• 6

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

     

    Quote from usde >>

    just won against a cubelock and a baku palladin in a sequence because both of them got disconnected... and I don't feel sorry for them at all

     
    This isn't a rant. This is a feelsgoodman. This ain't the feelgoodman thread! Maybe we should have a feelsgoodman thread. 
    Posted in: General Discussion
  • 3

    posted a message on Hearthstone: The card game with fundamental design flaws and why it is time to say goodbye

    I made a post in the group therapy thread and wanted to share it with a broader audience.

    I have finally done it! I have removed HS from my computer! ITS OVER!

    Seriously though, the game had not been fun for me for a while now. The major issue for me has been the fundamentals it was built upon. You have RNG within a card, sometimes it works in your favor sometimes it doesn't, and that's fine, card games will always come with that element. Even with RNG not working in my favor many, many times (looking at you arena!), I did not complain about the game or thought that it needs to changed. 

    The real problem for me has been the initial draw of a limited 3 cards (4 if going second) out a total 30 cards. Its game breaking tbh. Having 10% of your deck at the start of the game severely limits your play style and encourages aggro built heavily. With the addition of Baku, this has been favored even more, with the hero powers becoming stronger (Bakuladin, not to mention Gennladin but that is a mid-range deck. Also, it will only be a matter of time when someone finds a better version of Baku Hunter, rather then the current crappy version of playing a bunch of 1 drops and hope you draw silence to finish off the opponent.). Some people will say that aggro will become stronger if they have more cards at the start, but so will control and mid-range, you will have more tools to deal with aggro rather then playing that one card you have to save your ass and hope for the best. 

    The other thing with the initial card limit is that it hurts two card combos the most. You have one piece in hand and sometimes you never ever draw the second piece. It limits deck building because you cannot add such combos in your deck unless you have heavy draw mechanics and we all know how draw works in HS, as some classes are entitled to get all the draws they want while others get nothing (seriously who decided to give Kobold Librarian to Warlocks? They didn't have enough draw?)

    If you provide more cards at the start of the game, then these two card combos become more realistic and deck creativity increases even without draw. With more cards you have a better chance to fight aggro and better chance to do combos (not miracle style combos, but simple combos that should exist in the game but don't).

    Final issue with initial number of cards in your hand, cards that increases the thickness of your deck are rather useless (White Eyes and Dire Frenzy), this is why discover has been such a popular mechanic because it adds to your hand. Almost all discover cards are very good or playable (no wonder Blizzard abused it). Both discover and "add card to your deck" are value plays but we all know which one we all prefer. Recruit is also popular when done right because it thins your deck and provides more chances to draw a crucial card. 

    In other words, what I believe is, if you have more cards at the start of the game, the game will be more interesting while also being shorter due to faster fatigue rates. It will also counter the lack of card draw some classes have as well as providing more chances for the crucial turn you want to do since you will have more cards in your hand. 

     

    The second fundamental flaw with the game is AoE. Once again some classes are entitled to it but others are not? This causes some classes to play a specific type of deck and nothing else (Hunters, who are one AoE away from having a cool and viable control deck. Wild is a decent example). I have never understood this design philosophy from Blizzard. Why are you restricting gameplay with this decision? Will it be really bad to print a half decent AoE rather then printing a dumb unusable pack filler? And speaking of decent AoE!

    Most AoE in the game are simply not good enough. Go back and look at all the AoE cards ever released. How many of them were good? And how many were good on their own? AoE cards became good in the last 1.5-2 years and that is when we really saw a host of control decks become viable (Kazakus had a huge part to play), we had control decks before this period but not to the extent we had during that era. Once again we are back to an era where AoE barely exist (or reliable AoE barely exist), when compared to the extent it existed in the year of the Mammoth. 

    The third and final fundamental flaw with Hearthstone is minion stats in accordance to their mana and the bonus effects they bring. Sometimes the bonus effect is so strong, one application can turn the game around. Minions at low mana are already heavily stated and this goes on and becomes a major issue as the mana increases. At 1 mana you have almost 4 stats on a body (looking at many 1/3 minions in the game, this stat can increase on some minions)! Later on it becomes 5 mana with 10 stats and a bonus effect (looking at the many 5 drops in the game) and increases to up to 10 mana with 24 stats (and bonus effects). With the lack of removal in the game, single target or AoE, dealing with such minions is problematic. If you have big minions in the game, or if your game revolves heavily around minions, then there should be ways to deal with them, otherwise their stats should be lower, so they are manageable with minion minion trading, thus encouraging trading and interactions. Spiteful Summoner is a potential 6 mana 16/16 (32 stats for just 6 mana!) and that is not right. 4 mana 7/7 (14 stats for 4 mana!) was not right.

