1) Improve the matching RNG. Make it so everyone has to face everyone else before you face the same player again. So we wont finally have games where we face the same guy who highrolled everything 3 times while there are people in the lobby which we never faced.
2) Make all minions that didnt start in the original board (tokens) deal 1 damage per token.
3) Put a damage cap that you can take each turn, based on the turn of the game.
1-5 turn you can take max 5 damage 5-10 turn you can take max 10 damage 10+ turns you can take any damage.
Balance changes:
1) Remove Arcane Cannon. Please just remove this toxic card. It doesnt do anything else than give you frustrating experiences and its a tavern 2 card so you see it in almost every game.
2) Increase Eudora digs to 5
3) Remove Primalfin OR move Brann to tavern 6. One of these should be enough to balance Murlocs.
4) Move Goldrinn back to 5 and move Parrot to 4. Moving Goldrinn to 6 was a mistake cause you hurt every single beast build in the game. And also tavern 6 is overcrowded with beasts (Goldrinn, Mama bear, Maexnna, Ghastcoiler) while tavern 5 only has Direhorn. If you wanna nerf the Parrot build then nerf the Parrot. Why kill every single beast build in the game?
1) Improve the matching RNG. Make it so everyone has to face everyone else before you face the same player again. So we wont finally have games where we face the same guy who highrolled everything 3 times while there are people in the lobby which we never faced.
That was implemented once and removed silently pretty fast. Don't know why. It's retarded.
1) Improve the matching RNG. Make it so everyone has to face everyone else before you face the same player again. So we wont finally have games where we face the same guy who highrolled everything 3 times while there are people in the lobby which we never faced.
That was implemented once and removed silently pretty fast. Don't know why. It's ********.
Its still in the game but its only for 3 next turns. So the only thing it solves it when there are 3 people left you face the ghost in a fair order. But the overall matching RNG is still bad you can have games where you face one guy 3 total times and never face another player in the entire game.
I think they use matching in-lobby to make up for bad matchmaking. In other words, if there is a high level of difference in MMR for players in a given lobby, people with higher MMR will play each other frequently while lower folks play each other more frequently.
One way to reduce the damage a bit would be to buff some builds that use cheaper minions. I think it's sort of good despite murlocs being so dominant they often don't use only high tier cards so they rarely high super hard. It would be good if some of the other late game builds also was dominated by lower tier cards more. Perhaps if demons was a bit more common in late game then they could be a bit similar since Wrath Weaver doesn't hit hard.
One problem in terms of damage is that Amaldagon slots into most late game decks so you have more tier 6 minions in builds. Fortunately it tends to give itself Taunt so that it gets killed easier.
1) Improve the matching RNG. Make it so everyone has to face everyone else before you face the same player again. So we wont finally have games where we face the same guy who highrolled everything 3 times while there are people in the lobby which we never faced.
That was implemented once and removed silently pretty fast. Don't know why. It's ********.
Its still in the game but its only for 3 next turns. So the only thing it solves it when there are 3 people left you face the ghost in a fair order. But the overall matching RNG is still bad you can have games where you face one guy 3 total times and never face another player in the entire game.
3 turns is also not possible. I've just had a Player 1, Player 2, Player 1, Player 2 and then other players.
It was 6 turns cooldown when they first implemented it.
1 - agreed, it's just dumb it's not rotating. Once a player is removed, the whole system needs reset, so you could be facing same opp 2 rounds later, repeatedly.
2 - If in combat, then what's the point of beasts pump, 8/8 mech etc.?
3 - half agree - 3-5 mana 5 dmg cap, not 5 turns. 3 more turns (6-8 mana) at 10.
Balance - not pretending to know better on the minions, but - how am I the only player drafting a specific tribe and get them 0-1 of them for 3 rounds straight is beyond me. Also, only tribe, but 33 refreshes + 6 maly hp no triples at all? How is that even possible? That needs balancing, there are WAY too many pirates and murloc players, and still they show up more than others.
They need to nerf murlocs again, ,everyone wined about how weak they were so they got buffed, while all the midrange builds got pummeled to the ground, now they are fucking unstoppable, they have potential to get really strong in the mid game, and if that happens its almost unavoidable they will wreck the endgame. I liked it how it was before, it being very weak in the mid game but unstoppable if pulled off correctly in the endgame. 80% of my matches now are won by whoever got his murloc Bran first.
Edit: Also it makes no sense people can get megasaurs if beasts are not in the game.
2 - If in combat, then what's the point of beasts pump, 8/8 mech etc.?
This change i proposed for token damage, mostly fixes the issue with cards like Boat and Ghastcoiler dealing you way more damage when you kill them than when you are weaker and they survive, which really doesn't make any sense but unfortunately Blizzard is really slow at making changes. There is nothing more stupid than killing boat, boat summons 2 Elizas and 1 nat pagle so you take 6+6+5 = 17 damage and if you was weaker and didnt kill the boat you would take 6. It's just complete nonsense.
