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    posted a message on New Hooktusk Tempo Rogue

    FWIW, I removed 1 Fence and 1 Shadow Step for 2x Lifedrinker. The former 2 cards are powerful, but combo dependent. Lifedrinker gives you Leeroy levels of burst at the end game, and can be played alone if needed.

    Posted in: New Hooktusk Tempo Rogue
  • 0

    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place! V2

    Bomb Hunter: never draws cards
    Also Bomb Hunter: Always has discounted Venomizer+Missile Launcher on 6.

    Posted in: General Discussion
  • 0

    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place! V2
    Quote from beppe946 >>

    How can Warriors always have double Brawl, double Warpath and double Execute in the first half of the deck? Fucking always. It's literally impossible to develop any kind of game strategy.

    It's not the strongest class now, but it certainly is the worst to play against. I really despise it.

     Same thing happened to me yesterday. It's bullshit.

    10 cards into his deck he saw both shield slams, both executes, and 1 warpath and 1 brawl. In his top 18 cards, he also had all the rest of his removal, including both devastators and brawls. It's like he didn't play any minions.

    Posted in: General Discussion
  • 1

    posted a message on 18 Card Buffs from The Boomsday Project

    Gloop Sprayer: Good - guarantees Lucentbark off of Psychmelon.
    Mulchmuncher: Barley matters. Sure, it can come down with 1 less reduction, but there still aren't enough Treants.

    Necromechanic: Great - So good now. Punishes not being able to remove it in a way similar to Shaw.
    Boom-Zooka: Doesn't matter - This card wasn't bad because it cost too much. It was bad because the synergy isn't there.

    Unexpected Results: Good - It's maybe fringe playable now. Certainly worth considering off Magic Trick with Khadgar.
    Luna's Pocket Galaxy: Interesting - Not sure if it's needed. Giants cheat enough as is. But worth re-exploring.

    Crystology: Great - It was already among the best cards in Paladin. Now it's even better into Galvanizer on 2.
    Glowstone Technician: Great - It was already playable in mech Paladin, now it's faster.

    Extra Arms: Great - Cleric into this will spiral games early. Probably an opening strong enough to make Priest competitive.
    Cloning Device: Doesn't matter - Again, the problem with this card wasn't that it cost too much.

    Pogo-Hopper: Good - Still slow overall as an archetype, but the synergy with Tak and Witchwood Piper is serious and worth investigating.
    Violet Haze: Doesn't matter - Now it's in line with things like Dragon Roar. But that doesn't make it good.

    The Storm Bringer: Good - Still competes with Bloodlust, but now much more reasonable to play onto a board. Probably worth maindecking.
    Thunderhead: Great - Already among the best cards in Shaman. Probably just worth playing in almost every build now. So good.

    Spirit Bomb: Interesting - Nethersoul Buster is now a 5/5 for 4 mana that deals 4 damage, but is that worth playing?
    Dr. Morrigan: Okay - The deck still isn't there, but at least now she's comparable to Cairne.

    Security Rover: Good - You still probably aren't maindecking this, but it's even better off discover.
    Beryllium Nullifier: Good - See security rover

    Sn1p Sn4p: Excellent - I assume the OTK is going to be remedied immediately. This card is still amazing even without the OTK.

    Posted in: General Discussion
  • 0

    posted a message on Is SN1P-SN4P too good?

    Outside of the OTK, it's just an awesome card. The OTK is troublesome, but it will almost certainly be addressed.

    Posted in: Card Discussion
  • 0

    posted a message on What's your opinion about card buffs this time?

    Some don't really matter. Cloning Device is still a card without a real use, for example. Mulchmuncher's buff hardly matters considering how the card works.

    Some have turned cards into really good or great cards. Necromechanic and Thunderhead are excellent cards now. Extra Arms is amazing. Unexpected Results might actually just be a good card now, although I doubt it sees play outside of a Magic Trick discover. 

    Some have turned cards into things that are certainly more interesting now than before. Gloop Sprayer makes Psychmelon more appealing. Luna's may actually be playable now.

    Good buffs, all around.

    Posted in: General Discussion
  • 0

    posted a message on Dalaran Heist is a bummer
    Quote from AbusingKel >>

    Making changes (nerfs, bug fixes, etc.) is time consuming for the developers, as well. So let's all rejoice and fork over $1 USD each for the next patch. 

    Again, the heist is not really new content. I don't see how a few changes to the existing model warrant a price tag. 

     I guess you don’t have to pay the people who made the new content, coded the changes, etc. 

    It’s like saying “ Endgame is just a sequel to Infinity War, I don’t see why I have to pay to see it.” 

    I know you’re a mod, but yours on this is a fucking stupid opinion and you should reconsider it. 

    Posted in: General Discussion
  • 5

    posted a message on Dalaran Heist is a bummer
    Quote from Lyconik >>

    The adventure itself is cool, but I'm getting pretty bored of the dungeon format. If it was the first or the second one it would be great, but it's time to change and find a new exciting mode.

    Also, I feel like they lower too much the difficulty of the runs comparing to Rastakhan where it was almost impossible to do with all shrines, compared to this where I just had to try twice to finish heroic mode, so I don't even have the chance to test the new decks and hero power.

    1. the difficulty scales.
    2. you absolutely do have the chance to test the new decks and hero powers. You play again.

    This is exactly what I was saying: people don't know how to play games anymore because they've been trained that only reward matters.

    Posted in: General Discussion
  • 6

    posted a message on Dalaran Heist is a bummer

    I feel bad for the people who have been raised on such psychologically exploitative games that they can't play a game simply for fun anymore. They never learned how. It's not their fault.

    Posted in: General Discussion
  • 0

    posted a message on aggro/face/rush warrior

    I think that if you want to do it, it probably needs a combination of the mech shell with the rush shell. Mechs are the only thing going right now that reward a board centric style of play. There are no Fungalmancers or Cobalt Scalebanes in the game right now. But there are Wargears.

    And as noted above, until Rogue is nerfed, the weapon game plan seems unreliable.

    Posted in: General Discussion
  • 2

    posted a message on Dalaran Heist: Is heroic too easy?

    From watching the preview stream, it appears the heroic difficulty increases as the chapter number increases. I don't think anyone got beyond the 5th boss of heroic chapter 5.

    Also, Robes of Gaudiness seem like the best treasure hands down. It's like how everyone had to beat Rumble RUn with the Rogue shrine.

    Posted in: Adventures
  • 44

    posted a message on Dalaran Heist is a bummer

    All of that sounds like a "you" problem, buddy.

    Posted in: General Discussion
  • 64

    posted a message on Dalaran Heist is a bummer

    Nah. You're wrong. It's not a bummer.

    Posted in: General Discussion
  • 1

    posted a message on Master's Call bug?

    it draws 3 different beasts. It won't discover copies.

    Posted in: General Discussion
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