• 1

    posted a message on Mana cheating is the worst thing that has happened to the game

    As mentioned I think small amounts of mana cheating are ok when they come with some kind of requirement or drawback. For example there's a plethora of 5 mana 8/8s in HS's history with a drawback and cards like mountain giant only get particularly cheap when you meet a, typically inconvenient, requirement of some kind.

    That's fine imo, the problem lies in cards that give too big a benefit at too low a cost (cost referring more to something other than mana). For example Possessed Lackey and Skull of the Man'ari's only requirements were that you had demons in your deck/ hand and it was pretty easy to both strengthen their effect and mitigate how much you weakened your deck by only playing a few VERY powerful demons in the deck. The pre-nerf conjurer's calling could get 16/16 in stats out for as little as 6 mana depending on how many cards they played/ how much of their draw they found. Pre-nerf Luna's had the drawback of losing your turn 5 but unless you were against a fast aggro deck that's easily survivable for such a massive upside. Wild Growth could put you 1 mana ahead of your opponent for multiple turns for just 2 mana and a card from your hand. Mysterious Challenger could simultaneously get a 6/6 and 5 extra mana of secret value out for 6 mana as well as somewhat negating the negative requirement of having a lot of secrets your deck by thinning the 'bad' cards out for you.

    You might notice all of these examples have been nerfed with the exception of 2 because Blizzard also felt they were too strong. The other 2 either had counterplay available already (weapon removal for Skull) or they introduced a hard counter of sorts (Secret Eater for MC which even directly references it in its voice line). In fact the presence and power of Mysterious Challenger, at least imo, contributed significantly to the introduction of standard format in order to make maintaining game balance easier.

    That's all well and good but what about "mana cheat" cards that never saw any changes? Well off the top of my head I can think of a few that are in the game that people don't typically feel are an issue currently. I put the requirement/ cost in brackets after each one, I'm sure you can tell what's what.

    -0 mana 7/5 divine shield lifesteal rush (play 25 mana's worth of spells first)
    -7 mana 42/42 in stats (your deck and board must both be empty)
    -10 mana deathrattle: win (your deck, board, and hand must be empty)
    -0 mana 7/8 taunt (play 12 mana's worth of spells first)
    -1 mana draw 2, 2 mana 3/4 rush minion (have a card from a different class in your hand)
    -10 mana 5/5 battlecry: summon 60 mana's worth of stats (have 6 x 10 mana spells in hand)
    -2 mana 4/5 (this minion can't attack)
    -0 mana 3/3 taunt (have a weapon with 3+ attack equipped)
    -1 mana draw 3 cards (discard those cards at the end of your turn)
    -3 mana 2/6 taunt (discard your cheapest card or have no other cards in hand)
    -9 mana 8/8 deal 15 damage (your opponent must have taken no hp damage before playing this)
    -2 mana draw up to 8 cards (have 8 damaged friendly characters)
    -2 mana a minion deathrattle: summon a random 8, 9, or 10 drop (have a 7, 8, or 9 drop alive on board)
    -7 mana 4/4 battlecry: summon any 2 minions in the game (have those 2 minions in play and adjacent on your side of the board already)

    These are all effects that exist in the game at that mana cost but the important thing is that the drawbacks and/ or requirements are proportional to the impact they have. A 0 mana 3/3 taunt that typically comes out turn 3 or 4 isn't game breaking so it has a fairly mild requirement of just having a powerful enough weapon equipped (and if you don't do this it's just an extremely sub-par 4 drop). At the opposite end of the spectrum a minion with deathrattle: win needs serious costs and requirements so that's what it has.

    My point being that just because a card does more than it should for the mana you pay does not necessarily make it overpowered or gamebreaking. Arguably the deckbuilding side of Hearthstone is all about finding ways to have your cards work together to be more impactful than they normally would be. To broadly say mana cheating cards are bad and shouldn't exist is daft. Perhaps pick a more specific area of mana cheating or, better yet, highlight which cards you believe are an issue and maybe examine the similarities they have.

