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    posted a message on Luna's Pocket Galaxy issues

    I'd rather see LPG or Conjurer's Calling nerfed than the small spells and cards like mana cyclone personally. I have the mage quest and built a passable deck around it, a low winrate but high variability/ amount of shenanigans in games kind of deck. Losing cards like Ray of Frost, Sorcerer's Apprentice, Elemental Invocation, and Mana Cyclone would effectively kill that deck and, imo, Raid the Sky Temple off completely.

    Honestly it feels like Conjurer's Calling is maybe the problem card couple with Mountain Giant having the elemental tag but increasing LPG to 6 seems fair given them high drawn winrate it has. Of course if you go that route you obviously have to nerf the Boom hero card as well to keep things fair.

    Posted in: General Discussion
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    posted a message on Help - Highlander is killing my love of the game

    This smacks a little of someone who has spent too long relying on Hearthpwn to build decks for them and has forgotten how to do it for themselves. There's a ton of options out there to come up with a deck that does what you want right now. Want to specifically dumpster highlander? Hakkar and/ or bomb warrior are your friends. Want quick games (outside of pally/ warlock)? Come up with an aggro/ midrange hunter that works for what you're up against or try murloc shaman. Want something new and interesting? Try out any of the quests you haven't used yet (except the paladin one, that one's lame af). Something with a high winrate? As of right now quest druid has a 65% winrate on metastats. Something with extremely varied games? Burgle rogue is still a big ball of shenanigans. Or if that's not novel enough how about trying to utilise some more tricky cards like Mogu Cultist or Desert Obelisk in some way.

    My personal recommendation would be small spell/ quest mage, I'm finding it extremely entertaining even if it isn't super powerful. The list I'm running has about 10 minions primarily for value generation when you cast spells (plus Sorcerer's Apprentices) and then the rest is cheap spells which makes it very possible to set up some absurd swing turns with a little planning. The options are out there, you just need to decide which aspects of HS are most important to you and focus on decks which play to that or, if they don't exist, try experimenting a little and making something of your own. We're too early in the xpac to assume all the best decks have already been found/ perfected.

    Posted in: General Discussion
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    posted a message on How was your Pack opening?

    2 legendaries in 40 packs is ok except they were Reno and Armegadillo so pretty unlikely to use those. 7 epics is alright except 2 of them are basically unplayable and, as is tradition for me, I got the same one 3 times - Blatant Decoy.

     

    So ultimately not enough viable/ interesting options to bring me back to standard and not much I'd be interested in adding to my favourite wild decks. Pretty disappointing.

    Posted in: General Discussion
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    posted a message on New Card Revealed - Desert Obelisk

    Why fix the actual problem when you can fill packs with unplayable garbage instead.

    Even if this was their goal why not make a minion with a good battlecry and poor stats so people might actually use it? Or better yet a significant deathrattle drawback so if you Conjurer's it there's a cost (e.g. Bomb Squad). Instead we get a card which, absolute best case, might make for a mildly entertaining 15 second Trolden clip once.

    Posted in: News
  • -1

    posted a message on 10 New Classic Cards, Vanish & Mind Blast to Hall of Fame

    So as I see it out of the 10 new cards we have 6 that will see no play from like rank 18 onwards (including several which are just awful at all ranks), 1 that might fit in small spell mage (although tbh it's probably too weak), 1 rng fiesta, 1 passable tech card, and Kel Thuzzad 2.0.

     

    Honestly better than I expected, there's actually 2 whole cards there I'm excited to see in action. Rogue losing vanish is pretty huge though, guess that class will be sitting out at least the next few months.

     

    No changes in wild (while trying to push wild packs on people) is pretty disappointing. Snip Snap is clearly going to be a longstanding issue there.

    Posted in: News
  • 1

    posted a message on What do you think about this?
    Quote from SlydE >>

    *Site closes* = outrage

    *Site will continue with new people* = more outrage

    Sorry, I don't get this, even though the story of the Fluxflashor/Curse/Fandom relations, a potential site takeover and the launch of his Flux' own site is a very long and complicated one.

    You can say whatever you want about lacking support from Curse and how the activity of this site has gone down for the last few years, but the truth is it is that these forums are a goldmine of hearthstone history with several heavily invested users, like myself.

    I can see nothing negative about this site continuing, and I am more than willing to give the new staff a chance.

     I mean if you want to ignore context and the way they treated people who actually put the work in to make the site what it is then yes, Hearthpwn staying up is an entirely positive result.

    The reality is that the way it's been handled is shambolic and disrespectful to many, especially Flux. When he found out Curse was dropping Hearthpwn he tried to buy it but was told it wasn't for sale so he set about making a replacement site for the community to move to. Not only did they then turn around and sell to someone else after OOC was up and running but they even prematurely removed his admin status here for some minimal advertising of that site (before he knew Hearthpwn would stay open and the 2 sites would effectively be competing).

    I'm sure some will say that's Flux's problem and not the userbase as a whole but realistically it's impossible to ignore the damage Curse's shite handling of all this will actually do to not just Hearthpwn but also OOC. Now the community will be split between the 2 sites (with the most experienced staff moving to OOC). Yes it's better than Hearthpwn closing but had they got their shit together they wouldn't have lost a chunk of the userbase and most the people who actually made the site what it is. If this site was deemed not commercially viable before how much better off will it be less a whole bunch of users and experienced moderators? OOC will of course have a significant uphill battle keeping up with a more established site - a site they pretty much made popular and were expecting to provide a replacement to rather than compete against.

