yeah have fun being creative at rank 20, still getting beaten to a pulp with your "creative" deck by facehunters and aggro druids, and paying 20 bucks for this sheet. must be so much fun losing for only 20 $. its a steal really. you are probably the same people who bought the unfinished hero portraits for 10$
Let me answer this in parts:
"yeah have fun being creative at rank 20" - Day9 got rank 5~3 with lots of "rank 20 decks", if you can't create something good, not the cards fault.
"still getting beaten to a pulp with your "creative" deck by facehunters and aggro druids" - If you want to create a new deck, you must AT LEAST be smart enough to create a meta-counter deck.
" and paying 20 bucks for this sheet. must be so much fun losing for only 20 $." - If you're currently paying the internet and the electricity to make comments like this on the internet, you're always losing indeed.
"its a steal really." - Even if the cards don't see play, playing the adventure can be really fun, it was fun with Naxxaramas and Blackrock Mountain, this is really not a steal.
" you are probably the same people who bought the unfinished hero portraits for 10$" - I'll not even bother talking about that.
Here's my take on things. There is an almost total drought of creativity or ability to think outside the box in this game. If it's not a card that will fit neatly into one of maybe a half dozen or so decks it's total tripe in the opinion of many people. If people weren't so dependent on netdecking their way to legendary and focused on coming up with decks on their own they'd probably have a LOT more fun overall.
And to that point I say that if you are one of the people complaining on how these cards don't fit neatly into the the handful of top decks you copied off a website you probably shouldn't worry. Soon enough someone will come along and hold your hand and write you a nice guide to show you just which cards are useful and which ones aren't.
Here's my take on things. There is an almost total drought of creativity or ability to think outside the box in this game. If it's not a card that will fit neatly into one of maybe a half dozen or so decks it's total tripe in the opinion of many people. If people weren't so dependent on netdecking their way to legendary and focused on coming up with decks on their own they'd probably have a LOT more fun overall.
And to that point I say that if you are one of the people complaining on how these cards don't fit neatly into the the handful of top decks you copied off a website you probably shouldn't worry. Soon enough someone will come along and hold your hand and write you a nice guide to show you just which cards are useful and which ones aren't.
Still doesnt Change the Fact that none of the new cards beat the current power house card. We are still going to see Shredder played over every 4 drop. We saw very few TGT 4 drops printed cause of shredder. Few that were printed dont get played. They brought more 4 drops in and none of them will even see play. Prime example shaman's new 4 drop doent even trade with Shredder so no reason to include that in a deck its way too slow.
Knife juggler still puts most 2 drops to shame. We got flame juggler in tgt which was just water down version of knife juggler... now we get huge toad... again wont see play because its again a water down knife juggler. Knife Juggler still go to broken 2 drop when you dont have a class card to put in your deck.
It has nothing to do with net decking it has to do with they are not even releasing card that compete with the status quot... we are just getting arena trash cards that will never be using in constructed play... I almost never Net Deck cause i like building things outside of the meta... Still doesn't change fact i've never even thought about using Flame Juggler cause its just a bad card.
Priests have been begging for a 2 drop with a meaningful body on it since before tgt.... in return they got a minion with a body worse then 1 cost minion. so rip
I currently dont think they have added the tools that rogues neeed to appear back into the meta on ladder. a 1 drop with a good effect... Well they already had decent 1 drops with buccanear 2-1 stats, Deckhand 2-1 stats... I would liked to have seen different stats. 3 drop with amazing ability... it might create new archetype but im doubtful. 4 drop which again is a great card but lets be honest its not better then shredder. Im actually not even certain 4 drop will see play because shredder just overall better by a long shot with new 3 drop. so that puts rogue with very small chance of coming back.
Shaman... I LOVE THE 1 DROP... Still the overload cards suck. People still wont play most the overload cards a 1 drop isnt changing that. they still don't provide value to mana usage ratio that they need to achieve. there a reason Lava shock didnt fix shaman. the damage to mana ratio even with lava shock is not there then throw in RNG element and yeah id rather just use charge minion then spell. I do not see shaman being viable yet. Prove me wrong please.
Card I believe will see play. Raven Idol, Dart Trap, Desert Camel, Forgotten Torch, Keeper of Uldaman, tunnel trogg (still wont be good), Dark Peddler, Brann Bronzebeard, djinni of zephyrs, gorillabot a-3.
I do not think any of these cards will alter the meta. I do not think rogue and shaman will appear in meta cause rest of their cards are just too weak. I think cards selected will be slight sidegrades to current decks.
The first question that came to my mind is: Out of ALL OF LORE that Warcraft has, how could they possibly created THIS ?
Are some minor characters (most of all you probably see for the first time if you play Horde) really compared with the largest dungeon hub or the most notorious raid ?
well, let me say this first: i love the adventure-theme, i like the artwork, i even like some of the cards individually. freeze mage got a little push, shaman has its onedrop, bronzebeard might enable some (semi-)viable decks, i especially love entomb though it currently wont work, beginners that start by getting the adventures may be helped out by including some big guns that do it for the start.
my problem is: i don't see even one card that helps fight against all the aggro stuff, and that was what would have been reaaaally important.