    Posted in: General Discussion
  • 3

    posted a message on No Legendaries in 41 Consecutive Uldum Packs?

    Ok well putting aside the possibility that you made a mistake (which is honestly probably still the most likely explanation) Blizzard did mess up once a couple years back meaning a small number of players missed out on legendaries from packs. They acknowledged this and compensated those players with dust but it shows it's possible for mistakes on their to happen.

    So my next best guess would be that you pre-purchased the upcoming expansion in that bundle which includes an Uldum legendary somewhere in the middle of those 41 packs. I could see that somehow messing with the pity timer (even though it certainly shouldn't) since an Uldum legendary has been added to your card pool even though it wasn't actually from packs. If that's the case it will likely affect others in the coming days/ weeks and it will be worth letting Blizzard know so they can fix it.

    Posted in: General Discussion
  • 1

    posted a message on My Humble Thoughts

    Interesting take. My personal feeling is that standard is better than it's been in ages. I've primarily played wild for a year, maybe 2, because I found the standard meta consistently had 1-2 utterly dominant decks that simply didn't get addressed but this xpac it's the opposite way round.

    Wild has taken some hits this year as far as balance goes (particularly Snip Snap and Vargoth which have both had a severely negative impact there imo) while standard has some decent quests and highlander deck options (both of which I like) as well as a lot of viable options in general and none of wild's balance issues. 

    Certainly I don't think it's accurate to there's only 4 viable decks right now. A few decks I've both enjoyed and had some actual success with include quest rogue with lackey generation/ togwaggle, regular quest shaman, quest mage (yes I actually had this working ok), and currently I'm on Zephrys quest shaman which I am really enjoying  (and historically shaman has been my least favourite class by far). But then there's quest priest, tempo priest, plot twist warlock, highlander hunter, combo paladin, quest druid, and Trump's highlander aggro paladin (which he was at top 100 legend with last I heard). Just an absolute wealth of options right now.

    Posted in: General Discussion
  • 1

    posted a message on Let's create a viable Highlander Thief Rogue

    First observation - you aren't running enough healing/ taunt to stop yourself dying to anything aggro/ zoo (or even just midrange with a decent start). I run a Khartut Defender in my more typical burgle rogue and the difference it makes vs hunter and zoo is colossal (although with Spellbreaker making its way back into the meta this may fade, Spellbreaker also being a possible inclusion for this deck). I'd also consider Bone Wraith as an option to slow down early aggression from opponents. Thalnos would also be a fair consideration if you're going to run Fan (Evis is probably also a good call in that case too) as Fan alone is very often going to be "3 mana draw a card" rather than board clearing much of what's out there (if you want a better board clear Blade Flurry is fantastic with quest online, practically Swipe with +2 spell damage plus nice synergy with Deadly Poison). I'd honestly just drop Cable Rat and Togwaggle straight up. It's typically going to be way too hard to actually play him and trigger the battlecry and cable rat is a pretty bad card without lackey synergy. As someone already said shark is probably a bit slow and without the lackey stuff it'd be even worse although I could see an argument for keeping it given how useful doubling 'thief' battlecries could be for completing quest, Barista Lynchen may effectively do the same job in some games and could be a good alternative, hard to say for sure though. Also Togwaggle's Scheme is actually a possible option if you want to really go hard after control warriors. Yes it turns Zephrys off but you should have played him well before scheming something (ideally Tess) so it depends if one mostly dead card against aggro/ midrange (mostly dead because it activates combo and get you more Zilliaxes) is worth it to dumpster slow control decks for wherever you are on ladder.

    Cards from your list I'd consider dropping; Cable Rat + Togwaggle for the previously mentioned reasons, Walk the Plank or Assassinate because Evis is better than both in most cases but keeping one in the deck to have more answers is sensible, Brightwing because FC is better and it's hard to justify running both, Spectral Cutlass has no business being in a quest deck (or any deck really now quest exists), and maybe Spirit of the Shark because it's one more slow card in an already slow deck but there's no denying how useful it is.

