I think that new expansion will give us a whole new meta buffing some current cards and balancing OP decks.
- Ehronatha
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HGlaucemic posted a message on Who else agrees with Kripp on the staleness of the game?Posted in: General DiscussionThe past few years have shown us that they are either not interested in 'balancing' anything, or can't/won't unless it affects a future card or expansion. In my 20 years of online gaming, I've never seen such a hands off approach (neglect) as much as this one. I wonder sometimes if the people making this game are told by higher levels like corporate to drop cards, make money, and move on to the next expansion for more money and do nothing else in between. -
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gm6 posted a message on Who else agrees with Kripp on the staleness of the game?Posted in: General DiscussionOh come on guys! This game being stale right now? Remember those days MSoG expansion released. PW and Aggro shaman were everywhere. That was so lame that i even quit the standard till Un'Goro.
What we have now? The number of good decks is so variative that you never know what you will face. And the ladder is being so adaptive that i can not simply pick one of the net decks and just push forward. Not in this meta. Ofcourse i will get some easy wins if i pick some aggro shit but a couple of games later i will face enough counters to feel embarrassed and devastated.So what my point is here? I play 34-40 games a day only on ladder (plus several games in the brawl and wild). And i do not find HS stale or something. In fact i think that atm HS is great. The competitiveness on the ladder is so big that i need to think about my decks and invent something that people did not have any time to figure out how to counter (or at least i can find sort of unique deck and have almost the same result). Right now i am having a lot of fun with the game and i wish you will too. Cheers!
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ScaryKoolaid posted a message on Fixing Meta-Limiting cards (Suggestions included! And yes, Rogue Quest is one of them!)Posted in: General DiscussionSo first of all sorry if this should be in a more specialized sub-form; I put it in general because I couldn't decide if this was "Card Discussion" or "Fan Creation" so I hedged.
I was thinking about meta-limiting cards in Standard and really even potentially in Wild and I think there are two main offenders which rightfully get a lot of heat. They are Jade Idol and The Caverns Below. I'm not exactly a fan of the way Blizz has handled some cards in the past that were seen as meta-harmful by making them purely useless but I do think both of these cards are relatively easy to play and cause stagnation in the meta and utterly make some mega-archetypes like traditional control style decks almost unplayable which is unfortunate. You end up with a lot of aggro decks that try to outrace these 2 decks, and then these 2 decks. The rest are typically the people trying to make due and have fun, but end up hyper-disadvantaged as they basically just straight up lose to these cards without either really bad plays from opponent or like a miracle draw versus opponent's terrible draw. So, without further ado.....
Crystal Core would function much closer to Nether Portal with the effect being similar to Validated Doomsayer. It would be a permanent spot on the board. It would still be extremely powerful and actually operate as a way to pseudo-heal any damaged minions, but it wouldn't allow Preparation into Core be lethal on board and it'd limit the ability of the rogue to be able to threaten OTK lethal from an empty board with charge + bounce effects as the chargers would be 2/1 or 1/1 until EOT. This would also make the rogue player's minion pump susceptible to temporary Silence effects as it would be a buff that is applied, then re-applied each turn. It would still be very strong but it wouldn't allow for the type of solitaire games with cards like Vanish we currently see.
Jade Idol would still be a powerful effect, but it would not allow for itself to be cycled infinitely. Things like Gadgetzan Auctioneer would still trigger off the Jade Idol copies as it'd still be a 1-mana spell, but it would prevent the loop and complete lack of fear Jade Druid has of fatigue. You want to draw your deck and get 3x 1-mana behemoths? Sure, but there should be a drawback that allows for other long game type decks to be able to have some chance. Once Jade Druid hits like 6/6 golems, it's almost impossible for any other type of control deck to compete unless they can manage to outrace a particular slow/bad draw from the druid player and even then Auctioner/Fangrel + Idols quickly regains any lost tempo.
So, these were my ideas. I think they'd both function fairly similarly to the way they were intended, but maybe not as utterly oppressive to entire deck super-types as they've proven to be. They'd still be both very strong effects, they just wouldn't be broken as they seem to be.
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n3r0s1 posted a message on New Rogue Quest - The Caverns Below (Crystal Core)Posted in: Card DiscussionPO was removed because it was OP, now rogue get a full deck of PO that don't die, and with charge.
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ChickenwithOkra posted a message on Can i ask why Ice block wasn't hall of famed?Posted in: Card DiscussionAm i the only one that thinks Primordial Glyph is a even worse deisgn than ice block? Turn 8 pyroblast, 4 ice blocks, surprise conditional polymorph, that needed Meteor in sticky situations and Primordial Glyph into a Primordial Glyph with a Mana Wyrm on board, basically making it possible infinite or really high dmg. It's basically everything you need without a downside.
Ice block is troublesome, but there are things that are more broken and make mage not a big problem. There is the new Kripp tempo mage that uses it which is quite cheap, but what really makes the deck shine is the extra burst from primordial.
