• 3

    posted a message on How would you nerf oh my yogg?

    Either up the cost of the spell cast in return, e.g.

    <pre>(...) cast a random spell that costs 1 mana more.</pre>

     

    Or restrict the trigger for the secret, e.g.

    Whenever your opponent plays a spell that costs 3 or less (...)
    Whenever your opponent plays a spell that costs 3 or more (...)

    The first one in theory can make playing a spell into it still worth it, though the balance is difficult here. At 1 mana more Yogg still feels powerful, the resulting spell still most likely will be garbage, inconsequential to the game state. At 2 mana more Yogg becomes a questionable inclusion in a deck, because it can present a serious tempo swing for the opponent or an opportunity to gain a lot of value.

    The second one I feel is the better approach. Yogg no longer counters the whole spectrum of spells and while it still is powerful, there are spells that escape its effect, therefore it becomes less valuable in some situations and against some decks. 

    Posted in: Card Discussion
  • -2

    posted a message on New Demon Hunter Rare Card Revealed - Glide

    "A while back" is the key here. I don't think they can continue on without printing effects like this. Besides, it's healthy - there are more and more hand-related mechanics that the opponent has no interaction with.

    Though, I do agree, this card looks broken - the aspect of opponent redrawing just 4 cards, even if they have a full hand, needs to go. If it weren't for that, this would have been an extra interesting and very deep card, that can be used in loads of cool ways. As it stands, it looks like a no-brainer auto-play in many games.

    Posted in: News
  • 1

    posted a message on New Priest/Warlock Legendary Card Revealed - Disciplinarian Gandling

    Looks like lackeys aren't going away anytime soon...

    Posted in: News
  • 1

    posted a message on DoD - Show of your Legendary Unpack

    176 packs
    7 legendaries, no golden ones
    Got my first leg in the 10th pack, and then 3 times I had to wait for 38 packs to open a leg.
    I was regreting the prepurchase just before the expansion launched - it feels really underwhelming and frankly boring. The ladder experience recently was terrible - even worse than usual.
    And after this... I don't even feel like playing the game.

    Posted in: General Discussion
  • 13

    posted a message on Buy singles?

    They are selling singles, it's called crafting and it's pretty expensive, so they don't put the price upfront.

    Posted in: General Discussion
  • 3

    posted a message on Nerf Corridor Creeper

    This would still be viable in face decks, and pretty much unplayable in any other.

    The other way is to reduce cost for every enemy minion you kill - this incentives trading and removal - not going face and makes it still viable in slower decks that use either aoe or weapons as removal - it makes the card a snowball card, but not a face card.

    Third way is to make the discount work on your turns only - you have to be the one doing the trading. Again this would remove the face aspect of the card.

    Posted in: Card Discussion
  • 1

    posted a message on How Bonemare is responsible for devastating the meta
    Quote from Wellingt0n >>
    Quote from AJAvalanche >>
    Quote from Wellingt0n >>

    The reason I feel like Bonemare is ok is not that I would not agree - Yes it is too strong - but rather that it is a very good common card (like Cobalt Scalebane).

    Itwould be unhealthy for the game if there were no good cheap cards. If you can only compete by getting literally at least 5 Priest Legendarys (Raza, Kazakus, Lyra, SR Anduin, Prophet V) then the game is not in a good state considering it is a Free to Play game. So I agree that Bonemarecould use a nerf, but please nerf Shadowreaper Anduin and Bloodreaver Gul'dan alongside it...

    * Before anybody judges me - I started off as a F2P near the end of closed beta, started buying packs around TGT (one pre-purchase lot per expansion), and stopped paying with KFT, cause the expansion looked sh*t - and what do you know, it turned out it is. Not very excited about the next one either and probably Blizz won't see a dollar from me any time soon.

