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    posted a message on Risky skip Warrior

    The Boomship to summon Malygos and Mecha'thun. Then cast an Inner Rage for 6 on both and Whirlwind to kill them off.

    Posted in: Risky skip Warrior
  • 0

    posted a message on Solo Adv. Lack Luster
    Quote from N0Sp00n22 >>

    I guess my opinion is "wrong'' because I'm actually enjoying the solo content. 

    I have to agree w/ bouncyknight though.  If Blizz creates a linear adventure, it sucks.  Then they give us Dungeon Runs.  Those suck too...give us back our linear adventures.  Okay...here you go.  Yeah, these linear adventures are crap too.

    I have to admit that I do work for Blizzard enjoy solo content a lot!

     

    What you have to realize is that it's not usually the same people. The fan base isn't a hive mind. It's just that disgruntled people go out of their way to complain while content people don't feel the need to say anything. Whichever group is unhappy is the group you hear.

    I'm sure there are a few people who irrationally refuse to be satisfied, but that's a serious minority. For the most part this is just how the internet works.

    Posted in: Adventures
  • 0

    posted a message on Solo Adv. Lack Luster

    It's pretty lame. It's not that different from the old school solo adventures. Just instead of slamming through with a ladder deck you do it with the preassigned decks. The preassigned decks themselves aren't very interesting. Neither are the opponents. It's too easy on normal mode and I dont care enough to go through it a second time on heroic.

    It's kind of sad. In my opinion, the last 2 solo adventures were the best yet. They added a lot of cool stuff between all the unlockables, the signature treasures, the tavern, and the anomalies. I didn't mind going through it several times on both normal and heroic to get the senior explorers because it was just really enjoyable. Now they've gone back to how it was even before dungeon run. Why? So they can tell a story they've failed to make us care about.

    Posted in: Adventures
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    posted a message on Weekly Card Design Competition 10.20 - Discussion Topic

    This needs some toning down. As long as it gets to the second form by the time it's played, it can kill 1 minion per turn for just 2 mana. Plus it heals, has spell synergies, if there's no targets you can stock up on removals. That's way too efficient for a hero power. Imagine how bad that would feel to play against. Every turn your opponent can just kill your biggest minion. Don't bother playing singular minions because it does nothing. That's without mentioning things like poisonous fan of knives. If I were you I would remove the poison entirely. Maybe make the second form give spell damage + 1 or something.

    Posted in: Fan Creations
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    posted a message on Current state of the meta

    The thing about that definition is that it's muddy to the point of not being useful. You're essentially saying "this card offers more than you would expect for its mana cost." But the thing is, all cards that see play are good for the cost. That's why they see play. If so, where do you define that line? Is Dwarven Sharpshooter mana cheating? It's a 1/3 with a significant upside, and Crystallizer has seen play in decks where it's text doesn't matter. Doesn't Sharpshooter violate the standard set by Crystallizer? Isn't that mana cheating?

    The issue with your definition is that either a) "this card mana cheats" is just another way of saying "this card is good," or b) there's some made up line or numerical value where the card becomes mana cheating. Even if you draw that line somewhere, it just changes "this card is good" to mean "its very good," or "overpowered." That's a useless term right there. A buzzword people use to sound smart. The way I defined mana cheating actually means something. It breaks the game by allowing expensive things to come down before they normally could. It causes problems for a specific reason, that at that point there's little or no hope of beating it because it was designed to come down later. 

    You can define it however you like, words have the meanings we give them, but the way you're defining it kind of misses the point. It's just another way to say "this card is good," and you tack on some numbers and comparisons so you can prove it. 

    Posted in: General Discussion
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    posted a message on Current state of the meta

    Your definition of mana cheating is very loose. From what I can tell, your definition of mana cheating is any card that puts out more value or stats than a typical card of the same mana cost.

    How I understand mana cheating is that it's a mechanic that lets the player play a card earlier than that card was designed to be played. It causes problems because that card was designed for when the opponent has more mana for removal or a bigger board to contend with. Plus, high mana cards run the risk of being dead in hand for a long time. Mana cheating lets cards get around those factors. A 9 drop is much stronger against an opponent with 5 mana and a few early drops than an opponent with 10 mana and a bunch of 5 and 6 drops. So much stronger that it leaves the opponent feeling hopeless, and like they want to quit this god forsaken game.

    A good example of mana cheating (imo) that people don't normally think of is the old Innervate Vicious Fledgling combo. Flappy bird is a 3/3 for 3, which means it's supposed to be played on turn 3. By that point, the opponent has had time to develop minions and draw removal to kill it. That's fine. But when flappy bird comes down on 1 thanks to innervate, the opponent has drawn fewer cards, has a weaker board if any at all, and fewer mana to cast removals with. Flappy bird on 3 is easy to kill. Flappy bird on 1 is almost impossible. And then it hits windfury, or at least some protection from removal so you still can't kill it, and it wins the game from there. Nobody got to play a game. One player drew the right cards and the other player died.

