• 0

    posted a message on No Legendaries in 41 Consecutive Uldum Packs?

    I have a seperate folder for each set. I do that to keep track of my legendary and epic count. What is fishy about it?

    Posted in: General Discussion
  • 0

    posted a message on No Legendaries in 41 Consecutive Uldum Packs?

    Update: I have opened a legendary in my 44th pack. Weird but it seem that the packs I opened in mobile did not count.

    The worst part about it? I got a god damn colossus of the moon at my 44th pack! How come they make such a card legendary while there are such op commons/rares/epics that should have been legendary in the first place? I cannot describe my feelings about it...

     

    Posted in: General Discussion
  • 0

    posted a message on No Legendaries in 41 Consecutive Uldum Packs?

    I didn't purchase the bundle also I didn't know that such thing happened in the past. I might get in touch with blizzard since this might be a bug like the previous incident. Thanks for the information.

    Posted in: General Discussion
  • 0

    posted a message on No Legendaries in 41 Consecutive Uldum Packs?

    I knew this question will come and I have written it in the heading. I have opened 41 ''Saviors of Uldum'' Set. I have the screenshot of the last pack that contains a legendary and I have the screenshots of 41 ''Saviors of Uldum'' packs that does not contain a legendary. 4 of them is opened on mobile.

    For contacting blizzard I don't think they can help since they don't officially state that you'll get at least one legendary in the 40 consecutive packs of a set. Also uploading 41 images is time consuming and won't prove much since one might easily not upload a pack that contain a legendary. But thanks for the advise.

    I will update this if I don't get a legendary in the next 3 packs.

     

    Posted in: General Discussion
  • 0

    posted a message on No Legendaries in 41 Consecutive Uldum Packs?

    Hi guys, before you bash me for this not being possible. I am here to find out the possible reason for this.

    I have opened 37 packs in pc and 4 packs in mobile. Does the packs opened in mobile not count for pity timer? I don't think this is the case but I have no other reasonable explanation. Since I took screenshots of the packs I open I am sure that I did not open a legendary in 41 consecutive packs. Do anyone know the possible reason for this?

    Thanks.

    Posted in: General Discussion
  • 0

    posted a message on 1500 XP Quest Trading - Play A Friend! (#7)

    Battletag: Aeolus#2842

    Region: EU

    Trade only?: Yes, you go first

    Posted in: Players and Teams Discussion
  • 2

    posted a message on Weekly Card Design Competition 9.20 - Submission Topic

    Banana Cache

    Hunter Card, 2 mana 0-4

    Banana Cache: At the end of your turn, add a banana for each beast you control.

    Edit : I have corrected a typo. (the comma was at wrong place).

    Also I don't have access to imgur and my image don't show up, I just used the attachment because of that.

    Posted in: Fan Creations
  • 9

    posted a message on An easy and perfect way to fix Big Priest

    While I understand your concern I must say that if a deck is hated by a huge amount of people and is considered unfun to play against I would say that it requires to be tuned down. As for Jade Druid, I'm not that against it like Big Priest. Maybe fixing Big Priest will suffice. 

    As an addition I don't understand why people like to argue in such manner. I have already stated in my post that I would like to hear others opinion yet people like you like to heat up the conversation immediately.

    Posted in: General Discussion
  • 2

    posted a message on An easy and perfect way to fix Big Priest

    Everyone who plays wild knows that Big Priest is one of the biggest problems of wild. Since it counters midrange and control decks so hard the ladder is full of aggro decks and some other mana cheating decks like big priest. If it weren't for big priest there would be more control decks that will balance the ratio of different type of decks in wild.

    Most people wants ressurection cards to get nerfed, but I think those cards are totally fine as long as they cannot cheat mana and play big minions very early.

    Here is my suggestion, nerf Barnes and Shadow Essence so that they cannot summon their big minions early and snowball. I will suggest a Blizzard way of nerf for these cards. Just increase their cost by 2 and it should be fine. Obviously there could be more elegant ways to nerf those cards but you all know that Blizzard don't do such nerfs.

    While mentioning Big Priest I would also like to mention another deck that devestates control: Jade Druid. For this deck just nerf Jade Idol to shuffle a different version of Jade Idol which only have the option of summoning jades. With the addition of Keeper Stalladris that deck should be just fine.

    You might think that I want nerfs for control decks but that is not my intention. When an archtype is missing in the gameplay you just cannot have a decent meta hence no diversity.

    What is your opinion, would this make wild ladder better?

    I'm also adding a poll.

    Posted in: General Discussion
  • 0

    posted a message on Wild is not Unfixable. It is just Hearthstone team being lazy.
    Quote from Velerios >>

    Sorry, but i see the issue is far more difficult. First: the worst offender in wild even shaman is not mudspark eel, not Totem Golem, heck not even the fricking 4 mana 7/7, no, the worst offender is a card that we had since vanilla and was also an issue in the time before again and again and again. It's Flametongue Totem. This card makes the totems that you summon into deadly weapons, able to destroy everything in their way. Flametongue is the real problem of Even Shaman.

    Odd-Rogue has another issue that was never fixed and existed since vanilla, but did become insane after MSG: Southsea Captain. The +1/+1 was already an issue in Murloc Warleader and was fixed there. The most important nerf is to remove the health-gain, instead give pirates only 1 attack. But change it that it gains itself a +1 attack too, then it's mostly fair.

    And Barnes: Nerf it, simply and fixed. Barnes is an offender, and Big Priest without barnes is still strong, but no longer unfair. Barnes is the most important offender; if big priest then is still too strong, then we can see, but for now: nerf barnes to cost 6 mana, FIXED!

