Before you care so much about the new player experience, you have to care about the actual game experience once they get into the game!!!!
- FelipeMikau
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Member for 7 years, 5 months, and 11 days
Last active Thu, Nov, 16 2017 06:06:18 -
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- 20 Thanks
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clickpwn posted a message on Ben Brode On The Meta, Balance, and ShamanPosted in: News -
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StCecil posted a message on Game Designer Max McCall Talks About ShamansPosted in: NewsOther classes have less options than Shaman
renolock is the only warlock deck on ladder (I think I played one discard lock since Xpac release)
same for Mage, the large majority is Reno. I rarely see tempo or what else ?
Priest has like 2, Dragon or Reno usually with dragons
hunter and pal have zero
and Rogue is miricle or jade
the other classes are just as "boring" to play against as shaman is
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Juxtapose519 posted a message on Game Designer Max McCall Talks About ShamansPosted in: NewsSo help me god, Blizzard, if you nerf Shaman before rotation and the whole class gets dumpstered when TGT and Explorers go away, I'm leaving and I'm not coming back.
Something needs to be done about the classic set. More random nerfs based around the current standard meta is NOT the answer.
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BigFatMurloc posted a message on Game Designer Max McCall Talks About ShamansPosted in: NewsThe problem is just that shaman have almost always a curve and other classes like paladins dont even have a playable 2 drop or 1 drop or anything in the early game.
Its a symptom of flawed standard the basic set should at least give every class a playable curve. As it is now classes that dont get 1,2,3 drop in the current set are unplayable.
Speaking of unplayable...meet shaman after trog+golem will rotate out. Thats with next set released...so 3 month or something?! why change anything now? its way to late.
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M0byFish posted a message on Game Designer Max McCall Talks About ShamansPosted in: NewsThe core cards are actually kinda bad... that's why shaman was in the dumpster for forever. Overload was a mechanic that was supposed to punish you for playing powerful/undercosted spells and minions. And for a while, that's exactly what it was, and it sucked.
TGT came along, and gave us Totem Golem, which is almost impossible to deal with on-curve for many classes. Also, we got pre-nerf Tuskarr Totemic, which had a relatively high chance of rolling a game-winning totem. But even THAT wasn't enough to make Shaman viable.
Then LoE came out, and Tunnel Trogg removed the punish of Overload. With 3 health, it usually sticks on turn 1, and can be buffed by Totem Golem on turn 2. But even Tunnel Trogg alone wasn't enough to make Shaman good.
Then WotOG came out, which gave us TFB and 4 mana 7/7. TFB was good because the Shaman hero power was generally considered to be weak. But now tapping the button meant a cheaper TFB later. Shaman was becoming more appealing, but still lacked something.
Karazhan was the tipping point. Maelstrom Portal and Spirit Claws gave Shaman the early game removal the it needed, while also not sacrificing tempo. It also meant that spell power was EXTREMELY valuable for Shamans (1 mana deal 9 damage... seems good), which meant that the totems became something that couldn't simply be ignored on board, for fear of increasing the odds of rolling spell power.
And that's all before the Jade/pirate stuff was introduced...
With the introduction of STB and Patches, as well as Jade Claws, Shamans always have a nearly un-beatable early game. Jade lightning is also a disgustingly good removal spell. To put it simply: Shamans have so many broken cards at their disposal that many don't even bother with the 4 mana 7/7 anymore.
Shamans can do a little bit of everything. They've got weapons, they've got busted AOE and single-target removal, and they can generate tokens. But most of those things that break shaman came from expansions (especially Kara and MSoG).
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vitorsly posted a message on New Rogue Card Reveal: Jade SwarmerPosted in: NewsFor 2 mana Gilblin Stalker and Druid of the Saber set a 2/3 or 3/2 stealth standard.
This card can be:
With 0 golems before/on curve: stealthed Possessed Villager for 1 more mana = bad
With 1 golems before: stealthed Kindly Grandmother with 1 less attack on deathrattle. = okay
With 2 or 3 golems before: somewhat similar to a self-triggered Nerubian Egg = very good
With 4 or more golems: Twilight Summoner+ for 2 less mana. = AWESOME
AND it adds +1/+1 to EVERY FUTURE GOLEM you play. The question isn't "Is this card good" but rather " is the entire mechanic good for rogue?"
And if I'm right and we get some stealth synergy for rogue, all minions currently unveiled HAVE stealth, this can get INSANE.
Combine it with Cold Blood for 3 or 5 damage turn 3 plus golem!
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Randymarshlol posted a message on The Heroic Brawl is Finally Here!Posted in: NewsI wish the community and the streamers would boycott this. It's bad design and feels too much like a cash grab.
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lolifofo posted a message on The Heroic Brawl is Finally Here!Posted in: NewsWayyy too expensive. Pass.
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dmc_777 posted a message on Paladin Murloc Card Reveal: Grimscale ChumPosted in: NewsFiller cards. Moving on.
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Mitozz posted a message on New Card Reveal: KnucklesPosted in: NewsDo me trade? Yep.
Me go Face? Yep.
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Does it have the same effect as Unleash the Hounds?
Why is the text so confusing?
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The Christmas tree Uther, but where is Mysterious Challenger?
None of your business!
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I have time for BAAAAAAAAAHHHH
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I like it.
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You all guys got good legendaries, all I got is The Last Kaleidosaur Quest. No epics/golden cards.
Sadness :(
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I just discovered on Amaz stream. The Emotes of your hero also become ramdom!
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If you want to meet RNGesus in person, this brawl is for you.
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It can be buffed on play as well with cards like Houndmaster.
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Why use Auctionmaster Beardo when you could use Garrison Commander?
The Auctionmaster Beardo will be useless even when Garrison Commander rotates out because no one use it.