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    posted a message on The Problem With Jade Golems (Analysis & Suggested Nerfs)
    Quote from SleepTurtle >>

    stop complaining jade.

    build pay to win druid next weeks. 20 legendary+spell. free win vs f2p and most match up

     You are by far my favorite poster on here. Literally any time anyone has a problem with a card or mechanic that most people you come in here with your sentences that don't really make sense and complain about pay to win. I think Jade cards are undercosted and also the fact that there is no cap on them seems cool at first but it limits what Blizzard can do more than any other card/mechanic in the game.  Guess what dude, I'm free to play and usually play arena and I have pretty much every card I could ever want. It is still a f2p game you just have to actually be good...
    Posted in: General Discussion
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    posted a message on The Problem With Jade Golems (Analysis & Suggested Nerfs)

    I think a bigger problem is that Jade cards genuinely limit design space. How can Blizzard destroy Bladeflurry to make room for other cards but make a card like Jade Idol which is basically a single card autowin against slower decks? Looking at Un'goro with all it's huge dinosaurs they'll just lose against any midrange/control jade decks because you can't keep up with 1 mana 7/7s and 8/8s or a 5/3 that summons a 4/4 and when it dies summons a 5/5. I like the changes but the ability to generate unlimited jades is the biggest problem. Jades would be fine at their mana cost if most stopped around 5/5 or 6/6.

    Posted in: General Discussion
  • 0

    posted a message on New Priest Card - Curious Glimmerroot
    Quote from Razzagod >>
    Quote from Mr_butts >>

    Finally a card which semi-punishes net deckers. There was a point in time (secret Pally) when you knew exactly what cards were in your opponents deck and the exact turn that they were going to try to play them. This card doesn't completely punish them but it is certainly the easiest condition to meet of any "random" condition. In theory you have a 1/3 chance of getting it but in reality it's more like a 95% chance.

     Don't really see how it's gonna punish them .-. You get a random card that may or may not have synergy with yours.
     A 3 mana 3/3 draw a random card from your opponents deck is insane value. A 3/3 for 3 mana is ok stats but getting a random card from your opponent's deck is something we already have which in Thoughtsteal which is 3 mana itself. So imagine half a thought steal which is 1.5 mana but it is also a 3/3 on turn 3 and you have a card which has a value around 4-5 mana because it combines 2 cards. Combine this with the fact that netdeecking has made it so this card's effect will happen almost 100% of the time and you have an all around solid card. Imagine if they made 5-10 more kinds of these cards you would have a deck that punishes people from all playing the same deck. I don't think that will happen but it is a nice step in the right direction to get more variety into the game as it's gotten pretty stale pretty fast.
    Posted in: Card Discussion
  • 3

    posted a message on More cards like Curious Glimmerroot

    I already posted it in the thread about the card but I absolutely love this card because it appears to be the first card ever that actively combats people spamming tier 1 net decks. The main reason Hearthstone has lost it's magic recently for me is due to the fact that everyone is playing the same decks in the same way and it just feels stale, almost like I'm not playing an actual person but rather just a bot that emotes and BMs. 

    In theory Curious Glimmerroot gives you a decent body for 3 mana as well as some insight into your opponents deck and a 1/3 chance to draw a good card that your opponent purposefully put there. However in practice it is a 3 mana 3/3 take a copy of a random card from your opponents deck which is insane. It's like a half Thoughtsteal on a 3/3 body at least 80% of the time. Hearthstone is at a point where net decking is so bad that you can tell what deck your opponent is playing and all the cards in that deck just by seeing which hero they picked and if it isn't immediately obvious it will be by turn 3 when this guy comes down. 

    It isn't as bad as when Secret Pally ruled the meta and you knew which cards they ran and even what turn they were going to be played but this is a brilliant way to indirectly fight netdecking. Imagine if they have 5-10 more cards with this effect and you put them all in the same deck. It would be amazing against tier 1 net decks, average against self tweaked decks (as you can generally guess what cards are good and what you'd put in), and below average against completely unique decks since a 3 mana 3/3 see 3 cards that may be in your opponent's deck kinda sucks. Blizzard has really blown me away with this card and I hope they make more like it so hopefully we can have more variety in the game.

