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    posted a message on Send In The Murlocs! is This Week's Tavern Brawl

    The explanation they gave is that there is one team for all of the special play modes - tavern brawl, duels, and I think Battlegrounds and adventures. They're focusing on the other content.

     

    I'm not saying it's a good reason, but that's what they said 

    Posted in: News
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    posted a message on Blood Magic is This Week's Tavern Brawl

    That's not fair.

     

    You can also get turn 1 solitaired by mage. 

    Posted in: News
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    posted a message on Please more nerfs
    Quote from Greator >>
    Quote from Bengalaas >>

    The game is mostly fine right now.

    The main problem that people are having is that the established decklists are still from the time of mage dominance and are ill equipped to handle the new meta. 

    Standard is better than before nerfs but there are still room for some tweaks. Paladin is still too oppressive with almost perfect curve, strong secrets and buff spells, especially Librams. I'd like to see Crabrider and Libram of Hope nerfed.

    Crabrider has too much longevity with 4 health and it's very dangerous when buffed. It's also performing well in Rush Warrior. I suggest making it 1/3. 

    Libram of Hope is just too powerful card. The healing effect combined with extremely high stat minion with both taunt and divine shield itself is enough to end some games but the cost of the card can also be reduced and it can be played more than twice per game with Lady Liadrin. I suggest reducing the stat line of the minion and I think reducing attack of the minion would be reasonable. It's meant to be defensive card and 8 attack is too high. Making it 6/8 would be reasonable nerf to make the card feel a bit fairer but to still keep the card strong option for Libram Paladin.

     A great fix for Libram of hope would be to remove the Libram tag so it can't be discounted. At 9 mana it's very strong, but a 9 mana card should be. The problem is that it's too easy to discount it to the point that it's hopelessly broken.

    Posted in: General Discussion
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    posted a message on Zephrys the no so Great (sometimes)
    Quote from Andrei2007 >>

    Same, Zeph, unless in very obvious situations, won't be accurate. I was playing against a libram paladin and desperately needed a mass dispell to basically autowin the game. However, despite narrowing my mana down to 4, I was not offered that card, and lost the game eventually, to my emoting opponent's delight. I don't know if he knew he dodged the bullet on Zeph or was completely clueless how he could be left without librams for the rest of the game, but it was really frustrating for me nonetheless.

     Zephrys knows that a minion has dearhrattle, but not what the deathrattle is. "Avoid returning librams to your opponent's hand" isn't accounted for in the algorithm. 

     

    There are,  as mentioned above,  charts for what the hierarchy of Zeph "solutions" is. Lethal first, then clearing threats.  Healing if you're too low. Tempo plays of there isn't any threat. Denying death rattles is a low priority y

     

    Remember,  it isn't an AI. It's an algorithm which will give consistent results.  You just need to understand what they are.  

    Posted in: Card Discussion
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    posted a message on Possible Desired Nerfs
    Quote from Kedalin >>
    age spells it can pull. Before Potion of Illusion, it wasn't an issue, since it couldn't reliably generate infinite copies of itself (let alone 1-mana copies!). Blizzard recently changed Discover cards to disallow them from discovering themselves, and I would argue that the Pilgrim/Potion interaction is philosophically the same as (or at the least, VERY similar to) "discovering itself," leading to anti-fun "gameplay." I put "gameplay" in quotes, because as I mentioned before, it effectively prevents the other player from playing the game.

    The only counters I can think of are Living Dragonbreath (to get around the Freeze portion and allow minion usage) and Flik Skyshiv. The Dragonbreath only works if you have it in hand, and even then it only addresses the Frost Nova aspect. Flik is a class card, which is nice for Rogue, but doesn't help any of the other classes.

     You can waste the 1 mana pilgrims with Mindrender Illucia. You can kill them "over the top" with burn spells or charge minions if your board isnt' full.