    Actually it would be very healthy for the game if top decks required loads of high-dust cards with commons and rares being just cheap replacements. People would have to be a bit more inventive - sure there would be F2P netdecking, but you would have different experience at different tiers of the ladder and overall you would face a wider variety of decks as well. Not to mention there would be a higher variety in the decklists between players. Finally your collection would feel that much more personal and worth something, while now my collection feels pretty meh just as all of Hearthstone.

    To put it simpler - Expensive decks mean you are having fun at every level of play and how much you pay just determines where you compete.  Inexpensive decks mean that everybody's playing the exact same sh*t over and over, you don't get to have fun and you still pay something to get the basic experience. Your rank is determined by your endurance - how much time you are willing to spend not having fun with the game.

    Concerning Bonemare - terrible card, along with Keleseth and Scalebane it's messing up the meta. The card isn't broken because it's broken - it's not about the effect or the strength, it's broken because it's 7-mana.

    The card is too good and too impactful when played, to just ignore it in an aggressive list, but at the same time it's a situational 7-mana card - many times you will lose the game by drawing this in the early turns. And it would be fine if the rest of the aggro curve ended below 5 mana. The thing is most Rogues and Warlocks - current kings of aggro - run 8 to 12 cards that are 5 mana and above - that basically turns Herthstone into a glorified slot machine. If you draw your heavy cards early on - you won't build a board and you will lose. If you'll draw them too late, you'll lose the board and you'll lose the game. You draw them at the right time and your opponent has to gg.

    That's not Wizard Poker. That's Wizard Solitaire. Your only agency as the player is guessing the order in which the cards are dealt. No player interaction, no means to manouver around a bad hand - just drawing cards and seeing if they fit the curve. This is worse than anything I've experienced in Hearthstone. But I predict that we'll reach a new low with the next expansion.
     I can somehow get behind the argumentation of the first half of your post - there are upsides to very expensive strong cards it even though free to plays would cry in pain and anger... But you are way too negative about the state of the game. There are strong non-meta decks that you can play. No need for Bonemare all day long if you dislike it. I got to Legend with a Mill-Warlock last season (and up to rank 3 with a Inner Fire Priest) -> both without bone mare or scalebane. People are just on average not very creative. There is still room to explore!!! Especially in wild!
    The one point where I completely disagree is the part about the no skill curve thing: A Curve-Intense meta is actually way more skill intense than one where most cards have a similar cost... Starting like turn 4 you have to think about how to use your resources in the following turns for a good power play turn 6 - in order to setup a clear or your own bone mare maybe... With curve-intense decks you gotta play way more around their possible best play, than vs a zoo deck full of 1-3 drops...
     I agree that there is skill in curve-play and planning ahead to keep tempo on curve. The problem is that skill will be a factor in - let's be generous - 80% of games. And I'm talking mirror style decks. The other 20% is completely out of your control - your opponent gets a god curve with Keleseth and you don't, your opponent goes first and top-decks a Bonemare on curve. You Mulligan heavy drops out of your hand and still end up with 4 cards out of which not a single one is cheaper than 5 mana. These games are out of your control. And there is the other 20% where You are the one drawing like a god, you may have the skill, but still that is not the reason why you are winning. This is the problem - such a heavy curve pretty much acts as a second Keleseth again double dipping the game in draw-rng.

    Let's say I'm overestimating these factors, though I don't think so. Let's say that a total of 20% of games is either way based purely on both players draws. That means that 2 out of 10 games you've played mean nothing - they are either too easy or frustrating and you feel either overpowered or underpowered despite facing an opponent with a very similar deck and probably at a similar skill level. That means that 20% of the time you spend in the game isn't even remotely fun, quite contrary, it's annoying, it's like a job you hate. Let's say you play 100 games a season - 20 games, 6 minutes each -roughly 2 hours wasted entirely, 2 hours of frustration and making the best of a hopeless situation. And I'm not counting regular gaming stuff, these aren't regular losses, these aren't regular lucky wins. These are the extremes.

