but I used the T1 play as an example because that's usually when the card had the most value.
So no, the nerf doesn't hit this deck as hard as you or other people think. It's still viable, just not as strong. You can try replacing Mana Wyrm with Secretkeeper (also good against hunter) or even Fire Fly.
To sum it up, the deck is probably tier 3 now and not 2 as it was before the nerf. The 25% WR you had while playing in ladder is either because of your lack of experience or just back luck in general, or both (but most likely your lack of experience). I still play it and I've no problem climbing the ladder with it. Plus, it's still a lot of fun.
I wasn't expecting to write this much... what am I doing with my life
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I made a few replacements and it's been working great so far:
Overall, it's a really fun and creative deck, and I enjoy playing it more than the current "meta" decks so thanks for sharing.
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Ben Brode has talked about this in the past. As far as I know, this subject hasn't been brought up again since. More info here:
http://www.hearthpwn.com/news/2792-tracking-more-than-500-wins-coming-soon-to-a
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Something that doesn't show up in the patch notes is that they fixed the golden version of Nemsy. Her tray and hero portrait are now golden too.
Before the patch hit, the only difference between golden and regular Nemsy was that the golden version had a golden Hero Power, it was pretty lame and I was quite disappointed but I'm glad Blizzard noticed.
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Disclaimer: Text below is just my opinion, not fact. Though, I could be right. Or wrong... :p
Yes, the card has its uses, however they are situational (I'd rather opt for consistency):
-Combined with SI:7, it's basically a 1 mana deal 2 damage. Meh...;
-With Leroy, the opponent needs to have 12 health (or 18, and you need Leroy + 2x Shadowstep in hand, that's 3 useless cards in hand during early - midgame that could instead have been minions used to further your own agenda instead of hoping to get the opponent to 18 health to finish him off);
-With Keleseth, you need to have both cards in your hand by turn 2 - 3 for it to be effective;
-With Vilespine, it basically requires the opponent to have 2 decent sized minions on board and you need 8 - 9 mana to use it on the same turn, and, with Tempo Rogue, you generally want to win around turn 7 - 8 as your odds of winning tend to decrease the longer the game goes on, exception being against another fast deck but then why would you want to spend around 9 mana to kill 2 minions? Of course you can simply Vilespine + Shadowstep and return it to your hand but then you have 1 less minion on board;
-With Edwin it's basically a 1 cost +2/+2 buff.
Do you think those situations are worth having 2 bad (IMO) cards in a deck that has no draw? Shadowstep makes sense in Miracle Rogue because it has so much draw it usually doesn't matter if you draw them early and have no use for them. It's also part of Miracle's win condition so it makes sense to have them.
Brann counted as a minion meaning he could be played for tempo on turn 3, if you really needed, which also meant the opponent had to get rid of it immediately, otherwise they'd risk losing the game right then and there. Also, it was a one of, not 2 and was mostly used in control decks. It's also a neutral card. Something else to keep in mind is that Shadowstep tipically results in card disadvantage (from experience) while Brann does not. Brann seems so much more versatile than Shadowstep.
Thanks for reading and for the replies guys, keep em' coming. Anyone else share the same opinion as me? Stancifka made a Rogue that has no Shadowsteps (and got to Legend 1!) so at least I know I'm not alone. :p
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So, I've been wondering about this for a while now and I can't come up with the answer.
My question is: why does everyone play Shadowstep in Tempo Rogue decks? I mean, besides the obvious Keleseth / Leroy + Shadowstep combos I don't really see many good uses for it. I've been playing without it for quite a while and I managed to get to legend so I guess it works?
It used to sit dead in my hand most of the games and when I did use it, it always felt underwhelming. It's seems so situational and there are better cards that can be used to replace it. I haven't had any trouble finishing games, don't seem to lack the damage from Leroy + Shadowstep, Kele + Shadowstep happens so rarely (getting Kele in the first turns is already hard enough, even when you hard mulligan for it) that it seems to hardly matter. Kele on turn 2 is good enough already anyway, no need for Shadowstep.
So, what are Shadowstep's other good uses? All the other combinations with Tempo Rogue's minions seem kinda meh, except for maybe Vilespine Slayer. Or Edwin VanCleef... Or maybe SI:7 Agent. Eh... Situational.
Please enlighten me, share your opinion, prove I'm wrong, something like that. I need to understand what's so good (or not) about this card. After 200ish games with the deck (and several variations) I still don't understand. Does it really increase the deck's overall winrate more than other possible cards?
I honestly don't miss the card in my deck...