Not a single good card. By good i mean "naxx quality cards" like mad scientist, sludge belcher, loatheb and many more. It looks even worse than brm... Also no anti-aggro? No counter to secret cancer? Blizz you kiddin us or what? We got crappy expansion, now we need to have crappy adventure as well?
All we wanted was just one obvious anti aggression neutral and people would be much happier. It wasn't much to ask for...a mini sludge-belcher. Something to get us to the mid-late game a bit more reliably so we can try out some of these cool mechanics blizzard clearly want us to use...
I was bummed out with the first onslaught of cards, but since the whole thing has been released there are a good 10-15 cards that I think will be constructed worthy. I'm actually pretty excited now. Time will tell.
I'm telling you guys that you are grossly underestimating the power level of discover cards. If Azure Drake has been one of the best cards in the game for all this time, then a 4 mana 3/3, 2 mana 2/2, or a 2 mana 1/2 sort-of draw are guaranteed to be powerful as well.
There are obviously advantages to drawing over discover but there are some advantages to discover as well and the right decks could exploit them. Discover may be better for your mana curve.
TGT pretty much tanked, with a 3.7 users score on metacritic. (Where GvG was fine.) Very few people think it's improved the game. Not nearly enough playtesting is the most obvious reason why. So in response they shoved UP the date of the next release, an adventure, to come right on its heels. WTH?
Plus cards that counter pretty much any card that isn't aggro are turning the game into grey goo in which only charge and battlecry cards are worth the candle.
Well let's be honest, everyone also said that with Blackrock, then some lunatic had the crazy idea to put Patrons with Warsong...
C'mon man, are you kidding me? I can't believe some people still talk about this... It is like they never player the goddamn game. Warsong was bugged before BRM, it used to give charge only to minions that were played, not summoned. It is so hard to understand this?
Although, I agree with you. I think that there is a high chance that some card that most people think are unplayable, will definetly see some play in constructed.
This expansion : - A few good cards for aggro. - Weak cards for everyone else (Midrange, Control, Combo). - No counter to problematic decks (like Secretadin). - New cards for Secretadin, Combo Druid, Mech Mage and Face Hunter. Yeah, those were the decks in need for love. - Nothing for weak classes.
Then some new deck may arise but it's doubtful since no card brings a really broken mechanic.
So we can expect the meta to stay the same or become even more agressive. We may see the same few decks be played on ladder even more since they get new stuff while Tier 2/3 decks get nothing.
I'll buy the adventure anyway since I love the game mode (AI is more interesting than a lot of players on the ladder) and I'm a collectionner. But as for TGT, this expansion looks really weak. That is, IMO,not a real problem. But this adventure should AT LEAST try to balance the game a little, giving tools to counter top tier decks and to help weak classes.
For example, since this adventure is all about adventure, exploring dungeons and all, why can't we see an anti-trap (so anti-secret) card ? Like, for real, why does Hunter (a secret class) is the only class that can destroy secrets ? Why a class like Rogue (that is supposed to disable traps ...) doesn't have anything like that ?
Not a single good card. By good i mean "naxx quality cards" like mad scientist, sludge belcher, loatheb and many more. It looks even worse than brm... Also no anti-aggro? No counter to secret cancer? Blizz you kiddin us or what? We got crappy expansion, now we need to have crappy adventure as well?
Releasing tech cards or cards that counter current decks are direct nerfs. Blizzard tries not to nerf cards and make other decks better. We don't need any more nerfs... stop complaining. Just make better decks to fight against the top decks. Nerfing cards should never happen.
I have to respectfully disagree, TrollShroud3. I do understand that's Blizzard's stance - but look where the idea that nerfs aren't much needed, just release more cards and that'll cure everything has gotten us, lately. "Don't look back" isn't the best motto for a game designer, IMHO.
Yes but they are fun and hearthstone is a game. Games are supposed to be fun. 99.8% of hearthstones users are not playing in championships or competitively. So I find this adventure to be good because it is fun. :)
I like how people are comparing the cards that were revealed to "powerhouse" cards from Naxx like Sludge Belcher, when everyone said belcher was going to be complete trash - and similar for almost every one of the "good" cards, too.
What's it like being sexually attracted to the abstract concepts of sadness and negativity? I bet it's hard to perform.
rank 20 fun cards are not what this game needs... we need to either nerf power house cards or bring out card equal or better to them.
Coming back here to remember: Everyone said Dr. Boom, Mysterious Challenger. Darkbomb, Grim Patron, Shieldmaiden and Antique Healbot would never see constructed play. WAIT UNTIL THE CARDS ARE OUT!