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futhead_ItsCalledSoccerToo posted a message on My Thanks to BlizzardPosted in: General DiscussionI've never written a post here before, so here it goes, I guess. After the travesty that was Gadgetzan, I am incredibly pleased by the direction Team 5 seemingly took with Ungoro. While the game still has problems (ie. Pirate warrior still everywhere, Quest rogue annoying), I the game is fun again. Maybe it's because the expansion is new, but I fell as though every class was given the ability to try multiple archetypes, and each of the nine now feel wholly unique once again. In addition, they ensured that the Reno decks died and that Jade would see little play. I seriously commend Blizzard for their innovation this expansion, and hope they continue to introduce new concepts with such success in the future. While the game's not perfect I truly believe they did a wonderful job in making HS enjoyable while fixing some of their past mistakes. I doubt many of you care, but I'm impressed and I hope you are too.
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Tze posted a message on Why HS comunity isn't demanding?Posted in: General Discussion@Ehronatha; the current meta feels a lot more like Old Gods did, so I guess it depends if that was your thing. Pirate Warrior and Quest Rogue feel like power spikes that are out of place compared to the rest of the meta, but that feels like an issue with a lack of techs in place and is honestly pretty normal in my experience since they're all-in on one strategy. Overall though I've grabbed one or two lists from streamers just to see how they approached something but have been having pretty good success just with my own builds as well; it wasn't impossible to compete with a janky deck in MSoG, but I think it's definitely a lot friendlier now.
Keep in mind the person you're replying to also hates anything that combos, plays proactively, and doesn't try to go to fatigue. So I don't think many of us are going to agree with Hooghout's perception of a healthy meta.
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tsudecimo posted a message on Above all else the animation and production quality of Ungoro is amazingPosted in: General DiscussionWhen watching the reveal stream there are so many cards that me go ''wtf that way too strong''. I have no hopes for a balanced meta, in many ways I think there is potential for a lot of things worse than pirate warrior. But one thing I just have to be hyped and amazed by is the animation and production quality. They really outdid themselves in terms of that in this expansion so many new and creative animation, it just so fun, along with the concept of Elise Trailblazer.
I didn't care for the elemental but that little spark in your hand when you played an elemental last turn is so cool. I hope they keep it up with the arcane expansion.
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potato_beleren posted a message on Why do people netdeck at rank 10 and above???Posted in: General DiscussionAt rank 15, you're already at a higher elo than 75% of the playerbase. At rank 10, it's roughly 10% or so. What am I getting at? People as low as rank 20 are playing netdecked Pirate Warriors and Reno Locks. If you're not playing a mildly competitive build of a deck, it can be difficult to string together wins, even at low ranks. I've seen pros like Orange have difficulty winning at rank 16 on stream. Even if it's at the beginning of the season, there are tons of high ranked players from the previous season who have already moved out of that elo. I'm getting at the fact that there isn't a big difference in skillcap from rank 15 to 10, and even in some cases from rank 10 to 5. Now, there is a significant difference from players at say, top 500 legend and players at rank 15; that's pretty obvious. But don't make it out to be like "Rank 10" is the cutoff for "good" players, because that's what you're insinuating with your title. A lot of people don't play a lot of games in ranked; I find it hard to even complete my daily quests nowadays with how stale the game has become.
TL;DR: Don't berate "low" ranked players for trying to get better by playing good decks. There's more representation of meta decks at lower elo than you would think, and netdecks help to combat that. -
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YourPrivateNightmare posted a message on How to fix Jade for DummiesPosted in: Card Discussionno. that is dumb. that solves literally nothing. Stop trying tot design with no idea how to. thanks.
also, the meta is fairly diverse compared to previous ones.
We got Jade SHaman, jade Druid, Miracle Rogue, reno Mage, reno lock, Dragon Priest, Warrior variations + any off-meta decks that aren#t top tier.
Your Jade idol nerf does literally nothing to tackle the real problem other than emoving its purpose entirely.
Jade idol was intentionally designed to kill control/fatigue decks, since those decks (especially warrior) for the longest time had no counter other than "kill them before it's too late" What they screwed up is the efficiency.
Jade Idol should be 2 mana "summon a Jade golem/shuffle 2 jade idols in your deck"
I play Jade druid a lot and even against control there were some close matchups, simply due to the fact that at some point your hand will run out of cards and you will only draw one jade idol at a time.However, that disadvantage is almost completely negated when you can also shuffle 3 of those back in your deck, ensuring at least 2 Golems until you have to shuffle again. Also, the 1 mana cost is too ridiciulous when combined with Auctioneer.
also, nerfing Aya makes no difference at all. The whole appeal of Aya is the fact that you ramp up 2 golems in one card, her decent attack stat is really just a bonus.
