• 1

    posted a message on Hearthstone not fun in this state
    Quote from Shango >>
    Quote from FortyDust >>
    Quote from Mini1994 >>

    The amount of viable decks is the single dumbest argument and metric that exists for evaluating the health of a meta and OCG/TCG as a whole, and should be entirely disregarded. It is absolute nonsense. In fact, in trying to use it as your metric, you have instead just made an attempt to counter an ACTUAL argument and metric for the health of the game: How much variability is there.

    Right now, the game has only 2 different decks. I give 0 shits about whether or not the deck is a priest, a hunter, a paladin, mage, warlock or whatever. That's arbitrary, and it doesn't matter at all. In standard right now, there are 2 decks: Extreme aggro, or OTK combo.

     First, let's remember what OTK means: One-Turn Kill. That means the deck has to be capable of dealing at least 30 damage in a single turn. Anything less than that, and it's just a combo burst, which is not nearly as unhealthy. In many cases, it may just be a control deck with an actual win condition.

    Here are some Tier 1 and 2 decks that are not aggro or OTK:

    • Secret Paladin, the top deck at the moment, is not aggro. It is midrange.
    • Deathrattle Demon Hunter is the most midrange deck you'll ever see.
    • Handbuff Paladin plays like midrange. (Battlemaster certainly makes it capable of OTK damage, but it can win without that.)
    • Quest Shaman is a control deck. It may get bursty at the end, but it does not usually take you from 30 to 0 in a single turn.
    • Rush Warrior is midrange.
    • Quest Warrior is midrange.
    • Quest Mage, which isn't even a top deck but is one everyone likes to complain about, is arguably a control deck. It is designed to keep the board clear and deals a big burst at the end, but not usually 30 in a single turn unless you let the game go on forever. That's not so different from the way control has always played -- inevitability is a hallmark of control archetypes.
    • Some Warlock decks, with their massive healing and heavy removal, are control. The ones people hate most are combo, for sure, but there are viable Warlock decks that do not use combos or OTK.

    I think a big part of the problem is one of terminology. People don't really understand the difference between OTK combo and the inevitability of control.

    Control now has real win conditions, and it reaches them faster. That can feel like an OTK, but it's usually not even technically a combo. And hey, guess what -- in control vs. control, the winner is the one that reaches its win condition first. That's why really slow control decks are having trouble these days. They still lose to real combo decks, and now they also lose to faster control decks.

     You are simple wrong here, yes an ideal combo aims to kill your opponent in one turn, however any deck that is not capable of doing so is not automaticly not a combo deck. The "combo deck" term has been established long before hearthstone has even been a thing (and combo doesn ot mean anything different in hearthstone)

    Combo deck is a term for a deck of (usually sixty) Magic: The Gathering cards that aims to win the game using a relatively small number of cards that instantly or very quickly win the game when combined (hence the name "combo").[1] Because of this win strategy, a common motif among combo decks is an emphasis put on the ability to find specific cards quickly and win as fast as possible.

    Almost all current quest decks are by definition combo decks, it only happens so that you start with one piece of the combo in your starting hand. The difference between a control and a combo deck usually comes in the form of value, a typical control deck aims to play the "null game". Answer everything your opponent does until you reach a point in the game where you can start dropping your own threats, which in contrast to combo decks dont just end the game the moment the card is played or even the turn after, Rattlegore is a perfect example of this.

     Thank you sir. Youre 100% correct.

    Posted in: General Discussion
  • 0

    posted a message on Fungalmancer Flurgl - any good after the patch?

    Update . 

    0:4

    DONT EVER PICK THSI RETARDED HERO

    Posted in: Battlegrounds
  • 1

    posted a message on Fungalmancer Flurgl - any good after the patch?

    I'm just wondering whether the correct tactic isnt getting 2 triples from tidehunter and get 2 5 drops. Kinda like some other heroes do. And then if you hit brann go for murlocs. Otherwise just pick whatever other 5 drop is offered and build your board from there. Just not trying to force murlocs aka get every murloc possible.

    Posted in: Battlegrounds
  • 0

    posted a message on Fungalmancer Flurgl - any good after the patch?