    Posted in: General Discussion
  • 2

    posted a message on New Priest Card - Curious Glimmerroot

    Finally a card which semi-punishes net deckers. There was a point in time (secret Pally) when you knew exactly what cards were in your opponents deck and the exact turn that they were going to try to play them. This card doesn't completely punish them but it is certainly the easiest condition to meet of any "random" condition. In theory you have a 1/3 chance of getting it but in reality it's more like a 95% chance.

    Posted in: Card Discussion
  • 0

    posted a message on Blizzard vs average player

    Ok I just posted an edit to my original post so you guys can stop crying. This isn't a pirate warrior hate thread and it isn't even an aggro hate thread it's about the way Blizzard designs cards and balances the game. I don't want aggro gone I want a more balanced meta and the chance to actually see some of these cards that Blizzard puts out actually being played. I recognize that aggro is necessary to keep overly greedy decks in check, the problem is that it limits design space and Blizzard doesn't seem to realize they've backed themselves into a corner. All these cards they put out with unique effects will never see play because they cost more than 5 mana and don't immediately impact the game in a huge way. A healthy meta is one where aggro counters super greedy decks, super greedy decks counter control decks, control decks counter midrange and midrange counters aggro. Instead you have Aggro countering control, aggro counters midrange and aggro counters other aggro. How do you deal with N'zoth's first mate and patches? With your own N'zoth's first mate and patches. 

    They say they recognize this but for every 1 anti aggro card they release they release 15-20 aggro cards that are way better. Hearthstone came out almost exactly 3 years ago and in that time, off the top of my head I can think of Healbot, Reno, Forbidden healing, Light Rag, Priest of the feast and maybe Refreshment vendor? 

    Let's compare that to the last 3 card sets in less than a year for broken aggro staple cards. STB, Patches, Jade claws?, Barnes?, Cloaked huntress, Cat Trick, Spirit Claws, Kindly Grandmother?, Fiery Bat, On the Hunt?, Call of the Wild? (not really aggro by itself but played almost exclusively in a fast midrange/aggro deck), 4 mana 7/7, 0 mana 5/5, possessed villager, Darkshire councilman, forbidden ritual, N'zoth's first mate, Bloodsail cultist. 

    So in 3 years and 9 card sets they managed to release 6 viable heal cards but in just 3 card sets and less than a year they came up with between 13 and 18 cards that were or still are considered staples in aggro decks. In the entire games history they've probably released less than 20 viable anti aggro cards (board clears, taunts and heals) while they seem to put out around 15-20 aggro cards every year. 

    I've been playing wild recently and I can tell you that even having healbot isn't good enough 70% of the time but it does help against some of the wild pirate warriors. With the constant power creep we're seeing you'd expect to get some better heal cards but heals, taunts and board clears keep getting worse and worse while other cards get better and better. I'd like to see a new meta because we've had some sort of aggresive/midrange shaman be the top deck for literally over a year now. 

    Posted in: General Discussion
  • 6

    posted a message on Blizzard vs average player

    I think one of the biggest problems Blizzard has when they release new cards is that they're too optimistic and want to make the game as fun and unique as possible. This sounds good but all the fun and unique cards are high cost and Blizzard is afraid of them being broken but it turns out the only way these cards will ever see play is if they're broken. I'm saying this now because in the cards that have already been revealed we already see the same trend.

    A 2 mana 2/2 which turns into a 6 mana 6/6 then a 10 mana 10/10 with no other effects? That'll be super cool when I'm dead on turn 6. A quest which takes a card out of my opening hand and makes me play 7 death rattles and a 5 mana minion before it does that cool thing? That'll also be super fun if I make it beyond turn 6. Blizzard has good intentions but I'd say 50-60% of the players don't care about fun at all they just want to win and win as fast as possible.

    Literally every expansion we get new legendaries with super neat effects and they just get pushed aside for some super broken 1 drop. 

    1. Naxx we have KT, and Thadius but everyone just plays undertaker and mad scientist
    2. GVG has Mimeron's head, Mogor, Sneeds but it's all mechwarpers and shredders
    3. Blackrock has huge dragons and a hero that turns you into RAG!! but instead it's quickshots and flamewakers (We did get patron who slowed the meta to almost every game going at least 10 turns though)
    4. TGT had Justicar and Aviana and all these crazy combos but instead it was Secret pally and dead on turn 8
    5. Etc etc. The only late game cards that ever saw consistent use were the Old Gods because they were super broken. 

