It wasn’t a match up comparison just a class comparison in general. Priests power vs Druid power in general is staggeringly different. 23 armor does not matter against *Quest* priest but matters a lot vs any other deck. I think they should print a legendary that lets you “overheal” for the whole game. Like a 2 mana 2/3 battle cry “ your maximum health becomes 60”
I’m sure this was discussed somewhere before, but abyssal curses progress the quest (kinda bs in my opinion) , and they can use the curse to power the hero power (which does make sense). Had 0 chance of winning that game. Felt bad and seems like a strange interaction.
Power creep and ultra aggression at an all time high, I think it’s about time add 5-10 hp, cause why build a deck with 30 cards if it’s over < turn 6. They obviously are not interested in bringing down the general power of cards.
i understand it’s part of the game. And I like discover.. But can we agree that playing multiple copies of legendaries is a problem.
You should be generating a legendary card 5% of time, epics 15%, rares 30% and common 50%.
I’ll get Mr. smited 3 times in a game, Gaia’d 2-4 times in a game, Nessie’d 2-3 times in a game. Having someone drop Gaia turn 6, 7, and 8 isn’t ok. Card need to be weighted by rarity.
They are “Legenday” but most cards are treated like way over performing rares with the frequency you can play them.
I think that people are too hooked on the “it’s only a 47% win rate and 5% play rate.” At the end of the day this type of deck is flat out not fun, interactive, or really fair. The average person who plays a couple games a day that doesn’t look up statistics on play rate and other such things, is gonna be really turned off when they run into decks like this. Maybe even enough so to just stop playing the game.
Less players is not good for the game, and this deck will probably cause less players to play the game even if not a ton.
20/20 charge in wild are definitely terrible.TWO 12/12’ w/rush in standard on t-3 is honestly just as bad. It’s outrageous this made it to live servers.
I can’t believe this hasn’t been hotfixed or disabled. I’ve played 4 priest today and all 4 had it turn 3/4. I understand that it’s only a 50% win rate doesn’t change what it does to the game
Don’t get me wrong there is a ton of garbage in the game right now. The switcharoo priest is outrageously busted, two 12/12’s turn 3/4. Even if it only has a 50% win rate.
I feels like they really should have a ptr for like 2 weeks before releasing cards. let anyone play a full collection in the ptr for a few weeks so they can collect data on the stuff they obviously don’t see with the internal testing. And honestly even give away a few packs to anyone who plays the ptr for 20 or more games.
this happens 50% of the time from Nellie.. how do these things get by testing. It should reduce the cost of the pirates by 2 not make the mana cost 1. Silly devs..
I’m glad this is the first expansion I haven’t pre ordered. I’m personally just tired of the fact that aggro has infinite gas. How the hell is something else going to ever be truly playable when every aggro deck just has infinite card reload but can also kill you turn 5… Aggro is suppose to have a serious chance of losing when you get to turn 6+ Due to running out of resources. And that just isn’t the case any more and hasn’t been for a while.
They need to start dishing out 6mana 5/20’s with taunt and battle cry heal for 10. Cause that’s the only way someone can keep up with the limitless tools all aggro decks have to keep up pressure.
so I guess I’m saying that aggro needs a hard nerf to ALL card draw.
Just played a guy that played *3* !!THREE!! Mr. Smites. I cannot fathom how the game benefits from being able to discover that many copies of ( already busted) legendary cards. I havent played a pirate warrior that hasn’t played at least two Smites all day. (6 pirate warriors today)
Dear devs. Stop letting people discover multiple copies of legendary cards, cause at this point you might as well lift the restriction of having 1. it’s been two years where people just discover and break that rule on the reg.
0
Seriously true with that immolate spell… that shit is wack .
