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    posted a message on Have mechs been nerfed into the ground?

    Amalgam is healthy and a disease for Battlegrounds at the same time. As long as it's around murloc or menagerie comps will always prevail. But it's necessary for other tribes, especially demons and beasts to have access to divine shield + poisonous as well. It doesn't matter if your massive Annihilan Battlemaster sits on the board with 250+ health as long as your opponent has multiple poisonous minions on his side.

    In regards to Murlocs, it just gets tiresome really fast. They went too far with the recent buffs so the mid game devolved into "who can stack their murlocs first?" and if they aren't available everyone switches to mechs (say hi to Cobalt Guardian + Replicating Menace). That's another problem I'd like to see adressed in a further update. For now, there is no counterplay to a bunch of tokens, especially when they also support a tier 3 minion which is presumably more powerful than any other minion at this level (even outperforms some of the tier 4 ones)

    Posted in: Battlegrounds
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    posted a message on Why the f*ck wasn't amalgam fixed?
    Quote from Nimehte >>

    They should take back the light fang enforcerer nerf and move it to 6th tier.

    This. It's still annoying when people luck out on tier 4 only to get carried to victory by this abomination of a 2/2, especially when they also get an early hydra (which everyone is going for due to the abundance of divine shield).

    As a side note, I would really like to see Cobalt Guardian as a tier 4 unit. Yeah, some might argue it would be an additonal nerf to A.F.Kay but it's clearly superior to any other tier 3 minion and even outperforms some of the tier 4 ones. That way the mindless Replicating Menace spam might be reduced as well as long as there is no counterplay to it (maybe introduce Grim Patron as tier 3?)

    Posted in: Battlegrounds
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    posted a message on Murlocs

    According to my experience most of the lobby either goes for murlocs or (if not sufficiently available) mechs, preferably Cobalt and Menace. The other tribes (demons, beasts) only see play if nothing else is being offered (or Lord J is around but he's not that powerful anyway).

    IMHO they went too far regarding the murloc buffs, they're superior in the early-mid game and can completely snowball out of control due to the abundance of poison applications. Yea, they might remove Toxfin to fix that but then Amalgam becomes obsolete since a neutral poison buff is necessary to counter full mech/demon/beast compositions. It's a pretty difficult case and I don't how to fix it but currently murlocs are not much fun to play against.

     

    Posted in: Battlegrounds
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    posted a message on Why the f*ck wasn't amalgam fixed?

    To be fair, without Amalgam any mech, beast or demon build would be obliterated by poisonous murlocs later on. Do you really want that to happen considering murlocs are already a dominant strategy in the early to mid game stages? And now that the fish men received more viable support (who the hell thought that would be a good idea?) Amalgam is more necessary than ever. Still, I'd like to see it moving up to TT3 so it doesn't become a race of "who gets them first?".

    Posted in: Battlegrounds
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    posted a message on How Would You Balance Battlegrounds?

    Further suggestions: replace The Boogeymonster with Gruul and move the unit down to TT4 (seems more appropriate considering that Bolvar is TT4 as well). For now, Boogers gets outclassed by Crowd Favorite which is a TT3 unit.

    Add Floating Watcher as a TT3 or TT4 unit. It has synergy with Weaver and demons are lacking mid game support.

    Move Cobalt Guardian up to TT4, move Screwjank Clunker down to TT3.

    Also, move Nightmare Amalgam up to TT3. 10 ouf of 10 games everyone is trying to get them ASAP to buff their creatures up to the usual 37/52 with bubble, taunt and poisonous. One of the main reasons why Lightfang builds are so overwhelmingly powerful. The game shouldn't devolve into "who gets minion X first?" That way it's still accessible to counter the pure mech, demon or beast boards (which usually consist of multiple huge minions).

     

     

    Posted in: Battlegrounds
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    posted a message on How Would You Balance Battlegrounds?

