Lovely soliloquy...but nobody cares.
This post belongs in the salt thread.
5
Lovely soliloquy...but nobody cares.
This post belongs in the salt thread.
11
So are you a control player mad that you die before your boring deck takes over, or a meme player who's mad you can't get your combo off?
Those are usually the main reasons someone QQ's over aggro.
12
The only reason to invite someone to an invitational is to get more viewers. Invitationals are not charity, neither they are sports events. Blizzard picks streamers who will bring their audiences to the tournament.
But honestly, I believe that Zeddy will now attack anything related to Hearthstone. It looks very much like he wants to take the niche of a content creator who does nothing but unloads tons of negativity on a franchise\company. It attracts a certain kind of audience.
39
every meta is the worst meta :)
15
lol no, mtg pirate warrior and KotfT Jade druid metas were faaaar worse
as for the rest of the post:
the last few months into an epansion are always the most boring ones as there are almost no new decks(with a few exceptions like heal zoo) and the existing ones are so even that you can't really nerf any of them. The only way to change that is by releasing more cards, but even that barely changes the meta.
39
I love how your first example of a card that is OP is Skeletal Dragon. lol
12
Having damaged minions requires a lot more setup than just having minions so the card is fine.
BTW Mogu would have been fine at 7 in any other class, so its not really fair to compare these cards.
16
That definitely required another thread! Apart from that, anything new?
22
Great, thanks for letting us know
2
If you have no star bonus and you are matched exclusively on MMR, you have only one chance to climb:
Tank your MMR enough so that you can farm worse players for 15 extra wins to reach legend. All other approaches will leave you with a ≈50% winrate and you will stay at Diamond 5 forever.
If Blizzard really implemented it that way, it is ********, because your best way to reach legend is to intentionally lose, something that should be avoided at all costs in games for obvious reasons.
Why would all other approaches leave you at 50%? Honestly some of the logic in this thread is ridiculous and hilarious. Just spouting out made up rubbish to support your flawed argument. If you tweak your deck to counter the meta successfully, you won't be at 50%. Enjoy tanking your mmr with losses though, you'll realise it's counter productive.
It's been said already but to reiterate: The reason you are meeting legend players generally is because they can't outrank from legend and have a negative win/loss ratio since getting there. This means that they are on a downward trend (possibly because of also playing fun decks) and its therefore TO YOUR ADVANTAGE to meet these players; rather than another D1 player who is trying hard to win. It's a completely pointless thread you're complaining about something that is more likely to be beneficial to you. It's also completely reasonable that to get legend, you should be able to beat or compete with other legend players.
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3
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.
-2
"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.
1
Looks like lackeys aren't going away anytime soon...
1
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.
11
Derpxar
13
They are selling singles, it's called crafting and it's pretty expensive, so they don't put the price upfront.
3
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.
1
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.
1
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.
-3
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.