    I aggree that what I wrote was just a superficial statement of the problem but nerfing only a single card Barnes will probably make the state of the wild much more better.

    Posted in: General Discussion
  • 0

    posted a message on Wild is not Unfixable. It is just Hearthstone team being lazy.
    Quote from Marega >>

    Lol doesn't mention reno. Honestly all matchups seem fair and fairly balanced except big priest. It reminds me if the huge value from pre  nerf kingsbane with the difference that it can beat aggro unlike kingsbane and yet they killed it but let b7g priest go free.

    Ive been playing wild and the deck i would nerf first would be big  priest. Kingsbane was keeping it under control now its crazy.  I would say putting barnes at 6 mana would suffice but maybe let it be but instead nerf obsidian statue. Its actually the reason the deck can be run cause vs aggro they need a comeback in terms of health and this one provides it with removal at the same time. Doesn't seem balanced. Also its a slot machine deck. Ive played it. Its boring always the same matches no decisions to be made. Ez wins and rolling  barnes on turn 4 or 3 coin gives u 80% wr.

    Balanced 

     I aggre you on that. I stated those 3 cards but barnes was the biggest offender. Maybe nerfing big priest will make control decks playable and reduce the amount of odd and even tempo decks. As for the reno, the card itself isn't the offender imo. It is just warlocks have too many good cards however unlike big priest renolock is beatable so it is fine for me.

    Posted in: General Discussion
  • 2

    posted a message on Wild is not Unfixable. It is just Hearthstone team being lazy.

    I think you did not read the post well. I did not complain about the cards because they create tier 1 decks. I complain about them because they provide insane value in the early game that you simply cannot play your deck against. When your opponent plays turn 4 barnes you are basically done, you cannot even play with your deck and enjoy the game. For baku and genn it is similiar. It is basically cheating against someone doesnt play those cards. 1 mana life tap, 1 mana totem that reduces the cost of your cards, having 2 mana summon 2 1/1's every turn, 2 mana 2/2 weapon that is available all the time etc. I'm fine with having tier 1 decks that lets you play your cards, I'm fine with control, combo, aggro. It's not the archetype or being tier 1 it is about not being able to play the game. If you don't play wild, don't enjoy it and just a standard player why do you bother replying this thread? I play standard also, and we all know that the nerfs made lots of decks playable. I just want the same for wild as well. And this is not a 'I lost against those decks and I want them nerfed' thread. I also have baku and genn and tried those decks, they all have a powerlevel that other decks cannot even come close.

    Posted in: General Discussion
  • 13

    posted a message on Wild is not Unfixable. It is just Hearthstone team being lazy.

    As a wild player I can say that wild is problematic just because of few broken cards. These cards are the ones that let you cheat mana or value, fixing those will make the wild really enjoyable. We have seen how a single nerf to leeching poison get the Kingsbane rogue in line. I can list the ones that first come into my mind: Barnes, Baku and Genn. Almost all tier 1 decks in wild are made around those. You can see there is a problem in the game when all tier 1 decks are made out of of 3 cards only. Will Blizzard try to fix  wild? Probably not. They afraid too much giving players the dust refund I guess. as if the players didn't spend the dust to craft those cards in the first place.

    Then there are other powerful cards (Coldlight, Cube, Rexxar, Gul'Dan, deathrattle and otk shenanigans), but anything that does not let you cheat mana or value before turn 6-7 is fine for me now. 

    Posted in: General Discussion
  • 7

    posted a message on No Mecha'thun Priest

    Great deck OP! I have come up with some conclusions after playing quite a bit with this deck. Let me share these with you guys. First things first, overemoting when you had the combo increases the salt level of opponent which in turn reduces the chance of them conceding. Which was your win condition. However as the OP stated in the post emoting during the early to mid game increases your winrate. The findings are as follows: the optimum amount of 'Woow's you should be emoting during a game is 7, anything beyond that reduces your winrate. Once you had all the combo you should only emote once, avoid from overemoting (See the reasoning above). If that does not work hit the emergency 'The Light Shall Burn You' button once you see the rope. Studies state that it works one in every three games. Also try to mulligan for 'Well Played' emote in the early game. Never keep 'The Light Shall' burn you in your opening hand since it increases salt level.

    By the way, thank you for the decklist OP. I was playing with Mecha'thun priest back then and it wasn't quite making the cut. I was wondering which card was causing the problem. After I saw your list I replaced Mecha'thun with Mass Hysteria (since I don't have Rumbletusk Shaker) and my winrate increased 29%. For the guys out there, if you have the dust craft the Rumbletusk Shaker. It definitely worths the dust since you sometimes can't help yourself from playing Mass Hysteria after you see a full board. I lost two games due to that.

    Anyways, nice deck. Have fun with it guys.

    Posted in: No Mecha'thun Priest
  • 0

    posted a message on [Wild] Rank 5 Exodia Mage

    You can replace Mad Scientist with Arcanologist if you don't want to craft it. Arcanologist might even be better in some situations where you need to draw and play ice block, but mad scientist is overall better in the early game.

    And yes you can kill your opponent in one-turn but you have to reduce the cost of 4 of the combo pieces by 1: 2x Sorcerer's Apprentice, 2x Molten ReflectionArchmage Antonidas with either Emperor Thaurissan or Luna's Pocket Galaxy. Then you play them and cast 0 cost Fireball's.

    Posted in: [Wild] Rank 5 Exodia Mage
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