I think a every thing related to Murlocs having Poisonous to go.
The issue is the games when people getting murlocs almost ALWAYS end into who can give their murlocs Poisonous first and it really does not feel like much of a battle.
No other tribe can give their minions Poisonous, but murlocs and it makes matches with the tribe all play out the same.
Megasaur and murlocs are not an issue on their own, Poisonous murlocs with Divine Shield is though.
Even using ghoul to get rid of Divine Shield , you 100/100 minion you spent the whole the whole game making just dies instantly and feels really unfun and just against everything battleground should be about.
I agree, poisonous is a bad mechanic for the game because it's very unfun to play against. Players enjoy buffing up their minions throughout the game and rightfully want to be rewarding for achieving huge amounts of hp. It sucks to deal with infinite damage. One of the key issues is that there is no counter play to poison. I think in order for poison to stay, a new minion must also be introduced that can counter it.
I agree, poisonous is a bad mechanic for the game because it's very unfun to play against. Players enjoy buffing up their minions throughout the game and rightfully want to be rewarding for achieving huge amounts of hp. It sucks to deal with infinite damage. One of the key issues is that there is no counter play to poison. I think in order for poison to stay, a new minion must also be introduced that can counter it.
I think a new Tier 6 which has effect, "when attaching a minion, silence it" would make it feel less bad.
Divine shield is counterplay to poison...same with cannons and juggler since murlocs tend to have low health..demons are a good countr
Poison is still kinda RNG from the Brutosaur offset by toxifin...
How is divine shield a counter when divine can't even be put on most minion types!? That doesn't sound like much of a counter option mate. Also, even if you had divine on your minions it's still advantage to the poison murlocs.
I agree, poisonous is a bad mechanic for the game because it's very unfun to play against. Players enjoy buffing up their minions throughout the game and rightfully want to be rewarding for achieving huge amounts of hp. It sucks to deal with infinite damage. One of the key issues is that there is no counter play to poison. I think in order for poison to stay, a new minion must also be introduced that can counter it.
I think a new Tier 6 which has effect, "when attaching a minion, silence it" would make it feel less bad.
I kind of like that idea but I feel like it would inadvertently end up being the counter to everything. I would like to see something specifically aimed at countering poison to discourage going "all in" on a wide board of poisoned up murlocs. I think one of the things that makes the game fun is encouraging players to be diverse on their builds. It gets boring when everyone automatically goes for the same couple of clearly superior builds. If anyone is playing murlocs, there seems little reason to not aim for mass divine+poison, it's just too good not to go for.
Murlocs wouldn't be viable without the poison... You need a lot of pieces to survive to end game and actually have a full board of poisoned murlocs...First you gotta survive till end-game (wether its with or without murlocs), then you need a Brann + Megasaur or at least 6 Toxfin if you want to buff your entire board. Even if you get Brann + Megasaur, you still need to get the RNG to get both Shield AND poison...
I have beaten full murloc builds (Divine, poisonous, bran) a couple of times recently with dragon builds + nadina. I am talking about doing this without a ghoul....it can and does happen.
But yeah, on average, murlocs produce the strongest late game. Sometimes I am tired of this, and others I am not...I guess eventually blizzard will change something about it, just to shake up the idea of murlcos always being the strongest build to strive for, even if it is unlilkely you'll have time to go off, in a lobby of 8 the chances that someone manages it are quite high.
Poisonous Murlocs isn't that difficult of a build to beat in all honesty, I beat it the other day with HUGE Pirates. For one it usually happens in the very end of the game (top 4/3) and by that time you've hopefully built a strong build and have figured which tribe the other players are building around so you can build for it. Murlocs are very good early game in flooding the board and IF the player survives the tempo swings and can make it to a 5/6 tavern then they have a chance at winning.
Honestly I think Deathrattle/Cannon build are more oppressive then murlocs at the moment, they have a pretty weak early game but once they get their feet under them midgame and lategadme there is almost now counter EXCEPT poisonous. Getting rid of poisonous in a blanket patch would make it busted for others, I think getting rid of Divine Shield 8/4 Murloc Tier 6 (I can't remember it's name) was enough of a hit to it.
murlocs are a tribe that are shit until you reach tavern tier 5, they have no special synergies except for buffs with battlecries which makes them extremely vulnerable in the early game. that makes them very risky to go for and as such I don't think poison divine shield is a big deal: it's your reward for playing a comp that couldve also easily sent you to 8th place. plus, ghoul and nadina can still beat this comp as well
The only reason people are complaining now is murlocs are dominant, the developers really need to be careful. When murlocs are in that hard to pull off state they are great, but when they are always there in the late game then it isn't working. And no, some of the times murlocs not existing isn't a solution.
I'd be in favor of giving one of the weaker tribes, like Pirates, a Mackerel like minion. Murlocs needs to be kept in check.
And for the record, I think poison is absolutely needed in the game. Or else certain things, like Annihilan Battlemaster would be too annoying to play against.
The.problem is brann. He facilitates any late game murloc expansion and provides additional rolls from megasaur. He is the problematic murloc synergy card and doesn’t do near as much for any other class.
get rid of brann and murlocs lose their late game dominance to the point of probably needing a buff.
