how the fuck does your windfury pirate have 39 hp..lucky strongarm strings? That malagam is thickaf as well. Not even going question the double goldie pirates in 3 and 4 spot
Yeah Strongarms, but not that many actually, just a whole lot of APM to get them juicy. Once you have nigh infinite gold you are just limited by the turn timer.
I'd love to see Shattered Sun Cleric at tavern 2. You could buff some neutral minions to keep them relevant for more turns to put a them outside of Zapp target range or just use it as another buff that is 50% worse than a dedicated tribe buff.
Selfless Hero will become more important this patch and a good tier 1 unit that stays relevant throughout the game in particular against Murlocs. No plants for murlocs anymore and no DS.
In my opinion, pirates without Arcane Cannin are now significantly weaker in early and mid game (Scallywag lost her main purpose) and they need a little buff. Also their late game build could use some help. It offers pretty high stats (if you were lucky with early Salty Looter or Goldgrubber), but often can't compete with poison, divine shield or cleave.
Beasts seem to be much stronger. Murlocs are less popular and that's a good thing :).
I already forget about Canon. Now that you mention it, such a bliss that you don't have to face it anymore!
Still waiting on a slight Demon and possibly Mech buff
Demons need it more I feel. The issue is that you have to commit to big demons very early (tavern 1) or need very strict pieces on tavern 3 to have a juggler build. They should probably make Weaver tavern 3 with a 4/4 base-line or something and introduce new pieces.
Mech just need a better mid to end-game transition. I feel a self-scaling mech at Tavern 5 would go a long way. Just remove Junkbot... it's junk alright.
I've seen early Mama dealing 17-27 damage on turn 8/9 tree times now. That's not healthy imo and mimics Eudora's second dig turns - but now available for everyone. I can see that this will become problematic, but the sample size is still very small. Still, I'd prefer if games lasted longer and not shorter.
Only played a couple of games, but it feels like Beast is 100% legit broken now. Mama so early absolutely wrecks everything and leads to even shorter games. Holy shit.
Lich seems very good right now as safe "top 4 hero".
Eudora seems fine-ish. You can't sacrifice all early turns anymore it feels like. The pay off is still good, but far less impactful as compared to the timing when you got it before. Even after your first dig you are not guaranteed to win that fight anymore, if you suicide level.
Megasaur is understandable, but I'd have rather liked if they would have removed Primalfin, since that enables transitions into Murlocs by itself (along with Brann). It's also the reason for easy triples and huge stat buffs.
This only makes Primalfin and Stat creep even more possible. I dunno if it is offset enough by the removal of divine shield, tho.
0
Yeah Strongarms, but not that many actually, just a whole lot of APM to get them juicy. Once you have nigh infinite gold you are just limited by the turn timer.
1
4x 1st in the last 5 games.
2x Murlocs, 1x Pirate, 1x Demons and a failed 5 place with shitty roles and a 1.2% loss.
1
Your soul? :V
2
Seriously, gained almost 500 rating just forcing pirates (when it's feasible) since the patch.
0
Pirates seem sleeper top tier imo. Rarely contested, easy top 4 guaranteed if not second or first.
0
Missing some [card]Kangor's Apprentice[/card for some more boom action. :D
1
I'd love to see Shattered Sun Cleric at tavern 2. You could buff some neutral minions to keep them relevant for more turns to put a them outside of Zapp target range or just use it as another buff that is 50% worse than a dedicated tribe buff.
1
Selfless Hero will become more important this patch and a good tier 1 unit that stays relevant throughout the game in particular against Murlocs. No plants for murlocs anymore and no DS.
0
I already forget about Canon. Now that you mention it, such a bliss that you don't have to face it anymore!
0
Demons need it more I feel. The issue is that you have to commit to big demons very early (tavern 1) or need very strict pieces on tavern 3 to have a juggler build. They should probably make Weaver tavern 3 with a 4/4 base-line or something and introduce new pieces.
Mech just need a better mid to end-game transition. I feel a self-scaling mech at Tavern 5 would go a long way. Just remove Junkbot... it's junk alright.
1
I've seen early Mama dealing 17-27 damage on turn 8/9 tree times now. That's not healthy imo and mimics Eudora's second dig turns - but now available for everyone. I can see that this will become problematic, but the sample size is still very small. Still, I'd prefer if games lasted longer and not shorter.
6
Jesus the patch is not out very long. We'll gather more impressions soon. Your post contributes nothing.
1
Discuss the new patch!
Only played a couple of games, but it feels like Beast is 100% legit broken now. Mama so early absolutely wrecks everything and leads to even shorter games. Holy shit.
Lich seems very good right now as safe "top 4 hero".
Eudora seems fine-ish. You can't sacrifice all early turns anymore it feels like. The pay off is still good, but far less impactful as compared to the timing when you got it before. Even after your first dig you are not guaranteed to win that fight anymore, if you suicide level.
0
That would have been 100% a huge buff. DS is the most important thing you wanted from Megasaur.
0
Megasaur is understandable, but I'd have rather liked if they would have removed Primalfin, since that enables transitions into Murlocs by itself (along with Brann). It's also the reason for easy triples and huge stat buffs.
This only makes Primalfin and Stat creep even more possible. I dunno if it is offset enough by the removal of divine shield, tho.