OMFG just get rid of baku already! Why is that card allowed to warp the game?
- Grimlokus
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Member for 7 years, 11 months, and 8 days
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Jennifer posted a message on Hearthstone Nerfs Coming February 5 - Equality, Cold Blood, Hunter's Mark & MorePosted in: News -
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And2320 posted a message on Hearthstone Nerfs Coming February 5 - Equality, Cold Blood, Hunter's Mark & MorePosted in: NewsBye Bye Hearthstone.
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lv426a11 posted a message on Iksar on Basic and Classic - Set Goals and Nerf PhilosophyPosted in: NewsQuote from JaegermeisterHs >>Nobody benefits from delaying solutions, when you have the opportunity to fix them by for example moving them to hall of fame.
This isn't entirely true. If you take the cynical view on card nerfs there's one "person" who benefits from this approach - Blizzard. Hear me out. Players always flock towards the current OP decks - it's sort of inevitable. You can see this right now with Hunter and it was the same for druid back in the day. Theses decks generally have a bunch of epics and legendaries which are necessary for the deck to function along with a few key cards with lower rarity. Leaving the deck as OP for a substantial period (say 3 -5 months) increases the number of people who "spend" dust crafting the required cards so that they too can be competitive. Then you nerf cards that give no dust/very little dust back but are crucial to the function of the deck and voila the process repeats on the next OP deck. Assuming you don't drive customers away this approach ensures people continued to "spend" on the next best deck.
Your time is limited lesser emerald spellstone....
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Addisono posted a message on Iksar on Basic and Classic - Set Goals and Nerf PhilosophyPosted in: NewsI have played Druid since the beginning. Innervate, Nourish, and Wild Growth were all taken into account when creating Druid cards. Now we have tons of cards that are too expensive to play without them
The thing everybody hated about Druid recently was actually cards that made drawing your whole deck the goal: Mecha’thun and Togwaggle. But why fix or ban those 2 cards when you can nerf an entire class? Look at any recent tournament. Druid is officially dead due to the nerfs. It will take probably 2-3 expansions of cheaper Druid cards to make it viable again and possibly some cost reductions of classic cards too.
Anybody who plays ladder currently can tell you the balance team has failed. When you play against the same class over 50% of the time (Hunter), they’ve screwed up.
I totally agree, I hope this gets seen. I don’t even play Druid (literally have like 40 wins with the class) and I thinks it’s a travesty. Maybe one, but not both. I hope they reconsider.
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Oroveso posted a message on Iksar on Basic and Classic - Set Goals and Nerf PhilosophyPosted in: NewsI have played Druid since the beginning. Innervate, Nourish, and Wild Growth were all taken into account when creating Druid cards. Now we have tons of cards that are too expensive to play without them
The thing everybody hated about Druid recently was actually cards that made drawing your whole deck the goal: Mecha’thun and Togwaggle. But why fix or ban those 2 cards when you can nerf an entire class? Look at any recent tournament. Druid is officially dead due to the nerfs. It will take probably 2-3 expansions of cheaper Druid cards to make it viable again and possibly some cost reductions of classic cards too.
Anybody who plays ladder currently can tell you the balance team has failed. When you play against the same class over 50% of the time (Hunter), they’ve screwed up.
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bigtxbug posted a message on Iksar on Basic and Classic - Set Goals and Nerf PhilosophyPosted in: NewsMagic figured this out a LONG time ago: EVERYTHING ROTATES!
When you make something evergreen, it becomes evergreen. Rotate all cards. Refresh basic and classic cards. Some cards might always be in, but you have more than enough Hearthstone history to keep that set fresh with reprints.
No need to nerf Nourish when you can rotate it for a few years.
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ToxicUSer posted a message on Iksar on Basic and Classic - Set Goals and Nerf PhilosophyPosted in: NewsBetter nerf more, maybe the Staff and the Devs of this game reach a better rank in future. But I would really apreciate if they stop to elaborate moneygrab archetypes/cards to the game then wait almost a year or more than a year in some cases to start the nerfs and make the players spend more dust/time/money in the game.
I started to play Magic Arena and I have to say...BOY! it's awesome, they give u decks as rewards to play the game. And they are really good decks, with some bad cards as ping cards or just less Rares/Myth cards copies for free (u can build insta ones with Joker cards) Last day I won 5 decks just for play and cause 100damage in the game, before that I won a deck each day +/- and they are pretty good to new players learn the game, Specially the Red/White Boros deck.
So maybe hearthstone can learn something from M. Arena. They learnd with Hearthstone how to make a good game and they also are paying 10kk as Championship Pool Prize. Damn!
The future of hearthstone is dark and with lots of feet-shots all the way if they don't start to change the client and the way things are in the game now.
Hearthstone nowadays - Fun 4/10 Difficulty 3/10 Variations 1/10
Magic - Fun 8/10 Difficulty 8/10 Variations 10/10
And I'm a fan of Hearthstone more than Magic and maybe I'll ever be, but the game itself is keeping hard to stay on. -
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hiZENman posted a message on Hands on with the Kobolds and Catacombs New Dungeon Run FeaturePosted in: NewsWin a card back ?! How pathetic is that ?! Give us gold, dust and packs, nobody cares about the stupid card back
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TardisGreen posted a message on Finally good nerfsPosted in: General DiscussionLove the way OP plays with overpowered Death Knight card, and throws around throws around "braindead" insults. People in glass houses ...
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Velerios posted a message on RR dead on arrival, but there’s hopePosted in: General DiscussionSorry, but theres a lot of blubber in this thread:
"It's better that it's weak, next year the game will be in a much better place"
Sorry, but making a weak set is in general stupid: weak cards lead that standard-set matters more, people are not getting exited about an expansion where you know that many cards might only be viable after an rotation. Also blizzard still didn't understand that an virtual card game does not need pack filler. This time too; there are simply too many cards that are simply pack-filler.
