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    posted a message on New Druid Card - Rising Winds

    Eh, I don't know what's so great about the synergy with Stalladris. The seperated effects would be 2 mana, draw a card (= worse than Novice) or 2 mana, summon a Bloodfen. Even if both copies had Twinspell, the effects are terribly weak. Power of the Wild is just way better and that card doesn't even see play outside of Token Druid atm.

    Posted in: Card Discussion
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    posted a message on Game Economy suggestions

    The game could do with some recurring rewards, similar to the packs new players earn on their road to rank 25. How about some gold or dust (or god forbid, a small number of packs) attached to certain rank milestones such as 20-15-10-??? Also, the event that temporary awarded dust in addition to gold for completing your daily quests should return more frequently. That would go a long way towards creating more incentives for people to actually play ranked mode instead of grinding until rank 5 for their monthly golden epic.

     

    Posted in: General Discussion
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    posted a message on Battleground Updates

    Shudderwock feels definitely more powerful than before but he isn't tier X or comparable ridiculous material. Yea, if you happen to get a bunch of Pogos early on you'll dominate for quite some time but other late game strategies (e.g. Murlocs or Deathrattle) don't peak that early.

    Patches can now play even more aggressive, Wagtoggle has great synergy with low attack-high health minions (also she might counter Zapp in case someone wants to snipe certain minions!) and apparently they found the sweet spot for Tokis hero power.

    Overall it feels quite refreshing, hopefully new tribes and minion tweaks follow soon!

    Posted in: Battlegrounds
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    posted a message on Battleground Updates

    Why is Rafaam not removed from the hero pool? The hero is just dumb, even if you try to play around the hero power he might accidentally steal your best minion (via Kaboom-Bot or Hydra) for friggin 1 mana. Also, can they please get rid of Jaraxxus and Millificent? In case those two don't get to acquire a sufficient number of tribal minions (in case of Lord J this hurts even more, since his opponents might just deny him most of the good demons by buying them) their hero power is basically useless.

    Apart from that Toki is very likely to return to top tier status. Not sure what to think about that, by far the best change is Selfless Heros fix.

    Posted in: Battlegrounds
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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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