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    posted a message on Would you guys like having garr as a real card?

    Would it be OP as a class card, class cards are supposed to be over powered.

    Posted in: Card Discussion
  • 3

    posted a message on Justicar Trueheart nerf is needed

    The biggest problem with Trueheart is similar to Mad Scientist. She's a class card in disguise... Yea you "could" run her in ever class or deck but the rogue, shaman and warlock powers especially (and hunter too ouch) are absolutely awful. Druid and mage have underwhelming upgrades too but are slightly playable. On the other hand the warrior, paladin and priest hero powers are utterly amazing. While asymmetric game play is fun the variance of power this card offers to different classes makes it far below to power curve in some and way above the curve in others. If she were to be tweaked i'd prefer to see very slight nerfs for the good classes to bring them down to the mid section and the garbage classes slightly buffed.

    TLDR: She's too good in some classes and utterly unplayable bad in others.

    Top Slight Nerfs

    Warrior - 4 armor if no armor, 3 armor if you have armor. Slows super stacking 50+ as fast but still offers the same benefit vs aggro.

    Priest - Heal hero for 4 health, heal a minion for 3. Still has reactionary heal but weakens the ability to heal blade master and other huge minions as much.

    Paladin - Create a 2/2 silverhand sergent. An actual doubled upgrade, 2 1/1's syngize with knife juggler too much and require aoe to clear. 

    Top Slight Buffs

    Rogue - Summon a 3/1 weapon, if you're holding a weapon give it +1 damage. Rogues hero power atm really sucks outside of early game, the hero power was nerfed previously anyways making it really bad. a 2/2 weapon vs a 1/2 is pretty insulting really, you don't care about the durability much anyways. At least with 1 durability while you gain reach and burst you can't attack and blade flurry so burst decks wouldn't run this card. Really rogues could use a buff on their base hero power as is.

    Warlock - Draw a card, gain 1-2 life (like 1 life) (You don't care about the life loss pretty much ever, at least make some slight life gain for some kind of stat boost.) Other alternative could be draw a card - It costs 1 less. Great for hand lock and combo decks but might be OP.

    Shaman - Summon a totem of your choice with +1/+1 so 2/2 searing, 1/3 other totems. (This hero power should have some base line veto power to reduce rng just a bit as is. Justicar offers no stat boost at all.) The alternative being summon 2 random totems (can over spawn) but no one wants more random elements in shaman.

    Hunter - Deal 3 damage to the enemy hero or 2 damage to a minion. Still limits SMOrc factor but gives flexibility and decks that'd consider running Justicar in the first place might actually want the new hero power.

    The other 2 classes

    Druid - 3 armor if you have no armor, other wise 2 armor if you have two armor and always 2 attack. Just slightly better to be worth considering in fatigue decks but really a small upgrade.

    Mage - After you use your hero power get a 2nd hero power for free. 2 damage is over kill so often you'd almost wish you had arcane missiles. A garrison commander effect for the same hero power mana cost would be adequate. Inspire is so underwhelming I can't really see this being OP for it, it might actually make inspire cards usable in mage though. Can't make it cost 1 or else Coldara drake would be OP so after you use the first, the next is free and usable. It's also worth noting charged hammer, soul priest, shadow form and sniper offer this exact hero power, 2 damage is getting pretty boring in all honesty.

    Posted in: Card Discussion
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    posted a message on Tomb Spider

    Hemmit Buff Kappa

    Posted in: Tomb Spider
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    posted a message on Continue the Story! - A Hearthstone Adventure (Not Really)

    Rend Blackhand, who leaped into the fray and took a warm steamy one on top of Dr. Boom. Boom was not expecting the dragon synergy from his opponent. However, while arrogantly gloating from his triumph Rend Blackhand didn't plan for...

    Posted in: General Discussion
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    posted a message on [Brodos] LOE Overload Shaman

    I love the deck so far and it works great.

    My dilemma however is that I'd really love to fit Charged Hammer in the deck for the long game and as a weapon. It feels bad to sub shredder out for it since shredder is tempo and good value. Feral is good to have 1 for druids and the trogg coin unbound feral dream. Any input on if the card is even usable or could synergize with the deck would be great.

    With how important many of the general cards are and Scarab being way to good to pass up, I've considered dropping a single creeper as it's great early game to curve into but doesn't offer too much late game, I do really like creepers for board control as they are nigh impossible to remove easily. I've considered crackle as well but sometimes it offers just good enough removal and overload for synergy. Piloted again seams like it's not worth taking out.

    Posted in: [Brodos] LOE Overload Shaman
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    posted a message on the REAL unhealthy mechanic in hearthstone
    Quote from TrollShroud3 >>
    Quote from batanete >>
    Quote from TrollShroud3 >>
    Quote from batanete >>

    What's unhealthy for the game is noobs making threads on this forum whenever they lose to something they don't like and blizzard actually backing up said noobs more often than not,hence why we went from having a deck like patron warrior on top to something like secret paladin.

