This does the exact opposite of what you are saying.
- Demon723
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arius111 posted a message on Theorycrafting Livestreams - Thursday, July 30Posted in: News -
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DreadKnightSDL posted a message on Theorycrafting Livestreams - Thursday, July 30Posted in: NewsWho even asks for these? Majority of the community I see dislikes this shit.
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arius111 posted a message on Theorycrafting Livestreams - Thursday, July 30Posted in: NewsOh great, so now i can play against net decks on day 1 from the get go. Excellent.
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Thaumius posted a message on Theorycrafting Livestreams - Thursday, July 30Posted in: NewsWhen will they learn that this is how the game gets so stale quickly.
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SirRandsborg posted a message on The Paladin class needs a rework.Posted in: PaladinThe title says it all. I just hit 3000 wins with Paladin, and I can say unequivocally that it is the worst designed class in the game, possibly in any card game I've ever played. This latest card reveals stream solidified it in my mind that Blizzard has no idea what they're doing when it comes to designing the class, and doesn't care.
Don't mistake this for a 'paladin is bad' thread, HS replay shows that paladin has several competitive decks. What Paladin doesn't have is healthy, fun decks, both to play and to play against. There are several main drawbacks to the class: No card draw, no good aoe, no good way to leverage a good board state, and no win conditions. In this I will go over the major drawbacks of the class, and what needs to change going forward. Apologies if this gets a bit rant-y at times.
And again, I'm not saying the class hasn't had success in the past. But it's success was in large part through unfun and toxic strategies
1. The Draw Problem.
Every game is draw dependant in Paladin, more so than any other class in I believe any other card game, period. They have little to no efficient card advantage, either from draw or other generation effects. This is compounded by the fact that paladin has no 1 card board clear outside of 4 mana deal 2 to all, a classic card that has been power crept out by the meta years ago. Their removal is based on card combos, which is had to do when the class has 0 card draw to get to these removal peices. Historically, that meant shoring up the board clear spot with WIld Pyromancer, but now the only real viable paldin archetype is pure, leaving no room for Pyro to help clear. And when they do hit the equality/libram combo, the removal is less efficient being a 2 for X, and there's no way to restock your hand safely. 7 mana 7/7 generate 5 cards, maybe 3 of them decent, with no direct damage or cheap rush/taunts? 3 mana 3/1 draw 2 bad cards from your deck when it dies? 7 mana 4/6 Get a bunch of buff spells in your hand? All of these options are slow, clunky, or bad, forcing paladin to run high value minions to try and keep up tempo on board and get efficient trades. However, in control decks that leaves their hands far too full of removal combos and large minions to do anything with the bizarre generation effects they do have access to. You can;t get 5 random cards in hand or a hand full of 0 mana 8/8's when you have 2 card board clears in had you're saving for a swing turn. In short, Paladin needs more efficient boardclears, a buff to the clears they already have, and a way to get cards that's in theme for the class. Comparing Paladin to the White color in Magic the Gathering, the developers of that game have admitted that card draw is too important a mechanic to leave out of one class entirely, and the same is true here.
2. Identity Crisis and Lack of care from Blizzard
Divine Shield. Murlocs. Minion Buffs. Handbuffs. Secrets. Big Spells. Healing. Dragons. Reborn. Librams. Pure. Silver hand Recruit. Big minions. 1 Heath minions. Mechs, both small and big magnetic. 2 different OtK decks.
The most telling part of all of this isn't the multitude of archtypes, it is the lack of support from expansion to expansion. Oh so we're doing secrets now? ok, lets o- oh nevermind no good secrets and no refill because Divine Favor is baned. Oh ok, so we're doing a buff theme? great we have plenty of- Oh the quest is slow garbage with an easily removable payoff and we got no more support cards for it? Alright, at least this even deck seems midrange and fun- oh it's the best card was nerfed? cool, how about Reborn? Little out of theme but cool card generation and- oh the best card for the deck rotated and we got 1 new reborn minion in the last 3 expansions? Awesome, how about Handbuffs? make things big and- oh I'm dead already because I played a low tempo game and got cleared when I did finally get my big card out? Alright, how about healing? We use weapons, we can leverage- Oh 0 good cards for healing payoffs, and a deck that only work if you draw 1 legendary and the rest of the deck perfectly? Nice. But what about Dragons. Dragons are big and cool and- Oh I got brawl'd and killed by Dr. Boom value from the hero power, and I can't play anything good till turn 6? nice. Librams are a great new tool though! Few more of those and- oh 0 new libram cards this expansion? Ok. But 1 health minions, now there's where it's at! Fast-paced, tempo draw, with- oh no more 1 health synergy payoff cards printed since? Ok, silver hand recruits can be good! Lets just- oh the buffs are spread out over 3 different expansion blocks and we can't play them in standard? Ok, how about big paladin! Big, meaty cards with duel and- Oh, 0 good payoff cards, 100% draw dependant, super expensive cards that clog your hand, and the opponent kill the card immediately getting a 2 for 1 leaving you even further behind, AND I can't play small minions to stabalize? But come on Pure is gonna be great! Thematic and- oh only 2 supporting cards in 3 expansions, and makes it so you can't run Wild pyromancer? Big MEchas are cool though! Kangors to being back monsters and- Oh the best magnetic cards summon 1/1 tokens that take up resurrect spots, and the only payoff card is 1 legendary spell? Otk is pretty fun, lets try- oh, both types lose to every aggressive deck and was inconsistent as hell? for Ok, so what do we have?
