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    posted a message on Tickatus is good or bad for this game because...
    Quote from RMD01 >>

    It's not only about the winrate and effectiveness of the card. Tickatus burning half your deck is probably one of the worst experiences a player can have. It's just not fun for the player on the receiving end, and the card just reinforces the rock paper scissors gameplay in standard right now. It should only be able to discard 5 cards in a match.

    Rin, the First Disciple is a better designed card IMO. 

    I agree, I think it is a horrible experience to have it played against. However, I guess you can argue Reno jackson has the same rock paper scissors feel of if you play aggro and they drop reno you loose and you feel like one card should not win the game. I do think Tickacus is a  card that could become an issue in the future, but currently I think there are bigger threats in standard that need looking at like ramp paladin. 

    Rin, the First Disciple Did feel alot less toxic to play against. 

    Posted in: General Discussion
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    posted a message on Tickatus is good or bad for this game because...
    Quote from Shadowrisen >>
    Quote from HMcCool >>

    Why are people not complaining about the uninteractive combo decks that kill you with no set ups like Mozaki Mage or OTK Demon Hunter?

    These decks are pretty toxic and people are  targeting on Tickatus which gives players a chance to win against these decks. 

    He is a pretty frustrating card to play against and believe me I have had rage when he burns my win condition, but still I don't think he should be like removed and let every greedy combo and control deck just win.  

     Well, OTK Demon Hunter is arguably the best deck in the format if you know what you're doing, but 1) that's a huge IF, and 2) it is still vulnerable to Illucia and any remotely strong amount of attacking.  Should be noted that OTK Demon Hunter was interestingly affected by Ramp Paladin's popularity.  DH can't beat Alura into Tip The Scales most of the time, but if the Ramp Pally is dumb enough to play Noz, the race is on and more often than not, OTK will win.

    Mozaki is terrible.  It's less of an issue than Tickatus itself, and that's saying something.

     Thats weird, if Mozaki is so terrible why is it a tier 2 deck with Tickatus? https://www.hearthstonetopdecks.com/ So I think you made more of a guess than an actual fact. I think Mozaki mage can be pretty mental to play against as well when they get going. 

    I think Tickatus is a pretty mental card and it is horrible to play against, but I don't think it is the biggest issue at this current time. 

    Like Ramp Paladin, Weapon rogue, Interactive Combo decks are all much higher on the issue list and should be looked at before destory tickatus. 

    Posted in: General Discussion
  • 1

    posted a message on Tickatus is good or bad for this game because...

    Why are people not complaining about the uninteractive combo decks that kill you with no set ups like Mozaki Mage or OTK Demon Hunter?

    These decks are pretty toxic and people are  targeting on Tickatus which gives players a chance to win against these decks. 

    He is a pretty frustrating card to play against and believe me I have had rage when he burns my win condition, but still I don't think he should be like removed and let every greedy combo and control deck just win.  

    Posted in: General Discussion
  • 2

    posted a message on My honest opinion why duels is a failed gamemode currently

    1: Not F2P Player friendly: Literally got to buy packs to unlock the treasures which means you may only be stuck with the first two unless you have enough packs and get enough legendaries. 

    2: Some classes and treasures are really bad: Like some treasures just seem so weak compared to other classes. Like hunter has a hero power which means they can trigger their deathrattles which is pretty mental compared to paladin who summons a 1/1 silver hand recruit and adds one to your hand. I know they have many treasures and hero powers, but I feel like the range of trash to good treasures is so all over the places it means only like 5 classes are actually good out of the 10. 

    3: Some heroes have no chance to win against other heroes unless they get SUPER LUCKY or cheese it of random: For example Bomb warrior is pretty annoying to play against in standard, but now warrior who is one of the best control class can just over run players with having 1 Armour and constantly killing minions. I do not understand how classes like Spell druid and Priest have a chance against bomb warrior unless they take the board which is once again pretty difficult. 

    4: The rewards are not really special: Having some original prizes like a cardback or alternative art would be pretty fun as rewards. Just having the standard area rewards, but have more RNG involved does not really seem worth it. 

    5: It is simply too much based on Passives and Op treasures: I think having a Game mode based on who can get the luckiest is basically what it has become when the treasures are offered. If you can get a broken passive with your deck you are most likely getting to 9 wins. 

    HOW WOULD I FIX IT: 

    1: Make all treasures FREE for casual mode

    2: Have encounters in the gamemode against computer bosses like every 3 games you go against a computer boss like the room of traps from the original dungeon runs to make it more interesting. 

    3: Add better rewards like cardbacks for playing a season in duels to give people a reason to play. 

     

    Posted in: General Discussion
  • 0

    posted a message on Minus MMR for winning
    Quote from sadonj >>

    Which position? did other people also lsot in that round?

    For example if you finish 4th but 5 and 6th died with you, you will get negative points

     First place

    Posted in: General Discussion
  • 0

    posted a message on Minus MMR for winning
    Quote from Beep_Beep >>

     Your gonna have to give us a little context on this.....you lost mmr in battlegrounds for getting 1st?  Or you lost legend rating points for winning? 

