I've played maybe 12-15 games now. They are really strong and over powered... Scaling is nuts. But they also allow other key cards to play with them which is interesting. There seems to be a lot of cool and interesting strategies and synergies to be used and discovered.
I haven't learned all the names yet. But I had 2 of those give all your minions a blood gem and 2 of the give your adjacent minions a blood gem. Dropped in the guy that gets +1+1 for every blood gem played and before battle starts his stats are boosted to over 20. Crazy.
Probably some decent strategy in saving some of the blood gems for key cards. Certainly depends on opponents curves.
Those windfury twins are both strong but even more so with a head start.
Best so far with Dynamic duo was 18x/18x but the game didn't go long as I dominated. Can't see exact stats because the button is missing. First time playing without perks, assuming it's a perk.
I'm not even sure where I'd start with a Quillboar nerf. Just... too good synergies. Dynamic Duo feels too strong. Agamaggan doesn't feel quite as crazy, but depends on your build, I guess. Same stat growth effect as duo, doesn't increase Duo's scaling. Flat tusk feels relatively weak compared to others (banner that does 2 at EoT, this is 3?). Charlga is nuts topend, but it's a 6, that's fine. Brute scales a bit better than it should for a T4, had some very big ones of those. Bannerboar feels pushed at three - a reliable activator with two per turn. Compare to Thorncaller. I'd look at tweaking Brute and Duo, probably, maybe banner (+2/+2 in stats per turn on a 2/5 feels very good compared to other stuff).
Golden Bonker is... Bonkers. Shouldn't have mega-WF along with the 2/attack - I overfilled my hand with bloodgems last game due to Illidan with golden bonker meaning 16 gems if I had enough space, and ignoring the golden frenzy that didn't get to attack... Turns out an early duo into seven gems on something else is just not really beatable (goldened a prophet - activated two prophets that turn with a frenzy guy, trebled prophet, got a duo which procced the golden prophet, and had a few in hand from previous - good turn). Felt like the easiest win ever.
Just ran into my first all Quilboars with golden Bonker, golden Charlga, golden Duo opponent. That taunt gets BIG.
I liked quillboars atleast it requires some strategy to use them also they are not bound to one archetype. But they seem kinda overwhelming if you don't use them you lose.
They should decrease the amount of blood stone generating cards to balance it. I am pretty sure they will nerf quillboars they are just collecting data now.
I really do like the mechanics, but I'm already sick of them. Does Blizzard include them in every single game early on when they release a new tribe? Feels like I've played ~10 games and they've been in every one. And there are 17 minions (not including Amalgadon) compared to the 14-15 that most other tribes have.
I like the tribe and the game play, but honestly they are indeed too powerful and it's crazy. Elementals could still be beaten by either Divine Dragons or Poisonous murloks in their time. Even dragons had competition with murloks back in their hay day and were notable for being one of the only tribes able to counter Divine Poisonous Murloks. Barron Beasts was also a really strong build, as well as Exodia Pirates, though they took some luck and fineness to work out.
Quillboars are much stronger than anything we have ever had before. Their ability to scale is far greater than any other tribe and on top of that they offer cards that have synergies with all minions, powerful ones to boot. Not only that but a lot of their powerful scaling minions are on 3 which is way too early.
Barron Beasts with Golden Barron, Golden Macaw, Golden Goldrin, and Hydras or even Myexna : Not enough, Saw multiple streamers get this dream build and they couldn't compete with 100/100+ Quilboars.
Poisonous Murloks: Not enough to win if the enemy has scaled Divine Quillboars, only George could maybe do it if he isn't the one playing Quills and even then a single Ghoul is enough
Dragons: Too slow to scale if you are even lucky enough to find a Kalecgos.
Elementals: The only other viable choice with Tempest if you don't get out scaled by Quills which is hard. You would need a golden Nomi and even then it would still be very difficult.
Pirates: Not even close
Demons: Still a solid top 4 if you're interested in MMR gains, but then that's like going to a red lobster just to eat fried chicken.
Mechs: Scrap metal
they're just way too good early game and share the same space Mega Saur had. if you don't get Quill or beat them before they hit 5/6 tier, you will inevitably lose.
I really do like the mechanics, but I'm already sick of them. Does Blizzard include them in every single game early on when they release a new tribe? Feels like I've played ~10 games and they've been in every one. And there are 17 minions (not including Amalgadon) compared to the 14-15 that most other tribes have.
Pirates were super op when they came out, remember the cannon? Elementals were the most busted thing ever, nomi was tier 4 and lil rag was tier 5. Quill oats will get their nerf and rotation at the next expansion, probably agamaggan to tier 6 to start.