0
It wasn’t a match up comparison just a class comparison in general. Priests power vs Druid power in general is staggeringly different. 23 armor does not matter against *Quest* priest but matters a lot vs any other deck. I think they should print a legendary that lets you “overheal” for the whole game. Like a 2 mana 2/3 battle cry “ your maximum health becomes 60”
0
priest turn 5/6- play a single 5/5 taunt DR draw two spells. Or maybe a 6/6 taunt DR heal 8…
meanwhile
druid turn 5/6 - summon a 12/12 taunt, draw 3 cards + 23 armor.
I hope priest get some serious love with the mini set.
0
I’m sure this was discussed somewhere before, but abyssal curses progress the quest (kinda bs in my opinion) , and they can use the curse to power the hero power (which does make sense). Had 0 chance of winning that game. Felt bad and seems like a strange interaction.
3
Power creep and ultra aggression at an all time high, I think it’s about time add 5-10 hp, cause why build a deck with 30 cards if it’s over < turn 6. They obviously are not interested in bringing down the general power of cards.
0
i understand it’s part of the game. And I like discover.. But can we agree that playing multiple copies of legendaries is a problem.
You should be generating a legendary card 5% of time, epics 15%, rares 30% and common 50%.
I’ll get Mr. smited 3 times in a game, Gaia’d 2-4 times in a game, Nessie’d 2-3 times in a game. Having someone drop Gaia turn 6, 7, and 8 isn’t ok. Card need to be weighted by rarity.
They are “Legenday” but most cards are treated like way over performing rares with the frequency you can play them.
1
I think that people are too hooked on the “it’s only a 47% win rate and 5% play rate.” At the end of the day this type of deck is flat out not fun, interactive, or really fair. The average person who plays a couple games a day that doesn’t look up statistics on play rate and other such things, is gonna be really turned off when they run into decks like this. Maybe even enough so to just stop playing the game.
Less players is not good for the game, and this deck will probably cause less players to play the game even if not a ton.
0
Rerelease the whole expansion now that they have had the thing finally tested.
9
20/20 charge in wild are definitely terrible.TWO 12/12’ w/rush in standard on t-3 is honestly just as bad. It’s outrageous this made it to live servers.
5
I can’t believe this hasn’t been hotfixed or disabled. I’ve played 4 priest today and all 4 had it turn 3/4. I understand that it’s only a 50% win rate doesn’t change what it does to the game
0
Don’t get me wrong there is a ton of garbage in the game right now. The switcharoo priest is outrageously busted, two 12/12’s turn 3/4. Even if it only has a 50% win rate.
I feels like they really should have a ptr for like 2 weeks before releasing cards. let anyone play a full collection in the ptr for a few weeks so they can collect data on the stuff they obviously don’t see with the internal testing. And honestly even give away a few packs to anyone who plays the ptr for 20 or more games.
3
this happens 50% of the time from Nellie.. how do these things get by testing. It should reduce the cost of the pirates by 2 not make the mana cost 1. Silly devs..
5
I’m glad this is the first expansion I haven’t pre ordered. I’m personally just tired of the fact that aggro has infinite gas. How the hell is something else going to ever be truly playable when every aggro deck just has infinite card reload but can also kill you turn 5… Aggro is suppose to have a serious chance of losing when you get to turn 6+ Due to running out of resources. And that just isn’t the case any more and hasn’t been for a while.
They need to start dishing out 6mana 5/20’s with taunt and battle cry heal for 10. Cause that’s the only way someone can keep up with the limitless tools all aggro decks have to keep up pressure.
so I guess I’m saying that aggro needs a hard nerf to ALL card draw.
0
Just played a guy that played *3* !!THREE!! Mr. Smites. I cannot fathom how the game benefits from being able to discover that many copies of ( already busted) legendary cards. I havent played a pirate warrior that hasn’t played at least two Smites all day. (6 pirate warriors today)
Dear devs. Stop letting people discover multiple copies of legendary cards, cause at this point you might as well lift the restriction of having 1. it’s been two years where people just discover and break that rule on the reg.
0
Did you do anything in particular cause I have the tavern pass but it still shows 400 dust for finley
edit-iPhone user