     Oh I am talking about battlegrounds. Like I played a game at 5000 mmr and won and lost 50 MMR which I understand to a degree about MMR Balancing with other players in your lobby, but I feel like it is a demotivating way to have it. It is like Winning a ranked game and loosing a rank. 

    Posted in: General Discussion
  • 0

    posted a message on Minus MMR for winning

    I think winning a game and getting minus MMR is really negative for a player to experience. I understand MMR, but just from a player point of view, they could just balance it to zero as winning in an epic 30 mins game to loose MMR seems really demotivating IMO.

    I am talking about Battlegrounds btw

    Anyone think think this?

    Posted in: General Discussion
  • 1

    posted a message on An Average players Honest Review on each Gamemode
    Quote from Danjo >>

    I disagree with this:

    2: Broken classes stay broken: Getting a balance change in wild is very rare. So the top classes like Darkglare warlock, Secret Mage and Raza priest will ALWAYS be the best classes.

    Look at Kingsbane Rogue.  It ruled the Wild meta and no one ever saw it being dethroned.  What's at the top now will not always be at the top.

     However, Kingbane is  now back at the top as well as Raza priest and Secret Mage both being top decks for the last year with no sign of change. So I would politely say some top decks may fall which is true, but broken decks and top classes normally stay unless some mentally broken card is printed like the new weapon buff card for Rogue and warrior which pushed kingsbane rogue back to the top. 

    Posted in: General Discussion
  • 2

    posted a message on An Average players Honest Review on each Gamemode

    This is my opinion on every gamemode. Obviously it is just my opinion so keep that in mine, but I have played enough of every gamemode to give a pretty honest feedback on every one. I am a player of 6 years, have 4 golden heroes, 5000 MMR Battleground, 12 wins in arena and been rank 1 many times in diamond. So I do have experience on alot of these gamemodes:

     

    Standard:

    Pros:

    1: It has alot of different decks constantly changing the Meta: I feel like standard feels really fresh compared to some of the other gamemodes. Most classes are playable and each expansion and rotation has an impact on the meta game (unless the expansion is really bad). In year of the phoenix I think most classes have had a chance to shine at least once which means it has been good to play around with different decks and climb the ladder with different heroes.

    2: It has balances patches frequently: Another positive is compared to most gamemodes it does have frequent balance patches. It a card or a class gets too overpowered they do balance it within a week or two which is reasonable quick.

    3: You do not have to play around everything: Even if cards are generated randomly, it feels like there is less to play around than lets say wild. It is nice to have an idea of what kind of things your opponent could discover or get randomly, even if sometimes it can be hard.

    Cons:

    1: It only takes one card to warp the meta game: Just look at Bogspine knuckles as an example, That one cards wrapped the meta and now cheese paladin with High Abbess Alura has taken it's place. Having one card more powerful than the other's can lead to one class dominating for large periods of time.

    2: It can get stale: Even with the balance patches, Standard has periods which do feel pretty dull half way through expansion cycles as there is less to play around with.

     

    Wild:

    Pro:

    1: You can play with ALL Your cards: You are not limited to only playing with the newest cards and can enjoy your full collection. If you play wild you may even choose not to craft whole new expansions and only focus on a few cards to slot into your already wild decks, which means you can save gold for other things!

    2: A lot more decks to play and try: You can explore more in wild as you have more decks to try out. Wild allows you to try all kinds of decks and combinations with new and old cards for each class.

    3: The Combo and Meme potential: Just look at all the different combos and memes you can try in wild! turning your opponent into Ragnaros to kill them, Shooting infinitive fireballs, Using shutterwock with Armor vendor to hold your opponent hostage. Alot of cool and crazy interactions to try.

    4: More Hero cards: I am a bit bias, but I like hero cards. It is nice to have more of them in wild like the Death knights to try. I do think they do warp meta games a bit and would probs not work as well in standard, but fun to try them all in wild.

    Cons:

    1: The Mana cheat is unreal! The Mana cheat in wild Can be brutal. Cheating our huge minions in big priest, Zero mana secrets in mage, Having 5/5 worth of stats on turn 1 in aggro decks and zero mana spells. Wild can be a scary place if you do not know how to counter them.

    2: Broken classes stay broken: Getting a balance change in wild is very rare. So the top classes like Darkglare warlock, Secret Mage and Raza priest will ALWAYS be the best classes.

    3: You can't play your favorite old decks and win: I think iksar's tweet about "Wild being the place you can play your favorite old decks" is simple not really true. Yes you can play them, but your chance to winning is significantly lower.

    4: You can't play around everything: With over twice the amount of cards in wild, It makes is much harder to play around everything, decks like casino mage can lead to games where you are playing against 20 random mage spells which can feel a bit crazy (in a bad way)!

     

    Battlegrounds:

    Pros:

    1: It is super fun and each game feels different: It feels like a fun gamemode to play as most games do end up playing out different depending on which hero you choose! I enjoy all the different play styles and builds you can make.

    2: Has many mini expansions throughout the year: Battlegrounds have many mini expansion and new minions and heroes being added, which does help keep it really fresh.