     I agree, this is a complaint thread and nothing is going to come of this thread full of QQ. Stop whining and L2P, there aren't any obliviously bad mechanics in the game. /Thread
    Sad day pattron got nerfed, that deck was pretty decent but only really won 50% of the time it wasn't even that special. Secret paladin isn't that good though, it doesn't have a single good match up vs competitive decks, Secret paladin is pretty much extinct from ladder so I can agree with you that secret paladin could definitely use some kind of buff to get back in the meta.
     Agreed that SP isn't the best deck in the game any more, but my point was that we went from having an actual deep, skill intensive deck as the best in the game to something that a 7 year old can get to legend with. And I actually acknowledge this even though most of the decks I enjoy playing were owned by patron warrior on a regular basis.
     Secret paladin requires a lot of thought and deck set up though. I'll agree it's not the absolute hardest deck (probably face hunter since you have to calculate and plan every single point of damage ahead of time and play to the wire) but it's tied among the hardest to play. Patron really wasn't a harder deck to pilot. It takes time to learn the aoe combos and clicks but a good secret paladin requires just as much if not more skill than Patron warrior. Yea a few games you'll blow the opponent out but you can't always play exactly on curve, and you have to maximize juggler damage, play it first then react accordingly. Patron didn't have to deal with RNG mechanics or setting up a board for secrets to be optimized for your opponents turn. You actually have to think about how the opponent will act to effect the the way your secrets activate.
     What? I mean you no disrespect but imo that's just absurd. Patron warrior wasn't played much because it was difficult. Secret paladin is very easy to play and very effective despite it's ease of use (First Order Optimal Strategy). Yea you can think about what your opponent has to do but it's really inconsequential, you can't play around 5 secrets on the same turn as a 6/6 and you usually don't care what they do as long as you get buffs. It really gets rewarded for no thought input outside of the deck slots.
    Also SMOrc always right answer am I right?
    Posted in: General Discussion
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    posted a message on Too many decks!

    I agree, there are just too many decks right now it's confusing :(. Hopefully they reduce the amount of deck slots to make things less confusing. How can you expect a player to knowingly use all 9, that's insane. Most people only use around 3 so perhaps 4 is a safe bet.

    Posted in: General Discussion
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    posted a message on the REAL unhealthy mechanic in hearthstone

    The way the game mechanically plays is being proactive pretty much always wins out, you can't play or interrupt your opponent or interact with them in any way on their turn.  Control decks simply lack any of the tools to compete reliably beyond perfect draws. Couple this with 30 max hp, RNG deciding effects like juggler and sticky cheap efficient minions and getting the board immediately will end the game before you get to turn 6 quite frequently.

    Removal simply doesn't work if all the played minions need multiple cards to effectively remove, and you can't chump block as silence removes taunt, sadly nothing can reliably protect your face should you get low enough to die to the many large burst damage from hand combos. Large minions have counters like BGH and The Black Knight while outside of over costed aoe, nothing counters quick proactive cards (with the exception of newer tools like Reno Jackson or Zombie chow). Most anti aggro tools end up augmenting aggro decks (removal spells become face damage, taunts protect high damage minions). A battlecry immune taunt with poor stats would help alleviate this alot, it'd be weak to earthshock/silence/spells but finally be a viable tech card against owl.

    More raw silence is bad, but specific death rattle hating cards that are EFFECTIVE at their job would help a lot. Silence a death rattle minion and deal X damage to it or cards similar in function to MC tech but with less random effects such as if 3+ minions are in play, trigger a small aoe, or reduce cost of a minion in your hand. Perhaps either more secrets or reverse weapons allowing you to proactively have defenses during your opponents turn would help control a lot more as well.

    Posted in: General Discussion
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    posted a message on nerf Force of Nature + Savage Roar?

    I think there's a big problem when all druid decks have this combo mandatory. There's not room to make decks for druid without it, you either play ramp combo, aggro combo or mid range combo. Often times double combo incase you need to clear. Leaving a single minion alive will kill you even around 20+ health and if they have a full hand and you aren't playing aggro 22hp is the double combo damage. If they get a single tick of thaurisan they don't even need innervate to combo you (even if they only 2 of the 3 cards) with a 5 mana + 2 mana + 3 mana card or if you have 2 roars 2 mana + 2 mana + 6 mana for 10.

    I want to see druids for once get some good cards and tools but they are forever held behind from good new cards because of a simple combo. Perhaps if they got burst damage in the way that didn't scale with any minions on board it might not be as abusive but the fact that it's a subjectively unfun mechanic ( the game ends, I don't enjoy winning with it myself and losing against it feels abrupt that the game immediately ends regardless of board state) and a mandatory requirement for all druid decks.

    Removing all burst damage is bad though, we don't want to live in firebats predicted world where playing the best minion on curve auto wins the game, but the severity of the current druid FON + SR combo is really absurd. Maybe a swipe combo or have FON set up the treats the turn prior but give you 4 treants instead.