    That's why I don't consider Galakrond, Dragonqueen, etc., mana cheats. They were meant to be played when they are. They're just very overstatted for the cost. Blizzard wanted people to feel good when they play the card they built their deck around, so they make those cards extra powerful. That's what a payoff is. Now, is galakrond good design? No, he's bullshit in every scenario, but he's a different kind of problem.

    Posted in: General Discussion
  • 0

    posted a message on New Warlock Card - Fiendish Servant

    Not convinced it's better than battlemage for the sole fact that it's a bad turn 1 play vs. rogue. It dies to hero power and accomplishes nothing. Seems like a good card but not insane.

    Posted in: Card Discussion
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    posted a message on What are your thoughts about LoR

    I think it's really smartly designed. It takes a lot of the good aspects from other card games and combines them into a nice f2p friendly bundle. One thing that really struck me was the draft mode. Normally in card games draft decks are all very similar. Everyone's just trying to curve out. Everyone's playing the same thing, and that thing isn't very complicated, which makes matches kind of 1 dimensional. I know a lot of people like it, but it's just never appealed to me. But in LoR, the drafts act like Dungeon Run, where you're offered different synergistic buckets. I've drafted 2 decks and both times I got something interesting and unique to what my opponent was playing.

    As someone who refuses to spend money on these games and doesn't like typical draft modes, having this version, where I can play something that suits my tastes until I get a collection built up, is really nice.

    Posted in: Other Games
  • 3

    posted a message on What powerful class makes you the most and least unhappy?

    The decks that really bother me are freeze mage, big priest, and control warrior.

    Freeze mage has been dead for awhile now, since Ice Block rotated, but it always sucked to play against. They just ignore the board until they can kill you over the top. You just throw everything you can at them and either you get there or you don't. It sucks. 

    Hard control warrior sucks to play against too. They just take forever to kill you, and there's something soul-crushing about playing stuff only for it to get instantly removed, while their life total just climbs higher and higher. Some variants are more tolerable because they run C'Thun or some other non-fatigue wincon, but either way I don't like it

    Big priest was the quintessential highroll deck. If they drew Barnes on 4 they just started pumping out unfair amounts of stats and there was nothing you could do from there. You tried, gg go next. Skull of the Man'ari and Luna's Pocket Galaxy when it costed 5 did something similar.

    Posted in: General Discussion
  • 1

    posted a message on New Rogue Card - Waxmancy

    There's around 210 battlecries in standard. The odds of getting either zeph or alex is ~3%. You dont run a card so it can be good 3 in 100 games. Battlecry minions on average are very weak.

    Yes, Primordial Glyph was really good but it had a much better pool and a lot more synergies. The pool was also much smaller so the odds of getting what you needed was very high. There's just too many mediocre minions and tech cards in the pool for waxmancy to be good.

    Posted in: Card Discussion
  • 0

    posted a message on Buff / Fix Lord Jaraxxus [Poll]
    Quote from C_A_W >>

    Velen is actually used in combo and otk decks, King krush is indirectly used now by hunters. So yeah, jaraxxus is really the most horrible one (at least in my opinion, but everyone has its own!)

    - Ale2200

    What OTK deck ? play Velen on 7 and hope opponent doesn't kill it, so you can Holy Smite or Holy Fire next turn ? Velen is literally the least played classic class legendary in the game. 

     

    I'm surprised you've played this game long enough to know about cube hunter but don't know about Gallery Priest or Razakus. Allow me to fill you in.

    Gallery priest wasn't as much a straight up otk deck, but it had the capacity to do so if things lined up correctly. The deck ran Velen for that reason. If you played Zerek's Cloning Gallery and hit Prophet VelenMalygos, and 1 or 2 Radiant Elementals, then you could easily kill your opponent with Mind Blasts and Holy Smites. You could also get the otk with Greater Diamond Spellstone. Again, the deck wasn't completely reliant on the otk, but it ran all those cards (excluding the elementals) specifically for it, and whether you consider it a proper otk deck or not it's still a meta deck that ran Velen.

    Razakus (Raza + Kazakus) Priest abused the interaction between Raza the Chained and Shadowreaper Anduin's hero power. At the time Raza made your hero power cost 0 instead. The hero power deals 2 damage and refreshes whenever you play a card, so making it cost 0 makes it kind of broken. Velen affects your hero power, so when velen gets on the board each card does 4 extra damage. Throw in Radiant ElementalMind BlastHoly Smite, and the fact that you can get extras of those from Shadow Visions, and the damage piles up pretty quick.

    Posted in: General Discussion
  • 0

    posted a message on Stowaway Pirate Rogue

    You must really not like secrets

    Posted in: Rogue
  • 0

    posted a message on Weekly Card Design Competition 10.19 - Discussion Topic

    Zerug seems far too weak to me. Moroes saw no play, and I think 2/2 with rush much later is actually weaker than a 1/1 immediately. I think the card could say "whenever a minion dies" and it wouldn't be overpowered. 

    Posted in: Fan Creations
  • 0

    posted a message on New Rogue Card - Skyvateer

    It's a good card. Better stats than loot hoarder. Some niche synergies, but none that seem super relevant to me. Might sneak into highlander rogue, might not.

    Posted in: Card Discussion
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