    3: Your decisions can matter: I think battleground has very interesting decision making opportunities like which minions you want to attack first and what minions to buy. This helps make the game feel fresh as each game is a bit different.

    Cons:

    1: No rewards/cosmetics: One of the biggest cons is the game mode feels like you don't really achieve anything. You do not get card backs or golden battleground heroes which feels like after playing all you can get to really show is either an achievement you have to work for or MMR. I think adding a card back or something could be a good idea in a future update.

     

    Duels:

    Pros:

    1: It is a dungeon run: Another bias point, but I love dungeon runs and having a gamemode where you can play a dungeon run against other people is pretty cool.

    2: Lots of treasures to play around with: I enjoy the fact you can build a starting deck around a treasure and hero power. It seems a bit more personalized than a normal dungeon run as you can build it instead of having a starting deck made by blizzard.

    3: A free mode to enjoy: The casual mode is a good touch. Being able to test out decks and treasures before committing any gold or tavern tickets is a good thing.

    Cons:

    1: It is behind a paywall: If you want the actual crazy treasures and hero powers you have to buy tons of packs to get cards which I feel is a bit rubbish for a gamemode.

    2: Some heroes, Passives and treasures feel oppressive: The zombie passive is an example of how mental some passives can be. I think some classes just shine more in the gamemode than others.

    Arena:

    I forgot this was a mode and have not played it in 2 years so can't say anything apart from IT NEEDS A HUGE CHANGE as it feels like playing curvestone.

    What do you think of my review?

    Posted in: General Discussion
  • 0

    posted a message on Whats everyone's opinion on wild?
    Quote from TheArcanist236 >>

    Wild players: nooo games end on turn 4, Blizzard pls nerf

    Meanwhile Standard with Tip the Scales on 4, a board full of Glowflies as early as turn 3 and Rogue casually throwing out 15 damage from hand on turn 5...

     I mean choosing 3 decks and comparing it to the whole of wild is a little bit short-sighted. Try 30 damage to your hero on turn 4 with token druid, Endless Jades, Drawing 3 cards on turn 1 with rigged Fairegame, Raza and Shadowreaper dealing endless damage basically. Not saying Standard does not have its own problems, but suggesting standard is worse than wild at this moment is a little bit of a far fetched argument I would say. 

    Posted in: General Discussion
  • 1

    posted a message on Whats everyone's opinion on wild?

    I personally think it needs some SERIOUS attention from the devs. I know wild is mean't be be "Wild", but the mana cheating there is getting to a point where games end on turn 4.  The top 4 decks are almost all you ever play against, like It feels like you have to tech for them in ANY deck you play or you get run over super fast. I just feel like for a mode which is mean't be a mode where you can play your "favorite decks" It seems like you get obliterated for trying to play them. How can I play my favorite old cards with Secret Mage, Raza Priest and Kingbane rouge just punishes you? EVEN IN THE CASUAL MODE OF WILD IT IS RIDICULOUS 

    Anyone else think wild could use a balance patch once a year? Just to keep things in check. 

     

    Posted in: General Discussion
  • 3

    posted a message on Do you all Like Year Long stories with connecting expansions or not?

    Just out of interest what did people think about year long stories we had when we had the league of villains clash with the league of explorers last year?

    Personally I hope they bring back year long stories or have 2 expansions in a year tell a story, just as I feel like It is fun to have the same characters come back for a lore and story point of view.

    This year I felt like having different expansion was alot of fun, but lacked the same story telling and lore as the year before. Without single player expansion telling stories of the different areas anymore, I personally have felt a lack of interest in all the different expansion characters.

    Would you like to see a year long story return this year or in the near future?

    Posted in: General Discussion
  • 2

    posted a message on Book of Heroes are a poor alternative to Adventures
    Quote from MrBurger >>

    Yeah, I spent hours in those 'Dungeon Run' adventures, i realy liked them, I hope they will return one day, although we have Duels mode now.

     Exactly, I they they are the best style. Even adventures like the one we had for Ashes of Outland was fun as they had a cool heroic mode and story, Book of heroes should be a fun free bonus alongside the main adventure of an expansion IMO!  

    Posted in: General Discussion
  • 3

    posted a message on Book of Heroes are a poor alternative to Adventures

    Am I the only one who loved adventures like the Dalaran Heist?

    Like book of heroes seems to be a really poor replacement in my opinion for adventures. Like I know it is free and is frequent compared to most adventures, but It seems that the fights are premade decks only, no heroic mode and we miss out stories of the expansions we just had. 

    Like the Dalaran hiest had so many cool aspects like different heroes, Bosses, modes, ETC and I know it cost gold to play, but I rather Pay 700 gold and have a good experience that have to do a random generic story adventure to gain 1 pack. 

    Anyone feel the same way?

    Posted in: General Discussion
  • 0

    posted a message on Eye for an eye bug?

    Lol but that does not make the card less consistent? 

    The interaction should be the hero attack and is Immune, become Non Immune as they stopped attacking and then the Secret triggers.

    It seems like a bug to me

    Posted in: General Discussion
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