• 1

    posted a message on Why does Blizzard nerf cards into oblivion?

    They seem to only want to make concise changes to cards, rather than completely redesigning them.  See, they can change the cost, stats, or effect of Ancient of Lore, but they can only change ONE of those things.  Otherwise it would just be too much for the average player to grasp.  (Yes, that was sarcasm.) 

    Of the recent nerfs, only Force of Nature and Blade Flurry had both cost and effect changed, and those were spells.  Force of Nature was the ONLY nerf that also saw a mitigating benefit. 

    Blizzard wants to keep it simple and is extremely conservative about changing any previously released cards.  Blizzard doesn't care if a card becomes completely uncompetitive.  Blizzard wants to push the game in certain directions.  Therefore some cards get nerfed into the ground.

    Personally I think that all the basic class cards should at least be marginally playable for new players, so I think that Warsong Commander and Buzzard were too harshly nerfed.  I also think it's bad that so many classic rares and epics are terrible since new players also have access to so few of those.

    Posted in: Card Discussion
  • 4

    posted a message on Just went 7-3 as Priest. Guess how many times I went first?

    If you guessed 7, you were right! 

    As I looked at my other recent games, the trend towards losing as second player is there, but I've never seen anything so blatant. 

    So a tip for doing well at Arena: always go first! 

    Posted in: The Arena
  • 1

    posted a message on Cthun balanced? Rank unbalanced?

    I would have thought that he would quit just because of how frustrating Ancient Shieldbearer is to play against. 

    10 armor for 1.5 mana is preeeetty dumb. 

    Posted in: General Discussion
  • 2

    posted a message on What hearthstone character would you like to bang the most and why

    Khagdar - major silver fox, at least his hero skin picture. 

    Posted in: General Chat
  • 3

    posted a message on My view on the current Aggro Meta

    Warlock and Shaman are frustrating to deal with because of their agro minions are so hard to remove. 

    Additionally they have access to incredibly efficient removal in the form of Lightning Bolt, Rockbiter Weapon, Power Overwhelming, Soulfire, and Mortal Coil, not to mention the cheap buffing minions.

    The two agro decks represent a design flaw since they don't really have any weaknesses.  If a deck can deal a lot of damage quickly, then its minions should be more vulnerable to removal.  If a class relies on efficient minions for damage or trading, it shouldn't also have efficient removal spells.  If a class has several minions or spells that spew out tokens, then a spell that is only balanced because it sacrifices a minion isn't balanced at all. 

    People have a right to complain about this design flaw.  

    People say it isn't agro, but the lack of answers to agro that other classes have.  Yes and no.  A deck archetype should inherently be designed to have a hard counter with the existing card pool, the old rock/papers/scissors scenario.  I mean, why were Flamewreathed Faceless and Northshire Councilman given that one extra point of health to protect them from equivalently costed removal spells or minions?  I would argue it was a deliberate choice to protect their decks from existing hard counters.  (FF should have been a 7/6.)  However, no equivalent counters were introduced in the same set.  Yes, people can legitimately complain about that. 

    Posted in: General Discussion
  • 1

    posted a message on Why Wild?

    Yesterday I started my season in Wild with a Mech Paladin deck that I can't play in Standard.  It's totally fun. 

    There really is a diversity in the decks you play against in Wild. 

    Also, I spent gold on GvG packs, and gosh darn it, I'm going to use those cards! 

    Posted in: Wild Format
  • 3

    posted a message on New 80 Gold Quest - Play a Friend

    Yeah, I got this on my f2p European account, where I don't have any friends. 

    Gonna reroll whenever it lets me, because it's too much trouble to start sending friend requests to random strangers I've played against. 

    Oh Blizzard, why are you trying to stop me from being antisocial? 

     

     

    Posted in: General Discussion
  • 4

    posted a message on The card that tilts you the most.

    Brawl For some reason Warrior had to have the most efficient single minion removals in the game as well as the most efficient board clear as well.  Your only hope of getting through Warrior's Trueheart (TM) Armor while having one to two minions a turn summarily dispatched is by spamming the board with multiple minions.  Except that you can't, because a 5-mana spell can unconditionally destroy all of them.  Even though I hate Priest's "I remove and/or steal everything" deck, at least his board clears are based on damage, not on simply erasing everything. And at least Priest is limited to 30 health. 

    Speaking of Priest, Cabal Shadow Priestis the too-often unsung heroine of tilt.  "Let me CHANGE your mind if you thought you had a chance of winning."  6 mana is such a "steal" for the decisive swing that card can provide. 

     

    Posted in: Card Discussion
  • 1

    posted a message on Share your tip for Arena
    Quote from thebangzats >>

    Another tip that hasn't been mentioned by everyone else:
    Slow. The fuck. Down.

    I've seen so many opponents misplay and lose the game just because they didn't take the time to think over it.
    Quick example: Opponent playing a Deathrattle minion, then an Unearthed Raptor, in that order within 3 seconds of the turn starting. "Mistakes were made," alright.

    Check and recheck your move, consider other options, then execute it.
    It seems so basic yet I've encountered many opponents who do this.

     Isn't that the correct order? 
    1. Play Deathrattle minion
    2. Play Unearthed Raptor to copy the previously played minion's deathrattle.
    Remember, it's also important to slow down before you hit "Post Reply." 
    Posted in: The Arena
  • 1

    posted a message on What a difference a collection makes

    I started playing in December and have only spent money on the adventures and few Arena runs.  I started with the online newbie decks featuring the Naxxramas cards and gradually increased my collection.  January I ended at Level 19.  February  I ended at Level 15.  I started buying GvG with my in-game gold and crafted Dr. Boom once I got 1600 dust.  March '16 I ended at Level 14.  I switched to buying Classic packs along with Arena runs.  My collection has just drastically expanded.  I'm still missing many staples, but with a bunch more cards under my belt, it's like an entirely different game.  So many more options, and so much more power. 

    I decided to ladder with Rogue this month.  After failing with Oil Rogue, I netdecked a Raptor Rogue deck and have easily just hit Level 11.  After consistently hitting a ceiling of Level 14/15, Level 11 seemed impossible.  It's only possible because I collected the dust to craft two Piloted Sky Golems and because I got two Defenders of Argus in packs (also thanks to the deck author, although I tweaked the deck a bit because I wasn't willing to spend dust on Classic cards I was missing now since I'm still getting packs).   

    I'm having so much fun with all the card combos, I will definitely be playing Wild because I don't want to lose the cards I've only  just started playing with. 

    The frustration that newbies and F2P players feel is real.  I remember resenting players that always had Dr. Boom and Emperor Thaurissen.  (I still resent players who have multiple crafted Legendaries in their deck.)  There may be some decks like Face Hunter and Zoolock that only require crafting a few rares to be competitive, but in the long run, you've got to get a collection.  Choke up the money for the adventures, and start splitting your gold on Classic packs and Arena runs. 

    Posted in: General Discussion
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