• 2

    posted a message on 24.6.1 Patch Notes - Battlegrounds Balance Adjustments, Bug Fixes

    I just take it as a double hero option. I cannot justify spending real money on it, I was reluctant with gold too.

    Posted in: News
  • 4

    posted a message on Marvel Snap vs Hearthstone

    Calling Snap independent is just intentionally misleading. They are a new company, yes, they don't depend on other companies, yes, they work with marvel, not under marvel, but the team is far from indie devs. After Brode, lots of former HS designers joined the team, and they had a huge talent scouting a few years back. These are not people completing Unity tutorials and thinking they are game developers, they know what they are doing and they are as legitimate, and probably even more legitimate, than the current Hearthstone team.

    The game didn't seem appealing to me. I don't mind short games, but this one seems just like all the other freemium mobile games, be it aesthetic or method of monetisation. I just don't see a reason playing games like that, no matter how pretty they look. And I completely lost interest in Marvel since the oversaturation of Superhero movies that has been happening for decades now. So thematically, gameplay and visually it has no appeal to me.

    Posted in: General Chat
  • 1

    posted a message on What a bullshit card

    Wild can be interesting on a casual level of play, but at the same time it shows the degradation of a game. It shows how despite the current variety, the original game is broken beyond repair.

    Posted in: Card Discussion
  • 6

    posted a message on What a bullshit card
    Quote from olestuga >>
    Quote from Andrei2007 >>

    While I am not a big fan of Denathrius in standard, the fact that you let a rogue get to 10 mana in wild is totally on you mate.

     So I'm supposed to play aggro in wild? The card is overpowered AND unfun regardless of win/loss. It feels dirty even when you win with it. 

     Would you consider Neptulon Priest aggro? Wild has hyperfocused strategies. Aggro builds up a massive board by turn 3-4. Combo draws their entire deck by turns 7-8. And control should always have a big payoff moment. If your deck does not have any of these, it's a bad deck. You have no gameplan. So either win before their turn 10, or have a deck that doesn't really care about denathrius, or at least disrupt it if you have a contol deck without win conditions.

    Posted in: Card Discussion
  • 16

    posted a message on What a bullshit card

    While I am not a big fan of Denathrius in standard, the fact that you let a rogue get to 10 mana in wild is totally on you mate.

    Posted in: Card Discussion
  • 2

    posted a message on Have you spent more time in BGs than me?
    Quote from BroF1sT >>

    Meanwhile most of the rest of this planet (minus gAm3rS) spent this exact same time earning money or were being productive else. Working Out, doing Meditation, Talking to a Girl, Studying....

    Did you make this thread, expecting me to tap you on the back, nerd ?!

     Oh my, here comes the gatekeeper of how people should spend their free time. "Earning money" or being productive somewhere else he says. I wonder where you're being productive, certainly not on this forum spilling hate at random people.

    How much do you work out? Are you the beefed up dude in the banner? Kripp looks terrified of your musculature, or maybe the neck beard; as a smart man he calculated a good angle to keep away from the smell as you take the most awkward picture possible.

    So tell us more...

    -how should we Work Out?

    -how should we Talk to a Girl with maximum efficiency?

    -how can we reach Nirvana if we Meditate? or Study?

    It looks like you've got life figured out, maybe you can teach the rest of us gAm3rS.

    Posted in: General Discussion
  • 2

    posted a message on 24.4.3 Patch Notes - Balance Changes For Constructed & Battlegrounds

    hearthstone has always been about the balance between aggro, midrange, control and combo. Destroying one of the fundamental deck archetypes so easy is not good imo, it breaks the balance, giving 40 card control or midrange decks too much power. No combo is unstopable if you pressure the deck. These decks are naturally very weak to aggression, and they exist to punish passive decks that love to skip turns. I think they are needed to exist, and at the moment the only good combo decks have either an aggro element to them (curse imp lock) or control (relic Demon Hunter). But traditional combo decks don't really exist atm.

    Posted in: News
  • 1

    posted a message on Patchnotes Coming Thursday - Changes to Theotar, Wildseeds and Harpoon Gun Teased

    Theotar really ruined one of the core deck archetypes in the game: combo. Any nerf is good.

    Posted in: News
  • 1

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

    Barely playing nowadays, just doing my quests, if even.

    So here we go, the cancer cycle begins anew:

    Get two Paladin quests>Paladin has no playable decks>play control paladin anyway>proceed to lose every game, including a garbage renathal rogue player> proceed to not play the game for at least 3 more days

    Love it. Should have sold my account ages ago.

    Posted in: General Discussion
  • 3

    posted a message on Standard vs WIld

    I find it funny when wild players call standard gross. Like, you start summoning Neptulon every turn from turn 4 as priest, you get infinite mana by turn 7 as druid, and you get a monster board by turn 3 as any aggro deck. How is standard even close to this?

    Posted in: General Discussion
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