Other cards like Rat pack, Menace etc will not be affected since their tokens deal 1 damage already. This change targets deathrattle cards with random summon like Ghastcoiler,Boat,Sneeds etc.
2 - If in combat, then what's the point of beasts pump, 8/8 mech etc.?
This change i proposed for token damage, mostly fixes the issue with cards like Boat and Ghastcoiler dealing you way more damage when you kill them than when you are weaker and they survive, which really doesn't make any sense but unfortunately Blizzard is really slow at making changes. There is nothing more stupid than killing boat, boat summons 2 Elizas and 1 nat pagle so you take 6+6+5 = 17 damage and if you was weaker and didnt kill the boat you would take 6. It's just complete nonsense.
Other cards like Rat pack, Menace etc will not be affected since their tokens deal 1 damage already. This change targets deathrattle cards with random summon like Ghastcoiler,Boat,Sneeds etc.
Those cards are at tier 6. At this point you should pretty much expect that you are dead if you lose a battle. Tokens from Rat Pack are bigger issue, because they can easily make you lose 10+ HP just from one loss at a very early stage of the game.
Its still in the game but its only for 3 next turns. So the only thing it solves it when there are 3 people left you face the ghost in a fair order. But the overall matching RNG is still bad you can have games where you face one guy 3 total times and never face another player in the entire game.
Ah the bliss of playing 1st place, 2nd place, 3rd place, 1st place back to back to back is pure joy.
1) Improve the matching RNG. Make it so everyone has to face everyone else before you face the same player again. So we wont finally have games where we face the same guy who highrolled everything 3 times while there are people in the lobby which we never faced.
I've bitched about this on these forums for months. It is literally THE most frustrating part of the game for me. There are so many games where you don't even get to face one (or more) of your opponents because youre dead on 9-10 gold because you played all of the top people 3-4 games in a row. It makes no sense. It's completely unfair and makes for a horrid game experience. There is enough RNG in rolling for minions every turn, and then they go ahead and make the matchmaking completely stupid random as well.
Another change I'd like to see is less randomness to the time of your turns. I don't get why certain turns it seems like you have and hour worth of time and other turns it goes by in the blink of an eye. Especially in late game when you're trying to transition to a different build or pull some type of Brann/Khadgar/whatever strategy and of course this turn only gives you like 30 secs, and of course you cant get all your battlecries and triples etc. But for some reason on 7 gold, when 90% of the time you're leveling your tavern and buying 1 minion...this turn lasts an eternity. Makes no sense. Implement a set time for each turn. Or give more time as each turn of the game goes on.
1) Improve the matching RNG. Make it so everyone has to face everyone else before you face the same player again. So we wont finally have games where we face the same guy who highrolled everything 3 times while there are people in the lobby which we never faced.
I've bitched about this on these forums for months. It is literally THE most frustrating part of the game for me. There are so many games where you don't even get to face one (or more) of your opponents because youre dead on 9-10 gold because you played all of the top people 3-4 games in a row. It makes no sense. It's completely unfair and makes for a horrid game experience. There is enough RNG in rolling for minions every turn, and then they go ahead and make the matchmaking completely stupid random as well.
Another change I'd like to see is less randomness to the time of your turns. I don't get why certain turns it seems like you have and hour worth of time and other turns it goes by in the blink of an eye. Especially in late game when you're trying to transition to a different build or pull some type of Brann/Khadgar/whatever strategy and of course this turn only gives you like 30 secs, and of course you cant get all your battlecries and triples etc. But for some reason on 7 gold, when 90% of the time you're leveling your tavern and buying 1 minion...this turn lasts an eternity. Makes no sense. Implement a set time for each turn. Or give more time as each turn of the game goes on.
The turn countdown starts from when the last combat phase is finished. If you have the longest combat phase you will have the shortest tavern phase and visa versa.
Core changes:
1) Improve the matching RNG. Make it so everyone has to face everyone else before you face the same player again. So we wont finally have games where we face the same guy who highrolled everything 3 times while there are people in the lobby which we never faced.
2) Make all minions that didnt start in the original board (tokens) deal 1 damage per token.
3) Put a damage cap that you can take each turn, based on the turn of the game.
1-5 turn you can take max 5 damage
5-10 turn you can take max 10 damage
10+ turns you can take any damage.
Balance changes:
1) Remove Arcane Cannon. Please just remove this toxic card. It doesnt do anything else than give you frustrating experiences and its a tavern 2 card so you see it in almost every game.
2) Increase Eudora digs to 5
3) Remove Primalfin OR move Brann to tavern 6. One of these should be enough to balance Murlocs.
4) Move Goldrinn back to 5 and move Parrot to 4. Moving Goldrinn to 6 was a mistake cause you hurt every single beast build in the game. And also tavern 6 is overcrowded with beasts (Goldrinn, Mama bear, Maexnna, Ghastcoiler) while tavern 5 only has Direhorn. If you wanna nerf the Parrot build then nerf the Parrot. Why kill every single beast build in the game?
Thats pretty much it.
EVERYONE , GET A BEER!