Oh but we found some Murlocs in the corner you can keep, some aggro zoo mechs on the side. He're the most universally hated deck in the game ever, Odd paladin! So easy a monkey can play it. Oh you want something actually fun? Well, just for you, here's a vanilla 6 mana 4/9 with lifesteal for the area, and an unplayable, 7 mana, even worse Duel to get it out with! Not like we printed a card that ignores taunt or anything. Oh and if you're thinking about saving up cards to play these expensive "bombs", don't worry, because demon hunter will force you down to 4 cards anyways while they draw 4! A better Divine favor! You remember Divine Favor right? The best card you had, and the only card draw in the entire base set, that we banned because it was 'too strong'? Good times. Oh, got to go, We've giving mage 10000 spell damage cards to kill you from 30 and Druid infinite mana, enjoy your 8 mana 3/9 maybe kill 1 minion.
This has been said, but the class has 0 identity, 0 support across expansions, and is the last thing Blizzard thinks about every expansion, cobbling together something to fill the card slots. I mean NO librams this expansion? No pure support, I'm not counting OK cards in the class as 'support', I mean payoff cards? None? No card draw, no aoe, hell at least they stopped printing secrets that wasted dust.
The only viable lists have been unfun, toxic aggro decks like 1 drop mech, Murloc, and Odd, braindead strategies that feel bad to play and bad to play against because of their draw dependence. Rare exceptions like Un'goro Silver hand paladin and GvG Midrange existed in the past, proving that the class CAN be fun, but the good decks were far and few between.
This biggest issue with the class isn't it cards, but the fact that Blizzard just flat out doesn't care about Paladin. It's like mainstream media, the class isn't 'sexy' like mage, priest or rouge, who do fun, random, wacky things, wow so cool! Fast-paced, damage, steal your opponent's stuff! Random spells, random minions gogogogo, Playing Paladin is like watching C-Span, boring, and not with the time or thought of the dev team. I can list a million examples. I mean for one, why in the hell did warrior get Restless Mummy instead of Paladin? It fits paladin and reborn so, so much better, and would have gone a long way to making the class much more fun to play. And maybe this one is just me, but why the HELL did paladin get Making Mummies instead of the priest quest? I mean healing a bunch and buffing minions is a PALADIN thing and playing with copies is a PRIEST thing, what gives? Why waste card slots every expansion before these last few with garbage secrets, when 0 paladin decks ran them in the first place? But again, blizzard doesn't care. Hell, Paladin and Druid are the only classes to not get a Hero card since KNIGHTS OF THE FROZEN THRONE. IN 2017. Lord knows druid does enough broken things to get late game value, but the sheer hatred the Dev team shows the paladin class is astounding, and these new reveals really showed that. Druid gets a card that can refill 10 mana and kill you in 1 turn, pre-nerf innervate, DH can draw infinitely, Warrior can clear the board with one weapon swing, hunter has a million and a half ways to kill minions, mage gets more AoE and spell damage synergy, Warlock gets massive new tempo and healing options, Priest gets even more broken resurrect combo's, Rouge gets a 1 mana draw 5, Shaman casts infinite spells, and paladin....plays a 6 mana 4/9 lifesteal. Kills 1 big thing on board for 8. 4 mana 4/2 maybe 2 divine shields. gets 2 1 drops in hand. Gets a guy out for 7 mana with some keywords that gets 2 for 1'd by every removal spell in the game. 5 mana buff a guy and get 2 for 1'd, again.
The class fodder for other decks and classes to pad their win rates against or get mad at for the degeneracy of play. I'm convinced the people who make paladin cards aren't shown what other classes are getting every expansion, the power level isn't even close to comparable. I spend my whole game getting a few 0 mana 8/8 taunt divine shields? Priest kills them all with 1 of 70 cards they have to kill big minions. Then generates a million more with galakrond. Or steals your cards and plays a better paladin deck than you. Rouge saps them, togwaggles gigantic threats over and over again, till you run out of cards. Demon hunter, forget it, you're dead long before you get to play any of them, and they'd ignore your taunts anyways, with efficient removal and insane pressure every turn. Or a shaman snowballs a totem in the early game because you have 0 removal spells and you effectively lose by turn 4. Warlock laughs in your face clears your board and had a full hand to beat you down with every game. Mage freezes them all and kills you with Zepher and face damage from spells.
