They have no issues with naga, but molten giant needed to be nerfed to 25 mana *facepalm*
Because Naga is Wild and Blizz doesn't care about Wild (and hopefully they will never do). Moltens were a staple in Standard for a long time - so nerf them to be trash. ^^*
@LittleOgre: As far as I know before the chance the Naga cahnged the cost of each Giant to flat 5. So if you had a Naga on board, a Mountain Giant costed 5 in your hand no matter how many cards you hold. Now she reduces the base cost of a giant to 5 and the cost reductions got added. So if you have a Naga on board now and a Mountain Giant on hand and 5 or more cards, the Giant costs 0 Mana (5 Man - 1 Mana for each other card in hand). The same with all other giants. Because of that you can often play Naga +2-3 giants in one turn.
Blizzard should make a special stream lessons or youtube videos in which they explain the the only way hs should be played is with supa dupa 1000 IQ control/combo homebrewed decks and 30 minutes long match is a minimum time period that proves you're not braindead blah blah something etc.
They have no issues with naga, but molten giant needed to be nerfed to 25 mana *facepalm*
Because Naga is Wild and Blizz doesn't care about Wild (and hopefully they will never do). Moltens were a staple in Standard for a long time - so nerf them to be trash. ^^*
@LittleOgre: As far as I know before the chance the Naga cahnged the cost of each Giant to flat 5. So if you had a Naga on board, a Mountain Giant costed 5 in your hand no matter how many cards you hold. Now she reduces the base cost of a giant to 5 and the cost reductions got added. So if you have a Naga on board now and a Mountain Giant on hand and 5 or more cards, the Giant costs 0 Mana (5 Man - 1 Mana for each other card in hand). The same with all other giants. Because of that you can often play Naga +2-3 giants in one turn.
If they didn't care about Wild they wouldn't have nerfed Danksteed...
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On the third day before Witchwood, Blizzard gave to me,
FWIW - HSReplays puts the play-rate of the card at 4.5%. I'm currently rank 6, and I've only played against it four times so far this month, going 2-2. BB responded to the issue on the Wild subreddit, for anyone who is interested - the various decks running the combo currently have a 50% win-rate, according to Blizzard's internal numbers. I suspect that the versions running 8-12 giants won't survive ladder attrition in the long run.
BB also addressed the "Blizzard hates Wild" sentiment that many people have pretended to affect - again, for anyone interested in learning the dev team's perspective on the format, rather than aimlessly shitting on the forums, I'd suggest reading BB's post.
@LittleOgre: You care more about the "flavor" of a card than about the viablity? As far as I know Clockwork Giants never seen serious play on Ladder and Moltens nearly completly disappeared after the nerf. In my opinion it is a good thing, when more cards become viable the first time or viable again. If the Naga change get reversed, this giants will be useless again.
And as some users stated here before: There are enough tools to counter the giant combo, so no need to nerf it.
Blizzard should make a special stream lessons or youtube videos in which they explain the the only way hs should be played is with supa dupa 1000 IQ control/combo homebrewed decks and 30 minutes long match is a minimum time period that proves you're not braindead blah blah something etc.
@LittleOgre: You care more about the "flavor" of a card than about the viablity? As far as I know Clockwork Giants never seen serious play on Ladder and Moltens nearly completly disappeared after the nerf. In my opinion it is a good thing, when more cards become viable the first time or viable again. If the Naga change get reversed, this giants will be useless again.
And as some users stated here before: There are enough tools to counter the giant combo, so no need to nerf it.
Yes that is true. Most Giants are used situational and now some of them are more playable. However, I just liked the whole idea that you had to "earn" the cost reduction of the Giants.
I just played a Giants version against Mage, it was a fun (more fun against Pirate W. or Jades anyway) game and I had indeed to tools to counter and won.
In the last five games at Rank 10, I have faced five decks in a row that featured the Naga/Giants package, from FOUR different classes that had no business running them.
Which four would that be?
Warlock, Hunter, Paladin, and I don't recall the fourth, but it wasn't Druid.
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Life before death. Strength before weakness. Journey before destination.
I've experimented with Shaman and Mage so far, and Mage seems to be the more viable mostly because they work closely enough as far as early game board control... yet shaman tends to overload themselves a bit too much and can lead to dead turns.
Naga Sea Witch isn't a good archetype, I played it all day until I hit the gold cap and the only reason it wins at all is because people think you're playing Renolock. Priest, Warrior, Paladin all have counters for it that are practically game winning, I had a higher win % with Renolock. Don't waste your dust on Clockwork Giants, it's all hype.