    When Emeriss was released, it was a meme card (and probably will stay that way forever). However, if you look at the stats of the card, they somehow feel, right? Bonus effect aside, 10 mana for 16 stats is mighty fine and can be dealt with, looking at it comes out at turn 10. The effect is powerful but it has limitations of its own. Over scaled minions have caused major issues in HS and they should be limited but somehow are abundant and there are lack of direct counters to them. 

    Right now HS heavily lacks within the "interactive game play" department. Or maybe, it has always lacked in that department?

    There are a few more things I wanted to list. But to hell with it. I am done with this game! I will not miss it and will not miss the community either! Haha! 

    Anyways boys and girls. Hope you all have a great time ahead. Good luck with your lives and have fun! 

    Posted in: General Discussion
  • 10

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

    I have finally done it! I have removed HS from my computer! ITS OVER!

    Seriously though, the game had not been fun for me for a while now. The major issue for me has been the fundamentals it was built upon. You have RNG within a card, sometimes it works in your favor sometimes it doesn't, and that's fine, but the problem for me has been the initial draw of a limited 3 cards (4 if going second) out a total 30 cards. Its game breaking tbh. Having 10% of your deck at the start of the game severely limits your play style and encourages aggro built heavily. With the addition of Baku, this has been favored even more, with the hero powers becoming stronger (Bakuladin, not to mention Gennladin but that is a mid-range deck. Also, it will only be a matter of time when someone finds a better version of Baku Hunter, rather then the current crappy version of playing a bunch of 1 drops and hope you draw silence to finish off the opponent.). Some people will say that aggro will become stronger if they have more cards at the start, but so will control and mid-range, you will have more tools to deal with aggro rather then playing that one card you have to save your ass and hope for the best. 

    The other thing with the initial card limit is that it hurts two card combos the most. You have one piece in hand and sometimes you never ever draw the second piece. It limits deck building because you cannot add such combos in your deck unless you have heavy draw mechanics and we all know how draw works in HS, as some classes are entitled to get all the draws they want while others get nothing (seriously who decided to give Kobald Librarian to Warlocks? They didn't have enough draw?)

    If you provide more cards at the start of the game, then these two card combos become more realistic and deck creativity increases even without draw. With more cards you have a better chance to fight aggro and better chance to do combos (not miracle style combos, but simple combos that should exist in the game but don't).

    Final issue with initial number of cards in your hand, cards that increases the thickness of your deck are rather useless (White Eyes and Dire Frenzy), this is why discover has been such a popular mechanic because it adds to your hand. Almost all discover cards are very good or playable. Both discover and "add card to your deck" are value plays but we all know which one we all prefer. Recruit is also popular when done right because it thins your deck and provides more chances to draw a crucial card. 

    In other words, what I believe is, if you have more cards at the start of the game, the game will be more interesting while also being shorter due to faster fatigue rates. It will also counter the lack of card draw some classes have as well as providing more chances to that crucial turn you want to do since you will have more cards.

    The second fundamental flaw with the game is AoE. Once again some classes are entitled to it but others are not? This causes some classes to play a specific type of deck and nothing else (Hunters, who are one AoE away from having a cool and viable control deck). I have never understood this design philosophy from Blizzard. Why are you restricting gameplay with this decision? Will it be really bad to print a half decent AoE rather then printing a dumb unusable pack filler? 

    The other issue is that most AoE are simply not good enough. Go back and look at all the AoE cards ever released. How many of them were good? And how many were good on their own? AoE cards became good in the last 1.5-2 years and that is when we really saw a host of control decks become viable (Kazakus had a huge part to play), we had control decks before this period but not to this extent. Once again we are back to an era where AoE doesn't exists to the extent it existed in the year of the Mammoth. 

    The third and final fundamental flaw with Hearthstone is minion stats in accordance to their mana and the bonus effects they bring, sometimes the bonus effect is so strong, one application can turn the game around. Minions at low mana are already heavily stated and this goes on and becomes a major issue as the mana increases. At 1 mana you have almost 4 stats on a body (looking at many 1/3 minions in the game, this stat can increase on some minions!) Later on it becomes 5 mana with 10 stats and a bonus effect (looking at the many 5 drops in the game) and increases to up to 10 mana 24 stats (with bonus effects). With the lack of removal in the game, single target or AoE, dealing with such minions is problematic. If you have big minions in the game, or if your game revolves heavily around minions, then there should be ways to deal with them, otherwise their stats should be lower, so they are manageable with minion minion trading, thus encouraging trading and interactions. Spiteful Summoner is a potential 6 mana 16/16 and that is not right. 4 mana 7/7 was not right.