    It'd be great to see both sites prosper it really would (and I intend to visit both for the time being) but as of right now it seems just as likely they'll both be forced to fold within a year or two.

    Posted in: General Discussion
  • 0

    posted a message on The 207th Brawl Spectacular! Rise of Shadows Pack Reward
    Quote from Dacr0n >>

    Is it just me or is cloneball way outclassing the other ones?
    you get free discount on mostly big minions.

     Oh yeah for sure. Best one is getting Barista - get 2 copies in hand and turn 3 onwards you can fill your board with 4/5's for free constantly, can't imagine any other brawl beating that under any circumstances.

    Posted in: News
  • 1

    posted a message on Reckless Experimenter Nerf Coming June 3

    Boy the designer of this card must have some paper thin skin if the whole design team agreed to ruin a fun fringe card from an old set that's caused 0 issues instead of just changing their unreleased and clearly problematic new card.

    Pre-emptive F for mechwarper as well since that's blatantly getting nerfed to keep somebody's precious child "balanced".

    Posted in: News
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    posted a message on Reckless Experimenter Nerf Coming June 3

    Not to mention how devastating it will be in wild. Every class had the potential for turn 7 (6 with the coin) infinite stats or an OTK if they have a single mech on board by playing mechwarper, faceless, mechwarper into infinite Snip-Snaps.

    Cards like this in the past (i.e. limited time gimmes) have been gimmick-y fun, idk why they feel like this one needs to be powerful enough to break multiple pre-existing cards.

    Posted in: News
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    posted a message on Dalaran Heist is a bummer

    I can't decide who is funnier here - the people beating the "hearthstone is dying" dead horse as hard as they can or the people who think "don't like it? then quit the game" is a valid counterpoint rather than an ultimately quite damaging stance for any game to take.

     

    What I can say is that there's precious little of value here for people deciding if they want to invest in this adventure. As someone who generally loves the solo content and actually bought every solo expansion to date with cash I was very underwhelmed by the first wing. I was really hoping people would have some useful feedback on if the second wing is an improvement worth paying for or just more of the same.

    Posted in: General Discussion
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    posted a message on So...Crystology...

    Yeah this is the only buff that immediately strikes me as being likely to get reverted. They literally just nerfed a rogue card because "3 mana draw 3 was above the power curve" and 1 mana draw 2 is way better than that. It's insane in any otk paladin as it draws more draw, it's insane in aggro paladin as a very cheap refill, likewise for odd pally now, it's good in secret paladin for hitting secretkeeper, midrange paladin can use it to thin hit value cards like stonehill or pull Kangor to save themself (or even just thin early game out the deck). 

     

    There's just a lot of ways, in any play mode, that 1 mana draw 2 is going to be good. Not only that but they have to even more careful of printing powerful paldin minions with 1 attack. It would have been better to throw an extra hp on annoy-o-module in place of this buff imo.

    Posted in: General Discussion
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    posted a message on Is SN1P-SN4P too good?

    Idk about standard but it definitely is in wild. Besides reckless experiment being busted with you could also get a third mechwarper (faceless, simulacrum, cube, brann + Zola, Floop, there's a whole bunch of ways to do this) and it becomes a 0 mana echo card. Either OTK your opponent if a mech sticks or just play literally infinite stats on board for your opponent to deal with.

     

    Nice to see the dev team still give 0 shits about wild balance.

    Posted in: Card Discussion
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    posted a message on How will Blizzard inevitably nerf rogue?

    Prep and Leeroy are the only cards I can see getting nerfed realistically. Leeroy is just too good in Rogue and Prep is potentially 50% better than innervate was before getting hit by the nerf hammer.

    That said I don't think rogue's a serious issue right now, not in the way the top decks of the past 2 years or so were. I think those cards' days are probably numbered just because they limit design space but it's nowhere near as bad as the first post makes it out to be (yet) and for the first time in years I'm actually optimistic Team 5 will step in before people do get burned out over it.

    Posted in: General Discussion
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    posted a message on Calling for Nerfs

    I think you've hit the nail on the head for what makes the deck viable. Having a 'Death Knight' (yes I know that's not actually what they are but it's convenient shorthand) makes your late game so hard to compete with.

    I do also think it's fair to say the RNG of the deck and Blastmaster Boom are probably factors. Even this early in I'm sure a lot of people have died to unlikely chains of bombs off the top of their deck and any game where Blastmaster gets played on 7 and summons 6 bots is pretty much a guaranteed win (even moreso if those bots have rush).

    All that said I've not played enough to get fed up of these issues yet but I am slightly worried that the meta is looking like a whole lot of the same warrior deck, some rogue, and then fairly limited amounts of other classes within days of the rotation. Fingers crossed more viable decks (that counter bomb warrior) gain popularity and even things out.

    Posted in: General Discussion
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    posted a message on So team 5 how about that Barnes fix??

    Being realistic Team 5 don't care about high roll cards insta-winning wild games. Case in point they just released Thekal - you think Barnes in big priest is bad, try losing to turn 2 coin Thekal double molten giant.

    Wild exists because standard's kept fresh with card rotation meaning every year most players lose 3 expansions worth of cards from the pool they actually use (since most players don't bother with wild). Rather than give dust back for those cards (which is realistically not viable for the game long term) or frustrate players by having their content straight up disappear they went with a token effort to keep those old expansions in the game. That's all wild is right now - a token effort.

    Posted in: General Discussion
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