Aaaaand as it always was and always will be: Ppl complain about things being unbalanced. There wasn’t a single moment in the last years where ppl were satisfied. I guess it’s human.
- Anarchy1
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Member for 3 years, 6 months, and 18 days
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Cybornn posted a message on Patch 27.0.3 Balance Changes Preview - 2 NerfsPosted in: News -
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Ophion-EU posted a message on Patch 27.0.3 Balance Changes Preview - 2 NerfsPosted in: NewsShaman is very easy to tech against though. Play any card that increases their spell costs on the turn they play Flash and they're usually boned.
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schoomper posted a message on New Paladin Cards Revealed - 3 CardsPosted in: NewsAs a wild player, I don't think that Inventor's Aura will make the cut in wild mech paladin. Radar Detector is the entire engine for that deck and is the most important card to get into your hand. Mech paladin essentially runs 26 mechs, 2 copies of Radar Detector and 2 copies of Stonehearth Vindicator to tutor Radar Detector with. Mech paladin in wild already has huge access to mech discounts with Mechwarper, Galvanizer, and Frequency Oscillator and can essentially dump their entire hand starting somewhere between turns 2-4. Radar Detector is easily the highest value card in the deck, and adding Inventor's Aura would break the guaranteed tutor into a 50/50 (plus reduce the average draw power of Radar Detector) I could be wrong, but I really can't imagine giving up a guaranteed tutor of 0-mana draw-5 so you can include a spell which doesn't do anything the deck isn't doing already.
If Inventor's Aura sees serious play in mech paladin I will eat a shoe.
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PetiteMouche posted a message on New Druid Legendary Card Revealed - Freya, Keeper of NaturePosted in: NewsHuuuh bro Elise is 5 mana this is 8, it doesn't have a deck building restriction but it's wayyy worse. Also the reno deck restriction is way overrated and is not much of a restriction at all if reno and zephrys are available.
And better than Gloop yeah sure a little bit, can copy at most 3 minions instead of 2, for 1 more mana. Gloop is a very bad card by the way. (not bad in and of itself it's of course a powerful effect, it's just worse than virtually everything else druids can do)Realistically knowing how druids play this is going to be played for the elise effect not the gloop one, because there are far more efficient ways to build a board than this card. And that means, it might see play just for the sake of enabling some combos by duplicating important cards, but it's very slow and manageable, I doubt this sees play in a meta deck.
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909swat posted a message on The Lore of the Titans - Titan Name For Each Class Revealed, Pick Your Titan & Get Free Packs!Posted in: Newssettle down lol
(edit: he deleted his comment)
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Kiejdris posted a message on The Lore of the Titans - Titan Name For Each Class Revealed, Pick Your Titan & Get Free Packs!Posted in: News15yo boys having a problem with a picture of black woman:
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SpaceTimeDream posted a message on New Druid-Warlock Common Card Revealed - Blood TreantPosted in: NewsQuote from Dieseloctane >>Quote from SpaceTimeDream >>I think you are underestimating the power of free early game minions.
Patches the Pirate, Parachute Brigand, Happy Ghoul, Frenzied Felwing, Corridor CreeperYou wouldn't pay five health for ANY of those minions, and this isn't free. How is this any kind of comparison?
I would happily start games with 17 healths and two 3/3 minions and 3/2 Flame Imp. That is 9/8 stats on turn one.
The moment you start caring about your health total is the moment you failed to play aggro decks.
Health is a resource and you got 30 points of it.
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Nightmyria posted a message on 26.0.4 Patch Notes - Many Balance Changes to Constructed, BGs and Duels - Bug FixesPosted in: NewsDid the 2 damage to face really matter much though? It’s primarily used in Overheal or control decks, and honestly Overheal is too weak an archetype anyways for it to be relevant there. Control doesn’t really care about face damage, but they can appreciate shaving off a mana from it. So, it’s really only a buff. It’s disingenuous to call it a nerf.
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PetiteMouche posted a message on New Warrior Common Card Revealed - Suspicious PiratePosted in: News3 mana 3/4 and 1 mana 1/3 are not premium stats anymore my dude, they are average, a ton of cards have these stats without giving anything to the opponent.
I would play Spider Tank over this and that's the original 3 mana 3/4, one of the worst ones.
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PetiteMouche posted a message on New Warrior Common Card Revealed - Suspicious PiratePosted in: NewsThe 3 cards that have this effect will never see play.
If there is an obvious strong choice, either you give your opponent a strong card, or you're forced to pick a bad choice so the opponent doesn't guess it, aka you're forced to play a shit card. It's not like the game is lacking good discover cards, why play this instead of one that never gives your opponent a card for free.
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He is always negative so don’t bother to argue with him. Just take a look at his comment history. Nice work btw
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Why do you even play the game when you obviously hate it so much?
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That kind of stuff is why hearthstone is fun. 99.999 % don’t care for competetive
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There you go again: blabla „complain in bad English“ blabla „ random combination of letters as an argument“ blabla „I am right because I am right“ blabla
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Better they release powerful stuff and tone it down then making unplayable garbage. Just salt here
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So you are funny. You complain about the game being no skill, while playing big priest. A deck that a) takes no skill (even pirate rouge is a high skill cap deck in comparison) and b) not only punishes aggro but also anything slow while promoting combo - what you claimed you dislike
1. you are not forced to play cancer, you want to. We play at similar levels, and unless you want a high legend finisher, you can play litteraly anything.
2. Many decks that aren’t aggro lose to turn 3 neptulon
3. You are right. There is no skill involved in your turn 3 highroll. But there is a lot of skill in the control vs big priest matchup when the bp doesn’t get his I win button.
4. Much of skill is about mulligan. And about your turn 3/4 pirate/totem boards: you often have to decide when to clear and when to greed. Especially against even shaman, since that deck can go late.
5. Aggro isn’t brain dead. Aggro mirrors are very interesting because the control/beat down roles can swap a lot.
6. I repeat: Deckbuilding takes skill. Netdecking big priest doesn’t.
7. Meta is very diverse right now, with some reno decks being playable, aggro and combo is there too. And jank is playable, not like it was during stormwind
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you obviously care enough to comment
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No it isn’t. It’s a boring rule that kills combo decks
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Otk on 8 is fine. Play disruption or aggro. That’s why they nerf the survivability.
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Playing big priest and complaining about „bullshit“ is hilarious. At least those other decks require some thought