Yes, it is a cheesy, mindnumbing brute force deck that works very much the same way as "Big Priest". Yes, it is frustrating when you lose to it.
That doesn't necessarily mean it's good.
If your opponent vomits their hand of giants onto the board and you sweep it, that's it, the game is done. They won't be making a comeback. Some of the quickest wins I've had are against these decks, it's a godsend for ranked grinding.
And, it's Wild! You have the entire Hearthstone card base at your perusal to find ways to deal with them. Use some initiative, for god sake.
They have no issues with naga, but molten giant needed to be nerfed to 25 mana *facepalm*
Because Naga is Wild and Blizz doesn't care about Wild (and hopefully they will never do). Moltens were a staple in Standard for a long time - so nerf them to be trash. ^^*
@LittleOgre: As far as I know before the chance the Naga cahnged the cost of each Giant to flat 5. So if you had a Naga on board, a Mountain Giant costed 5 in your hand no matter how many cards you hold. Now she reduces the base cost of a giant to 5 and the cost reductions got added. So if you have a Naga on board now and a Mountain Giant on hand and 5 or more cards, the Giant costs 0 Mana (5 Man - 1 Mana for each other card in hand). The same with all other giants. Because of that you can often play Naga +2-3 giants in one turn.
If they didn't care about Wild they wouldn't have nerfed Danksteed...
It was changed cause it makes infinite defile and probably make the other player turn pass just during the animations, or even crashes the game... ^^
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There is no cancer deck in hearthstone ! You are the Cancer !
Yes, it is a cheesy, mindnumbing brute force deck that works very much the same way as "Big Priest". Yes, it is frustrating when you lose to it.
That doesn't necessarily mean it's good.
If your opponent vomits their hand of giants onto the board and you sweep it, that's it, the game is done. They won't be making a comeback. Some of the quickest wins I've had are against these decks, it's a godsend for ranked grinding.
And, it's Wild! You have the entire Hearthstone card base at your perusal to find ways to deal with them. Use some initiative, for god sake.
Sorry I didn't see other threads about this on the front page. I'm sure there are old ones.
Big Priest has a decent winrate, I think that's a bad comparison.
Sure if your opponent is bad enough to empty their hand vs Priest going into turn 6 (Lightbomb), then yeah they're pretty bad. But being able to drop three 8/8s every turn on turns 5 thru 8 (I think? I don't remember how many giants there are) is very problematic, as NO deck or class has the ability to deal with that.
just because it's Wild doesn't mean that you can just allow crazy OP combos to run rampant because "fuck you, it's Wild, figure it out."
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I don't believe the new Naga interaction was intentional, as the dev tweet suggests. It came with the patch that added KOFT, so it probably had something to do with an interaction in one or more of the boss fights.
Sort of reminds me of pre-nerf Quest rogue tbh. The winrate is not great, maybe 50/50, but if you haven't dealt with them by turn 5 or 6 (or are not playing Pally/Priest) it's gonna be a bad time. I personally don't really mind, since I've been farming them with Dudes Paladin, but like I said earlier, I don't think the mechanic was actually intended. I think they just fucked something up in the patch, and when someone discovered the interaction Blizzard just said it was 'intentional' to cover themselves. Wild is a pretty low priority for them.
I can't say I'm an experienced player, but it really isn't worth it for most classes to run that package. In itself, it's not even that strong - if you draw well, it can be godlike, but at other times you're just stuck with some bad cards that don't synergise too well with the rest of your deck. I've never really had too much trouble dealing with it, but then again that could just be because I drew lucky. I've seen my opponent stuck with several unplayable giants in their hand just because they don't have the Sea Witch.
Honestly, I'm just glad that that card's finally seeing some sort of love. I loved it since it first came out but could never find a use for it.
Of course, I could be completely wrong, but that's just my experience.
These are very similar symptoms to the old Quest Rogue deck. That's why people hate it.
But being able to drop three 8/8s every turn on turns 5 thru 8 (I think? I don't remember how many giants there are) is very problematic, as NO deck or class has the ability to deal with that.
How will you put down 3x 8/8s from turn 5 four times in a row (turn 5, 6, 7, 8) if there are a maximum 0f 2 Nagas you can play, which you have to get in your hand until this turns? o.O
Did you play the combo for yourself? If you can have a big Naga+Giants turn you are happy. If you can pull out the combo, most of the time you win with this move or loose with it, because it got conterted or you are dead next turn.
Blizzard should make a special stream lessons or youtube videos in which they explain the the only way hs should be played is with supa dupa 1000 IQ control/combo homebrewed decks and 30 minutes long match is a minimum time period that proves you're not braindead blah blah something etc.