And paladin got a 6 mana 4/9.
The thing is, paladin got 2 buffs to their cards this expansion, and they missed the mark HARD. Both did nothing to fix the underlying issues of the class, so they know something is wrong but somehow can't see what to fix. They nerfed equality, thinking that they could add better AoE options to the class, then they preceded to add 0 since that nerf. They took away divine favor and added 0 draw back to the class.
Every class has a weakness. Druid can't deal with big minions, Hunter can't restock their hand easily, rouge lacks healing. Paladin lacks card advantage, AoE, tempo, and late-game finishers. The only thing they're decent at is hyper aggression to offset lack of draw, and out healing face damage.
3. Conclusion
The class needs good card generation and AoE. Hell change the cards before this expansion drops, I don't care But don't sit there and give us a crappy duel deck that's another random archtype and think it can in any way keep up with the crazy crap you've given other classes. The class needs a rework to takeaways the secrets and replace them will divine shield synergy and Aoe. Play into the divine shield ability for resource generation like Blood Knight for card draw, rush divine shield minions to take better trades, anything decent that lets paladin set the pace of the game. Maybe deal damage for every divine shield you pop, a libram that gives divine shield and deals damage to all minions, anything to solidify a real identity with the class.
Please let me know any thoughts you have about this, I'm seriously getting tired of Blizzard ignoring the issue and leaving paladin out in the cold.
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JohnK8 posted a message on Theorycrafting Livestreams - Thursday, July 30Posted in: NewsSkipping it like every other theorycrafting stream. For me, personally, it ruins the fun of the first day of the expansion when everyone knows what is best because of these streams. There is no more exploring, no fun, no good suprise when most people will copy-paste the decks from streams. They basically decide and make the meta before the expansion is launched. So, yeah...not gonna attend.
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kurtaschy posted a message on Theorycrafting Livestreams - Thursday, July 30Posted in: Newsno twitch drops :(
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Harmsy_11 posted a message on FInal reveal streamPosted in: General DiscussionKripp is awful. That Alex kid is ok. Just bland an uninspired. Peter was great with the streams. Blizzard has burned bridges with Kibler and admirable and we get stuck with these guys. Utter hot garbage.
Regiskillbin would be my choice. He is witty and has great in depth card reviews.
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gunnslave posted a message on FInal reveal streamPosted in: General DiscussionYeah I like krip but he's not really even an arena player anymore he's mostly just Battlegrounds. I think Regis would do a better job at both keeping it interesting and understanding the game better
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brutaller_69 posted a message on New Paladin Legendary Card Revealed - TuralyonPosted in: Newsthe arts are getting worse and worse
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I do find it strange that they added the Libram archetype and did nothing with it. Hell we didnt even get a Libram legendary which i thought was strange as well. They introduced pure Paladin but havent followed up with that either. Both archetypes are seeing a lot of play and have pretty high win rates yet get no attention. I agree 100% either Blizzard doesnt know what to do with Paladin or they simply dont care.
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Kibler burns one card on a livestream now all we get is Kripp. Not only is he boring but the guy doesn’t even play contructed or even arena where u would see these cards. Idk what kind of set up Kripp has with Bli$$ard but its time to let someone with personality help reveal these cards.
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Maybe im just garbage at this game but ive been struggling to win with this deck. Most decks seem to beat me down before i can properly develop a board. And if u dont draw that one Overflow theres no coming back.
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Usually around this time Blizzard would have dropped some huge balance changes to shake up the meta, but we’ve gotten nothing. Yes the decks you can play are varied, however the decks are still the same, with the occasional switch of one or two cards.
Highlander Hunter (which has been a Tier one deck for months now), Spell/Dragon Druid, Gally/Stealth Rogue, Highlander/No minion mage, Tempo DH, Rez Priest, Pirate Warrior. Im even seeing quest warlock come back (but its not like thats a new deck, people just realized you can use busted Malygos). Im sure im missing a deck or 2 but the point still stands. I love the diversity but when the same decks have existed for months and have barely even moved in Tiers, thats a problem and leads for a very stale and boring climb & experience
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Netdecks in ranked, netdecks in casual. Does anyone actually play unique decks or is everyone glued to HSreplay constantly refreshing the site and jerking off to every little meta change?????
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Plus he gets to shit on newer players who arent very good and ruin their experience for the easy youtube views
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I would change the wording from "at the end of your turn" to "at the start of your turn". That would be a solid nerf. Still powerful for 7 mana but gives the enemy player a chance to react.
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if u play tier one decks in casual you are a garbage human being. That is all