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    posted a message on New Neutral Epic Card Revealed - Slithering Deathscale

    Think the concept here is you would run 1-2 different naga in deck with a reasonable amount of spells talking 12-14+ spells to get the perks off the play or maybe 3 if there triggers are playing 1 spell. Chances are you would see it as a 2 of 3 spells 2-4 of 1 spell minion pending on your spell count. Priest may run more as well depending how you look at as it has so many cards that are a spell that generates a spell currently.

    Posted in: News
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    posted a message on Frostwolf Kennels

    I could be very wrong on this but i think this is way better than it looks I mean you coin this turn 2 into a turn 5 arbor up your sitting with 20 damage on table turn 5 the stealth and fact you can play it turn 1-2 makes it feel like it could be way better than it looks.

    Posted in: Frostwolf Kennels
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    posted a message on Snowblind Harpy

    I second thid honestly the card with the other classes getting frost spells, Its 5 armor potentiall for warrior, shaman, or mage and the states are not bad in general. I would definately put it in the higher tier list of neutral minions from the set really really solid. I could even see attempting to run this in wild with shudderwok and the new elementals from shaman that fuel your draw. I think this card will see play.

    Posted in: Snowblind Harpy
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    posted a message on Sneaky Scout

    Could see play with grey heart sage as another way to get the draw 2 off sage but also potential to kill a minion get your draw 2 and equip a weapon. Not wow not horrible. Dont totally hate the idea of trying it.

    Posted in: Sneaky Scout
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    posted a message on Ram Commander

    Quest paladin also not bad with handbuffs from paladin and they have rush so I see it has potential with paladin. as they do have rush as well.

    Posted in: Ram Commander
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    posted a message on Piggyback Imp

    I think this might be a little undersold 3 mana its low enough curve that it may be better than initial thoughts unlike cursed disciple its fast you can get it out turn 2 on coin or turn 3 and it can take a couple of trades or get you some damage out it can also eat 2 spells slowing down your opponent. The 4/1 body looks really bad but I am actually torn that this might be a lot better than I was thinking of initial credit on it.

    Not to say its good but some reason I feel like this might actually not be nearly as bad as your brain wants to initially say it is.
    3 mana even if it eats 2 mage hero powers your trading 3 mana for 4 mana and slowing your opponent down. Most classes with the low curve i see this either putting 4-8 damage on a hero and eating 2 other cards. Net 1 card deal 4 damage would be a worth while trade off. 

    Posted in: Piggyback Imp
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    posted a message on Basic in Game Tournament Mode Discussion

    This is something I feel has been lacking for in game. And its sad being able to have active tournaments for just conquest or last hero standing formats in both standard and wild options for a long time. It has been done and worked in other games in the past. 

    Hex which was created by the creators of the wowtcg card game when it existed were able to successfully add a tournament mode to the game this having a basic option for playing in this mode as oppose to a ladder mode would be so much more enjoyable. Even if your not climbing to the top of the ladder a basic 8 player tournament or 16 player format for this would be nice as a basic concept. Just to have it in game for practice they could do more with it but just having it available as a mode would breed so much more life into the game.

    It would be nice to see it expanded further to open tournaments for qualifying for masters tour in game via in game tournament sign up as oppose to doing it through a third party service and dealing with the extra hassle. While its time consuming ect to participate in tournaments having the option for players who want to set aside that time for games would be a nice option. Its not a format for every players as standard event your looking at 1 hour rounds to allow people time to finish there games on average so often its a play then sit and wait format, but its still something there are people out there in the community that do show interest in that.

    Its something for the people who want to focus on there actual skill set for competitive play. It keeps getting dodged as a optional game mode. Its a mode that really is sorely lacking currently. Conquest and Last Hero standing are the tournament formats used for GM's / Masters and Conquest and Last Hero standing are not the ladder formats so they lack the true skill options of hearthstone having those options in an ingame format would be so much better for overall play.

    If its something that appeals to you bumps / likes might be a way to hopefully bring attention to it. If you dont like the idea of a tournament format this thread is not really for you. Hopefully the community can bring more attention to options for this kind of format.

    Thanks to anyone who bothers to reply/like/comment ect.

    Posted in: General Discussion
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    posted a message on How to fix the United in Stormwind Quests

    @Finalstan i think the warlock is very unbalanced in wild like drastically unbalanced. Personal thoughts like i noted earlier the only ones i feel are pushing unbalanced or over powered i feel are mage / hunter / warlock. And Hunter and warlock I dont think its a standard issues its more of a wild issue. Warlock isnt so much unbalanced for standard as oppressive in standard with some extreme polarizing match ups vs control. Mage personally i feel is unbalanced in both formats especially when you can curve completely under 3 mana outside refreshing spring water in wild and draw your entire deck without need for cards like mozaki or flamewalker as a win condition even you can basically just draw till you find what your looking for an our fight just kill them with insane consistancy. In standard ive been playing today even with a 70% plus win rate on mage just to see how polarizing it is the only game ive lost thus far was a mirror match. Because of a play mistake on my part and finished in the quest second. But thats also only out of like 10-15 games which is not an accurate accessment by any means but it proves how polarizing the match feels.

