Taking out Dragonmaw Poacher is a great move and i love how fast they were too address this mistake. The whole point of this expansion is too enjoy playing with dragons not dreading everyone you play due to Poacher risk because that's all you think about every time you play a dragon. Not to mention how punishing and game ending it can be, it's a an overpowered zero skill card i agree it has no place in the Arena.
- DittoLander
- Registered User
-
Member for 6 years, 7 months, and 3 days
Last active Sat, Jun, 19 2021 03:13:35 -
- 8
- 27
- 86
- 4 Followers
- 400 Total Posts
- 1358 Thanks
-
8
DarkArchon21 posted a message on 16.0.3 Update - Bug Fixes and Primalfin Lookout Moved to Tier 5Posted in: News -
1
velonvenom posted a message on Weekly Card Design Competition 10.17 - Discussion TopicPosted in: Fan CreationsA few very cool designs, but wouldn't Coldlight Gravediver be a infinite loop? cause he himself has the murloc tag. So after his deathrattle, he revives himself (or even if that wouldn't work, if you have 2 it will work). It would work better if the card itself didn't have the murloc tag (like kangor)
-
5
Danko777 posted a message on New Mage Legendary Card Revealed - ChenvaalaPosted in: NewsBad anagram of the word 'avalanche'..
-
1
fusilli posted a message on Darryl lategamePosted in: BattlegroundsI'm having some issues with lategame Darryl. Early, I'm fine, Midgame, i'm making 10+/10+ DS/taunt, cleave, or similar value every other turn or so. But I'm then losing to multiple 30/30 poisonous, or similar - you can't get much poison as Darryl, I find, and two or three lategame hits is usually lethal. What should I be doing to maximize Darryl late? Do I just need to see amalgam more than once in a blue moon? Ignoring HP and cycling buffs feels weak. Should I be freezing stuff for multiple turns of dancing, and resigning myself to a few weaker turns? Hitting 5th as Darryl with a strong midgame just feels bad.
-
4
MeganPearl posted a message on New Neutral Legendary Card Revealed - Kronx DragonhoofPosted in: NewsI don't know how I feel about this, it feels like the Evil League currently has way more support than the good-guy classes. I know its early days and more cards will be released but it's not looking good right now. (In my opinion of course.)
-
4
user-20920849 posted a message on Worst thing about Battlegrounds for mePosted in: Battlegroundshas to be the timer. It's insane how much it ruins but also kinda benefits the game. The timer being there makes me nervous every turn but it's extremely swingy if it is enjoyable thrill or frustration.
In early game timer is ok / little too long. You can make max 2-3 plays, you don't usually think those too heavily. In mid game, where you have to be most flexible you might make 10+ moves easily, because you can fill board with crap that you bank for later plays, you might make Khadgar golden card plays because you actually have board space or some other things. 30 seconds is just not enough time for seeing the path for the play, deciding how to go for it and then executing the plan. In late game, sure, long timer is ok but lets be honest you have maximum 2 board space open late game, sometimes 1. This limits your play making a lot and makes decisions faster / easier to make, so sometimes 70+ seconds might just prolong the game time awfully lot.
There is also something funky with how the timer for turns actually works, it assume the timer starts the instant combat turn starts, so if you are unlucky and had long combat with deathrattles you might have 10+ seconds less time vs other players. For this reason I have to be ready the second the combat stops and I always check timer to know if I have time to think or if I have to just move instantly and wish I make the right plays.
The animations are part of this problem ofc but to me the most hassle in the game is the timer. It's like living/random referee of the game mode that I just have to deal with, not constant norm like the animations are.
-
6
Purpenflurb posted a message on HearthPwn's Battlegrounds Hero Tier ListPosted in: BattlegroundsThis is great data, but could you please add mean placement for each hero? That seems like a more relevant metric than win and top 4 %, Currently, your list could be over-estimating the power of boom or bust heroes who either fall out early or do really well, and under-estimating consistent heroes who do a good job of keeping you out of the bottom spots.
-
11
Ophoster posted a message on Battlegrounds Balance Changes - 4 New Heroes - 4 Old Heroes RemovedPosted in: NewsAm I the only one who doesn't understand why Infested Wolf is tier 3 and Rat Pack is tier 2? I mean, Rat Pack is much much stronger, while Infested Wolf just sucks.