     

    If you shuffle bombs (or anything else) into their deck it re-orders the whole thing, and they can lose the combo by drawing Potion of Illusion

    Otherwise, think of it like any other combo deck; once you draw the combo, you (probably) win. The difference here is that the combo stretches over many turns, and frustratingly grinds you down. I don't think it's a balance issue, but can see it as a fun issue. Then again, if you hate that you can just concede once the turtles start being played. 

    Posted in: General Discussion
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    posted a message on Possible Desired Nerfs

    Remember that "played win-rate" isn't the only measure of a card's power. Pyroblast and Bloodlust have played WR in the 70s. Why? They aren't particularly powerful cards; what they are is finishers; You usually win when you play Pyroblast (or, say, Mind Blast when it was in standard) because playing that card IS your win-conditio. 

    Quote from abbymakr >>

    Mage cards especially prime, box, and the hero. Priest garakrond as well.

    I don't like the card that can swing turn completely and randomly. It feels waste of time to play against.

     These are weird; Puzzle Box in particular gives you very much random gameplay; it can win for you, lose for you, or have very little effect. How much you like Puzzle Box is how much you like randomness.

     

    Priest galakond is a different problem - infinite value. It makes an entire style of play difficult if not impossible. I don't know what, if anything, is the solution to that - or even if we need one.

    Posted in: General Discussion
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    posted a message on Wasn't Paying Attention. Failed Miserably.

    The most satisfying thing in the world is to use Mindrender Illucia to waste all of the one mana turtles after your opponent starts playing them. Then watch them realize they no longer have a win condition.

     

    But yeah, it's a long, SLOW way to either win or lose. IT rivals Shudderwock Shaman for pure frustration. 

    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

    Playing spell mage against a demon hunter. I'm about two short of lethal on board when I topdeck Apexis Blast Fire it at his face and, as he dies, an Earth Elemental appears on my board.

     

    WHY DID I WASTE THIS GLORIOUS HIGH ROLL AGAINST AN OPPONENT WHO IS ALREADY DEAD??

    Posted in: General Discussion
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    posted a message on Galakrond’s Awakening impression
    Quote from Noah_McGrath >>

    They tried something new and it kinda fell flat. 

    First of all, the story is bad. HS is a silly game but there is a limit to how silly you can be until i lose interest. Lets be real, who actually cared about Rafaam and his band of discount villains? It kinda butchers the WoW lore this game was once based upon.

     

     I mostly agree. The idea might have seemed good on paper - a yearlong epic culminating in a final battle featuring ancient reasons against the backdrop ofa magical floating city. The problemis that the game isn't really  suited to this kind of storytelling, and Blizzard ould never quite decide if they wanted to play it straight and be all epic climax or for laughs. 

    It was an experiment. Not all experiments work, but there were a few new cards which night shake up the meta at least a bit. 

    Posted in: Adventures
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    posted a message on What Is The Fun Playing Shaman?
    Quote from hillandder >>

    Imagine playing a chess game where your opponent start with the normal setup but you have 8 paws, 1 king and 7 queens, that will be fun? Of course not, will be too easy, your opponent don't have a chance at all and you will stomp him very quickly, imagine play the same game 10 or 100 times, I can't play something like that even for the first time.

    Why so many players like free wins, no challenge, abuse unbalanced things like this new shaman BS? Playing shaman now feels like using a cheat code and the only challenge is another shaman.

    I understand the players of anything wants to win, but if something is broken the players by yourselfs don't turn back for that?

     First, I think you overstate the case; it's an advantage, but not "having six queens on the chessboard" levels of advantage.

     

    Second, the play style of the Galakrond shaman deck is kinda fun; you get to play lots of rush minions, affect the board on almost every turn, and lead to a big swing. It feels more fun to me than, say, Pirate warrior which is largely play minion hit face.

     

    To each their own though. You'll find some people who are host naturally competitive, some who can't afford all the best decks and are enjoying the novelty of being in the giving end of a power imbalance, some who can only play a few hours a week and want to I'm fast. 

     

    Try not to judge other people's fun.

