I mean come on….blood death knight and frost death night are hands down best decks in the game atm and you can run them without a single card from newest expansion. When that’s the case you know your expansion was a complete fail.
- Flamezombie
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CodyShaman posted a message on Sad rotation when best deck doesn’t even need new cardsPosted in: Standard Format -
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Lyfe posted a message on The problem right now with hearthstonePosted in: General DiscussionQuote from DjGrapejuice900 >>I just think they need to work on their discover mechanic rules, because I can’t mentally handle the idea that blood DK discovers 5+ class legendary cards from a tiny pool every damn game. Sorry to anyone that thinks it’s okay, but you shouldn’t have 3 patchworks, 2 of that new legendary spell, 2 scourges, etc cause as everyone has forgotten LEGENDARY card are meant to be played once, or rarely twice. I know there are a few examples of repeatable spells and such. But in general you get one copy and it should be a game changer…
I've always thought that discover cards shouldn't be able to discover legendaries (unelss they specifically say so). Not because of their pwoerlevel, rather it cheapens the "rarity" of legendaries.
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DjGrapejuice900 posted a message on The problem right now with hearthstonePosted in: General DiscussionI just think they need to work on their discover mechanic rules, because I can’t mentally handle the idea that blood DK discovers 5+ class legendary cards from a tiny pool every damn game. Sorry to anyone that thinks it’s okay, but you shouldn’t have 3 patchworks, 2 of that new legendary spell, 2 scourges, etc cause as everyone has forgotten LEGENDARY card are meant to be played once, or rarely twice. I know there are a few examples of repeatable spells and such. But in general you get one copy and it should be a game changer…
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ZoReee posted a message on The problem right now with hearthstonePosted in: General DiscussionIt has nothing to do with anything in regards to one deck being strong or this or that, every deck has a playable archtype (obviously dk is a bit strong though)
The real issue is no deck is fun to play against at all
Blood control DK - Literally not fun to play against
Frost Dk - not fun to play against
tony druid - not fun to play against
shadow priest - not fun to play against
steal yo girl priest - not fun to play against
pure pally - not fun to play against
secret rogue - not fun to play against
literally every deck is basically made so as quickly as possible in a match you basically just not longer get to play the game. Even if you are playing one of those decks, its just not fun to run up into a mirror match or another one. Its the days of the og where every match was secret pally, midrange druid, control warrior, freeze mage, miracle rogue, or face hunter
anything that wasn't exactly those decks was just not viable and if you played against one of those it just was not a fun game.
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MysteryboxHS posted a message on A couple DK fix ideas.. this is ridiculousPosted in: General DiscussionQuote from DeathDragon >>Quote from sPacEtiMe19 >>Quote from DeathDragon >>Quote from DeathDragon >>Why do you guys want to nerf tripple blood? It already sucks enough (literally every class has at least one deck which stomps over it with ease).
Name me 3 of those decks please, without mentioning pala or dh
Menarie warrior, thief priest, that endless spells mage whatever it is called, undead warlock unless it's really unlucky, totem shaman
Menagerie warrior lol? No
You can lol as much as you like but that's probably the only matchup I win consistantly. 3x blood just doesn't have enough draw to keep up.
I'll be happy to play BDK vs your menagerie warrior 5 games. If you win a single one I will revoke my statement.
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sPacEtiMe19 posted a message on A couple DK fix ideas.. this is ridiculousPosted in: General DiscussionQuote from DeathDragon >>Quote from DeathDragon >>Why do you guys want to nerf tripple blood? It already sucks enough (literally every class has at least one deck which stomps over it with ease).
Name me 3 of those decks please, without mentioning pala or dh
Menarie warrior, thief priest, that endless spells mage whatever it is called, undead warlock unless it's really unlucky, totem shaman
Menagerie warrior lol? No
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Xauriel posted a message on A couple DK fix ideas.. this is ridiculousPosted in: General DiscussionQuote from DeathDragon >>Why do you guys want to nerf tripple blood? It already sucks enough (literally every class has at least one deck which stomps over it with ease).
Name me 3 of those decks please, without mentioning pala or dh
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lv426a11 posted a message on A couple DK fix ideas.. this is ridiculousPosted in: General DiscussionI'm not saying that I agree with the proposals in the original post, but I think it's slightly disingenuous to make the comparisons with previous board-clear cards.
Gigafin - a 1 of legendary that has a downside giving you your board back (but also only wipes the opponents board).
Plage of flames - requires a board of equal size to function at all (and this card was oppresive when it was played).
Lord Godfrey - might wipe the board but requies some set up. Also - legendary 1 of.
For me the issue with Soulstealer is that he usualy creates lots of corpses in a rune class which sometimes struggles to generate them. As a resource, corpses becomes fairly meaningless once a soulstealer has been played as you nearly always have more than enough to do what you want.
Personally I think the issue isn't with a single card. All of the cards evaluated on their own are good but, but lots of cards from other classes are (individually) good too.
The issue is that ALL of the DK cards are good, and the synergy with the hero power/class mechanics for the neutral cards that are run is also very powerful. Nerubian Vizier might as well just say "if your hero is a DK it costs 2 less".
It's also frustrating to play against multiple discovered legendary minions or triple rune cards from runes the deck isn't using. The premise behing runes is that those cards with more runes are more powerful cards, with the downside being you lose the flexibility to choose from the other runes. Similarly, the concept of a powerful legendary but you only get, one is a joke. The discover mechanic ruins both these concepts in DK.