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I think a every thing related to Murlocs having Poisonous to go.
The issue is the games when people getting murlocs almost ALWAYS end into who can give their murlocs Poisonous first and it really does not feel like much of a battle.
No other tribe can give their minions Poisonous, but murlocs and it makes matches with the tribe all play out the same.
Megasaur and murlocs are not an issue on their own, Poisonous murlocs with Divine Shield is though.
Even using ghoul to get rid of Divine Shield , you 100/100 minion you spent the whole the whole game making just dies instantly and feels really unfun and just against everything battleground should be about.
haha poison goes pssss
I agree, poisonous is a bad mechanic for the game because it's very unfun to play against. Players enjoy buffing up their minions throughout the game and rightfully want to be rewarding for achieving huge amounts of hp. It sucks to deal with infinite damage. One of the key issues is that there is no counter play to poison. I think in order for poison to stay, a new minion must also be introduced that can counter it.
Divine shield is counterplay to poison...same with cannons and juggler since murlocs tend to have low health..demons are a good countr
Poison is still kinda RNG from the Brutosaur offset by toxifin...
I think a new Tier 6 which has effect, "when attaching a minion, silence it" would make it feel less bad.
OTK players suck.
Murlocs don't have low health in the late game, normally they are huge 34/50 creatures sometimes with Poisonous and Divine Shield.
Poisonous should just be removed from Megasaur. I like the 1/2.
How is divine shield a counter when divine can't even be put on most minion types!? That doesn't sound like much of a counter option mate. Also, even if you had divine on your minions it's still advantage to the poison murlocs.
Alternatively, there should be more poison. Why isn't venomizer in this game yet?
I kind of like that idea but I feel like it would inadvertently end up being the counter to everything. I would like to see something specifically aimed at countering poison to discourage going "all in" on a wide board of poisoned up murlocs. I think one of the things that makes the game fun is encouraging players to be diverse on their builds. It gets boring when everyone automatically goes for the same couple of clearly superior builds. If anyone is playing murlocs, there seems little reason to not aim for mass divine+poison, it's just too good not to go for.
Poisonous is a necessary evil. It's annoying, but it also counters giant ass minions.
Murlocs wouldn't be viable without the poison... You need a lot of pieces to survive to end game and actually have a full board of poisoned murlocs...First you gotta survive till end-game (wether its with or without murlocs), then you need a Brann + Megasaur or at least 6 Toxfin if you want to buff your entire board. Even if you get Brann + Megasaur, you still need to get the RNG to get both Shield AND poison...
Just make mechs immune to poison to have a counter. Yes, I know that regular hearthstone doesn't work this way, so what?
I have beaten full murloc builds (Divine, poisonous, bran) a couple of times recently with dragon builds + nadina. I am talking about doing this without a ghoul....it can and does happen.
But yeah, on average, murlocs produce the strongest late game. Sometimes I am tired of this, and others I am not...I guess eventually blizzard will change something about it, just to shake up the idea of murlcos always being the strongest build to strive for, even if it is unlilkely you'll have time to go off, in a lobby of 8 the chances that someone manages it are quite high.
Poisonous Murlocs isn't that difficult of a build to beat in all honesty, I beat it the other day with HUGE Pirates. For one it usually happens in the very end of the game (top 4/3) and by that time you've hopefully built a strong build and have figured which tribe the other players are building around so you can build for it. Murlocs are very good early game in flooding the board and IF the player survives the tempo swings and can make it to a 5/6 tavern then they have a chance at winning.
Honestly I think Deathrattle/Cannon build are more oppressive then murlocs at the moment, they have a pretty weak early game but once they get their feet under them midgame and lategadme there is almost now counter EXCEPT poisonous. Getting rid of poisonous in a blanket patch would make it busted for others, I think getting rid of Divine Shield 8/4 Murloc Tier 6 (I can't remember it's name) was enough of a hit to it.
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murlocs are a tribe that are shit until you reach tavern tier 5, they have no special synergies except for buffs with battlecries which makes them extremely vulnerable in the early game. that makes them very risky to go for and as such I don't think poison divine shield is a big deal: it's your reward for playing a comp that couldve also easily sent you to 8th place. plus, ghoul and nadina can still beat this comp as well
That's Incredible!
Foe Reaper 4000, most likely. Probably the same reason we don't have Crackling Razormaw. Poison on cleaves would break the game.
The only reason people are complaining now is murlocs are dominant, the developers really need to be careful. When murlocs are in that hard to pull off state they are great, but when they are always there in the late game then it isn't working. And no, some of the times murlocs not existing isn't a solution.
I'd be in favor of giving one of the weaker tribes, like Pirates, a Mackerel like minion. Murlocs needs to be kept in check.
And for the record, I think poison is absolutely needed in the game. Or else certain things, like Annihilan Battlemaster would be too annoying to play against.
Wait till one more tribe gets added. Then we will se murloc tribe less often when we start a match coz of maximum only 5 tribe limit.
The.problem is brann. He facilitates any late game murloc expansion and provides additional rolls from megasaur. He is the problematic murloc synergy card and doesn’t do near as much for any other class.
get rid of brann and murlocs lose their late game dominance to the point of probably needing a buff.