    Posted in: Shaman
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    posted a message on Latest patch ruined battlegrounds for me
    Quote from user-22080741 >>

    Before the latest patch i was actually enjoying battlegrounds A LOT. I could win with beasts, mechs even with Demons sometimes. Now since the latest patch its IMPOSSIBLE to win if i dont go Murlocs or Menagerie with ..... murlocs. Maybe only with mechs if i get really lucky do some cobolt guardian or kangor shenanigans. But Murlocs right now are so ridicusly dumb to the point that the ruin my whole battlegrounds experience.

    Coldlight seer should move up to tier 3 and toxfin should be enterily removed from battlegrounds. Also i dont understand why they put that new 5 tier murloc in the game, murlocs were already too strong. 

    I will just stick to ladder until they fix this BS

     Balance is not good; King Bargle is not only very strong, it helps fill out the part of the game where Murlocs would fall a touch behind on stats.

     

    Toxfins making everything poisonous can take down really strong enemies, and if you luck into some divine shields from a Gentle Megasaur you could end up pretty much unstoppable. It's still technically Beta, so I'm sure they'll adjust again.

    Posted in: Battlegrounds
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    posted a message on Doom in the Tomb Part 1 - Tavern Brawl #226

    Togwaggle is fun too, with combos and the stargazer passive.

     

    You can kill off the horseman's head with a Vilespine Slayer to shave a few minutes off your run time. .

    Posted in: Tavern Brawl
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    posted a message on Does anyone else dust gold cards?

    I dust gold cards, unless it's one I want to play and don't have it a regular copy. 

     

    That's what gold means to me:bonus dust. 

    Posted in: General Discussion
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    posted a message on Prieststone Inc.......
    Quote from Thonson >>
    Quote from Guyanese >>

    The combo takes three cards to pull off, and only one of those three are legendaries(snipsnap which can be tutored.  Cottontail on 4 also means this set up has little to no counterplay considering hardly any class can deal with a 4 health minion with stealth on turn 4. If people were losing their minds with an turn 3/4 perfect scenario throw away your hand 10/10 Edwin, I can’t wait to see what people have to say with a turn 5 80/80.

     I'm not saying it's impossible, but you have to basically hard mulligan for Experimenter, Coppertail, and either a Ringer or SnipSnap).  Big Priest in WIld is a largely high rolling deck, but it wins because it has so many board clears to survive and spells that revive.  So it can win sometimes even with bad draws (AKA: No Barnes).  This deck will need either high rolling draws or a plan on how they will survive long enough to get what they need in hand.  When someone pulls it off, it's going to feel really bad for the losing player.  But I have a hard time seeing this as anything more than a 40-45% win rate meme deck at most.  If I'm wrong I hope they do something to change it fast.

    Quote from Skiprichards >>
    Quote from Infirc >>

    how would summoning 6 1/1s in turn 6 be broken??? did you ever read the effect of the reckless experimenter?? Deathrattle minions die at the end of the turn*, you may grow a 100/100 snip snippet  but unless you have a way to kill experimenter which is by the way a 4 atk minion the snipept will die and leave 6 1/1s behind, that's it....

     If a mech is on the board then its an unlimited amount of sn1p sn4ps that can attack hero aka you win the game if there isnt a taunt in the way.  

     Don't forget that it's a Priest theorycraft, so Silence is available to negate any taunts. But again, you have to high roll with perfect draws to get this on turn 

    Posted in: General Discussion
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    posted a message on What's wrong with Dalaran Heist AI?
    Quote from melheor >>

    Just started playing Dalaran Heist, 2nd boss seemed to do something silly, casted Conjurer's Calling on a minion that was not a threat:

    Ok, I thought that was weird, but possible there may be some AI logic there. But literally the next turn the AI did something even dumber. It cast Conjurer's Call on a minion that definitely had a horrible statline for its price and majority of its power was in the battlecry I already played:

    Is anyone else seeing similar issues with the new AI?

     I had it attack a minion, fail to kill it, and then conjurer's calling the now-damaged minion.

     

    This is not a spell the AI uses optimally.

    Posted in: General Discussion
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