• 1

    posted a message on Unpopular opinion: Nerfs are BS
    Quote from priestblack >>

    I think the amount of required nerfs we are seeing is a problem. I hate to be "That" guy but expansion to expansion lately feels like cards are intentionally over powered to sell packs, with the specific intention of nerfing them later. Nerfing a favorite card can definitely make you feel cheated. While i don't expect every card to come out balanced, I think it's reasonable to expected a high degree of play testing prior to releasing a set

     Do you have any evidence that they don't? What of the 99% of cards that don't require nerfs, don't you think they play tested and balanced them correctly? It's just negativity bias talking.

    Posted in: General Discussion
  • 3

    posted a message on Unpopular opinion: Nerfs are BS

    "I feel cheated"

    You didn't even have to pay or play for Kaelthas it was a free offer. Part of the reason it was nerfed so much, a free card that everyone has access to shouldn't warp the meta in such significant proportions. Same reason they nerfed most Galakronds.

    "What's the point in releasing powerful new cards, when they'll get nerfed anyway?"

    Balance, obviously. 

    "A lot of the time, nerfs totally obliterate a card. Congratulations, Kael'thas Sunstrider is trash now, never to be seen again!"

    Wrong on both assumptions. 

    "All that happens: a little less powerful cards/decks will become Tier 1 now. And then they'll get nerfed eventually."

    No they won't if they don't break balance.

    "Why can't there be these very strong cards for very strong decks?"

    There are. 

    "Or at least buff cards so that they can be used to take on these Tier 1 decks."

    They tried that and are positive to do it again.

     

    Sorry, what was your point again? Your opinion is not unpopular, it's just bad. 

    Posted in: General Discussion
  • 2

    posted a message on Did dual class cards work?

    Netdeck culture is strong in this thread, it's still quite early in the expansion and you shouldn't draw conclusions so easily. Most dual class cards are being played in most classes so there's nothing to worry about so far. Also no, the tri class gadgetzan cards weren't nearly as good, I can't believe you've been there in Gadgetzan and think that. At the time, jade lotus were only played in druid and sucked hard in rogue and shaman, Grimy goons handbuff was a shitty unplayable gimmick (still is on most of those cards, handbuff is a viable strategy now, but Don Han'Cho still sucks as a card) , and the neutral kabal cards were pretty good but quickly overshadowed by other options, except kazakus of course. 

    Those of you who think Guardian Animals isn't played/playable in Hunter, might I humbly suggest this deck :

    Guardian animals is good in hunter
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    It is so far the most successful deck I've played this expansion, and extremely consistent. 

    Key cards are :

    guardian animals to summon Tundra Rhino and Teacher's Pet/Lake Thresher, and you would be surprised at how often tundra rhino will survive a turn, protected behind teacher's pet or behind an empty board that lake thresher conveniently cleared, or how much face damage it can provide. 

    Lorekeeper Polkelt to draw Guardian animals on curve, draw Beastmaster Leoroxx on curve, draw your big beasts with Leoroxx and draw your 5 mana beast after guardian animals. The consistency Polkelt provides is mind blowing.

    Animated broomstick for general swing turns cause this card is OP. Also provides huge swings with Leoroxx.

    Demon Companion so you're ahead on early game tempo even while being a slow deck.

    Explosive Trap for insane aggro openers.

    I suggest -1 Octosari and +1 adorable infestation, for even more consistency, but you lose the ability to sustain longer matches against control decks so make sure you have lethal with Leoroxx.

    Transfer Student kind of a personal choice, I could argue you about how good and underrated this card is but I won't, you can replace it with whatever you want it won't ruin the deck.

    Honestly this deck feels really good and swooth to play, kind of reminiscent of the midrange curvestone era in this aggro/combo swingstone era. 

    Posted in: General Discussion
  • 1

    posted a message on Is control too weak to aggro?

    You are absolutely correct, control is not favored against aggro anymore. Not enough anyway. 

    Aggro tools slowly but surely powercreeped far beyond the reach of typical control tools. They literally had to revamp a class and buff all its control tools to keep it remotely viable and even then, priest now tried to build tempo decks, because it's just more rewarding. 

    With their current design philosophy, they'll eventually have to buff Holy Nova all the way down to 1 mana to keep the balance between aggro and control. And look, even a 1 mana Holy Nova, which is absurd to think about... Is not really a game winning broken insane card, it's just a good AoE that will give you a single turn before the aggro starts filling the board again. Now think about a good aggro card and reduce its cost. See how any mana cristal dramatically changes the powerlevel of aggro tools compared to control tools? 4 mana Holy Nova? Meh, ok, card is better I guess. 4 mana Warglaives of Azzinoth? Game instantly broken. 4 mana Blessing of Authority? Game instantly broken. There is an obvious design flaw with control cards, they cost way more than they should to force the game to be aggro driven and have average games of 5-10 minutes. 

    Cards that used to win instantly against aggro are now borderline unplayable (like brawl) due to the amount of threats and board refills aggro decks can generate in a matter of seconds with cards that didn't originate from their deck. 

    Not to mention all the random generation in this game also heavily favors proactive play. It's way easier to throw random cards on the board than controlling a random board with random cards. 

    Also, most decks are actual combo decks now. The synergy between cards is so strong that any 2 or 3 cards combo can dramatically impact the game and most decks have tons of combos like that. The control player, as a reactive player, cannot deal with that without counting on luck. 