    About the decks - this is the first time since Christmas Tree Paladin meta, that I feel that I can't play a deck a of my own in competitive ranks. And I'm used to playing bad decks to poor results, I used to run stuff like Gadgetzan Lock'n'Load Hunter. Now you can't do stuff like that.
    Posted in: Card Discussion
  • 1

    posted a message on How Bonemare is responsible for devastating the meta
    Quote from Wellingt0n >>

    The reason I feel like Bonemare is ok is not that I would not agree - Yes it is too strong - but rather that it is a very good common card (like Cobalt Scalebane).

    Itwould be unhealthy for the game if there were no good cheap cards. If you can only compete by getting literally at least 5 Priest Legendarys (Raza, Kazakus, Lyra, SR Anduin, Prophet V) then the game is not in a good state considering it is a Free to Play game. So I agree that Bonemarecould use a nerf, but please nerf Shadowreaper Anduin and Bloodreaver Gul'dan alongside it...

    * Before anybody judges me - I started off as a F2P near the end of closed beta, started buying packs around TGT (one pre-purchase lot per expansion), and stopped paying with KFT, cause the expansion looked sh*t - and what do you know, it turned out it is. Not very excited about the next one either and probably Blizz won't see a dollar from me any time soon.

    Actually it would be very healthy for the game if top decks required loads of high-dust cards with commons and rares being just cheap replacements. People would have to be a bit more inventive - sure there would be F2P netdecking, but you would have different experience at different tiers of the ladder and overall you would face a wider variety of decks as well. Not to mention there would be a higher variety in the decklists between players. Finally your collection would feel that much more personal and worth something, while now my collection feels pretty meh just as all of Hearthstone.

    To put it simpler - Expensive decks mean you are having fun at every level of play and how much you pay just determines where you compete.  Inexpensive decks mean that everybody's playing the exact same sh*t over and over, you don't get to have fun and you still pay something to get the basic experience. Your rank is determined by your endurance - how much time you are willing to spend not having fun with the game.

    Concerning Bonemare - terrible card, along with Keleseth and Scalebane it's messing up the meta. The card isn't broken because it's broken - it's not about the effect or the strength, it's broken because it's 7-mana.

    The card is too good and too impactful when played, to just ignore it in an aggressive list, but at the same time it's a situational 7-mana card - many times you will lose the game by drawing this in the early turns. And it would be fine if the rest of the aggro curve ended below 5 mana. The thing is most Rogues and Warlocks - current kings of aggro - run 8 to 12 cards that are 5 mana and above - that basically turns Herthstone into a glorified slot machine. If you draw your heavy cards early on - you won't build a board and you will lose. If you'll draw them too late, you'll lose the board and you'll lose the game. You draw them at the right time and your opponent has to gg.

    That's not Wizard Poker. That's Wizard Solitaire. Your only agency as the player is guessing the order in which the cards are dealt. No player interaction, no means to manouver around a bad hand - just drawing cards and seeing if they fit the curve. This is worse than anything I've experienced in Hearthstone. But I predict that we'll reach a new low with the next expansion.
    Posted in: Card Discussion
  • -3

    posted a message on Five Card Nerfs Coming in the Next Hearthstone Update - Druids, Win Axe, Murlocs, Hex

    Innervate & Spreading Plague
    Jade Druid - still killer, though a lot less on the broken side
    Aggro Druid - innervate hits this one very hard, but the deck might still be viable, though something will probably take over
    Might be sufficient, but I'm not all that sure.

    Warleader
    Murloc Paladin - still killer, though harder to snowball
    Good nerf.

    Fiery War Axe
    Control Warrior cares, Face Warrior doesn't.
    Still the nerf sounds fine.

    Hex
    Hey, what's that one card that sees less play in a class that sees less play? Hex? How about we nerf it?
    On one hand that card felt a bit op, on the other now it's as useful as polymorph and I haven't seen that card in a deck for a long, looooong time.


    Posted in: News
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