    Right now HS heavily lacks within the interactive game play department. Or maybe, it has always lacked in the department?

    There are a few more things I wanted to list, but to hell with it. I am done with this game! I will not miss it and will not miss the community either! Haha! 

    Anyways boys and girls. Hope you all have a great time ahead. Good luck with your lives and have fun! 

    Posted in: General Discussion
  • 2

    posted a message on The End of Hearthstone?

    Hearthstone is not dying. It is simply changing. A company like Blizzard just doesn't roll up after a few people leave. After the time HS has been in play, some shake in the lead team is nothing odd. Its actually normal. A person as intelligent and charismatic as Ben Brode will stay around and work for other people for a very long time. He was bound to go on his own adventures. 

    In case you haven't noticed, Hearthstone's design philosophy has already changed, with very little rng in the game at work right now. The game still has rng but it is not as large as it was previously.

    Since HS designs expansions yearly, meaning 3 expansions ahead, rather then designing a single expansion and moving on to the next. I bet you won't see any difference in the game design for a long time. 

    Posted in: General Chat
  • 2

    posted a message on So quest rogue is back?

    Its even more fun now! Since you can just replay that Boar over and over again if you Sonya on the board and complete the quest.

    I don't mind QR. They keep extremely greedy and late game decks in check but get wrecked so hard by any deck slightly aggressive. I play QH and if I mulligan the quest away, focus on eating their faces, I win almost all the time, even if they vanish twice. They are so fragile. 

    QR is the classic example of decks in the current meta. You either WIN HARD or LOSE HARD. The meta is so polarizing right now, making it difficult to climb (difficult climb is not a bad thing). But the climb has become difficult due to your luck with what deck you will face and mostly has nothing to do with your skill or how you pilot your own deck. You also need to tech in stupid cards to counter some decks which means if you really wanna climb fast the number of cards you tech will be around 2-5, diluting your deck and reducing the fun level.

    Whats more interesting is that all these "new" decks are just older OP decks that got revived and barely contain any new cards. I think the highest number of new cards you will find in any given deck is three. This is not to say the new expansion sucks bla bla, but more about how incredibly OP some of the old cards were. And these older cards were oppressed by the cards that rotated with the new year indicating their power level. This means only one thing. The power creep in Hearthstone has gone out of control and Blizzard needs to take things seriously. 

    Posted in: General Discussion
  • 1

    posted a message on Hunter - Dire Frenzy. What can we target? (Dire Frenzy decks + other Hunter decks)

     

    Quote from A_Flagrants >>

     

    Quote from Ashaf306 >>

    The new Hunter card Dire Frenzy is the first spell buff for Hunters in the game. Yes, we had some others, but this one is a direct buff, with a twist never seen before in Hearthstone. The card design is such that you should be able to built a deck around it, or at least try to. 

    This got me wondering. What beast are suitable for such a deck? How will you draw said beast? And what will be your win condition? So I looked up some of the beast most suitable for Dire Frenzy and wanted to make a list and possible playstyles and outcomes along with it. 

    Hunter Minions:

    Scavenging Hyena - The first and most obvious choice for the buff. The advantage lies in the low mana cost as well the the potential for natural growth of the minion due to other beasts dying. With Dire Frenzy, the minion will be 2 mana 5/5, something your opponent will have major issue dealing with. With it's low mana cost, multiples can be played each turn. Mid-game 6 mana combo. 

    Cave Hydra - 3 mana 5/7 after Dire Frenzy. With extra 2 health and the ability to take out multiple minions all by itself, Cave Hydra is an interesting choice. It cost more and does't scale like Hyena but it has insane board presence, allowing Hunter to go full control mode, but also able to deal face damage when the opportunity arises. Early late-game 7 mana combo.

    Corpse Widow - An odd choice on the list, but the interesting bit is that it is a 7/9 after buff, while also having the ability to reduce cost of your deathrattle minions, mainly Savannah Highmane. Two 7/9s at turn 10 does't sound too shabby now. This one is a 9 mana combo, because your opponent will not be leaving it alive for you to buff it the next turn. 

    Tundra Rhino - A horde of charging minions that give other beast charge? Sounds awesome! The problem with Tundra Rhino was always the low stats it boosted. But now it can be a 5/8 and you can have an army. 9 mana combo. A bit too slow.  

    Savannah Highmane - The legendary, the king himself. 6 mana, 9/8 that summons two 2/2s. How many can your opponent remove? How many? The problem with Highmane is that you can only play one per turn, and that's where the limitation starts. The other issue is that it is a very late game play. Happening at the happy time of 10 mana crystal. Probably not feasible as Hunters. 

