Thank you for talking to me. You sure pulled me up. I'm glad you hold such a high opinion of yourself. Come back in a couple of months and tell me if see a noticeable difference in your game play as such a high legend player. You think it's the truth simply because you say it, despite proving you wrong based on your own argument. Enjoy your devalued game.
Although I'll keep disagreeing with you about skill being the sole reason, it doesn't really matter. In fact, your stance on skill contradicts your original complaint. Allowing a person to remain at a certain rank helps alleviate the stress of laddering for a small subset of players. An even smaller subset of players will actually get enough of a boost from the change to move into the legend ranks. Mostly players able to reach rank 5 that typically fall short of legend. Players without the ability to reach rank 5 on the current ladder won't suddenly gain the skill reach the rank 5 plateau, and they definitely won't find themselves reaching legend any time soon. The only aspect of ranking the change could possibly improve is the amount of time needed to level, which by your own repeated argument doesn't really matter in the end.
In short, blow by the players the change is meant for in the first 5 hours, and you won't be affected by the change at all. The point of my argument was the change is aimed at helping the casual player enjoy the ladder, while maintaining the skill cap inherent in the game separating players that reach legend every season from the player base benefited by the new ranking system.
The basis for your first post was a personal attack on a good number of players because you hold the false belief that lack of skill is the sole reason people don't reach legend every month. It's not. Helping other people get a little more out of the game without taking away from the competitive aspect is a good thing. You won't see a huge influx of people hitting legend because of the change. It simply makes it a little easier to move from one plateau to another. Moving past 10 without the fear of falling back doesn't mean a player will suddenly gain the ability to hit legend. The same is true for rank 5. Blizzard chose the levels with purpose. You're argument is equivalent to saying the achievements of a successful person with money and nice home are some how devalued by putting steps in place to bring everyone above the poverty level, despite the fact that his house and bank account won't change. I guarantee you won't notice a significant change in your experience on ladder. Don't worry, you won't have to interact with the plebs as often as you fear.
I apologize for narrowing the attack on you personally. I should have started by insulting a large portion of the player base.
I'm truly sorry Blizzard is devaluing (in your mind) the sole thing you're good at in life. Next time you're on the big stage at Blizzcon make a comment about it...oh wait you probably barely reach legend every month and fall slightly above the plebs you're so against.
...and, as a pleb, I'm excited about the changes to ladder. For highly skilled players that reach legend every season, the change doesn't affect your monthly climb. For casual players, it improves the climb, allows you to try different decks with mitigated risk, and increases your chance of reaching legend. I can't imagine why anyone cough aivdov cough would disapprove of a change aimed at creating a better ranking experience for all players. Many players possess the necessary skill but fail to reach legend because of time constraints.
Despite feeling Small-Time Buccaneer is the better choice for a nerf, I was really hoping for Patches. I really wanted to gain full dust for the golden Patches I opened in a pack shortly after the expansion came out :(
I've also tried a non N'Zoth based Control Shaman. I threw 2 small time buccaneers and patches in for some early board contention, and focused on the Jade synergy for late game. Similar control mechanisms.
I'm currently running a variation of N'Zoth Control. You can hold off most aggro decks with a decent mulligan, and the combined strength of the Jade Golems and a strong N'zoth drop can overtake control. I'm experimenting with the exact makeup, but most of the cards are core to the N'zoth variant. Anyone else giving control a try? The deck has a slight learning curve, but I enjoy playing it much more than midrange or aggro.
It does feel slow when you play it at times, but I've had some nice set ups with Violet Teacher at later turns. Drop Mukla on a board with teacher. Buff the minions you feel need it the most. Suddenly, you have a pretty nice board. I like the versatility of the bananas with tokens.
I'm actually trying Mukla, Tyrant of the Vale in place of one Savage Combatant. I opened it in one of my original 50 WOG packs, and haven't given it much thought since. So far I like the card. It's a decent body and the bananas offer some nice synergy with Violet Teacher.
What do you think of including Sir Finley? I watched Kolento play a Tempo Warrior today, and he commented Sir Finley is only viable in Patron.
Bradfordlee used Sir Finley in the American Spring Prelims but I only caught one game with his Tempo Warrior. Sir gave him the Druid hero power. Did anyone catch another instance where Sir caught some play?
If you feel he's worth adding, what's the optimal hero power for Tempo?
I love the idea. I'm working on a Malygos Dragon Priest with the same spirit as the deck above. I hope the idea gains traction, and with some exposure and tweaking, leads to a viable deck on ladder.
If you have a chance, take a look at my deck. Any feedback is greatly appreciated.
2
Thank you for talking to me. You sure pulled me up. I'm glad you hold such a high opinion of yourself. Come back in a couple of months and tell me if see a noticeable difference in your game play as such a high legend player. You think it's the truth simply because you say it, despite proving you wrong based on your own argument. Enjoy your devalued game.