Should the expansion be as insane as Kobolts and Catacombs? Not sure, but what's true is that both Knights and Kobolts were pretty impactful expansions: some cards are very strong, but they had also many new mechanics, for example: Carnivous Cube. It's cards like this that creates completely new archetypes.A weak expansion might be better in an surrealistic picture that a general low power level is better for the game in a grand picture, but in reality it isn't.
"It's only 2 weeks"
Another blubbering; sorry, but this is not a brand new game; hearthstone exist very long, and people are getting faster and faster creating decks. I really doubt that we see something extraordinary with this very much ordinary cards in the future anymore; at least in standard. Also with tools we have like hsreplay that didn't exist before, it's now much more easier to find out what cards impact the game the most. This does not mean that from now on there will be now new decks, but i pretty much doubt that there will be a new tier 1 deck after 1-2 weeks, created from ground up. At least not until a balance-change.
That's above for standard: wild might actually take longer for this to happen; and there are also far less players there; so finding out all new decks is much more work, since there are now too many cards now. Surprises are far more common in this kind of environment.
But what makes this expansion so... mediocre is the absolute blantness of it. It's just a new expansion with a new pve-mode. Now new game mode like tournament mode; no new event, simply nothing really exciting happening at all. It's just new card packs to open and new pve-modes to do.
Rastakhan's Rumble would have been the best expansion to bring out tournament-mode (and i think they probably planned it this way); but they didn't.
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Ramping too hard used to be a risk. It left you with no cards and no board. Any deck that can create a board would just overrun you.
But with Plague and UI it doesn't matter. Got no board? Play Plague and survive for another 3 turns. Got no cards? Play UI and have a hand again with a good minion and some armour thrown in for free.
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Why is it so hard for Blizzard to stay consistent with their statements and actions?
They want a set that stays around forever so players will always have something to fall back on but at the same time they don't want any players to use the cards from that set forever.
They nerfed and delete cards with Charge again and again because they worried about OTK combos. Leeroy, Warsong Commander, the Charge spell, Force of Nature, Arcane Golem. But spell damage OTK is untouched.
On that same topic they nerf decks like Shudderwock and Quest Rogue because they didn't like the Control bullying but then keep making OTK and OTK support cards. And then you have infinite value cards like DK Rexxar, Jaina and Warrior Quest.
They talk about class philosophy to nerf Kingsbane Rogue but have had no problems butchering Warrior class identity through nerfing Charge and Control cards.
I also don't understand why Fireball would be safe? It's a better card than Nourish was. Nourish isn't that great as a standalone card. It's the massive number of new cards that synergized with it that made it good. Don't give Druid so much stall, armour and card draw. So what if Druids have 8 mana when you only have 5 when they have no board and no cards in hand versus your full board. Instead of neutering basic and class cards for all time admit that mistakes were made and nerf the overpowered expansion cards.
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Having to pay to play, pay to buy packs, or pay to get individual cards is going to kill most interest in the game. It's true that for people in HS who are already paying the system won't be so bad; it would actually be better in the long-term. But that's also where the problem lies. The up-front payment is a tough pill to swallow for those that aren't already set on playing the game already.
There-in lies the problem for Artifact. They're forcing people to pick and invest in their game without allowing them to try first. Not only that, if they're HS players already there's a chance that those players are already invested in HS. Speaking personally I played HS since launch as a F2P before finally pre-ordering packs in Un'goro.
The only reason anyone is paying any attention to this game is based off of the Valve name alone. If this were from a no-name developer I doubt anyone would care at all. And even on that point it mainly concerns esports viability.
You know what WOULD make it an instant success though? If it was bundled with Half-Life 3.
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Aggro has slowed down a lot these days and have gotten little support in comparison to control tools. Nothing new and nerfs. Odd Paladin and Odd Rogue? They're so slow any aggro deck from the past would've eaten them alive. Compare the Turn 1-2-3 plays now of the "aggro" decks now with ones from the past. The upgraded hero powers are a lot weaker in comparison but you get consistency instead. Just look at Murloc Pally compared to Odd Pally. Murloc Tidecaller into Rockpool Hunter gives 5/6 worth of stats on Turn 2. 2 1/1 dudes can't compare. 2/2 weapon for 2 mana? Fiery Win Axe gave 3/2 for 2 mana. AND it has synergy with the rest of the deck. Aggro decks these days don't take off until Turn 3-4.
The problem is that they lump the majority of decks into the aggro category. Face, Zoo, Tempo, Token, Burn, etc. are all different in their own way, with different strengths and weaknesses, but they consider any deck that is faster than theirs aggro.
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Right, learning a dozen keywords is the reason new players would stop playing the game. Not the fact that they'll be hobbled because Blizzard gives content (packs) at less than a trickle and it'll take months to get a decent collection, but because having to exit the game and read a wiki article is simply too much effort and new players are too stupid to learn as they go.
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If Blizzard really wanted to help Wild they would give Wild packs as daily log-in rewards too. Ooooooh so people get 40 dust a day. So what? Wow, they'll have enough for a legendary every 40 days!
New players aren't going to get Wild cards otherwise. No one is going to sink time and money into a format that gets no support or balance. If anything, it's quite the opposite, where troublesome cards get sent to Wild where Blizzard doesn't have to care anymore.
With daily rewards old players get a dust reward for playing a long time and new players get a taste of Wild. If old players don't like it that's too bad. If Blizzard wants people to play Wild they have to make it easily accessible instead of impenetrable.
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How can a small indie dev like Activision-Blizzard afford to just give away digital content? Do you know how much it costs to print an individual card in Hearthstone? It takes a week's worth of overtime to make a golden legendary you know!