    Queen Carnassa* - Quest Hunter might be a viable deck after the release of Toxmonger and Wing Blast. Toxmonger turns those useless 1 mana minions into deadly killers. All the while you clear the enemy board with pesky minions, the Quest will be in progress. Once completed, you can buff the Queen herself and create a super fatigue deck. With 8 Queens, hilarity in ensured. The issue will be viable deck, lots of theory crafting will be done. Exciting times ahead!

    Neutral Minions:

    Swamp Leech**** - The new addition to the beast family, 1 mana 2/1 Lifesteal. The problem is early game it's too weak and dies easily. Midgame it's a very interesting choice since it provide Hunter's some crucial healing. 

    Dire Mole - The reason why this guy is on the list is because of Tol'vir Warden and to some extent, Quest. 1 mana 4/6 is a tough minion to beat. Not to mention the easy combo with Tundra Rhino. This combo alone might be able to make Quest Hunter work because Quest Hunter will not longer be drawing weak 1 mana minions. 5 mana combo. If you can hold your early game, you are in the driving seat with this guy at the stirring wheel.

    Stonetusk Boar - A 1 mana 4/4 with charge is scary. Eight 1 mana 4/4s with charge is terrifying. They can also be drawn by Tol'vir Warden and work towards Quest Hunter. Also creates the possibility of an aggressive mid-range Hunter deck. If we know anything from Paladins, buffed 1/1s can be very dangerous. 5 mana combo. 

    Young Dragonhawk* - I missed this guy, girl? In my initial list. But this one makes a lot of sense. It doesn't have charge like the Boars, but it does have widfury. Making it ideal for an OTK deck with Rhinos. It's better then Angry Chicken because you don't need to Enrage them. 

    Vicious Scalehide****: The second beast added in the last cards in the upcoming WW expansion. This one is an interesting choice with lifesteal and rush. When buffed with Dire Frenzy, it's 4/6 lifesteal and rush, this makes it a very interesting target to buff. The issue will be draw, but with an all minion Dire Frenzy, it make an interesting target. 6 mana combo. 

    King Mukla - I am not joking here. 3 mana 8/8 is crazy... You can apply a bit of a mill strategy too. 

    Vicious Fledgling - Forgot about this guy? 3 mana 6/6. The issue is that it's an exposed target. The opponent can remove it easily. But if it stays, just one of these will win the game by itself. 7 mana combo though. So it's late. 

    Arfus - ??? Naaa. 

    Stranglethorn Tiger - My favorite on the list. The stealth makes it so that it survives into the next turn. Almost all the time. The beauty of this card is that it doesn't need to have the combo played on the same turn. You can drop him and wait to buff him the next turn. 5 mana 8/8 with stealth. You can drop one and cube it, then play the deathrattle activator and still have the cube in play to mitigate AoE. Except Psychic Scream of course. With this strategy, you will bombard the enemy with stealth minions they can't do anything about. Add in Tundra Rhino for immediate effect of the Tigers. 

    Witchwood Grizzly****: Witchwood Grizzly will be an interesting beast to buff if you are going for a control Hunter deck. A proper control Hunter that is. 5 mana, 6/X (where X will be anywhere from 14-24 health) is an effing beast! This is a 9 mana combo, but due to the high health of the beast, you can expect it to live to the next turn. This will require some testing to understand the viability of the card. 

    So that is my list of suitable beast for Dire Frenzy. There might be a few I missed and the new expansion might add more, so I will update the thread as possible. Also come up with some suitable decks. 

     

    Possible Decks*:

     

    Secret Hunter****:

    Witchwood Midrange Hunter
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    Minion (11) Ability (17) Weapon (2)
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    The Secret Hunter deck with minions for WW, will be a decent deck for lower level of ranked play. 

    The deck will be good against aggro and zoo decks. Might even take out control decks if you get good draws. The Spellstone pushes the deck but it will surely miss the great Cloaked Huntress for tempo. 

    Swamp Leech will provide some necessary heals vs. a similar midrange deck or aggro deck. When buffed with Houndmaster it is a 4/3 with taunt. Providing some decent heals midgame. 

     

    Verdict: Lower Tier 2 but most likely Tier 3 deck. However, it will provide quick ranking in the lower ranks. 

     

    Young Dragonhawk OTK Deck:

    Flying Frenzy OTK
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    Minion (14) Ability (13) Weapon (2) Playable Hero (1)
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    Comes with lots of draw and removal. The combo pieces are simple. Get your Young Dragonhawk and Tundra Rhino. Go face. With three Young Dragonhawk you can do 3x4x2 + 2 = 26 damage, 8 mana combo. With 4, you do 4x4x2 + 2 = 34 damage. An OTK, only with 9 mana. If all fails, Mr. Deathknight to the rescue. Might add another Cult Master for more draw.