    Jaraxxus feels especially bad to play or play against. If you know he's in the hero pool you might just buy all the good late game demons like Voidlord (which he is probably going for) on purpose. Considering that people would pick up multiple Wrath Weaver early on they are likely to be at low health at this point. And demons are like beasts, they become nothing but a huge pile of stats which tend to get destroyed by boards of mechs (say hi to divine shield), murlocs (say hi to poisonous) or menagerie (the ultimate late game strategy unless you're up vs. huge murlocs with all adaptations).

    AFK is annoying if she high-rolls on turn 3 but otherwise very manageable and since she needs to keep up with TT upgrades before buying additional units it could even lead to her going out soon enough.

    Pyramad, Gallywix and Wagtoggle are clearly underpowered and need to be rotated ASAP. Also, Sir Finley is basically a worse Brann so they might as well redesign him. Putricide is kinda cool if you get Cave Hydra quick enough but with the abundance of taunt minions with divine shield his power level decreases the longer the round goes on.

    Sindragosa is kind of a trap. Yea, you might obtain two largely grown one star units on turn 3 but that's it. During the mid game you don't want to freeze the minions, especially during those turns when you've upgraded the tavern tier.

    Regarding minion pool, some clearly don't belong in their respective tiers. It feels bad to see Ironhide Direhorn, Strongshell Scavenger and Mechano-Egg after getting a triple on TT4. On the other hand, if you're being offered Lightfang it's basically gg for the rest of the round which doesn't feel satisfying.

    Posted in: Battlegrounds
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    posted a message on Rotate the bye

    Crowd favorite dies easily to any poisonous minion, it struggles due to the same reason why no one picks demons = they become nothing but a big pile of stats. Also, the Cobalt/Menace strategy is nice IF you get them early on but if you're like TT3-4 and they never show up it's basically gg.

    Regarding Menagerie, they're about to nerf Lightfang soon so hopefully this route won't be as oppressive anymore. During one of my last games I had a board with a level 2 Lightfang and multiple Murlocs (plus a 90/90-ish Amalgam) with bubble, poisonous + huge stats. Guess what? Still not enough since my opponent went for the same strategy just with a level 2 Brann applying Windfury + Deathrattle on top of my adaptations.

    Watching that was ridiculous and made me remember how broken Mechs would be if there weren't any poisonous minions. Ah well, the mode is still in beta so there's hope for it.

    Posted in: Battlegrounds
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    posted a message on Rotate the bye

    Can we please get rid of Murlocs or revert the buff? Everyone and their mom is trying to get the same stuff and if you went for another route you might as well concede just because of how easy it is to stack them with loads of stats, poisonous etc.

    Okay, it might be because of how little diversity this game mode offers. But it's very annoying that you're basically forced to buy specific minions to keep up with your opponents or kiss your ass goodbye. I stopped counting the number of games where I've been offered few to zero Murlocs early on only to get annihilated by everyone else who went for them.

    Posted in: Battlegrounds
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    posted a message on 15.2 update
    Quote from Motions >>

    This change was long overdue. I'm glad it happened now.

    That change should have happened more than a year ago when Odd Paladin was somehow allowed to play with Sunkeeper Tarim and/or Tirion Fordring almost each game even though it had no business doing so... whatever, better late than never.

    Posted in: General Discussion
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    posted a message on Discover - It should be nerfed

    Finally! No more Frightened Flunky regularly multiplying itself or Omega Assembly into Omega Devastator. Also, the discover hero power from Dr. Boom should be affected as well, right?

    Posted in: General Discussion
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    posted a message on Quest Shaman and Mind Control Tech

    MCT was certainly unhealthy in regards to Arena, thus rightfully banned (although I still ran into a handful decks which had him some time ago)

    But when it comes to Constructed I don't think the card is as problematic, unless you're playing a Midrange deck but then again you know you're up vs. Quest Shaman and have to expect that MCT is going to come down at some point. It's similar to Rat Trap, can be as punishing but also as easy to play around. As other people already said, if you're playing quite aggressive decks such as Token Druid, Zoolock or Murlocs you wouldn't even care about one or two minions being stolen. Just summon a couple more and kill your opponent.