+ your comparison with "shamanzor" isn't valid since aya doesn't consistently summon 3/3s and 4/4s. In some games you might not even get any jades up before turn 6. The entire idea of jades is that they only start being valuable if you managed to get a few ones out before and if your opponent can pressure you before that you might lose.
at the end of the day, Jades aren't going to overtake the meta as long as Hunter makes a comeback in Un'goro + the rotation of Brann bronzebeard. Also, Jade Druid will probably still be inferior to Jde Shaman because their jade cards are a lot stronger on their own.
Tl;DR you fail to identify what makes jades problematic
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There are two ways to play around it:
1. Play OTK/Combo deck
2. Play only minions with 5+ attack.
That one spell can generate stats like only a 10-mana Old God or Deathknight can.
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So good in Wild Spell Hunter. Glad I got it from my pre-order.
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They do it this way because gambling makes people spend more money.
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Hearthstone has improved a lot lately. The current (pre-Boomsday) meta is one of the funnest in a long time. As Vicious Syndicate has noted, there have been constantly changing strategies since the last balance fix.
The last balance patch was very well done. For once, Team 5 quickly owned up to their mistakes, which has led to a dynamic meta. It's almost like there's new leadership at Team 5 ;-). If they continue this kind of smart balancing after every expansion, we can expect the game to have good longevity. Additionally Blizzard became much more generous with gold and dust. New players still have a hard time, but the extra generosity helps them some. Boomsday looks incredibly fun and creative.
With Blizzard's current strategy and creative team, I don't see Hearthstone being challenged any time soon.
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I have had some savage game losses to MCTech. After Stonehill Defender, it is second in my list of bans in Arena.
I don't play Arena enough to remember about playing around it, although my opponents never forget. The rule in Arena is: 3 minions or 7 minions.
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I've been playing the last few days at Rank 15 in NA Wild. My list is a little different.
Mage: Exodia
Warlock: Reno with Krul
Priest: Big (very common); variations of combo and control, usually with dragon package
Shaman: Shudderwock with Jade
Rogue: Kingsbane (very common); Burgle
Druid: Mill/Fatigue; Combo (multiple varieties)
Paladin: Odd
Hunter: Spell
Warrior: none
Most decks are control/combo decks. I'm laddering with Warlock, and I've had to switch to Leeroy/Faceless/Reno variant because just throwing out big threats doesn't do anything. Rogue, Priest, Druid, and Shaman can survive against any board-based strategy until they get their combo pieces going. If your deck can't kill by turn 7, you must have a combo.
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Last month I laddered with Reno Priest, and Kingsbane Rogue was essentially an auto-loss. I think I won one game because I just happened to have a lot of tempo and the Rogue had terrible draws and played terribly.
Your best bet is to concede so you don't waste your time. You do have to wait to make sure it's a full Kingsbane/Mill deck before you concede - I have also seen Kingsbane in a tempo deck.
If you don't want to concede, you should put in a weapon destruction card or two. Destroying two charges of the Kingsbane hurts them a lot. In Standard I have seen that change a losing game to a winning game. I don't include weapon destruction in my Wild Reno Priest deck because it is otherwise not particularly useful and because it doesn't actually win you the game against Kingsbane the way Skulking Geist wins you the game against Jade Druid.
You also have to keep your hand as empty as possible. That means spending the coin for nothing in the early game. Sap and Vanish are always in their hand.
Think about the order your play your minions. Vanish sends them back to your hand in the same order they are summoned.
Unfortunately Silences don't do anything in Wild. They don't play with Squidface.
All control decks should be playing with Skulking Geist in Wild. Turn 6 is too late to play it against Kingsbane/Mill since they will have played at least one Deadly Poison by then. However, destroying the Doomerang is a big deal.
Mulligan hard for Dirty Rat and the aforementioned weapon removal. If you can get rid of a Coldlight before the inevitable Shadowstep/Gang Up combo, you may have a chance.
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I don't think that the gold reward in Casual should be halved, it should be removed completely, as some have suggested.
Is it "dickish"? I don't care! Yes, you should still be able to complete quests in Casual. That promotes a diverse experience.
Completely removing the gold reward encourages a truly casual experience. The supposed MMR is pretty much a joke. I only play Casual occasionally, and that is for completing particularly annoying quests or to try out weird deck ideas. Even so, at least half the decks I face there are hardcore netdecks whose lists I can recite with 90% accuracy.
For those who ladder in Standard, the Wild ladder is another alternative for completing quests without losing ranks. If you never play Wild, your Wild rank is going to be extremely low. Regardless of what kind of Wild collection you have, you'd still be able to complete quests at those lowest ranks.
TL:DR - No gold for 3 wins in Casual, but you should be able to complete Quests. If you want to earn more gold while you complete Quests, go to Wild.
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I think I lost against that Hunter at 10-2, except that he never drew his first murloc before I conceded.
After two Infinite Wolves, Murozond, and the third(!) Chronoshot, I was, like, that's okay.
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Had a satisfying Taverns of Time experience last night. I used Fatecleaver to destroy three Mithril Golems at once. Yeah, I won that game - mmm, so good!