    ***Removed Tar Creeper, Hunter's Mark and Loot Hoarder, adding in Spellstone and Secret package as well as Stitched Tracker for better early board presence and more flexible draw. Added the second Cult Master due to early board presence and more chances of card draw. Now only using one Young Dragonhawk, since buff one will give you more anyways and you can buff those to get even more if you wish. You most likely need three max and some cases two.  

     

    Quest Hunter: 

    Dire Frenzy Quest Hunter
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    Minion (20) Ability (7) Weapon (2) Playable Hero (1)
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    Small minions. Removal. Draw. A buffed Queen. Charging broods. Fatigue deck. This one is very very interesting. Both the Queen and her brood can be buffed. Once buffed, you can start charging their face with Rhinos coming in. You don't need to worry about loosing minions with this deck. There just too many! Mr. Deathknight is here because he is only good Hunter legendary and probably one of the best legendaries ever. So I try to include him in every deck possible.

    **Removed Jeweled Macaw for Stitched Tracker.

     

    Jurassic Hunter****:

    Jurassic Hunter
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    Minion (16) Ability (11) Weapon (2) Playable Hero (1)
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    The deck design is based around popping out big dinosaurs from your deck to eat your opponents face. But this time these beast will be bigger and more hungry with a certain frenzy spell casted on them. Dire Frenzy makes the deck viable since you will have multiple dinosaurs in your deck and potentially never run out of them (this is simply not true). With two Charged Devilsaur and King Krush, as well as 6 other buffed dinosaurs, you have a solid 9 dinos to recruit. Since you are recruiting them, they can all go face regardless of the limitations of the Charged Devilsaur. A free 10/10 hitting face doesn't sound too shabby. 

     

    Verdict: The deck's performance will depend if the meta has silence minions in it (which seems like it will have due to Cubelock's popularity). High potential deck. Initially it will be a lower tier 3 or tier 4 deck. But due to it's potential, it might end up higher in the ranking as the meta progresses.

     

    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------

    * The first update to the list. 

    ** Second update.

    *** Third update. 

    ****Forth update: Added WW beasts and two new decks Midrange Hunter and Jurassic Hunter.

     Hey! Looks like you are a really huge hunter fan :P   
    I have been trying a new deck, at first a thought of it as a meme deck, but it is performing better than expected. Do you mind giving it a shot to check how bad it is? Any advice or comment will be amazing! :3
     
    Haha! I am just a fan of creative gameplay and mostly play my own decks on the ladder. Reached rank 10 minimum with a lot of my decks and as high as rank 7 (this is where the player skill increases drastically and maybe why I don't do well :P. However, the highest rank I have reached is rank 2 with various popular decks!) I have a hard on for various classes during my time of Hearthstone but my favorites are Hunter, Warrior, Priest and Shaman (no particular order. Hint: I hate Mage). 
    Unfortuantely, I cannot try your deck. Because I don't have Emeriss and don't plan to craft it :P (yet). But I will give you a few comments regarding your deck.
    I do not like Tol'vir Warden. I believe it is one of the worst cards you can add to your deck and it not only slows down your deck but actually results in a turn that might turn the game around in your opponent's favor. Since you are running Unleash, as well as other small minions you don't mind trading with, Cult Master will do a better job. It comes a turn before and has a body worthy of challenging, plus the opponent need to prioritize it. I have found the card to do really well in CH. Look at the card like this. Its a 4 mana 4/2 high priorty target for your opponent and if it draws you one card its a 2.5 mana 4/2 (since draw a card is usually 1.5 mana in terms of Vanilla standard and 1 mana when it comes to the current level of game play). If you draw three cards, its a 1 mana 4/2 and three cards the card goes to -0.5 mana 4/2 and so forth. I hope you understand my reasoning behind why I look at the card the way I just explained. I have drawn as many as 8 cards from a single Cult Master. Also drawn 6 cards by playing two Cult Master, killing the opponents The Lich King and loosing a bunch of 3/2s in the process to counter for AoE. Solid deal isn't it? The opponent also had to deal with two high priorty targets that he botched.
    I would also advise using Harrison Jones instead of Corrosive Sludge, when it comes to weapon removal cards. I look weapon removal in the following order:
    Harrison Jones (Tempo, card draw, strong body) > Gluttonous Ooze (Tempo, survival, low mana cost) > Acidic Swamp Ooze (Tempo, low mana cost) > Corrosive Sludge (Tempo, strong body)
    You NEED outside sources of card draw as a Hunter. Harrison is very very good. I have been using him and it slows down Cubelock, all Paladins and the new nasty Odd and Quest Rogues. He is also good vs. Frostmourne, Warriors and aggro Hunters. Not to mention he breaks Tempo Mages. That's a lot of weapon removal targets, quite possibly the highest ever in any given meta. You have him work against a solid 6 out of 9 classes with various decks. A win condition all on his own atm. 
    Kobold Apprentice O.o Why God why? You should try out Cave Hydra. It is better in the current meta. High priority target that wrecks the opponent especially if you can buff it. 
    Emeriss, I believe is for OTK. Well, let me know how he does! 
    Posted in: Hunter
  • 1

