More often than not the topic has been brought up on numerous occasions since releasing in 2019. Personal to contrast the wager from both sides I have found is close by down the middle. So in your opinion, should poison be removed?
My personal output on the topic is much like with the rest of crowd, 50/50. I have games where I will not complain at all with poison as my board is filled with cards like Amalgadon with poison/shield or Boon of light murlocs even. In these cases I feel like I have the driving edge against my opponents and really comfortable with making even bigger moves knowing I have that "poison" safety net.
On the contrary however I'm at the mercy of a ban system. The majority of most mid-game builds could have multiple counters to play over. Whereas poison you do not have near as many removable options and needless to say, divine shield poison has even a lesser ability to counter against.
I am curious to know what everyone else thoughts are on this topic after the latest update Or even what's your strategy against.. Many late game builds are ending on a poison note more often than most. So the question stands..
Poisons annoying but....the thing with it is it's also really annoying to get now and if you got a full team of poisonous Amalgadons or murlocs with bubbles you were probably winning anyway. Only exceptions I could say is some Lich King and Illidan shenanigans which is a totally different can of worms
I always prefer tech cards to removing something strong.
"This minion is immune to poison" can be a fantastic tech (if it is possible to make it massive in stats.) Or even something like a new immune to poison tribe.
i agree the poison aspect can really kill the game quick. a minion should be able to give other ones perman. poison as you have basically taken over the entire run at that point.
If you want poison removed, then you need to alter mechs to not depend on divine shields so much. Maybe reduce the incidence of divine shields by a lot overall too.
Absolutely not. Battlegrounds needs a comeback mechanic.
However, SI:Sefin doesn't operate as a comeback mechanic, so much as a "boost your whole team" card. I think there's a good argument for making it Tier 6.
There are two cards dominating BG and neither are T6 cards. There are multiple ways to abuse SI:sefin and tarecgosa. As long as tarecgosa remains unchanged, poison is necessary to kill a 3,000,000/3,000,000. They should both be removed imo, let T6 be relevant again.
I like Taregosa, because it's a fun card. I'd instead split Protodrake into two cards, one giving temporary Attack and one giving temporary Health. Getting both from one card is too easy.
I like Taregosa, because it's a fun card. I'd instead split Protodrake into two cards, one giving temporary Attack and one giving temporary Health. Getting both from one card is too easy.
I’m fine with protodrake the way it is, the problem with tarecgosa is the buddies. Bru’kan, Tavish, Vanndar and illidan are broken with tarecgosa. Doubling tarecgosa’s attack permanently multiple times per round is broken. Did you know tarecgosa keeps the immune while attacking buff from illidan if tarecgosa is moved from wingman position? That’s just busted.
"Personal to contrast the wager from both sides I have found is close by down the middle."
This sentence makes absolutely no sense. When using a thesaurus, make sure that the words you select are interchangeable. Your entire post reads like it was poorly translated by a non-native.
We need an "Add poison immunity to a unit" card. Last game with Malygos I had an early bat. My board was 33/29 30/28 23/25 12/12 26/32 27/27 23/25 . I finished 7th! place, because I met with the poison murlock board. 5/6 6/8... poison murlocks destroyed my game, and it's ridiculous! If you have an early bat, and you play demons, and there are murlocks in the lobby, you know you would be top 3-4-5 MAX! Now its not a stat building game, unfortunately. The name of the game: play the murlocks, or rush for the amalgams... The beginning of the battlegrounds was a million times better. You had a chance with a good pirate or beast or deathrattle build. Lightfang is worth something. BS wasn't a rush to tier 5-6 game, but these days... just poison aids.
The 1/1 spore on 5 is a good take on what poisonous should be in battlegrounds, tech. But the problem with removing poison is you will find that people will just run these “all eggs in one basket” builds. Like 500/500+ Units that are soloing entire boards.
The problem is not with the poison, but with the overall balance of the game mode.
These morons implemented a damage cap that doesn't do anything in half the matches because some people concede very quickly. Yet they failed to keep the cap as long as the dead players became dead in the first 5 minutes or so. Also, 40 health is way too little.
Secondly, they failed to condition which opponents you face in consequent turns. Fighting the top 2-3 players every turn is surely gonna make you lose faster (most of the time). Except for the "fighting a ghost" special case, you should never fight the same guy for the Nth time, unless you fought everyone else (N-1) times.
Thirdly, who attacks first. In some games, some players attack first 3 times while others do it 20 times. Of course it's gonna make everything frustrating when a lot of strategies depend on this.
And this is just the tip of the iceberg regarding balance. Yet, what they care about is adding overpowered shit every .X revision patch.
The 1/1 spore on 5 is a good take on what poisonous should be in battlegrounds, tech. But the problem with removing poison is you will find that people will just run these “all eggs in one basket” builds. Like 500/500+ Units that are soloing entire boards.
You basically have poison, or stat bombs.
If you look at poison being a mechanic, it is guaranteed lethal damage. In a way, poison is a stat bomb in that it makes a x/x minion an infinity/x minion, so isn’t that a stat bomb too? I agree with your point about absurd stats though, without poison the tarecgosa with 3M health wins without any other minions. Maybe there needs to be a new mechanic that can interact with high investment minions, silence maybe?
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More often than not the topic has been brought up on numerous occasions since releasing in 2019. Personal to contrast the wager from both sides I have found is close by down the middle. So in your opinion, should poison be removed?