    Last 3 runs with new Fungalmancer Flurgl i got either 7th or 8th. It feels like if you don't hit a brann you're just good as dead.

    Anybody had a good run with it? What's your strategy?

    Posted in: Battlegrounds
  • 0

    posted a message on server down?

    Got logged out during BG match. Cant log back in.

    Posted in: General Discussion
  • 0

    posted a message on Are turns in BG mode too short?

    I could agree for earlier stages. But later on it's definitely not balanced. Like 50 seconds where you're getting triples, adjusting tactic to tech against opponents. There is just not enough time. There should be a larger disproportion between the time given in the early stages of the game and late game. All because animations and longer thought process required to wrap your head around everything you're being offer in the shop etc.

    Posted in: Battlegrounds
  • 0

    posted a message on Are turns in BG mode too short?

    I think it's hard to blame players that they use such tools. Like its kinda stupid to have 50 seconds for most meaningful turns only because animations last too long. Animations should be faster.

    Posted in: Battlegrounds
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    posted a message on Aggro killed the dragons

    My personal favourite is Eternal. Runetera is prolly gonna kick ass. Eternal is like magic with a bit of HS. I found magic a bit too old school for my taste. Cant remember having so much fun playing video game as with eternal right now.

    Posted in: Standard Format
  • 0

    posted a message on Aggro killed the dragons

    If youre looking for true fun then switch to another card game. HS is for kids and aggro players.

    Posted in: Standard Format
  • -10

    posted a message on Descent of Dragons Balance Changes Coming - Including Shaman Changes

    HS is for kids, people new to card games and those with WINNING IS ALL I CARE SYNDROME so they can play easy brainless decks for EZ win. Always been like that. If you prefer more skillful games switch to magic or eternal.

    HS IS ONLY FUN TO WATCH

    Posted in: News
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    posted a message on New Priest Epic Card Revealed - Envoy of Lazul

    it was "started in opponents deck". This one is I think is stronger. 2 mana vs 3 is huge and effect is also much stronger. Pretty much auto include in control priest.

    Posted in: News
  • 0

    posted a message on New deck to play // META CRUSHER // fatigue

    I found murloc to fight aggro decks better while still providing great value in different matchups. Having active turn 1 in HS can sometimes be game-winning. I often times get murloc and him alone with totem production and lackeys can fight for a board up until turn 3. So youre getting 3 turns of saved HP. You can also you murloc to prepare opponent board for full clear which I do often.

    As You said there is a lot of danger when playing mana tide where you can burn cards + lose fatigue against warrior. As for draw overall I've almost never felt like it was a problem, rather opposite. 

    Thanks for the advice tho, if you'll have more success with your changes then I'm glad to hear them :)

    Posted in: New deck to play // META CRUSHER // fatigue
  • 0

    posted a message on New deck to play // META CRUSHER // fatigue

    I read the comments and I dunno. Maybe we're just getting different matchups or my starting hand is just better XD Will focus more on getrting stats from card tracker as I was usually playing on the mobile but so far its 10-5 and desktop and it was between 4 and 2. 

    I just focus on getting doomsayer, murlock, far sight and hagatha scheme. Sometimes zillax but it depends on cards you already have in hand. Against some decks you also keep earth shock. 

    Still, as I said, I do experience the same thing: I AM MAKING MISTAKES and I've been into hearthstone since GVG. Watching a lot of streams, reading tactics and so on. Like if you want me to be really honest? I lost a lot of games because of my mistakes. I could have easily reached rank 1 if not because of my mistakes imo. 

    Posted in: New deck to play // META CRUSHER // fatigue
  • 0

    posted a message on Shudderwock + faceless rager

    Had a very weird interaction in the last matchup. After I've played shudderwock, he recasted battlecry from faceless rager and died with -2hp. There were 2 other minions on the board, 1 with 1hp and one with 7. I saw that faceless rager battlecry was targeted on the minion with 1 hp which ended up with him having -2hp. From my point of view, it was like hagatha's battlecry killed him (1 hp - 3 dmg = -2hp), although hagatha's battlecry triggered before faceless.

    Seems like a bug cause faceless rager was the last battlecry that triggered.

    Posted in: Card Discussion
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