But being able to drop three 8/8s every turn on turns 5 thru 8 (I think? I don't remember how many giants there are) is very problematic, as NO deck or class has the ability to deal with that.
How will you put down 3x 8/8s from turn 5 four times in a row (turn 5, 6, 7, 8) if there are a maximum 0f 2 Nagas you can play, which you have to get in your hand until this turns? o.O
Did you play the combo for yourself? If you can have a big Naga+Giants turn you are happy. If you can pull out the combo, most of the time you win with this move or loose with it, because it got conterted or you are dead next turn.
Naga + 3 8/8s........which one(s) should I remove if I'm sitting at 20 health? Two 8/8s (and I probably survive one more turn) or Naga + one 8/8, and I'm vulnerable to literally any burst?
No, I haven't played the package because I don't have all the giants and I'm not about to waste ~2k dust on what will likely be nerfed and never played again.
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Life before death. Strength before weakness. Journey before destination.
They have no issues with naga, but molten giant needed to be nerfed to 25 mana *facepalm*
On the third day before Witchwood, Blizzard gave to me,
three Handlock decks,
two Molten Giants
and a winstreak to Legend Rank #3
Disclaimer: This is a fictional poem and this didn't actually happen to me.
FWIW - HSReplays puts the play-rate of the card at 4.5%. I'm currently rank 6, and I've only played against it four times so far this month, going 2-2. BB responded to the issue on the Wild subreddit, for anyone who is interested - the various decks running the combo currently have a 50% win-rate, according to Blizzard's internal numbers. I suspect that the versions running 8-12 giants won't survive ladder attrition in the long run.
BB also addressed the "Blizzard hates Wild" sentiment that many people have pretended to affect - again, for anyone interested in learning the dev team's perspective on the format, rather than aimlessly shitting on the forums, I'd suggest reading BB's post.
@Wurstfett. Thanks for the explanation!! They will def. need to change this back, it messes too much with the flavor of the "Giants".
@LittleOgre: You care more about the "flavor" of a card than about the viablity? As far as I know Clockwork Giants never seen serious play on Ladder and Moltens nearly completly disappeared after the nerf. In my opinion it is a good thing, when more cards become viable the first time or viable again. If the Naga change get reversed, this giants will be useless again.
And as some users stated here before: There are enough tools to counter the giant combo, so no need to nerf it.
Imagine if this shit was in standard at the time "working as intended"...they would have lost the entire player base lol
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Naga Sea Witch isn't a good archetype, I played it all day until I hit the gold cap and the only reason it wins at all is because people think you're playing Renolock. Priest, Warrior, Paladin all have counters for it that are practically game winning, I had a higher win % with Renolock. Don't waste your dust on Clockwork Giants, it's all hype.
It just cleared the gate, give the meta a chance to counter it before crying to Blizz.
Free to try and find a game, dealing cards for sorrow, cards for pain.
How many threads are we going to get on this?
Yes, it is a cheesy, mindnumbing brute force deck that works very much the same way as "Big Priest". Yes, it is frustrating when you lose to it.
That doesn't necessarily mean it's good.
If your opponent vomits their hand of giants onto the board and you sweep it, that's it, the game is done. They won't be making a comeback. Some of the quickest wins I've had are against these decks, it's a godsend for ranked grinding.
And, it's Wild! You have the entire Hearthstone card base at your perusal to find ways to deal with them. Use some initiative, for god sake.
There is no cancer deck in hearthstone ! You are the Cancer !
Kaladin's RoS Set Review
Join me at Out of Cards!
I don't believe the new Naga interaction was intentional, as the dev tweet suggests. It came with the patch that added KOFT, so it probably had something to do with an interaction in one or more of the boss fights.
Sort of reminds me of pre-nerf Quest rogue tbh. The winrate is not great, maybe 50/50, but if you haven't dealt with them by turn 5 or 6 (or are not playing Pally/Priest) it's gonna be a bad time. I personally don't really mind, since I've been farming them with Dudes Paladin, but like I said earlier, I don't think the mechanic was actually intended. I think they just fucked something up in the patch, and when someone discovered the interaction Blizzard just said it was 'intentional' to cover themselves. Wild is a pretty low priority for them.
Justicar Trueheart in Rogue?
How will you put down 3x 8/8s from turn 5 four times in a row (turn 5, 6, 7, 8) if there are a maximum 0f 2 Nagas you can play, which you have to get in your hand until this turns? o.O
Did you play the combo for yourself? If you can have a big Naga+Giants turn you are happy. If you can pull out the combo, most of the time you win with this move or loose with it, because it got conterted or you are dead next turn.
Kaladin's RoS Set Review
Join me at Out of Cards!