    I hope I'm wrong about this upcoming expansion but I kind of doubt it. Blizzard please make more good heal cards or at least some decent taunts. I'm tired of being forced to play Reno on turn 6 if I want to use even half the cards in my deck. If they won't do that at least make the late game cards almost as broken as the early game cards to at least incentivize players to play them. The players and decks that used to be considered cheese strats and "cancer" are now the majority of players and decks. I've been playing since beta and I remember when my opponent dumped his hand by turn 2 or 3 and tried to rush you down it was an unexpected  way to cheat out an easy win but now if I see my opponent do nothing on turn 1 and hero power turn 2 I'm shocked.

    EDIT:

    I shouldn't have used the term fun since all the aggro players say they're having fun and I believe them. What I should have used was interesting or unique. Major Domo is the only card in the entire game that changes your hero, Yogg is the only card in the game that's pure RNG wackiness, V-074-0N is the only card in the game with megawindfury. The new Priest card is the only card in the game that changes your starting health and the new Mage card is the only card that gets bigger the more you kill it. Say what you want about pirate warrior but there is nothing unique about a 1 mana 3/2 or using fiery war axe as a 2 mana fireball. 

    Posted in: General Discussion
  • 3

    posted a message on Encounter at the Crossroads - Tavern Brawl #92

    I have to win 5 of these garbage tavern brawls? I might actually reroll a 60 gold quest cause this sucks. I go first I lose, I go 2nd I win unless RNG screws me. I went 2nd and didn't get a card under 5 mana until turn 5, needless to say my opponent outskilled and outthought me

    Posted in: Tavern Brawl
  • 0

    posted a message on Three expansions will be a good change

    They should spend less time pumping out garbage and actually try to balance their game. Rather than release 400 cards a year of which 15 will be used they should release 100 or so genuinely good/balanced/impactful cards. I don't want to get 18 Worgen Greasers just so I can play against a midrange shaman thats 90% the same as the midrange shaman from a year ago.

    Posted in: General Discussion
  • 0

    posted a message on How's the meta beneath rank 10?

    The decks being used across almost all the ranks are virtually identical. It's my main issue with Hearthstone right now is the lack of variety. I was at rank 3 like 2 months ago and after not playing and letting myself fall to rank 24 I still see some of the same decks. I just played against a guy with a Golden Warlock portrait playing a mostly gold renolock deck and also a guy playing a renomage with a ton of gold cards. The Pirate warrior decks that are being run at high legend are the same as the ones being ran at rank 20

    Posted in: Standard Format
  • 1

    posted a message on Microtransactions are what ruin balance
     
     You honestly want the game to be rebalanced more often than 2-3 months? I'd hate to play that game. What would be the point in investing time and money in a game that's in a constant flux? Besides how would anyone even determine what needs changing in such a short amount of time? 
    You're missing a few key things here.
    1. Rebalancing doesn't mean changing the entire meta it means making small tweaks and adjustments to make the game more fun and well-rounded. Remember when Tuskarr Totemic got nerfed and Midrange shaman was still the #1 deck? Turns out if you change one or two cards strong decks will still be strong but now they don't have an auto win on turn 3 if they roll a totem golem.
    2. Last time I checked Hearthstone isn't expensive nor is it particularly time consuming. When Dr. Boom rotated out I didn't have to spend $200 and 400 hours to make a meta deck. Same when every other card gets nerfed, they give you the dust back for it if you disenchant it...
    3. You aren't the only one playing Hearthstone. In fact there are tens of millions of people playing so if the meta can be figured out in a day or two the cards that need to be tweaked can also take a day or two. Blizzard has all the data and even us the players have a lot of data. Disguised Toast posted a video about Patches with a sample size of 700,000. Patches has been played literally 100,000,000,000 or more since he's run in about 1/3 of the decks and there are over 50 million players. 
    4. It's an online card game. If they nerf/buff a card and it goes from being in 40% of decks to .05% then change it again it's not like they have to reprint all the cards and physically give them to people.
    Posted in: General Discussion
  • 0

    posted a message on Microtransactions are what ruin balance
    Quote from nomad_ninga >>
    Quote from Sneeds >>
    Quote from jferrante831 >>