You missremember the Pirates tho, they were the weakest tribe no question asked. The only op thing about them was cannon - which is not a pirate and was put in every comp u could; plus the treasure chest shenneningans but it also wasnt pirate comp - just one op minions doing bullshiet.
Yup.
The two best "Pirate" cards were Cannon and Parrot--which weren't pirates. And I don't know whether Cannon was truly OP, or just annoying. Having games go that hard into the 50/50 of who attacked first was really unfun. Good riddance, it shouldn't have been in the game.
Anyhow, Quillboars seem perhaps a bit more problematic than early Elementals. They all scale so well. Roadboar, for example, starts the Blood Gem scaling early, and serves as a great bridge into later cards. Stuff like Groundshaker can keep you going and leveling until you can get Charlga or Aggem Thorncurse. At first glance, Charlga is only half of a Lightfang, or a Kalecgos with only a single battlecry, which doesn't seem impressive. But the effect works on every minion regardless of tribe, and you can grab Aggabaggadaggamaggan or two and make it more powerful. Plus unlike Lightfang, it buffs itself.
Seems really hard to point to a specific problem card, since they've got so many ways to power level while scaling, they can run non-tribe minions easier than any other build, and their best buffers buff themselves.
The problem is that quillboars are all great. Each tribe has weaker and stronger pieces, but that does not seem to be the case with the boars.
Good cards need to stay though to make it work and keep it fun. I'd say the following cards should get hit:
Necrolyte: This needs to be removed. It makes cards that would otherwise be fine, most notably Bristleback Knight and Bonker, not to mention cleave effects and other divine shield cards extremely dangerous. Removing this makes it so you have to be very careful with how to spend your blood gems and makes quillboars as a whole weaker to divine shield and poisonous.
Dynamic Duo: Should gain only health. Maybe better stats to start but I don't think that is needed.
I had some games where I didnt get offered many Quilboars, and they not OP if you don't get the "give blood gems to anjacent or all" because then u run out of gems quickly ...I think the +3/3 guy is nuts here too. But same as elementals they harmonize too easy and get big. Or it needs another strategy than poison
The high roll with these is so ridiculous everyone has to play them, which reduces the chance of you actually getting them, but there are always one or two players that get the premium 5 and sometimes 6 tier pigs relatively early, and they skyrocket fast. You can easily crush first place when in last by just having a pig power turn. There is very little skill in the game right now, once you have MMR that matches you with people who already know how best to play with the new mechanics (blood gems).
The way they play is cool, and APM intensive, though probably not as much as pirates. But being blown out early in a game by one who hit their pig power turn purely through tavern RNG happens a lot, and that sucks.
Most often I play battleground is just for fun. Sometime OP is a kind of challenge that make the game fun, making the game more colorful. As long as the ranking is not very consequencial, that sounds ok to occasionally OP something a bit :P
Most often I play battleground is just for fun. Sometime OP is a kind of challenge that make the game fun, making the game more colorful. As long as the ranking is not very consequencial, that sounds ok to occasionally OP something a bit :P
Problem is, having to force quillboars every game because nothing else is viable isn't particularly fun (for me, at least). One of the reasons I like battlegrounds is that there are always multiple builds you can win with and you have to determine the best route based on tavern offerings.
With quillboars, you just take 'em all from T3 and up and hope you get lucky and find more than the rest of the lobby. Not much creativity or strategy there; just luck of the tavern.
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I've played maybe 12-15 games now. They are really strong and over powered... Scaling is nuts. But they also allow other key cards to play with them which is interesting. There seems to be a lot of cool and interesting strategies and synergies to be used and discovered.
I haven't learned all the names yet. But I had 2 of those give all your minions a blood gem and 2 of the give your adjacent minions a blood gem. Dropped in the guy that gets +1+1 for every blood gem played and before battle starts his stats are boosted to over 20. Crazy.
Probably some decent strategy in saving some of the blood gems for key cards. Certainly depends on opponents curves.
Those windfury twins are both strong but even more so with a head start.
Best so far with Dynamic duo was 18x/18x but the game didn't go long as I dominated. Can't see exact stats because the button is missing. First time playing without perks, assuming it's a perk.
Just ran into my first all Quilboars with golden Bonker, golden Charlga, golden Duo opponent. That taunt gets BIG.
I liked quillboars atleast it requires some strategy to use them also they are not bound to one archetype. But they seem kinda overwhelming if you don't use them you lose.
They should decrease the amount of blood stone generating cards to balance it. I am pretty sure they will nerf quillboars they are just collecting data now.
I really do like the mechanics, but I'm already sick of them. Does Blizzard include them in every single game early on when they release a new tribe? Feels like I've played ~10 games and they've been in every one. And there are 17 minions (not including Amalgadon) compared to the 14-15 that most other tribes have.