    The only way to win against aggro as a control player in 2020, is simple. You need perfect curve and cards with higher powerlevel than your opponent's cards, or tech cards + lucky matchup. And that is ridiculous, because control decks are not built to curve well, don't have room for tech cards and control cards are weak as F. 

    Also worth mentioning that mana cheating is the strongest mechanic in this game by far, has always been and always will be, and 99% of mana cheating cards are proactive. It's time for us to be able to cheat Plague of Death for 0 mana on turn 3 as well, while generating more plague of death with RNG.

    All classes should have multiple Plague of Death type card anyway. Actually, all removals should have a silence effect. Deathrattle and stuff like that should never trigger from overcosted, dead card in hand that needs planning, removal type of cards. Aka 100% of removals.

    And last but not least, it's way easier to climb ladder and farm gold as an aggro player. 

    Game is actually broken, it has not been worth playing control for years. Best you can do is aggro with big cards, namely "midrange decks", they are a good compromise and have a chance against any type of deck, and they look like control, because you make reactive actions with bigger cards, except you do that with good minions and spells instead of stupid removals. Like tempo guardian druid or big hunter.

    Posted in: General Discussion
  • 1

    posted a message on Will Blizzard emergency nerf cards?

    Regardless the consistency, heavy mana cheating should not exists in this game. This always was and always will be a huge problem, not only in terms of balance but also in terms of player experience.

    Ramp Druid is disgusting, but so is High Abbess Alura cheating Libram of Hope for 4 mana (with some 0 mana cost spell). Those things need to be addressed or the game will be screwed.

     Can't abbess play your 0 mana spell as well? That's just RNG, you are forced to play low cost spells and hope she will target high cost spells, she balances herself

    Agreed on ramp druid and mana cheating but that's too far gone, it has been going on and powercreeped for years, they won't take a step back to curvestone, swingstone makes people buy more packs.

    Posted in: General Discussion
  • 1

    posted a message on First day of expansion and I am already salty

    Druid has literally 0 removal and board clears, or very unefficient ones that are not being played in current decks. I know druid seems unfair I've played a lot of it today (not the mountseller version though) and it felt OP at first but then I faced more optimized deck and truth is, a lot of decks can out tempo you long before you get your overgrowth / guardian animals turns. Once the tempo is lost there is no way for druid to recover, unless they have a god hand with kaelthas or mountseller + 2 survival of the fittest / 0 mana spells and you can't get through the big taunt.

    Aggro can out tempo you, control has free win against you if you don't draw guardian animals/mountseller on curve.

    Druid is fine

    Posted in: General Discussion
  • 2

    posted a message on Scholomance Meta strongest opening? - What the hell

    Well then you should know that ever since Vanilla Hearthstone in 2014 you can have insane openers like that, the new expansion has very little to do with it. Dude was extremely lucky and probably out of hand. You lost turn 1,but if you had a card like Immolation Aura or Explosive Trap, he would have lost turn 2 so... It's all fair. 

    I mean, for years Lightning Bloom existed and didn't have overload. The game survived! 

    Posted in: General Discussion
  • 1

    posted a message on Turalyon is actually good

    Historically paladin removal generally comes from a combination of cards. Cards like Equality, Keeper of UldamanSunkeeper Tarim, they are good but need other cards to work. This is what makes Turalyon good, you can put it in your deck without worrying about activating it and focus on your deck strategy. 

    He works in duel decks and in libram decks.

    Whoever thought turalyon would suck probably don't play paladin. 

    Posted in: General Discussion
  • 2

    posted a message on Shaman full card reveal discussion.

    I think Totem Goliath is very much underrated and will go not only in totem decks but in spell damage decks alongside rune dagger, ras frostwhisper and primordial studies. It summons a spell damage behind a taunt, it's very powerful.

    Primordial studies also underrated even though people think it's a good card. The biggest weakness of spell damage cards is their cost and the fact that we only get 10 mana per turn. Rune dagger obviously mitigates that weakness in a significant way, but given the limited shaman spell damage pool you're pretty much guaranteed to get a 1 mana spell damage card (thalnos, geomancer and mana reservoir) a 2 mana lady vashj, a 3 mana squall hunter or a 8 mana Malygos. This card only have good rolls, this is very valuable for combo decks.

    Runic carvings really insane with the 0 mana totem buffs.

    Tidal wave and Ras frostwhisper are win buttons against aggro, while retaining usability against other decks, really brilliant cards. I'm not sure how lifesteal fits thematically in Shaman but all their lifesteal cards are so fun well designed. 

    Ras frostwhisper and molten blast going face will make a huge difference with all that spell damage available. 

    Instructor fireheart provides lots of fuel while maintaining tempo, average card on curve but insane late game top deck for just about any deck. 

    But more important than powerlevel, I like the design of the cards, they usually do a very good job in that regard in most expansions. Shaman is harder to balance than any class but they have the best mechanics, simple, easy to understand and hard to master, RNG is part of shaman design but never went too far (hello mage), the most interesting hero power, and the best hero portraits. Long live shamans.

    Posted in: General Discussion
  • 4

    posted a message on New Demon Hunter Rare Card Revealed - Magehunter
    Quote from Archiji >>

    Why i have this feeling that when Blizzad is making cards for DH, they dont even test them?
    I already can see, that some cards for DH gonna be nerfed like in a week.

     It's basically ironbeak owl with rush, but it dies against anything that has 3 or more attack. Both cards are on the same powerlevel, it's not worthy of any nerf. 

    Posted in: News
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