I like removing Millificent. Very simple and striaghtforward hero that drove too heavily into one playstyle
- Benom2207
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Member for 4 years, 5 months, and 7 days
Last active Thu, Mar, 4 2021 02:56:57 -
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BombLobster posted a message on Battlegrounds Balance Changes - 4 New Heroes - 4 Old Heroes RemovedPosted in: News -
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Joker_2k19 posted a message on Battlegrounds Balance Changes - 4 New Heroes - 4 Old Heroes RemovedPosted in: NewsThey should have moved Amalgam to tier 3.
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freakin3 posted a message on Battlegrounds Salt thread?Posted in: BattlegroundsIf any mode is not needing of a salt thread it's this one. I've played this mode a lot so far, and can't remember actually getting frustrated. Where I am ready to go on a mass murder spree(slight exaggeration?) playing some of the other modes.
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onceupop posted a message on Best Response to AbusePosted in: General DiscussionI always respond with:
I used to fuck guys like you in prison.
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17Ducks posted a message on Zephyrs The TrashPosted in: Card DiscussionOmg, here we go again...
*When Zephrys doesn't give you 11gamage Pyro
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TheBlastedTower posted a message on Conjured MiragePosted in: Card DiscussionBone wraith is better.
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LardLad posted a message on Bomb Warrior is killing the fun of the gamePosted in: General DiscussionI just hate the fact that against aggro you can play taunts or heals. But against bombs you really can't do anything other than hope that you don't draw the bombs.
Play Hunter and save Tracking until after some bombs are in your deck, then you have a good chance of discarding one or two.
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From 20-25 games since update -
The real problem is the rotation - I almost never had 4 opps in 4 rounds, and mostly had 4 rounds same two opps while 7-8 players.
Rafaam is the only hero I noticed not missing a single game (top 4 about 2/3rds).
Mostly mechs beat fish, fish beat demons, demons beat mechs, had the reverses as well but more rarely where draws were on par level (tt4 and up). Beasts depend on their +6 attack and rat pack.
No amalgam was a Good change, and with seer at 3 now dropping the murloc count, demons having no tt4 or any real support from tt6, the only non-balance I see is mechs not being hurt rather than cobalt sent to tt4.
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No hate from me, just this
:D
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I reached around 800, got AI into fatigue, then AI dropped two 76/76s so I busted it for another 100 dmg with no defense left, and that was with last expension's Standard Quest Token Druid, with the treasures were the 5-dmg mech with 4 more 1/1 copies that shuffle, I couldn't be fatigued. The 2/4 that stole two Archmages (Duplicate) was the real treat.
Fun? Yes, but to what end? 30 dmg means the same as 900, just cap it somewhere. Or at least give some extra for winning (30 dmg) with all 9 heroes.
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I saw people win with the lowest tiers while wiping the floor with me at the finals while I have a tier 1 or 2 hero, including AFK... though I won and made more t4s with her than any.
I accidentally gave up 1st turn once, ended 2nd with the gold coin for 1, and if combat went otherwise, I'd win (we both were under 5 life). So first round isn't meaningless, but it's not all that.
AFK needs no tweek, it has midgame advantage without basic minions like 2/4 taunt, 2/3 pumping murloc, etc., while AFK almost must upgrade tavern on 3rd meaning not always having synergy or getting good 3&4 and chasing their tribe. It's not a guaranteed top 4, late mid game can be extremely tough.
Nightmare Amalgam needs to go, while the Curator should remain as is, as the 1/1 is a nightmare enough. Everyone inc. me just gets one no matter what, pump it with annoy module and murloc poison. Nerfing to tier 3 alone won't make the cut without adding a sufficient amount of t3 minions.
Ragnaros is plain stupid - the 8 dmg x 2 moves us to late mid game (before top 4), but then its ability costs 1 too much. 3 dmg x 2 in 1 gold is better for DS and 3/3 beast buff/demon dmg at those points, but there's 1 dmg to all in 1 that beats them both in mid and late game quality.
Hell, we need more versatility - stupid vanillas with tribe to nerf the pool, minions like cruel taskmaster to decrease 1 health instead of damage, and please, SOME spells. I love the secret hero, Ice Block and Doubling are alone worth it and are a challenge.
There'd always be power differences, and I manage the passives much better, but minions' tiers are lacking and 4-cost from the DR Mech are too often the same.
I'd add a hero that changes attack/health each combat (while handling them regularly in tavern);
Hero that has the first minion attacked deals only 1 damage or zero (temp buff, not like the DS);
Hero that when upgrading tavern - get a card that costs 4 (maybe 3 or 5) = get a duplicate from a minion you have on battlefield. Meaning 5 cards only, but a powerhouse.
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After 4 t4 in last five, Beasts and Mechs are almost incomparable in strength, so I like the Murlocs getting buffed. Except Nightmare Amalagm not going to tier3 and Elise's card costs 3 (which is silly, because it's regular buy without refresh, should cost 2), the changes are nice. Also, I reckon we need some tech non Tribe minions so Tribes won't be the only game in town.
What I'd like to see is Babbling Book or Blink Fox with relevant text like 'add a random [class (optional) card/spell/minion] with original (not tier) cost per your/opponent's tavern tier [and/or] their class'. At tier 3, I guess they should be fine, at tier 2 I'd do between 0 and tavern tier.