-
2
user-5432889 posted a message on Zephrys The Great manipulation questionPosted in: Card DiscussionCan someone explain this one. Directing to 8mana Twisting Nether....
This card is fucking dumb? Just HOW is this not a Twisting Nether?
-
1
Arcengal posted a message on Zephrys The Great manipulation questionPosted in: Card DiscussionThis might be common knowledge but I wasn't able to find anything concrete, so I figured I'd ask here.
I know Zephrys is hard-coded to give you lethal if it exists. I was playing against someone earlier who had a secret I was 99% sure was Ice Block and I had lethal in play if not for that. I drew Zephrys and thought "Sweet, I guess I'll get Flare or new SI7 dude to destroy the secret", and instead he offered Fireball, Windfury and some other nonsense.
Is there a way to have Zephrys offer you a secret-destroying card guaranteed or is it RNG? - To post a comment, please login or register a new account.
22
Coronavirus Bot
12
My predictions:
Year of the Dragon: Archivist Elysiana. It was nerfed to prevent super long control warrior mirror back in the day thanks to Elysiana + Banker. With Banker rotating out and control overall being weaker, no reason to keep the nerf (though some Wild Odd warriors might complain). Another possibility is one of the Shaman Galakrond cards to give the archetype a little hope (though I think those nerfs are fair).
Year of the Raven:
Reckless Experimenter: Nerfed only to prevent SNIP-SNAP OTK. Now that Echo is changed, no reason to keep the nerf.
Dr. Boom, Mad Genius: In wild Dr. Boom is nobody. Making it back to 7 can make control warriors reconsider him.
Extra Arms: 3 to 2 to 3. Why not back to 2? Priest sucks in wild.
Raiding Party: 3 mana is fine for wild. Tempo rogue will still struggle.
Wild:
Spiteful Summoner: even at 6, these decks won't stack up against Quest Mage and all kinds of crazy Warlocks. Auto-lose to wild's aggro too.
Bonemare: probably fine at 7 now that games are decided before turn 7.
Call of the Wild: similar to Bonemare. Games essentially end before these big cards can be played.
Lesser Emerald Spellstone: hunter secrets aren't seen since nerf to Barnes and spell hunter. 5 mana may be more appropriate.
Call to Arms: even Paly would still seem too "fair" in wild to be meta.
Some legendaries as people mentions: Raza the Chained, Aviana, Crystal Core, Barnes and Luna's Pocket Galaxy shouldn't be change because they are inherently dangerous cards, even if their respective decks don't seem to dominate the meta now. I would be surprised if Blizzard reverted any of those nerfs. As far as I like Yogg's hope to not end when he dies, it's a mechanic thing rather than just balance, so probably no.
1
9
Somebody got to do it
3
The fact that it's not made into a keyword probably means it's exclusive to this Reno hero card. Most of the cases it's just another way to say "cast Plague of Death." Not too impressed.
2
I would remove the dragon package and the lackey package. Big Ol' Whelp as well as lackey generation cards make Shudderwock give you so many cards that are not Shudderwock and your hand will soon be full, not to mention that you will face lots of fatigue damage by repeating Big Ol' Whelp's battlecries. Lifedrinker can help you stablize health while applying pressure while playing Shudders and Sandstorm Elemental can help you deal with pirates and lackeys that are probably going to be popular - so I would include those. Just some personal suggestions XD
2
I'm afraid you are right. I knew Giggling Inventor would see a lot of play but didn't realize it was nerf-deservingly powerful. This looks as powerful as pre-nerf Giggling - even with no minion on board 5 mana 5/4 with Rush is playable, and with a small minion it's almost a neutral post-quest Oasis Surger.
2
You made my day, man! I've been with Bob lately lol but I'll definitely return to ladder once expansion hits
2
Good nerf but Reckless Experimenter cries in the corner
2
Okay - my less lazy design, now that Brewmaster seems to be disallowed:
Demons right now really have no incentive to upgrade to Tier 6, especially after Voidlord steps down to Tier 5, and they are still weak overall. Silence would be a very powerful effect in Battleground, arguably stronger than poisonous. This can be used both as soft removal of overbuffed minions (I mean Amalgams) and as a tech choice if your opponent is using a deathrattle-base strategy. E.g., against the almighty Goldrinn, the Great Wolf + Baron Rivendare beast strategy, you can single taunt her to nullify Goldrinn's deathrattle. Thoughts?