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    posted a message on Is it Worth It to Disenchant Wild Cards for Standard?

    Played wild for a short period of time because I really like to deck experiment, and realized that i'm better off focusing solely on standard since Blizz focus more on balancing standard, while wild is probably going to remain just that, WILD! Anything is possible in wild, and if you enjoy seeing what new ways you can create a deck

    I don't have much interest in seeing what old cards would work with the latest cards in every expansions. Sure it's a different kind of fun, and a way to unlock my mad scientist ideas, but when some decks in wild will probably never go away, it's more satisfying to just work on trying to do what I do in standard since Blizz puts more focusing on trying to balance that format, and new cards come out every 2 years.

    Duels is just wild with custom cards introduced. Not very appealing to me. Again, a different kind of fun.

    Wild and Duels imo seem more so modes you play when you want to get away from standard. In that case, I'd rather go to BG's, and enjoy the variety of ways to play with each hero.

    Therefore, I just DE certain cards(epics, goldens, and legendaries mainly), and put my dust into standard. Any cash or gold I put into standard just becomes a sunk cost after rotations that I try to recoup via dusting, and move on with life. It's like going to a bar/club, and paying a cover and buying overpriced drinks. You'll never get that cash back, but at least you had a good time and enjoyed yourself hopefully. Sometimes you just want to do what makes you happy no matter the cost. That's life 101.

     

    Posted in: General Discussion
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    posted a message on Anyone else feels sad wild is treated the way it is?

    Many have already harped on it already, but it's just too many synergies and combos for Blizz to care about wild. Wild is just supposed to be a "fun" mode for people that want to experiment with crazy combos and synergies. It's supposed to be a deck builders paradise to experiment and play mad scientist in HS ala MarkMcKz on YouTube.

    That guy is constantly finding odd stuff that works in Wild. Because of that, they have zero interest in completely balancing the format. They leave that up to us to find "balance" in the format. Right now there's probably some wacky combo/synergy out there that no one or very few have considered, and could possibly break the format if you looked for it. 

    I mean they already have a hard time addressing cards in standard. Imagine what it would take to keep wild in check the same way they try to do in standard. Wild is truly a byproduct of standard, so outside of something being completely broken to the extent that nothing can stop it, they're going to focus mostly on standard.

    Posted in: General Discussion
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    posted a message on Honestly I don't understand why people play this game anymore.

    Shaman main here. I play this game to always crack the off meta code, and make sub par classes work. Oddly enough, it seems it's always Shaman at the bottom of the meta. With that said, I have ventured to other classes throughout the years and still do(Unicorn Priest, rough times of Paladin, Warlock) . I agree with you that netdecking is boring at times, but I do enjoy seeing others ideas, and creativity to further enhance my own homebrews or simply build  upon what they were thinking/had in mind. Sometimes they were headed in the right direction, but overlooked a combo or interaction that could have pushed their deck further.

    Everyone doesn't have the ideals as you do. Because of that, continue to be a homebrewer, but with a different purpose. Use your envy towards netdecking as fuel to demolish them with something that is off-meta. I get so much satisfaction out of beating a paladin as a shaman after they bm all game thinking they have an easy win, only to get demolished. I use the Thunder King portrait just for his emotes. It can be rewarding in other ways also when your opponent adds you as a friend only to get your deck code, and gives you a thumbs up for creating a fun, but strong deck.

    Posted in: General Discussion
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    posted a message on How is this balanced???

    I've faced that before. As a shaman you have tools to negate this opener. Is it powerful? Sure it is. Could you still win? Yes. I actually kept my Landslide in my mulligan, and discovered Novice Zapper T1. T2 he conceded. In the end, he nutted T1, but I prepared for that(Actually I figured T3 is when I would need it), and won the game because of that.

    Posted in: General Discussion
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    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place! V2

    Well, it's easy to be salty about Mage/Pally, but my gripe is how they essentially gut Shaman of it's burst/finishers, and then give it basically a bunch of neutral cards(Murlocs), Pit Master, and cards that are power creeped entirely. Legendary cards have literally no synergy with each other at all. The closest possible synergy would be with Ras, Bru'kan, and Vashj, but then again, Bru'kan only affects nature spells. So now you're really just relying on Vashj and Ras to do 2 damage to all enemies for 8  mana btw. Xyrella with heals(which priest has plenty of) can remove 5 times that amount for 6 mana.

    The totems would be better suited just being included in the HP instead. Quite honestly, you could just cut Seering totem and strength totem, and just replace them with Trick totem and Mana tide totem. Even if they got nerfed to 2 health, that would at least give a greater impact than what the former provides. Ey'sor could even be included with the HP as well. It's not like it has synergies with anything else other than totems, so I think I would rather roll it in hopes that I have maybe 2 or 3 totems at that time. The damn card doesn't even buff itself unless you copied it with reflection.

    If you're forcing murlocs into shaman, at least give them stronger synergy and effects. Flurgl would be so much better if Underbelly and Ghost light angler were still around. Groundskeeper lost all value after not adding any 5+ cost spells. Essentially control shaman has to rely on having C'thun spells. What am I suppose to do with a 1/2 that summons 2 3/2 minions on turn 5 without any real aggro tools? Better yet, 2 3/2's on turn 4(if I even attacked).

    Most importantly, why do I have to lose mana for playing my cards, but don't get anything to at least encourage me to play said negative cards?! I don't even want to get started on why everything in the class almost has a condition attached to it.

    Lurker below is the epitome of a card that was power creeped. Adding a 6/5 body to dealing 3 damage to a minion means very little when I could just play bumper car and parade leader and do the same thing. I could even add Playmaker, and make an even bigger combo, and I could also trade a big minion instead of just hitting it for 3 damage.

    Let's not stop there though, because Shattered Rumblers 5/6 body doesn't mean much either when I have to also play a spell the turn before just to deal 2 damage to all minions(yes, mines included). Fire Breather in warlock literally does the same thing without the condition, and excludes demons, which Warlock has plenty of those. That's just 1 example of how badly the power creep is. School spirits just shits on Rumbler. Both cards at least give upside to damaging your minions. Think I would almost rather just play wretched tutor with a 1 mana spell and get the same result. Cycle of hatred even gives me more upside if my intent is to clear the board.

    SMH at how tuuuurrrrible Shaman is. My favorite class, and I have to fight tooth and nail just to win 40% of my matches. Sigh. Well I feel a tad bit better for now.

     

    Posted in: General Discussion
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