I don't think there's an easy fix though. Limiting discovers to the runes you're using just increases consitency on the cards you're offered.
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Tibainium posted a message on A couple DK fix ideas.. this is ridiculousPosted in: General DiscussionDiscover is a problem, DK's have too many good spells so its almost impossible for them to low roll. They could increase the cost of corpses to use them (also for neutrals like Nerubian Viziers now that everyone has a corpse counter) which means DK have to be a lot more careful about when to discover. I don't think any other card needs a nerf if they fix the discover giving them endless value.
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Truenorth posted a message on A couple DK fix ideas.. this is ridiculousPosted in: General DiscussionConstruct Quarter BALANCE, 3mana, summon 3/3 rush
Destroy Minion spells for 3 mana. Problem here is DK AOE damage kills useless minions, then these spells pick off your biggest threats with literally no drawback. Makes it too difficult to get ahead of Blood DK. Siphon Soul for 5 mana is legit interaction for instance
Vampiric Blood NERF/DELETE or BALANCE; 3 Mana, +5 life, spend 5 Corpses to +5 and drawGnome Muncher BALANCE, 5mana, 3/5 Taunt Lifesteal, attack HIGHEST health enemy
Soul Stealer, NERF/DELETE. 8mana, 3/3, LOSE a corpse for each minion destroyedFrostwyrm 7 mana; NERF TO 4 DAMAGE 4/4 TOKEN
Discover Rune Cards, NERF to only usable Rune cards
The entire game would be in a better place except for Pure Paladin needs nerf list too. You want a community that expands, that buys products like candy. The problem with DK is the power trade off for mana cost per turn. It's too cheap and easy to negate your opponent and stuff their entire deck's strategy.
Instance; turn 5 opponent has managed to get 3-4x cheap minions on battlefield. DK just wipes it and gains health back (+vampiric blood interaction makes this more miserable). Opponent's turn 6 they play a big minion to offset the setback they just had turn 5.. the DK just spends 3 mana and removes that. Now opponent is screwed for most part waiting for 12 turns for game to end.Enjoyable product= more player base
More player base = more $$
More $$ = better product
You can make changes @BlizzardActvision, just use your free-will and get er done. - To post a comment, please login or register a new account.
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DK shouldn't be able to discover 3 rune cards outside it's own class at the very least, and Druid shouldn't have many discover cards at all.
Magic learned well enough not to give ramp, card draw, and tutoring all to the same color combination.
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I just find it hard to believe there's THAT many players running around with T1 decks fully built with no gold OR dust saved up considering I haven't spent a cent on this game and I had 3000 gold to start the expac...
But also, I just don't play decks I know already work the first week of a new set; I don't get it. Just playing 'what works' from months ago seems so boring to me.
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...which I'm having a ton of fun with overall, btw!
...But there's nothing more infuriating than playing the fourth imp warlock player in a row that has literally not put a single new card in their deck. That deck was obnoxious last expac. Now it's just getting old. It makes me want to play 40 card reno blood DK and rope every turn I see one.
Like, I don't have an issue playing an old, proven T1 deck and seeing how it's improved/changed with new cards, fine. But I've literally seen ONE new card from about 12 imp warlock decks in diamond 5-2 lmao.
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Super fun, I'd replace the Ooze with Rustrot Viper though - having trade is really nice when you don't run into anything that runs weapons.
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Gonna be honest, fun deck in theory, but the top 3 seem to just run it over by turn 7-8. Rush warrior just creates minions that are too big to remove. Paladin forces you to use your lethal tools to remove the board, especially because of Oh My Yogg. Hunter is so hyperaggressive that the Tidal Waves are too slow.
It also runs into issues against Warlock where they can just infinitely remove your board (and deck lol) and heal to full + armor gain to get past the not-quite-OTK.
More a commentary on the state of the meta only allowing 5 or so decks to exist than on this deck itself.
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Duels is fun but there are some broken interactions with it. It's bar none the easiest way to make money in the game right now imo so I'd really love to see some balance improvements to the weaker classes.
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As a control player and a college student who hasn't spent a cent on the game since starting in 2016, I like the new system at first glance. I don't play enough to get the max amount of money each month.
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Druid was tier 1, but that wasn't the issue. The issue were the games where it did win, they were so swingingly in the Druid's direction unfun that the game just ground to a halt and became a "oh guardian animals turn 3 GG" fest.
Why hunter has been allowed to be tier 0 for so long I have no idea.
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Played a variant of this for a while and it feels... weird. I know he went 6-0 in the streamer event but there's just something off about it. You draw both your lightning blooms late game and die. You don't draw Arcane Watcher within the first four turns and die. The game goes past turn 7 in general and you die. Your opponent has any healing? Probably dead.
Sometimes your opponent also just plays better aggro than you and you die because you have no board wipes.
Idk, there are some games where you go crazy and win turn 5 but... it seems like it needs a board-wipe and more consistency. I don't know how much I like two Lightning Blooms.
*Edit* I have won five straight games from Diamond 4 to Diamond 3. Maybe I was SUPER unlucky for the rest of the day lol. seems insane sometimes.
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Just hit legend before the new season started with a variant of this - very very strong in the post DH nerf meta because of the prevalence of, well, DH and Hunter lol. The deck is insanely good against most of the top decks rn, struggling a bit in the fringe matchups (I played against a Spell Druid and just didn't have enough removal but that was one game from Plat 2 to Legend).
Very excited to see what comes of the new expac with Paladin.