    Mage does have a bad match up vs OTK Demon Hunter and Druid however as a side bar note. In standard. Due to lack of ability to use face damage frost spells in standard.

    Posted in: Card Discussion
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    posted a message on How to fix the United in Stormwind Quests

    @xanzan1 the comment on adjusting the quest reward cost for some of the quests is actually a really good balance i think for the mage quest possibly the warlock quest. Not so sure it would work as well with hunter. If they were adjusted to 7-8 on mage or warlock quests at least there would be interaction options for the rewards it might make the hunter on the other hand unplayable in both formats.

    Posted in: Card Discussion
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    posted a message on How to fix the United in Stormwind Quests

    How is it bumping to respond to messages on a thread that I created I am responding to the messages explaining a point of view. On how I think it would be a more constructive way to balance and existing quest. The quests still play to the same original design but the idea was to rework them in a way that is balanced as oppose to just hitting them with a complete unplayable nerf stick.

    Posted in: Card Discussion
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    posted a message on How to fix the United in Stormwind Quests

    My personal opinion is changing the quests enough to keep the flavor of the quests close to the original but rebalancing them for changes is the best option to make them better in some ways while keeping differentiating them enough to still see play.

    Posted in: Card Discussion
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    posted a message on How to fix the United in Stormwind Quests

    I dont really think its changing the cards honestly your still getting very similar affects just tweaked in a way to balance them. +3 spell damage is the problem with the mage quest. You can nerf it to the point of being unplayable they could nerf it to +1 spell damage making it alot worst or +2 where it still feels too over powered. Or you could give it a way to be in my opinion still strong but not overbearing. Personally myself I would play it at generate a spell from my deck over +1 spell damage. At +2 spell damage id still be saying its to broken because you cant interact with it.

    Warlock quest there isnt really any way to nerf it to be slower in standard outside what i suggested with making it hero power dependent increasing the damage per turn to get the rewards would nerf it out of play. I dont think myself deleting the quests is a good idea as oppose to giving people a way to interact with the quests. My original thought was make  card that just destroys quests much like flare destroyed secrets in previously.

    The hunter quest is different from previous 2 in that its bad in standard. Busted in wild. So you could just say ban them in wild but that doesnt resolve anything for control in standard. You could say who cares about control players the fact so many people didnt like the one comment from iksar on the concept they were saying lets delete control as an archtype speaks for itself you delete control from the meta a fairly large chunk of hearthstone players would leave the game and blizzard would still be answering refund requests 2 years from now.

    Posted in: Card Discussion
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    posted a message on How to fix the United in Stormwind Quests

    The way to look at is you can nerf incanters flow it nerfs multiple decks. I would still play it at 3 mana I dont think it would be as impactful as nerfing the quest and you would affect multiple decks instead of just 1 of which some of those decks would be alot more impacted than the quest version of the deck. The quest while incanters flow increases its win rate by like 5% the quest would still oppress control decks.

    You could nerf dark glare which i can see people saying this would be amazing it would slow the deck down the deck would still see play it would still oppress control decks and it doesnt stop an uninteractable combo. The point is while those cards are good and really impactful cards they dont remove the larger scale problem with those 2 particular decks oppressing control. It doesnt stop them from hitting quest before control decks in either format can interact with them.

    Lets look at nerfing the other cards people suggested for both decks lets nerf incanters flow. Quest mage in wild and standard both do not care that much it slows them down a little bit win % drops probably by about 5% they both still push control out of the meta so no change on control decks being playable as you can still complete both quests by turn 5-6.  Meaning in both formats aggro gets a little bit better. In wild that deletes mozaki mage and flamewalker mage from being playable personally I dont think flamewalker or mozaki was that oppressive they were both still manageable in wild before that. In stanard the curve is low enough incanters while nice doesnt break the meta. The quest is still going to get the minion out before mutanus can interact with it and there is no other way for control decks outside illuciana to interact with it. Which means you need 8 mana again to slow to stop the quest trigger. As a result your still getting over the top damage that you cant out armor and you cant out heal with control decks. Wild you slow it down 1 turn. No real impact.

    What about warlock and dark glare. Dark glare itself as a deck was tier 1 in wild last expansion. Was manageable control decks still managed to deal with it decks still saw turn 10 and later. Dark Glare was just a really really good deck. I played it season 2 for good results in wild. Season 3 When it was arguablly the better wild deck I played shaman and managed to deal with dark glare decks in wild just fine. So what about nerfing dark glare and not the quest in wild. Well your still going to get killed by apothacary after tamsin and control is still not going to be able to resolve it in time. So no change quest still sees play you nerf the aggro version of dark glare warlock. So you push out more aggro aggro decks from the wild meta and make the quest even more annoying for existing control decks. Standard the impact is minimal. Dark glare quest in standard isnt the issue the issue is that control decks just cant deal with tamsins effect in standard dealing face damage. They cant interact with the damage to remove it they cant out armor the damage in standard. They cant out heal the damage. The problem remains for control decks in both standard and wild.