    posted a message on 5 Cards that really need to get nerfed

    Agree with some of the nerfs. 

    The Silver Hand recruit "nerf" will actually lead to other problems. Since 2/2 is more difficult to kill, it means they have more staying power and therefor higher chances of buffs. Imagine you have 3 or 4 2/2s on the board and you play Unidentified Maul with divine shield. Congrats, now you have to face multiple Shielded Minibot.

    The Ballista Shot "nerf", should actually have been an ability for Hunters a long ago. They should have released a card that converts the hero power from deal damage to enemy hero to deal 2 damage. Steamwheedle Sniper should have made the ability permanent. But then, there might be concerns that Hunter can clear the enemy board while developing their own. 

    Carnivorous Cube should not exist in the game. Period. It is a card that people will always find a way to abuse. The effect needs complete alternation. People saying Cube is not the problem need to look at Cube Druid. No, it's not Taunt Druid. Its Cube Druid. The deck exists because of the Cube. If Cube didn't exist, the deck will be manageable. Since it will have two Hadronox combos and the combo pieces will be difficult to assemble. Right now you can face upto 7 Hadronox (I have faced 4 after silencing 1 Cube. That's four sets of taunt and 8 Lich King). Making the Cube silencing the minion before killing and summoning two minions doesn't solve anything. Silencing Doomguard does nothing. Silencing Voidlord does nothing, you still get two of back, only loosing 3 1/3s and that actually makes Bloodreaver better LoL! Silencing Hadronox does nothing because Druids can pop the Cube various ways and resummon two. As it turns out, Hadronox is easy to kill. 

    I do not like the proposed nerf here since Warlocks can just resummon the demons via Skull of the Minari. Druids can replay Hadronox and pop it. 

    CUBE IS THE PROBLEM. The power level is beyond any card before. As long as there are ways to resummon minions and kill your own minions, Cube will continue to be a problem. Another problem is that classes don't really have a way to deal will mass boards. If you can remove all the minions it will not be a problem. But but but, Hadronox and Voidlord are deathrattle minions and so is the Cube. Nevermind. There is no way out here, you're screwed. GG, WP. Just play Quest Rogue. The deck is so creative and requires tremendous amount of skill. 

    The remaining two nerfs, I agree with. 

    Posted in: Card Discussion
  • 3

    posted a message on Blizzard's bias class design needs to leave Hearthstone! NOW!

    There is no update from Blizzard regarding the meta. They said they will release some information early this week. How much data do you need to make a simple decision of nerfing some cards? 

    Just nerf Carnivorous Cube, Unidentified Maul and a couple of other cards. Make life easy for the players. It is so stupid to face the same cards, not even decks, over and over. 

    You have a decent winrate with a deck you made? Its doing good? Well here, meta shit in yo face!

    They also need to end their retarded bias designing style. Give ALL classes a set of cards to make interesting decks. Not just a couple classes. If I remember correctly, Warlock is the only class that had a 3 card set reveled this expansion. Hunter got no synergy cards. They released Toxmonger and completely skipped a decent 1 drop for Hunters to actually make the card work, knowing Hunters are loosing 1 drops. Yeah You have Elven Archer and freaking Stonetusk Boar. But how about Hunter specific 1 drop for the synergy. Like you do with every other class you idiots. Hunters need reliable removal. It goes well with the Quest too. Or how about card draw?

    They gave Hunters two dragons. And they don't even work like the other dragons. They have a completely new mechanic in place. At least be consistent with a tribe. All other freaking dragons and dragon synergy cards work with if "you are holding a dragon", here is this numbnuts, Carrion Drake works if a minion dies on the board on your turn. Whatever the hell happened to "holding a dragon?" Is this also oppressing the players in rank 25? That when it comes to Hunters you completely alter the theme of dragons that has been part of the game for 4+ years?