    Things like Hammer of Wrath are completely unplayable with years worth of powercreep.

    isn't hammer of wrath a 2-of in the only good paladin deck?
     he has one?
     No. Seriously though I know I only play every 3 days if that but I haven't seen a Paladin in weeks
    Posted in: General Discussion
  • 0

    posted a message on Microtransactions are what ruin balance
    Quote from Timeiscandy >>

    Card buffs are almost certainly never going to happen. They're just a terrible idea. There are way too many moving pieces, and figuring out what would happen as the result of a buff is way harder than figuring out what will happen as a result of a nerf, which is already not easy. Besides which, buffing cards would mean the design team interfering with gameplay in a way that's way more severe than nerfing cards. When a card is nerfed, it's usually in the sights of the community and the designers (some exceptions maybe when considering the group nerfs done to classic cards). STB for example. Everyone knew that it was too strong, and eventually it got nerfed. If they're going to buff a card, which one should they buff? People here have given some examples but it's not like there's a consensus. It would just result in people going "Why did they buff this card but not this card?" 

    On top of that, a nerf is the design team saying "There's too much of this card going around, and we'd like to see less of it so other things get played." where a buff would be them saying "We think you should be playing with this card, specifically." That's not the kind of interference anyone really wants. The argument could be made that they do that when they print new cards, but that's sort of the point of making new cards at all. 

     You said it yourself in the last sentence that they do buff cards but only as new cards. All I want is for them to stop printing garbage and actually focus on making the game fun and balanced. I recognize that card games are hard to balance especially when the difference between 1 mana and 2 mana is so much bigger than a reload time of .8 seconds vs .6 seconds but maybe if they cared about balance rather than their shitty meme ragers and garbage ragers they would have a better albeit less profitable game. I think a lot of people have fallen into the trap of once they change a card they'll never change it again and we also won't ever hear from the dev team which is a shame since literally every other online game seems to have constant balance patches unlike Hearthstone which gets one every 2-3 months. 
    Posted in: General Discussion
  • 2

    posted a message on Microtransactions are what ruin balance

    I was talking with a friend recently about how well the Overwatch devs handle community outcry vs Hearthstone devs and I think it is due to the fact that Overwatch is a one time payment and every hero and skin that's released after that is free while hearthstone is designed to make you buy more and more packs just to make a decent deck vs the meta. Overwatch undergoes frequent changes with some being as soon as the Bastion buff which made him broken and the community outcry caused him to be nerfed to a more reasonable state within the week. Hearthstone however buffs shamans to beyond broken where they make up over 1/3 of the meta and Ben Brode and Co just go completely silent, maybe they make a "we're sorry" video or change 2-3 cards out of the 1,000+ available every 3 months. 

    The biggest gripe I have is that they almost never nerf cards and they NEVER BUFF CARDS because rather than balance the game they can just promise the next expansion will balance it, rake in the millions, and when nothing changes continue doing nothing until next expansion and promise it'll be better again. If overwatch isn't balanced people will stop playing and they will lose money, however when Hearthstone isn't balanced they can use this to make more people buy packs and continue the cycle. Case in point when purify was announced there was a huge uproar and what did Ben Brode do? Made a video saying "Sorry we were wrong" but did literally nothing to the card and promised they would release better cards for priest in future expansions while leaving out the fact that the cards will all be legendary or epic levels so please spend lots of money to get the packs/dust to get them, and in the mean time enjoy purify as is. 

    Posted in: General Discussion
  • 0

    posted a message on Coaching in HS worth it or not?

    I wouldn't waste your money. Knowledge of the game used to be important for Arena and before when there were multiple styles of decks but now it's more important to have a basic understanding and just know the top 3-5 meta decks really well. It will help you pilot your own tier 1 meta deck as well as know every card in your opponents deck.

    I honestly don't think having someone teach you the game will help much because there aren't very many play styles to go against. Even if you completely understand how to beat control style warriors or midrange style hunters it won't matter because you run into them >5% of the time. If you get really good against aggro decks that will be enough unfortunately to carry you in this meta

    Posted in: General Discussion
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