    Hunter - Theres no card to nerf there outside the quest in standard the quest is 0 problems in wild its aggressive and again a way to push control out of the meta you again cant out heal it cant interact with it. In standard the deck is actually bad there is no good draw for hunter and your flooding your deck with cards that actually are bad. They didnt see play at all before the quest and with the quest they are still just bad cards. The +2 damage while not as flashy you could stack the benefits so bran in wild now your getting a 6 damage hero power in odd hunter your talking 5 damage / 7 damage hero power. Which is still very very strong but your not getting insane crazy turns that just go over the top of control decks to the point they cannot do anything about it. And in standard the card is just better getting a consistant 4 damage beats 2 damage half the time for the odd chance you get 4-6 damage out of it. The card draw just isnt there in standard.

    In the case of both the ideas i had for mage and hunter your giving them something else to play to you letting them build control varients with the quest and personally I think buffing the quests in some ways much like with the warlock idea it would be a buff in some ways in standard and a soft nerf in wild.

    In case of the warlock design the damage is interactable your still stopping damage to your hero completing the quest fatigue is still removed. Instead of dealing reflected uninteractable damage to the face with warlock. Your treating different sources of damage as threat generators. So instead taking the quest out of play with a nerf. At 0 cards in deck a back fire is making your 4 demons 1 from the backfire 3 from the 3 ticks of fatigue damage so your preventing 9 damage to face and generating 4 threats on table but those are interactable threats that means that a control deck has a turn to deal with the board before the damage goes to there face. 1 turn to interact is still 1 turn to interact. Something they did not have before. Meaning they have a better chance to fight back against the deck instead of a 10-15% chance to win the game they have a 35-40% chance to beat the deck instead and the match doesnt feel hopeless the second the see the quest played.

    Posted in: Card Discussion
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    posted a message on How to fix the United in Stormwind Quests

    The cards are going to get nerfed either way blizzard already said so. But the idea is that those are better ideas than making the cards completely unplayable.

    I dont think that would be a bad idea either @secludedMemory but it would make the card unplayable in wild and im pretty sure it would see alot less play in standard. It would still need to reflect fatigue damage to be playable in standard however if it only prevented prevented fatigue damage in standard. I don't think you would see it at all in standard if it reflected the damage it would at least still give a win condition from the quest. But I think even then it would see a lot less play hard to say because your getting no pay off for generating the damage. The card in standard isnt really bad. Warlock is more impacted as a wild card.

     Overall I think the mage quest is the largest issue of the 3 across both formats. All 3 basically remove turn 10 from the game in wild 99/100 games. I know that some people think generating a spell in from the mage quest is to slow in standard but essentially your creating the same amount of damage just with less burst. Spell mage worked last expansion the same decks existed last expansion aggressively as they do this expansion. Control does not. Either way they are going to get nerfed those 3 options I think are better than nerfing cards that make the decks playable.

    Posted in: Card Discussion
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    posted a message on How to fix the United in Stormwind Quests

    @legend_Entomb

    The thoughts I had are how to make the quests good in standard but not broken in standard or broken in wild. By spawning a random demon I think it might be better for the quest in standard for warlock but worst in wild it also makes a board state you can interact with. Like wise the mage is generating spells which means you are not going to go over the top with stupid amounts of damage that they cant interact with but instead more consistant damage so you can fight back with armor gain and tools. Both those have low rolls and some extreme high rolls.

    the hunter quest is just broken in wild and bad in standard so changing the quest to be less relient on spells gives it more power in standard and less in wild.

    The mage quest is just broken in both formats so. 71% standard win rate with best version of the deck over 220 games in comparison to the wild version which is lower at around 65% but wild is also a much faster format. It could lead to more control decks in wild as getting an extra card every turn when its not eating away your deck is so powerful. But its not broken. Your not getting insane amounts of uninteractable burst damage.

    I think all 3 changes would done that way would keep all 3 quest playable in both formats it would tone down wild versions a little bit cause theres no uninteractable OTK from just the quest but same time they are still good enough to see play. I think it would actually make the warlock and hunter better in standard and it would be slight power decrease to mage but the quest would still be very very good. Like generating a fireball, ice barrier ect would be very strong there is a similar effect in duels that I piloted to 9+ wins in duels the pervious season very successfully using the treasure. I dont think people realize just how good discover a spell that started in your deck every turn is. Having stupid amounts of frost novas, fireballs, apexis blast turn after turn in a no minion deck ect. Its just not over the top burn. Your not going to nuke someones deck to death with burst damage. I mean you could even run 1 incenerate and through card advatage create an inevitable kill still with mage. while using generated cards to stall out the game.

    the warlock one to summon demons has more high roll potential to be broken still however. Summoning 4 8/8 increase the cost of spell demons with taunt could litterly demolish a game on high roll but same time it can low roll and do almost nothing as there are some super low rolls as well. My bigger concern with summoning demons would it it could lead to some really crazy high rolls in standard.

    Posted in: Card Discussion
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