But probably this will not happen, because Blizz hates Aggro nowadays and all we will see will be even more strong taunts, AOEs and overpowered heal and amor spells x_X ...
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.
Charge and similar exists in all kind of card games but in HearthStone is beyond problematic because you can't act in opponent turn, instead nerfing cards forever (Warsong, Charge, Patches, etc...) why not simple erradicate the curse turning all minions with this ability into rush ones?
No, but it is time to completely remove you from the game.
Mmmm, because the pre-nerf Cubelock deck of rampaging Doomguards was "fine". :-)
That doesn't even address what I said, lul
Well yeah it kinda did. You said : "Aggressive and burn strategies are a part of card games. Just balance them correctly." Doomguard is considered to be "balanced" according to Blizzard. And yet we had the CubeLock debacle thanks to the fact that Doomguard is a huge charge minion. Unless you're saying the charge mechanic isn't balanced? In which case, you would have to wonder why... And the simple answer goes back to the original OP's comment, which is that charge minions will never truly be balanced unless the opponent can respond to them on the turn they hit the board and have the means to reactively stop them.
Well yeah it kinda did. You said : "Aggressive and burn strategies are a part of card games. Just balance them correctly." Doomguard is considered to be "balanced" according to Blizzard. And yet we had the CubeLock debacle thanks to the fact that Doomguard is a huge charge minion. Unless you're saying the charge mechanic isn't balanced? In which case, you would have to wonder why... And the simple answer goes back to the original OP's comment, which is that charge minions will never truly be balanced unless the opponent can respond to them on the turn they hit the board and have the means to reactively stop them.
You answered your own question. If the issue isn't Doomguard, then maybe it's cube or dark pact...and guess what? Dark Pact was nerfed.
Well yeah it kinda did. You said : "Aggressive and burn strategies are a part of card games. Just balance them correctly." Doomguard is considered to be "balanced" according to Blizzard. And yet we had the CubeLock debacle thanks to the fact that Doomguard is a huge charge minion. Unless you're saying the charge mechanic isn't balanced? In which case, you would have to wonder why... And the simple answer goes back to the original OP's comment, which is that charge minions will never truly be balanced unless the opponent can respond to them on the turn they hit the board and have the means to reactively stop them.
You answered your own question. If the issue isn't Doomguard, then maybe it's cube or dark pact...and guess what? Dark Pact was nerfed.
Which - if what you're saying is correct - should have spelled the end of Cubelock right? But guess what? It didn't. Cubelock is still a thing and still almost as strong as ever (thanks to the power of big charging minions).
Aside from that, I answered the topic of the thread. If you're not talking about charge minions, then I don't know why we are having this discussion here...
And my own point was that Doomguard is the issue as a charge minion. That's the whole point of the thread. It's about the fact that charge as a mechanic is too powerful when the opponent has no ability to counter it on your turn. Blizzard have even so much as stated that they realise this and that's why they invented the rush mechanic, but they didnt want to remove charge from the game.
Charge and similar exists in all kind of card games but in HearthStone is beyond problematic because you can't act in opponent turn, instead nerfing cards forever (Warsong, Charge, Patches, etc...) why not simple erradicate the curse turning all minions with this ability into rush ones?
No, but it is time to completely remove you from the game.
WTF??? I killed your golden fish or stole your girlfriend dude? Why so much animosity because a post about a point in the game, you can agree or disagree but nothing justify this kind of answer...
My response is not meant to be taken seriously. You are just a speck in the spectrum and expressing your opinion isn't going to remove those charge cards from the game. I'll let you deduce the rest.
Which - if what you're saying is correct - should have spelled the end of Cubelock right? But guess what? It didn't. Cubelock is still a thing and still almost as strong as ever (thanks to the power of big charging minions).
Aside from that, I answered the topic of the thread. If you're not talking about charge minions, then I don't know why we are having this discussion here...
And my own point was that Doomguard is the issue as a charge minion. That's the whole point of the thread. It's about the fact that charge as a mechanic is too powerful when the opponent has no ability to counter it on your turn. Blizzard have even so much as stated that they realise this and that's why they invented the rush mechanic, but they didnt want to remove charge from the game.
Things are allowed to be things as long as they're not unbalanced. lol
Charge is fine. The only problem I can see with it is through Carnivorous Cube getting silly amounts of stuff out and being unable to counter it all in the same turn (e.g. Cubelock getting a free Doomguard via Skull into insta-death by Cube/Umbra combos). But that says more about that deck and Cube than Charge itself.
If you leave a Charge minion on the board when the opponent may be playing a deck that uses Cube then it's fine though.
I agree that this doesnt deserve a thread but telling people to go to the salt thread is akin to telling them that they shouldnt even voice their opinion lol. The salt thread is not a place for conversation, which is what this guy wants to have, its just a big cesspool where nothing constructive happens.
if you want to argue with OP about his opinion then do it, but telling someone to post in the useless thread is just admitting you have nothing constructive to say lol.
Which - if what you're saying is correct - should have spelled the end of Cubelock right? But guess what? It didn't. Cubelock is still a thing and still almost as strong as ever (thanks to the power of big charging minions).
Aside from that, I answered the topic of the thread. If you're not talking about charge minions, then I don't know why we are having this discussion here...