In Rexxar we trust
In Rexxar we trust
Here's my take on things. There is an almost total drought of creativity or ability to think outside the box in this game. If it's not a card that will fit neatly into one of maybe a half dozen or so decks it's total tripe in the opinion of many people. If people weren't so dependent on netdecking their way to legendary and focused on coming up with decks on their own they'd probably have a LOT more fun overall.
And to that point I say that if you are one of the people complaining on how these cards don't fit neatly into the the handful of top decks you copied off a website you probably shouldn't worry. Soon enough someone will come along and hold your hand and write you a nice guide to show you just which cards are useful and which ones aren't.
The first question that came to my mind is: Out of ALL OF LORE that Warcraft has, how could they possibly created THIS ?
Are some minor characters (most of all you probably see for the first time if you play Horde) really compared with the largest dungeon hub or the most notorious raid ?
well, let me say this first: i love the adventure-theme, i like the artwork, i even like some of the cards individually. freeze mage got a little push, shaman has its onedrop, bronzebeard might enable some (semi-)viable decks, i especially love entomb though it currently wont work, beginners that start by getting the adventures may be helped out by including some big guns that do it for the start.
my problem is: i don't see even one card that helps fight against all the aggro stuff, and that was what would have been reaaaally important.
Not a single good card. By good i mean "naxx quality cards" like mad scientist, sludge belcher, loatheb and many more. It looks even worse than brm... Also no anti-aggro? No counter to secret cancer? Blizz you kiddin us or what? We got crappy expansion, now we need to have crappy adventure as well?
All we wanted was just one obvious anti aggression neutral and people would be much happier. It wasn't much to ask for...a mini sludge-belcher. Something to get us to the mid-late game a bit more reliably so we can try out some of these cool mechanics blizzard clearly want us to use...
I was bummed out with the first onslaught of cards, but since the whole thing has been released there are a good 10-15 cards that I think will be constructed worthy. I'm actually pretty excited now. Time will tell.
I'm telling you guys that you are grossly underestimating the power level of discover cards. If Azure Drake has been one of the best cards in the game for all this time, then a 4 mana 3/3, 2 mana 2/2, or a 2 mana 1/2 sort-of draw are guaranteed to be powerful as well.
There are obviously advantages to drawing over discover but there are some advantages to discover as well and the right decks could exploit them. Discover may be better for your mana curve.
Well let's be honest, everyone also said that with Blackrock, then some lunatic had the crazy idea to put Patrons with Warsong...
TGT pretty much tanked, with a 3.7 users score on metacritic. (Where GvG was fine.) Very few people think it's improved the game. Not nearly enough playtesting is the most obvious reason why. So in response they shoved UP the date of the next release, an adventure, to come right on its heels. WTH?
Plus cards that counter pretty much any card that isn't aggro are turning the game into grey goo in which only charge and battlecry cards are worth the candle.
This expansion :
- A few good cards for aggro.
- Weak cards for everyone else (Midrange, Control, Combo).
- No counter to problematic decks (like Secretadin).
- New cards for Secretadin, Combo Druid, Mech Mage and Face Hunter. Yeah, those were the decks in need for love.
- Nothing for weak classes.
Then some new deck may arise but it's doubtful since no card brings a really broken mechanic.
So we can expect the meta to stay the same or become even more agressive. We may see the same few decks be played on ladder even more since they get new stuff while Tier 2/3 decks get nothing.
I'll buy the adventure anyway since I love the game mode (AI is more interesting than a lot of players on the ladder) and I'm a collectionner. But as for TGT, this expansion looks really weak. That is, IMO,not a real problem. But this adventure should AT LEAST try to balance the game a little, giving tools to counter top tier decks and to help weak classes.
For example, since this adventure is all about adventure, exploring dungeons and all, why can't we see an anti-trap (so anti-secret) card ? Like, for real, why does Hunter (a secret class) is the only class that can destroy secrets ? Why a class like Rogue (that is supposed to disable traps ...) doesn't have anything like that ?
How difficult would it have been to create a card like Zombie Chow or Sludge Belcher ?
When you look at Naxxramas and then at this expansion ...
At least I'll have fun trolling around with Elise Starseeker.
I have to respectfully disagree, TrollShroud3. I do understand that's Blizzard's stance - but look where the idea that nerfs aren't much needed, just release more cards and that'll cure everything has gotten us, lately. "Don't look back" isn't the best motto for a game designer, IMHO.
Yes but they are fun and hearthstone is a game. Games are supposed to be fun. 99.8% of hearthstones users are not playing in championships or competitively. So I find this adventure to be good because it is fun. :)
I like how people are comparing the cards that were revealed to "powerhouse" cards from Naxx like Sludge Belcher, when everyone said belcher was going to be complete trash - and similar for almost every one of the "good" cards, too.
What's it like being sexually attracted to the abstract concepts of sadness and negativity? I bet it's hard to perform.
I'm dissapointed people are dissapointed so easy.
Geez. At least play test the new cards.
Nightblade Argent Lance Flame Imp
Argent Watchman Argent Squire Frost Giant
Aviana Hogger Snipe Sea Giant