I like the tribe and the game play, but honestly they are indeed too powerful and it's crazy. Elementals could still be beaten by either Divine Dragons or Poisonous murloks in their time. Even dragons had competition with murloks back in their hay day and were notable for being one of the only tribes able to counter Divine Poisonous Murloks. Barron Beasts was also a really strong build, as well as Exodia Pirates, though they took some luck and fineness to work out.
Quillboars are much stronger than anything we have ever had before. Their ability to scale is far greater than any other tribe and on top of that they offer cards that have synergies with all minions, powerful ones to boot. Not only that but a lot of their powerful scaling minions are on 3 which is way too early.
Barron Beasts with Golden Barron, Golden Macaw, Golden Goldrin, and Hydras or even Myexna : Not enough, Saw multiple streamers get this dream build and they couldn't compete with 100/100+ Quilboars.
Poisonous Murloks: Not enough to win if the enemy has scaled Divine Quillboars, only George could maybe do it if he isn't the one playing Quills and even then a single Ghoul is enough
Dragons: Too slow to scale if you are even lucky enough to find a Kalecgos.
Elementals: The only other viable choice with Tempest if you don't get out scaled by Quills which is hard. You would need a golden Nomi and even then it would still be very difficult.
Pirates: Not even close
Demons: Still a solid top 4 if you're interested in MMR gains, but then that's like going to a red lobster just to eat fried chicken.
Mechs: Scrap metal
they're just way too good early game and share the same space Mega Saur had. if you don't get Quill or beat them before they hit 5/6 tier, you will inevitably lose.
Yup, in every game until the next patch.
Yup.
The two best "Pirate" cards were Cannon and Parrot--which weren't pirates. And I don't know whether Cannon was truly OP, or just annoying. Having games go that hard into the 50/50 of who attacked first was really unfun. Good riddance, it shouldn't have been in the game.
Anyhow, Quillboars seem perhaps a bit more problematic than early Elementals. They all scale so well. Roadboar, for example, starts the Blood Gem scaling early, and serves as a great bridge into later cards. Stuff like Groundshaker can keep you going and leveling until you can get Charlga or Aggem Thorncurse. At first glance, Charlga is only half of a Lightfang, or a Kalecgos with only a single battlecry, which doesn't seem impressive. But the effect works on every minion regardless of tribe, and you can grab Aggabaggadaggamaggan or two and make it more powerful. Plus unlike Lightfang, it buffs itself.
Seems really hard to point to a specific problem card, since they've got so many ways to power level while scaling, they can run non-tribe minions easier than any other build, and their best buffers buff themselves.
The 2-3 players that highroll Quilboars are winning every lobby. They're OP like we all knew they would be. Shocker.
Do the Devs really think this will bring in new players? All its made me want to do is not play.
The problem is that quillboars are all great. Each tribe has weaker and stronger pieces, but that does not seem to be the case with the boars.
Good cards need to stay though to make it work and keep it fun. I'd say the following cards should get hit:
These changes would still make the boars good earlygame, but much harder to outscale dragons and elementals with, which should NOT happen.
The early tier cards feel fine to me.
When are the nerfs coming? ALready sick of Quilboars. Nothing beats them except for more Quilboars. They win almost every lobby.
Zzzzzzz...
I had some games where I didnt get offered many Quilboars, and they not OP if you don't get the "give blood gems to anjacent or all" because then u run out of gems quickly ...I think the +3/3 guy is nuts here too. But same as elementals they harmonize too easy and get big. Or it needs another strategy than poison
The high roll with these is so ridiculous everyone has to play them, which reduces the chance of you actually getting them, but there are always one or two players that get the premium 5 and sometimes 6 tier pigs relatively early, and they skyrocket fast. You can easily crush first place when in last by just having a pig power turn. There is very little skill in the game right now, once you have MMR that matches you with people who already know how best to play with the new mechanics (blood gems).
The way they play is cool, and APM intensive, though probably not as much as pirates. But being blown out early in a game by one who hit their pig power turn purely through tavern RNG happens a lot, and that sucks.
Most often I play battleground is just for fun. Sometime OP is a kind of challenge that make the game fun, making the game more colorful. As long as the ranking is not very consequencial, that sounds ok to occasionally OP something a bit :P
:P~~~
Problem is, having to force quillboars every game because nothing else is viable isn't particularly fun (for me, at least). One of the reasons I like battlegrounds is that there are always multiple builds you can win with and you have to determine the best route based on tavern offerings.
With quillboars, you just take 'em all from T3 and up and hope you get lucky and find more than the rest of the lobby. Not much creativity or strategy there; just luck of the tavern.