And my own point was that Doomguard is the issue as a charge minion. That's the whole point of the thread. It's about the fact that charge as a mechanic is too powerful when the opponent has no ability to counter it on your turn. Blizzard have even so much as stated that they realise this and that's why they invented the rush mechanic, but they didnt want to remove charge from the game.
Things are allowed to be things as long as they're not unbalanced. lol
I'm sure what you just said made sense to you... lol
No, charge is not the problem. Hearthstone does need to go and update their card texts that are outdated referring to charge and rush minions or cards that give minions charge (but can't attack heroes) may as well be changed to giving minions rush. Other than that, the charge mechanic is fine. They are often times low enough health that they kill themselves off when clearing minions.
Quest rogue is broken because blizzard refuses to make it a de-spellable buff, or only affect minions in hand or deck, rather than every minion is permanently a 5/5 in a rogue deck, that only continues to get more powerful the more cards they release for it. However, as Un'Goro cycles out, so do the quests and this won't be an issue anymore except in wild format.
You can't use one deck to justify the eradication of an entire ability because you don't like when it is used against you. By itself, charge is not powerful, just like by itself Shudderwock is not powerful. It is when you combine those charge cards with other cards that make them powerful. Skilled players know how to use these to their advantage.
That doesn't even address what I said, lul
No, we need finally new viable charge minions!
But probably this will not happen, because Blizz hates Aggro nowadays and all we will see will be even more strong taunts, AOEs and overpowered heal and amor spells x_X ...
No, but it is time to completely remove you from the game.
Well yeah it kinda did.
You said : "Aggressive and burn strategies are a part of card games. Just balance them correctly."
Doomguard is considered to be "balanced" according to Blizzard. And yet we had the CubeLock debacle thanks to the fact that Doomguard is a huge charge minion.
Unless you're saying the charge mechanic isn't balanced? In which case, you would have to wonder why... And the simple answer goes back to the original OP's comment, which is that charge minions will never truly be balanced unless the opponent can respond to them on the turn they hit the board and have the means to reactively stop them.
You answered your own question. If the issue isn't Doomguard, then maybe it's cube or dark pact...and guess what? Dark Pact was nerfed.
Which - if what you're saying is correct - should have spelled the end of Cubelock right?
But guess what? It didn't. Cubelock is still a thing and still almost as strong as ever (thanks to the power of big charging minions).
Aside from that, I answered the topic of the thread. If you're not talking about charge minions, then I don't know why we are having this discussion here...
And my own point was that Doomguard is the issue as a charge minion. That's the whole point of the thread. It's about the fact that charge as a mechanic is too powerful when the opponent has no ability to counter it on your turn. Blizzard have even so much as stated that they realise this and that's why they invented the rush mechanic, but they didnt want to remove charge from the game.
WTF??? I killed your golden fish or stole your girlfriend dude? Why so much animosity because a post about a point in the game, you can agree or disagree but nothing justify this kind of answer...
Just ignore my posts if you dislike so much.
My response is not meant to be taken seriously. You are just a speck in the spectrum and expressing your opinion isn't going to remove those charge cards from the game. I'll let you deduce the rest.
Things are allowed to be things as long as they're not unbalanced. lol
Charge is fine. The only problem I can see with it is through Carnivorous Cube getting silly amounts of stuff out and being unable to counter it all in the same turn (e.g. Cubelock getting a free Doomguard via Skull into insta-death by Cube/Umbra combos). But that says more about that deck and Cube than Charge itself.
If you leave a Charge minion on the board when the opponent may be playing a deck that uses Cube then it's fine though.
I agree that this doesnt deserve a thread but telling people to go to the salt thread is akin to telling them that they shouldnt even voice their opinion lol. The salt thread is not a place for conversation, which is what this guy wants to have, its just a big cesspool where nothing constructive happens.
if you want to argue with OP about his opinion then do it, but telling someone to post in the useless thread is just admitting you have nothing constructive to say lol.
I'm sure what you just said made sense to you... lol
This
I would really enjoy a child's card game based around the elements you've describe.
Again the issue wasn't Doomguard...
it is time to buff warsong commander!!!
Basically Cube lock is a fine deck as long as it isn't unbalanced. If you just don't like losing to damage-based combos, that's not the game's fault.
Is OP dumb? The problem is quest rogue itself, not charge.
And why is that a bad thing? Why shouldn't aggro decks have finishers?
No, charge is not the problem. Hearthstone does need to go and update their card texts that are outdated referring to charge and rush minions or cards that give minions charge (but can't attack heroes) may as well be changed to giving minions rush. Other than that, the charge mechanic is fine. They are often times low enough health that they kill themselves off when clearing minions.
Quest rogue is broken because blizzard refuses to make it a de-spellable buff, or only affect minions in hand or deck, rather than every minion is permanently a 5/5 in a rogue deck, that only continues to get more powerful the more cards they release for it. However, as Un'Goro cycles out, so do the quests and this won't be an issue anymore except in wild format.
You can't use one deck to justify the eradication of an entire ability because you don't like when it is used against you. By itself, charge is not powerful, just like by itself Shudderwock is not powerful. It is when you combine those charge cards with other cards that make them powerful. Skilled players know how to use these to their advantage.
The Lich King