    Posted in: Card Discussion
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    posted a message on Rumbling Elemental-WHY?

    It's too slow, and the body doesn't trade with piloted shredder the 4 drop to beat so it will not see consistent results to be competitive.

    @Arananthi - There is nothing wrong with criticism and skepticism with the viability of a card, people often give their concern because they care and wish to have something cool in concept be practical in use. While noble in intentions to inspire people to try harder, analyzing the card it simply is a poor mans knife juggler despite the larger stats. The Meta game is very refined and the current strong cards not only trade with it favorably but it augments a weak class with an ability that is too difficult to make a deck with (not enough strong cards to synergize with). You can try all you want but results will vary greatly, overall the card is usable but isn't "up to snuf" with competitive decks. While you might see a few shaman in high end ladder or tournaments it will likely not contain this card as tunnel trogg pulls far more weight. While it might be viable for a deck one day, it's depressing to see "new" exciting cards not usable or able to be new for decks for another X months, perhaps over a year.

     

    Posted in: Shaman
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    posted a message on Most Consistent Deck in the Meta
    Quote from Twerk >>

    What would you say is the most consistent deck in the current unstable meta?

    I still lose 85% of the time to classic druid ramp. I can never stabilize the board and fight a combo at once. 

     The meta is too fast for control to be consistant period (especially ramp druid). Unless you are playing a Reno deck, control warrior or freeze mage (huge heal/stall decks) control decks get shut out. Board control and playing on curve is absolutely essential atm and you're better off playing a much faster deck to compensate, perhaps mid-range if you like slower games. Mid range paladin and aggro druid are strong and consistent decks.
    Posted in: General Discussion
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    posted a message on Lack of a Multiple Target mechanic in Hearthstone

    If the co-op brawl wasn't a big indication for you Blizzard's hearthstone engine is pretty much hard wired to only work the way it currently is. All aoe is random and single targeting seams to be the only way you can target something. I imagine it'd either take an incredible amount of effort to change or they physically cannot change this feature even if they wanted to unless they'd severely break the game (as most expansions do in bugs). Bugs like Tracking and chromaggus are still prevalent half a year later and still unanswered that this will likely be an issue that is not addressed for at least a few years. 

    Posted in: General Discussion
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    posted a message on Top100Eu Loyan's Scarab Control Shaman

    Imo I'd prefer 2 earthshocks for the drakes instead of the bolt, bolt doesn't curve very well anyways. Any thought's on perhaps using a storm forged axe against aggressive decks. Idk what I'd replace though as I like most of the deck and built mine very similarly. Doomsayer is amazing against tempo mage also. If you're worried about aspirant, perhaps rock biter would be a better substitute.

    With only 7 dragons do you have difficulty getting dragon synergy? I'd love to fit a chillmaw in the deck for extra aoe but not sure what to replace and do have some concern about it being silenced. I tired Charged hammer with baron geddon but it's a tad too slow.

    Posted in: Top100Eu Loyan's Scarab Control Shaman
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    posted a message on First match as Battlecry Shaman...

    I feel your pain, but rumbling is a 2/6 body for 4. You lose to Cabal and shredder out trades with you. Perhaps stick to shredder, it's almost always better in most situations, including the lack of good low cost battle cry minions to combo with rumbling early. Although 6 health is stick just like oasis snapjaw or maiden of the lake, 2 attack really doesn't cut it, especially when 2/3s are the preferred 2 drop (outside of knife juggler) and Piltoed Shredder is the 4 drop to beat and rumbling simply doesn't beat it.

    Also worth noting is unlike flame waker, he doesn't stagger damage making him a terrible drop vs haunted creeper, muster for battle or other board floods.

    Posted in: General Discussion
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    posted a message on New Legendary - Arch-Thief Rafaam
    Quote from Zergo66 >>

    Strifecro considered this card the best card of the set and that "it is much better than Nefarian, which already sees plays, and might be better than Ysera or at least very close to her power".

    Both Strifecro and Kolento defended this card, but the huge majority of streamers consider it bad. I guess time will tell.

     Strifecro has pretty much always had good predictions of cards before they come out calling Boom the next big card (seeing the 9/9 stats on it and potential damage) as well calling out MC as a strong card despite the preemptive impression of many disagreeing with him. If he thinks this card has a place in the meta (even if it's not as good as amazing for every deck) I can see people running it as a flexible win condition/ value card in a high curve mid range or defensive controlling deck. The fact that you can pick what gives you the best value for the situation is a leg up up Ysera on it's own. While it's easier to kill it posses a much bigger immediate threat and you get more value imo should it die right away (which happens a vast majority of the time with ysera). If you play him and he sticks to the board for a turn (and you didn't choose lantern) then Ysera is better in that situation (generally top deck wars). Controlling classes with limited card draw but lots of removal like shaman or priest could give this guy a nice home.
    Posted in: Card Discussion
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