My personal output on the topic is much like with the rest of crowd, 50/50. I have games where I will not complain at all with poison as my board is filled with cards like Amalgadon with poison/shield or Boon of light murlocs even. In these cases I feel like I have the driving edge against my opponents and really comfortable with making even bigger moves knowing I have that "poison" safety net.
On the contrary however I'm at the mercy of a ban system. The majority of most mid-game builds could have multiple counters to play over. Whereas poison you do not have near as many removable options and needless to say, divine shield poison has even a lesser ability to counter against.
I am curious to know what everyone else thoughts are on this topic after the latest update Or even what's your strategy against.. Many late game builds are ending on a poison note more often than most. So the question stands..
should poison be removed once and for all?
yea i belive in the current state that they should consider it. with you though i aint complaining if i got it lol
Poisons annoying but....the thing with it is it's also really annoying to get now and if you got a full team of poisonous Amalgadons or murlocs with bubbles you were probably winning anyway. Only exceptions I could say is some Lich King and Illidan shenanigans which is a totally different can of worms
I always prefer tech cards to removing something strong.
"This minion is immune to poison" can be a fantastic tech (if it is possible to make it massive in stats.) Or even something like a new immune to poison tribe.
i agree the poison aspect can really kill the game quick. a minion should be able to give other ones perman. poison as you have basically taken over the entire run at that point.
If you want poison removed, then you need to alter mechs to not depend on divine shields so much. Maybe reduce the incidence of divine shields by a lot overall too.
Absolutely not. Battlegrounds needs a comeback mechanic.
However, SI:Sefin doesn't operate as a comeback mechanic, so much as a "boost your whole team" card. I think there's a good argument for making it Tier 6.
There are two cards dominating BG and neither are T6 cards. There are multiple ways to abuse SI:sefin and tarecgosa. As long as tarecgosa remains unchanged, poison is necessary to kill a 3,000,000/3,000,000. They should both be removed imo, let T6 be relevant again.
I like Taregosa, because it's a fun card. I'd instead split Protodrake into two cards, one giving temporary Attack and one giving temporary Health. Getting both from one card is too easy.
I’m fine with protodrake the way it is, the problem with tarecgosa is the buddies. Bru’kan, Tavish, Vanndar and illidan are broken with tarecgosa. Doubling tarecgosa’s attack permanently multiple times per round is broken. Did you know tarecgosa keeps the immune while attacking buff from illidan if tarecgosa is moved from wingman position? That’s just busted.
Without poison, BGs becomes stat pr0n. Nothing except stats will matter. I think divine shield/stats/poison have a nice balance in between.
They should limit it to tier 6. Maybe remove Murlocs as a tribe.
No
"Personal to contrast the wager from both sides I have found is close by down the middle."
This sentence makes absolutely no sense. When using a thesaurus, make sure that the words you select are interchangeable. Your entire post reads like it was poorly translated by a non-native.
We need an "Add poison immunity to a unit" card. Last game with Malygos I had an early bat. My board was 33/29 30/28 23/25 12/12 26/32 27/27 23/25 . I finished 7th! place, because I met with the poison murlock board. 5/6 6/8... poison murlocks destroyed my game, and it's ridiculous! If you have an early bat, and you play demons, and there are murlocks in the lobby, you know you would be top 3-4-5 MAX! Now its not a stat building game, unfortunately. The name of the game: play the murlocks, or rush for the amalgams... The beginning of the battlegrounds was a million times better. You had a chance with a good pirate or beast or deathrattle build. Lightfang is worth something. BS wasn't a rush to tier 5-6 game, but these days... just poison aids.
There are tribes that escalate with stats pretty quickly. Without poison there would be no counter play. They have to stay but I would limit it more.
"... but not less than (1)" is needed now more than ever!
maexxna can stay. Poisonous murloc should leave.
The 1/1 spore on 5 is a good take on what poisonous should be in battlegrounds, tech. But the problem with removing poison is you will find that people will just run these “all eggs in one basket” builds. Like 500/500+ Units that are soloing entire boards.
You basically have poison, or stat bombs.
The problem is not with the poison, but with the overall balance of the game mode.
These morons implemented a damage cap that doesn't do anything in half the matches because some people concede very quickly. Yet they failed to keep the cap as long as the dead players became dead in the first 5 minutes or so. Also, 40 health is way too little.
Secondly, they failed to condition which opponents you face in consequent turns. Fighting the top 2-3 players every turn is surely gonna make you lose faster (most of the time). Except for the "fighting a ghost" special case, you should never fight the same guy for the Nth time, unless you fought everyone else (N-1) times.
Thirdly, who attacks first. In some games, some players attack first 3 times while others do it 20 times. Of course it's gonna make everything frustrating when a lot of strategies depend on this.
And this is just the tip of the iceberg regarding balance. Yet, what they care about is adding overpowered shit every .X revision patch.
God i hate these lazy fuckers...
Maxxena can be given reborn and with golden Arfus, one max can be 4 poison minions. That’s way stronger than murlocs.
If you look at poison being a mechanic, it is guaranteed lethal damage. In a way, poison is a stat bomb in that it makes a x/x minion an infinity/x minion, so isn’t that a stat bomb too? I agree with your point about absurd stats though, without poison the tarecgosa with 3M health wins without any other minions. Maybe there needs to be a new mechanic that can interact with high investment minions, silence maybe?