    The other dragon is just because Blizzard simply isn't interested in Hunters. Because yawn Hunter. They did because they wanted to make a Hunter legendary and didn't want to repeat the boring beast theme that has been part of Hunters. 

    There is a third card related to dragons released for Hunters. Because it has a dragon picture on it and the name is Wing Blast. Get it? That makes it a dragon related card. I mean. You can literally call it "Fart: Deal 4 damage to a minion" and nothing will change. Nothing. I mean give the card a new animation unique to Hunters, you literally recycled the Warrior cards animation. That's the level of interest in Hunters. This card also has that theme of kill a minion. It makes sense here and I actually like the theme. I find it interesting and something Blizzard should work with in the future. Oh wait. It's a Hunter theme. Nevermind. Next expansion they will make a Hunter Elemental, 7 mana 6/7. It will read "Random Hunter Card we made because yawn Hunter: If you played a Mech two turns ago, gain +1/+1 and do nothing else". Now Hunters have a 7 drop they have been whining about for years and its an ELEMENTAL, 7 mana 7/8!!! Boulderfist Orge counter we all have been waiting for.

    Hunters are the rush mechanic experts of the game, just like Warriors. Gets two rush related cards. 1 doesn't even have rush. The other is unplayable and makes a freaking depressing weird sound when played. It feels like even the card is asking the player "why are you playing me dude???" 2 mana deal 2 damage to a minion you don't want to deal damage to. Repeat for 4 mana and so fort. Such an expert of the rush mechanic. Houndmaster Shaw actually breaks your opponent if he stays on the board. What synergy card he got? Nothing. Because, yawn Hunter. Oh Yeah there is the 5 mana dragon we talked about earlier. You can kill an enemy minion with Shaw, get the dragon on the board with poisonous and remove another minion while Shaw and Carrion Drake contest the board on your next turn. You kill an enemy minion with Shaw and plan to play Carrion Drake to proceed with your plan. Oh wait. Shaw died because Spiteful Summoner Summoned "Grandpa,  12/12: Win the Game". You had to run Shaw into Grandpa to give the Drake poisonous, since that's the new Dragon theme. You play your Drake because it has poisonous and contest Grandpa. Your opponent plays a taunt. Grandpa goes face. Spiteful goes face. You are down to 10 hp. GG WP. Because yawn Hunter. Stay rank 20. Because that's where your competition is. Against newby players who can deal with your hero power. Here, have Baku, now you can kill them noobs faster and LoL HARDER.

    The Witchwood expansion having very little effective on the game goes on to show Blizzard's designing of classes is rigged beyond imagination. Pick up the cards and the top cards are for classes that got top cards for the past 4-5 expansions. Kazakus is a thing in Hearthstone, an answer to all your problems at all turns. Didn't get an answer from Kazakus? No worries. Here have a 3 mana 2/2 "give you the answer to your current problems". Then you had the freaking Jades. You know what I realized playing those decks? I didn't even had to bother. Just play whatever. Because I got so disinterested with it. While the Grimmy Goons got Don Han'Cho. How can you compare the three legendaries? Hunters got "give a minion in your hand +2/+2". Warriors got "+2/+2" and "+3/+3". Paladins got "give all minions +1/+1". Guess which one feels better just by a simple look at the mechanic? Granted none of them worked, but Paladins got the favor even in that design. 

    They are so invested in Warlock they spent about 7 expansions trying to make Discardlock work. They failed but succeeded in discarding other classes. Dragon Priest got so much love, it got AIDS. This is what happens when you make the same class have an orgy over and over again. Paladins have started to have orgies with itself. Everywhere a Paladin goes, all they see are Paladins, resulting in some serious Dude on Dude action. How many Dudes you got? 4? I got 5, oh yeah baby! Come at me! But Druids got the best love, their Dudes grow every time you summoned one. But yawn Hunters.

    I honestly tried to make this post as user friendly and civil as I could but I cannot stop myself. Whenever I think about the game on the micro level it just pisses me off so much I turn to sarcasm, uncivilized comments. I actually want to sit down with the Devs and make them hate themselves. I actually want them to feel shame. I will outline each and every failure they made regarding the game. Make them walk naked from their Headquarters to their home, chanting "SHAME! SHAME! SHAME!" 

    RNG was a problem in this game. But RNG was a problem EVERYONE FACED. Now you have quarter of the population playing Cubelock swearing at Aggroladins and Cubedruid, quarter of the population playing Aggroladins swearing at Cubelock and Cubedruid, quarter of the population playing Cubedruid swearing at Aggorladins and Cubelocks and the remaining quarter wondering "How long can this go on?"