    Tl;dr - My suggestions would be:
    + Khartut Defender, Blade Flurry, Bone Wraith, maybe Thalnos (to make Fan more useful), Eviscerate, maybe Spellbreaker and/or Togwaggle's scheme depending on what you're up against
    - Cable Rat, King Togwaggle, Brightwing, Spectral Cutlass, either Walk the Plank or Assassinate depending on which performs worse, maybe Spirit of the Shark as it is very slow (could possibly be replaced by Lynchen for similar value).

    Posted in: Rogue
  • 1

    posted a message on Card Nerfs Aug 26th - Including Wild

    Yeah Vargoth is pretty egregious in wild, especially in priest with cards like eternal servitude. Personally I'm still annoyed about Snip Snap, that card gives any class a way to otk any hp total with just one mech on board from as early as turn 6 (with the coin) or, almost as bad, put infinite stats on the board and you can potentially do whatever else you want with 26/30 cards in your deck.

    Posted in: News
  • 1

    posted a message on RIP Warrior and Mage

    I can see warrior being pretty much fine (I'm not sure how relevant Boom actually is vs aggro, turn 7 do nothing is not something warrior generally has time for unless they're basically winning already). What it does do is make it never worth keeping in the mulligan which is good. I believe it was sitting at something crazy like 70% mulligan winrate before which is bananas for a 7 mana card that has zero immediate impact besides gaining 7 armor.

    I'm hoping they buff mage quest (either to a 1 mana hero power or to discover a spell rather and reduce it rather than adding a random one to your hand) because the core cards you want to run in quest mage are super fun but the quest's payoff just isn't good enough. It's actually the deck I've enjoyed the most so far this expansion but if I'm being analytical of it the quest has probably barely contributed to the wins it's pulled off with that hero power being more of an afterthought most turns (as opposed to something you want to get value out of every turn you can like all the other quests).

    Posted in: General Discussion
  • -8

    posted a message on Card Nerfs Aug 26th - Including Wild

    That Barnes nerf seems pointless honestly. Adding one turn to the clock is great if you're in a meta where aggro exists but so few people play aggro in wild because a) it's boring compared to the alternatives and b) there are SO any anti aggro tools available in that format so realistically it probably does nothing.

    It would have been nice to see it instead changed so that the 1/1 can't be ress'd (since only res priest really abuses this card) or to "summon a 1/1 copy of a random minion" (i.e. not one from your deck). That said wild is a bit of a shitshow right not and Barnes only carries some of the blame for that so I guess it doesn't matter much.

    Posted in: News
  • 2

    posted a message on I predict Blizzard will announce another round of nerfs soon
    Quote from Birmill >>
    Quote from Trevolock2 >>
    Quote from NLbouncyknight >>

    yeah on you rank 50 nothing change 

     Rank 50? In Hearthstone? 

    Are you accusing him of being a low rank player that is ignorant because he doesn't agree with your opinion on the change? You do not know how much or how long he has played, or how good he is. You are just attacking him because you are mad he made a post complaining. 

     jeeez get down your high horse veronica

     Nah they're not on a high horse, it just looks that way because you're down in the gutter. Maybe try not being needlessly confrontational with people for a bit, see how that goes. Maybe also check your grammar before hitting send as well just to shake things up a bit.

    Posted in: General Discussion
  • 2

    posted a message on The direction the game has taken is wrong (imo).

    There's a lot going on here but one thing I absolutely do agree on is how bad these powerful high roll cards are for the game - cards which almost single-handedly net you a win if drawn at the right time. There's not much fun to be had playing as or against a deck which hinges on drawing one card to do anything.

     

    Keleseth was particularly bad for this, often fully deciding the game on turn 2 (or even 1 with the coin) and a shadowstep.

    Posted in: General Discussion
  • 2

    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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