2
Although I'll keep disagreeing with you about skill being the sole reason, it doesn't really matter. In fact, your stance on skill contradicts your original complaint. Allowing a person to remain at a certain rank helps alleviate the stress of laddering for a small subset of players. An even smaller subset of players will actually get enough of a boost from the change to move into the legend ranks. Mostly players able to reach rank 5 that typically fall short of legend. Players without the ability to reach rank 5 on the current ladder won't suddenly gain the skill reach the rank 5 plateau, and they definitely won't find themselves reaching legend any time soon. The only aspect of ranking the change could possibly improve is the amount of time needed to level, which by your own repeated argument doesn't really matter in the end.
In short, blow by the players the change is meant for in the first 5 hours, and you won't be affected by the change at all. The point of my argument was the change is aimed at helping the casual player enjoy the ladder, while maintaining the skill cap inherent in the game separating players that reach legend every season from the player base benefited by the new ranking system.
2
The basis for your first post was a personal attack on a good number of players because you hold the false belief that lack of skill is the sole reason people don't reach legend every month. It's not. Helping other people get a little more out of the game without taking away from the competitive aspect is a good thing. You won't see a huge influx of people hitting legend because of the change. It simply makes it a little easier to move from one plateau to another. Moving past 10 without the fear of falling back doesn't mean a player will suddenly gain the ability to hit legend. The same is true for rank 5. Blizzard chose the levels with purpose. You're argument is equivalent to saying the achievements of a successful person with money and nice home are some how devalued by putting steps in place to bring everyone above the poverty level, despite the fact that his house and bank account won't change. I guarantee you won't notice a significant change in your experience on ladder. Don't worry, you won't have to interact with the plebs as often as you fear.
I apologize for narrowing the attack on you personally. I should have started by insulting a large portion of the player base.
1
I'm truly sorry Blizzard is devaluing (in your mind) the sole thing you're good at in life. Next time you're on the big stage at Blizzcon make a comment about it...oh wait you probably barely reach legend every month and fall slightly above the plebs you're so against.
5
...and, as a pleb, I'm excited about the changes to ladder. For highly skilled players that reach legend every season, the change doesn't affect your monthly climb. For casual players, it improves the climb, allows you to try different decks with mitigated risk, and increases your chance of reaching legend. I can't imagine why anyone cough aivdov cough would disapprove of a change aimed at creating a better ranking experience for all players. Many players possess the necessary skill but fail to reach legend because of time constraints.
-7
Despite feeling Small-Time Buccaneer is the better choice for a nerf, I was really hoping for Patches. I really wanted to gain full dust for the golden Patches I opened in a pack shortly after the expansion came out :(
2
I've also tried a non N'Zoth based Control Shaman. I threw 2 small time buccaneers and patches in for some early board contention, and focused on the Jade synergy for late game. Similar control mechanisms.
2
I'm currently running a variation of N'Zoth Control. You can hold off most aggro decks with a decent mulligan, and the combined strength of the Jade Golems and a strong N'zoth drop can overtake control. I'm experimenting with the exact makeup, but most of the cards are core to the N'zoth variant. Anyone else giving control a try? The deck has a slight learning curve, but I enjoy playing it much more than midrange or aggro.
0
Oddly enough, I opened another Mukla this week in one my packs.
0
It does feel slow when you play it at times, but I've had some nice set ups with Violet Teacher at later turns. Drop Mukla on a board with teacher. Buff the minions you feel need it the most. Suddenly, you have a pretty nice board. I like the versatility of the bananas with tokens.
9
I'm actually trying Mukla, Tyrant of the Vale in place of one Savage Combatant. I opened it in one of my original 50 WOG packs, and haven't given it much thought since. So far I like the card. It's a decent body and the bananas offer some nice synergy with Violet Teacher.
0
I just noticed he ran Leeroy too. Interesting choices.
2
What do you think of including Sir Finley? I watched Kolento play a Tempo Warrior today, and he commented Sir Finley is only viable in Patron.
Bradfordlee used Sir Finley in the American Spring Prelims but I only caught one game with his Tempo Warrior. Sir gave him the Druid hero power. Did anyone catch another instance where Sir caught some play?
If you feel he's worth adding, what's the optimal hero power for Tempo?
0
What do you think of including Sir Finley? I watched Kolento play a Tempo Warrior today, and he commented Sir Finley is only viable in Patron.
I only caught one game with this Tempo Warrior, and Sir gave him the Druid hero power. Did anyone catch another instance where Sir caught some play?
In your opinion, what's the optimal hero power for Tempo?
0
I love the idea. I'm working on a Malygos Dragon Priest with the same spirit as the deck above. I hope the idea gains traction, and with some exposure and tweaking, leads to a viable deck on ladder.
If you have a chance, take a look at my deck. Any feedback is greatly appreciated.
Malygos Dragon Priest