    Why can't Blizzard give equal attention to every class and come up with interesting mechanics and play styles for all the classes? Is it really that difficult? You are honestly telling me, that Pirate Warrior was not as oppressive as Hunter ever was in the lower ranks? Or the current Paladins does not do the same? A strong deck like Cubelock, etc. does not oppress players at lower ranks? You will find the deck at rank 25. Seriously. Go, see it. And it is not oppressive for the new players? 

    How about giving classes all sorts of play styles. Wanna play aggro, mid-range or control with a class? Sure, you can do all three. So this by printing class cards. So, even if the game is aggro vs. aggro, it's different. Not Pirate vs. Pirate or Keleseth vs. Keleseth. Make class cards more impacting and not stupid cards like Carnivorous Cube, that a very strong bias towards one class because of how they can pop it on their own turn. Now you have two who can do it. And if you want it to be a mechanic, then give all classes the same type of play style. HOLD ON, HOLD ON, HOLD ON! Do you really think I want another freaking Patches vs. Patches crap or Keleseth vs. Keleseth crap. If you do this, I will twist your nipples and step on your nuts at the same time. 

    I can honestly go on for days about how stupid the game design philosophy has become in Hearthstone. And how it needs to be changed and changed fast. But I won't. You really think I want to deal with this crap all the time? Hell freaking no!

    Just nerf the Goddamn oppressive cards so we can have a different freaking meta already. 

    BECAUSE!

    YAWN!

    HUNTER!

    Posted in: General Discussion
  • 10

    posted a message on taunt druid is the best deck

     

    Quote from Sillyraptor >>

    This deck actually stomps most tempo decks and is only really countered by aggro decks that'll finish the game before turn 7ish, I just went up against 3 of this EXACT same deck with my Tempo Rush Warrior and was doing great until turn 10 Hadronox/Naturalize Combo; then Witching Hour and Cube.

    No salt at all, I honestly love this deck, it's ingenious and is finally making Taunt Druid a thing and its extremely powerful; losing to it sucks but then again losing to any deck sucks. However I will say I think this is the last straw for Carnivorous Cube, Blizzard knew there was a problem with Cubelock and now that another deck has become extremely strong with it as well I think that a nerf to the cube will be coming; which is upsetting the card is extremely fun and interesting; just makes for too many overpowered swing turns.

     
    The issue is not summoning back a set of minions that die during the game. We saw that effect before with N'Zoth. It was fine. A perfect win condition. Hadronox summoning back the minions is not a problem. Its a win condition. You getting Hadronox back and killing it with your second Naturlize, to summon that same set of minions again, during the same game is also not an issue. You have two win conditions. The problems arises when you can do it over and over and over again. Hadronox is summoned back, you Cube it, you get your taunts back. You can deal with the second set of taunts summoned just like the case where you kill Hadronox with Naturalize.
    Now you have dealt with the second set of taunt of minions. But you need to kill the Cube. You kill the Cube and you get 2 MORE Hadronoxs. That's FOUR sets of taunts. Then your opponent plays his second Witching Hour and Cube it. Thats the fifth set. Then you need to deal with 6 and 7 sets too. Talk about freaking overkill. If you want to have decks with such power, then give other classes the means to deal with it. No wonder people just play aggro and the community asks stupid questions like "why does every play braindead aggro all the time?" Because you are playing a braindead control deck. Play a bunch of taunts on curve, resummon them. You won? No? Do it again. Didn't win yet? Do it again.
    Cube was never a good idea. It was stupid from the start. Cards like Cube should not exist in the game. The power level is beyond uncontrollable. People will ALWAYS find a way to abuse it. 
    The funny part about all this, is that I have a golden Hadronox, I got from my Arena Pack early during KotFT. Plus the entire deck is already available when I went through my collection. And pretty much the entire deck is golden when I make it. It just feels so wrong. But I wanna try it, since I haven't played a soul crushing deck in ages. Trying to craft my own decks and succeeding takes it toll (my decks are doing good, but they are nowhere near the power level we are seeing right now). 
    Posted in: Druid
  • 8

    posted a message on taunt druid is the best deck

    Great. Another infinite loop deck...

    With Blizzard releasing low cost summon/resurrect/recruite cards, Cube will be a pain to deal with for the next two years. 

    This will be the new cancer once Lock and Pala are nerfed. Can't wait to face it 9 out of 10 times. 

    You faced 6 taunts in a game? Well how about 50? That also heal and generate cards. 

    And you thought Jade's were bad.

    And you thought Cubelock was bad.

    I think it's better to stop trying at this point and just exit the game.

    Who came up with the idea of the cube and low cost resummon cards. All of those people should be fired.

    Posted in: Druid
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