The problem is that quillboars are all great. Each tribe has weaker and stronger pieces, but that does not seem to be the case with the boars.
Good cards need to stay though to make it work and keep it fun. I'd say the following cards should get hit:
Necrolyte: This needs to be removed. It makes cards that would otherwise be fine, most notably Bristleback Knight and Bonker, not to mention cleave effects and other divine shield cards extremely dangerous. Removing this makes it so you have to be very careful with how to spend your blood gems and makes quillboars as a whole weaker to divine shield and poisonous.
Dynamic Duo: Should gain only health. Maybe better stats to start but I don't think that is needed.
I'm not sure, maybe it's me, but I think the current meta is one of the worst. 8 out of 10 games are over in the first 4/5 rounds. I feel like I only play against aggro decks. They had a huge chance with the rotating cards and the new coreset.
Maybe it's just me... I just don't like stupid aggro decks where it doesn't matter what I play.
It used to have something to do with tactics...
If anyone has a good Hearthstone alternative for me, always welcome!
Greetings, a disappointed player
Theres something im not agree with you, the problem is not the game, the problem are the players, just like in most of actual games, theres a huge amount of players whos only motivation is to win quickly and eaaaaaaaaasy, just give me an autoplay aggro deck were i only have to play cards in "green" and throw burst to enemy face, no thinking = fun.
(Priest players are also eaaaaasy players)
If the game facilitates this without any incentive to not do this, the problem is the game though.
I would love to see a card like black vise from MTG that punishes large hand sizes.
You know, like Divine Favor? wasn't that a fun card. I think you shouldn't punish players for doing what is harder to do like having a big hand, or a big minion. The better solution is to nerf the op card draw cards
Having a big hand is usually not a hard thing nowadays, hence this thread. Also, for some reason, I forgot about Divine Favor. It's very funny, but this paladin card punishes big hands by usually drawing a lot, which is exactly what we are discussing here and shouldn't happen in the game. Using Divine Favor as a counter-argument feels a bit weird, don't you think so? :P
Exactly. Divine Favor punishes managing your resources well, not drawing. Hand size is not the issue. If you want to punish drawing, punish drawing itself. Shenanigans would be a good examples if it transformed ALL extra cards because of a played card of just the second one.
The charge treatment is to get rid of it alltogether. That's a big no for card draw obviously.
The real problem is that for a varied meta, efficient card draw should not be available to aggro decks or burn decks. And yes I do consider spell mage to be a burn deck. Think about this: In most TGC's the counter to aggro is control. You run them out of gas and you win.
Since aggro does NOT run out of gas in hearthstone, aggro IS A COUNTER TO CONTROL.
As is midrange.
As is combo.
Hearthstone is missing a very important archetype in keeping balance in check right now. And yes, it is mainly because of draw.
So how about they stop making cards that promotes playing cheap stealthed minions you can't remove
Or reward having a big ass weapon to go face with with free draw
The lack of interaction on an opponent's turn already gives aggro such a big advantage. Don't make it worse by giving them card draw. Instead give it to control where it belongs.
To everyone already playing this aggro shitbastard decks, especially the Murloc Shaman, I hope you suffocate on your own shit today.
Heres hoping you do as well
QQ
I am sorry that you are low IQ trash that needs to play aggro while you are still low MMR and nevber get legend even though it's easy as fuck now. Low garbage players should be eviscerated.
Are you clinically ********, you come across as very dumb. How short is your bus.
Some moron who whines and complains because things dont go his way. Idiot
Take a look at the title of this thread. You may figure out something important.
Anyway, it has been bullshit RNG after bullshit RGN all day. From a rogue getting exactly Eye of C'Thun for lethal to a priest getting exactly rattlegore from a Psychic Conjurer.
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Rock Master Voone + Zola the Gorgon
Turn 7, play voone, copy zola, play zola on voone to copy voone.
Repeat as often as you like. Infinite Nellie, the Great Thresher, Neptulon the Tidehunter, Ragnaros the Firelord, Zilliax or whatever non-naga tribal minion you want.
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The problem is that quillboars are all great. Each tribe has weaker and stronger pieces, but that does not seem to be the case with the boars.
Good cards need to stay though to make it work and keep it fun. I'd say the following cards should get hit:
These changes would still make the boars good earlygame, but much harder to outscale dragons and elementals with, which should NOT happen.
The early tier cards feel fine to me.
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So how are we liking these new quillboars in battlegrounds?
I like them a lot :D!!
SO OFFER THEM TO ME ALREADY BOB YOU LITTLE PIECE OF SHIT!!!!!!!!!!!!!!
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If the game facilitates this without any incentive to not do this, the problem is the game though.
1
Played kitty in battlegrounds.
Worked my butt off to get a build without any help from a hero power.
Managed to get second.
So why am I salty?
BECAUSE I DIDN'T GET ONE FUCKING MINION I COULD ACTUALLY USE!!!
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Exactly. Divine Favor punishes managing your resources well, not drawing. Hand size is not the issue. If you want to punish drawing, punish drawing itself. Shenanigans would be a good examples if it transformed ALL extra cards because of a played card of just the second one.
0
The charge treatment is to get rid of it alltogether. That's a big no for card draw obviously.
The real problem is that for a varied meta, efficient card draw should not be available to aggro decks or burn decks. And yes I do consider spell mage to be a burn deck. Think about this: In most TGC's the counter to aggro is control. You run them out of gas and you win.
Since aggro does NOT run out of gas in hearthstone, aggro IS A COUNTER TO CONTROL.
As is midrange.
As is combo.
Hearthstone is missing a very important archetype in keeping balance in check right now. And yes, it is mainly because of draw.
The lack of interaction on an opponent's turn already gives aggro such a big advantage. Don't make it worse by giving them card draw. Instead give it to control where it belongs.
Something like:
3
AOkay, I think I have found a deck that is actually fun to play!!
Renew
Circle of Healing
Auchenai Phantasm
(optionally Embrace the Shadow, but it is worse)
It CAN beat druid, shaman giants a lot of the time.
It also beats flurgl + toxfin
And best of all, it actually has a card with the word discover in it!!
1
Firemancer Flurgl + Toxfin + Lightning Bloom beats most minion strategies. especially the fast ones like patches and giants
1
Every time my opponent plays Lunacy on turn 4 I go "Well, I guess I win then"
Very different experience from before. Only once did a mage actually recover. And that involved getting Skull of Gul'dan.
I've been playing spell mage without it and I feel that is waayyy better.
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Did you know? You are allowed to put minions in your mage deck.
Demon hunter was not looking forward to 5 damage AOE and face every turn. Maybe he shouldn't have aimed all his resources at my face?
(By the way, I beat two face hunters with this deck too. Maybe it's actually good?)
2
Better to change the spells into ones that cost 2 mana more instead of 3.
0
All I can say is the card has beaten me over and over playing control warrior.
1
Getting an early nomi in battlegrounds and Then 0 elementals in 7 fucking Rolls has to be the worst gaming experience out there.
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Take a look at the title of this thread. You may figure out something important.
Anyway, it has been bullshit RNG after bullshit RGN all day. From a rogue getting exactly Eye of C'Thun for lethal to a priest getting exactly rattlegore from a Psychic Conjurer.