    Posted in: General Discussion
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    posted a message on About 16 Packs in Tombs of Terror Deluxe Bundle...
    Quote from Scorpyon >>

    You do at least get the legendary straight away.
    Unfortunately for me, mine was the Mage Quest... Booo....! lol

    That's pretty unlucky, mine was Siamat FeelsGoodMan

    Even if the packs don't contain any other useful leg, that alone made up for the purchase.

    Posted in: General Discussion
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    posted a message on RIP Warrior and Mage

    Obvious clickbait and a very poor attempt on top of that. Why do people still fall for this guy, remember BeansYoo or whatever he was called?

    https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/233053-meta-tier-list-is-out#c1

    https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/233562-hunter-is-king-of-meta-again#c1

    etc.

     

    Posted in: General Discussion
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    posted a message on gasping for air as I laugh and laugh

    Then I'm wondering why you're so eager to defend Control in general. You're pretending to play Hunter which usually makes for quick games so why do you act like some sort of mastermind, trying to enlighten the sheep how they refuse to play grindy, tedious games vs. the evil incarnate?

    If you're really unable to see why a 7-mana card which massively increases your win rate by showing up in your opening hand/after the mulligan is not healthy in regards to the overall cards balance then I'm sorry, but you have to be a troll. You said yourself that Lunas at 5 creates lopsided games due to mana cheating. These numbers are measurable, so why do you ignore that the same holds true for Mad Genius? It's not that we, the people who complain about Boom and the repetitive, long and boring games want to go back to the days of Pirate Warrior. Jesus Christ.

    Posted in: General Discussion
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    posted a message on Luna's Pocket Galaxy issues
    Quote from MoonUnit >>
    Quote from Scorpyon >>

    I find the problem doesn't seem to be getting LPG on turn 5. Being a legendary card, the variance of this should be pretty low - a bit like getting Keleseth back in the day. It's likelihood of being bottom of the pack kept it balanced.

    For me, the real problem right now is this card:

    Especially since you can put two of these in your deck, it raises the chance of getting an early LPG HUGELY - having tried it, I tend to see LPG in the list a lot of times.
    For me, this is the card that is the cause of the real issues with Mage, not Luna's.

    I totally understand where you're coming from with this suggestion, but I'd argue that Luna's is most certainly the problem card when players are tempted to run two copies of Vulpera Scoundrel just to increase their chances of getting it by turn 4 or 5. Scoundrel is a semi-decent card in its own right but generally speaking its just a filler for Highlander decks, since its not particularly synergistic with any specific strategy (other than Quest Shaman) but is just about better than the average unplayed 3 drop. The fact that a card with such a mediocre power level is being run in pairs because it can find Galaxy (this is even worth doing despite making the actual Galaxy in your deck a dead draw) speaks volumes to Pocket Galaxy's power.

    The comparison to Keleseth makes sense, but the fact that he was a 1 of didn't balance him in the slightest, it just made his ludicrously lopsided effect less consistent - This did not help the millions of people who had him dropped on turn 2 against them - cards with this high a mulligan win rate simply should not exist. No one wants a game to be decided by a single card drawn by turn X no matter how rarely it happens.

    In summary, both Prince Keleseth and Luna's Pocket Galaxy unfairly punish your opponent simply by appearing in your opening hand/mulligan. Whether this happens in 25% of games or 35% of games, or even just 5% of games it still is not acceptable for a game become so lopsided based on drawing one specific card. Luna's has a 70 (SEVENTY) percent mulligan win rate, realistically no card should be that high.

    This. Two days ago I tried to explain the same to someone while I was watching Firebats stream. The first responses (mind you, it's Twitch chat) were along the lines of "said who?" ... "CoolStoryBob" .,. "who are you to decide that legendary cards shouldn't have such a high impact?"

    I guess some people are just idiots who are okay with clearly unbalanced card design or they even prefer cards like Barnes to be able to highroll into victory. As you said, no "5 mana, do nothing" spell should be able to drastically improve your win rate just by showing up in your opening hand, similar to Dr. Boom which shows comparable stats. In regards to Keleseth, I loathed that card so much that I refused to spend dust on him. Yeah, might have costed me some ranked stars by not being able to play some of the Spiteful abominations but I didn't want to support such terrible card design.

    Posted in: General Discussion
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