That was implemented once and removed silently pretty fast. Don't know why. It's retarded.
Its still in the game but its only for 3 next turns. So the only thing it solves it when there are 3 people left you face the ghost in a fair order. But the overall matching RNG is still bad you can have games where you face one guy 3 total times and never face another player in the entire game.
EVERYONE , GET A BEER!
I think they use matching in-lobby to make up for bad matchmaking. In other words, if there is a high level of difference in MMR for players in a given lobby, people with higher MMR will play each other frequently while lower folks play each other more frequently.
I think if generated minions can only deal 1 damage, you may not need the damage cap.
You'd still have highroll pirate things, but I believe that's supposed to be their role.
One way to reduce the damage a bit would be to buff some builds that use cheaper minions. I think it's sort of good despite murlocs being so dominant they often don't use only high tier cards so they rarely high super hard. It would be good if some of the other late game builds also was dominated by lower tier cards more. Perhaps if demons was a bit more common in late game then they could be a bit similar since Wrath Weaver doesn't hit hard.
One problem in terms of damage is that Amaldagon slots into most late game decks so you have more tier 6 minions in builds. Fortunately it tends to give itself Taunt so that it gets killed easier.
Or just remove Tidehunter for Murmy or Murgur. Murlocs fixed.
3 turns is also not possible. I've just had a Player 1, Player 2, Player 1, Player 2 and then other players.
It was 6 turns cooldown when they first implemented it.
1-5 turn you can take max 5 damage ? dude who hurted u ?
1 - agreed, it's just dumb it's not rotating. Once a player is removed, the whole system needs reset, so you could be facing same opp 2 rounds later, repeatedly.
2 - If in combat, then what's the point of beasts pump, 8/8 mech etc.?
3 - half agree - 3-5 mana 5 dmg cap, not 5 turns. 3 more turns (6-8 mana) at 10.
Balance - not pretending to know better on the minions, but - how am I the only player drafting a specific tribe and get them 0-1 of them for 3 rounds straight is beyond me. Also, only tribe, but 33 refreshes + 6 maly hp no triples at all? How is that even possible? That needs balancing, there are WAY too many pirates and murloc players, and still they show up more than others.
You obviously never faced an Eudora on the turn she get her first dig
EVERYONE , GET A BEER!
They need to nerf murlocs again, ,everyone wined about how weak they were so they got buffed, while all the midrange builds got pummeled to the ground, now they are fucking unstoppable, they have potential to get really strong in the mid game, and if that happens its almost unavoidable they will wreck the endgame.
I liked it how it was before, it being very weak in the mid game but unstoppable if pulled off correctly in the endgame. 80% of my matches now are won by whoever got his murloc Bran first.
Edit: Also it makes no sense people can get megasaurs if beasts are not in the game.
This change i proposed for token damage, mostly fixes the issue with cards like Boat and Ghastcoiler dealing you way more damage when you kill them than when you are weaker and they survive, which really doesn't make any sense but unfortunately Blizzard is really slow at making changes. There is nothing more stupid than killing boat, boat summons 2 Elizas and 1 nat pagle so you take 6+6+5 = 17 damage and if you was weaker and didnt kill the boat you would take 6. It's just complete nonsense.
Other cards like Rat pack, Menace etc will not be affected since their tokens deal 1 damage already. This change targets deathrattle cards with random summon like Ghastcoiler,Boat,Sneeds etc.
EVERYONE , GET A BEER!
Those cards are at tier 6. At this point you should pretty much expect that you are dead if you lose a battle. Tokens from Rat Pack are bigger issue, because they can easily make you lose 10+ HP just from one loss at a very early stage of the game.
Ah the bliss of playing 1st place, 2nd place, 3rd place, 1st place back to back to back is pure joy.
I've bitched about this on these forums for months. It is literally THE most frustrating part of the game for me. There are so many games where you don't even get to face one (or more) of your opponents because youre dead on 9-10 gold because you played all of the top people 3-4 games in a row. It makes no sense. It's completely unfair and makes for a horrid game experience. There is enough RNG in rolling for minions every turn, and then they go ahead and make the matchmaking completely stupid random as well.
Another change I'd like to see is less randomness to the time of your turns. I don't get why certain turns it seems like you have and hour worth of time and other turns it goes by in the blink of an eye. Especially in late game when you're trying to transition to a different build or pull some type of Brann/Khadgar/whatever strategy and of course this turn only gives you like 30 secs, and of course you cant get all your battlecries and triples etc. But for some reason on 7 gold, when 90% of the time you're leveling your tavern and buying 1 minion...this turn lasts an eternity. Makes no sense. Implement a set time for each turn. Or give more time as each turn of the game goes on.
The turn countdown starts from when the last combat phase is finished. If you have the longest combat phase you will have the shortest tavern phase and visa versa.
Tbh when I first saw Eudora I thought her Hero Power was a one-off like Reno or Kragg that ends up no-op after 4 digs
Piloted Shredder, Knife Juggler, Mad Scientist, Dr. Boom
Need to be removed from this game