• 1

    posted a message on New feature idea - auto "skip" (lose) matchup

    This is just a huge demonstration of scrub mentality. You even said it yourself: "these matchups are winnable but unfavoured so I don't want to even try". It sounds like an attempt to increase your winrate by cherrypicking games -pretty sure all Dhalsim players in street fighter would love to only fight Zangief, but that's not how competition and skill works.

    http://www.sirlin.net/articles/playing-to-win

    Posted in: General Discussion
  • 1

    posted a message on Refreshing spring water in comparison with Pot of Greed ban.

    Cue us wild players laughing about having to deal with 0 mana draw 2 from kingsbane rogue since scholomance. And they get to play minions too!

    Posted in: Card Discussion
  • 0

    posted a message on Mage is fun, right?
    Quote from TheDarksider >>
    Quote from Shadowrisen >>

    Anyway, I don't look forward for RSW to be nerfed, nor do I think it will be, if there's one card that needs to be changed since forever it's Sorcerer's Apprentice, but it seems like they prefer to change cards that works with it instead of just going for the main problem right away.

     Apprentice has been a very toxic card for a while now, letting aggro mage empty their whole hand on turn 3 or, in the current meta, drawing their entire deck for free. I really think it should be (1) less, but not less than (1), but at the same time this completely kills off Antonidas exodia decks which are a fun meme deck so it'd be nice to preserve that combo somehow.

    Nerfing apprentice also brings a lot of other implications with it. Radiant Elemental can do equally as disgusting things, it's just a matter of time until priest gets "free card draw" for APM priest to start terrorizing wild (it currently has to use auctioneer to get a 0 mana deck so it comes onlne much later).

    Posted in: General Discussion
  • 1

    posted a message on Mage is fun, right?

    Gadgetzan is more explosive of a card and definitely has some degenerate applications in wild that make it win a game on the spot. It's conditionally much more broken, while spring walk is just solid most of the time. That being said these are two completely different cards with completely different applications and I'm not sure why they're even being compared.

    I don't think springwater is broken personally. But comparing these two cards is a bit wtf.

    Posted in: General Discussion
  • 1

    posted a message on Nerfs Announced

    The nerfs are good and will bring some of the power down a bit for sure. The lunacy nerf is really shit though, I'm hoping after it rotates to wild we can get it unnerfed to 2 mana again. It feels like a panic bandaid fix when we all know the problem was the limited card pool. Lunacy has zero presence in wild at all so I'd like to meme with it once it's stopped messing standard up.

    Dunno why people are so uptight about spring water. We've already got 0 mana draw 2 in the game: Cutting Class. Mage also frequently draws 2+ for 2 mana with cram session anyway. It's a whatever card.

    Posted in: General Discussion
  • 18

    posted a message on Where is your integrity?

    "Please don't use decks with the highest winrate when the objective of ladder is to win!"

    Cancel culture seeping into video games, great.

    Posted in: General Discussion
  • 0

    posted a message on Deck of Lunacy and the no minion mage

    Just make lunacy include all spells in the game, even from wild. It'll be perfectly fine then. No minion mage was tier 3 at absolute best before rotation, it's not a good deck. We all know its broken right now is because it's not exactly RNG with such a small spell pool to transform into. And yes, allowing wild spells into standard is fine, we've had cards before that cross the barrier (Toki, Time-Tinker)

    Posted in: General Discussion
  • 3

    posted a message on Day 1 call for nerf

    Yeah these cards don't need premium stats, 2/3 and 3/4 would be fine. "Can't attack" isn't a drawback when they have suffocating effects that demand they get dealt with. It reminds me of Arcane Amplifier in arena where once it was down you just weren't allowed to play the game. Not exactly fun.

    Posted in: General Discussion
  • 1

    posted a message on This shows how BS Big Priest is.

    Big priest is the most autopilot deck out there and is an absolute bore to play. That being said, as someone who plays wild for degenerate and interesting combos I absolutely love their existence in general since they're the most combo fodder deck in existence.

    Posted in: Wild Format
  • 0

    posted a message on Azure Drake must be included in the Core set

    Ethereal Conjurer seems to have replaced it in core. I can't imagine both of the cards being in core since they're similar-ish.

    edit: derp, neutral

    Posted in: General Discussion
  • 0

    posted a message on Its back again. Now is the time.

    Any combo deck worth its salt absolutely farms big priest though.

    Posted in: Wild Format
  • 0

    posted a message on Thoughts on duels balance

    I disagree on cannibalism not being that much better than other pool 2 treasures. It's *miles* better than them and if anything, deserves to be moved to ultra rare like band of bees. Swarm decks like harvest druid, dude paladin, token DH, or even totem shaman can turn from 3 win decks to 12 win decks from it alone. It's incredibly oppressive and changes the whole dynamic of the match to panicking over clearing every single tiny minion otherwise you get run over in an instant.

    I really think deathstrider is a huge issue right now and fully deserves to be all the way up at 5 mana to prevent early turns completely blowing people out of the game. Here's some screenies of turn 3/4 deathstriders just winning the game on the spot. It should also be mentioned that tonk+deathstrider is a 2 card OTK by itself, even against boards. It ramps up pretty fast to 4 triggers (32 damage in missiles) and in later runs it goes as high as 8 triggers (64 damage). You collect both of those cards, play them on turn 9 and instantly win. Seems a bit stupid?

    Turn 4: 

    Even funnier, turn 3 (amazingly still won because I got the auto-win combo of band of bees+token DH):

    Unless you have some absolutely broken autowin setup you don't come back from that.

    Posted in: Duels
  • 0

    posted a message on Thoughts on duels balance
    Quote from JoshoPrime >>

    Wait,  wasnt canibalism removed already?

     Sadly not, faced it multiple times yesterday. Still broken as hell. Cannibalism dude paladin/token DH are just insurmountable decks, it feels like cheating.

    Posted in: Duels
  • 1

    posted a message on Thoughts on duels balance

    I think duels is pretty fun, I play it a lot. The idea of having really overpowered decks and combos is something that I can't help but laugh at and makes me play. I think there's some core issues like the starting decks being too similar and some classes being too good from the go (rogue, druid, warlock), though I don't think that can be helped.

    Some changes I'd like to see:

    -Ban C'Thun, the Shattered. This thing is just everywhere and obnoxious in the early games with sub-20 cards, giving you a free win condition in one deck slot. Especially good with warlock/priest drawing power. Decks would probably be more interesting if this didn't over-centralise control games. 

    -Ban Tour Guide: imo considering most duels hero powers are insane by design, tour guide usually breaks them by cheating them out way faster than intended. Turn 1 harvest time or turn 2 nerubian egg with a deathrattle hero power is often game over already in the early matches where people don't have enough health to take a beating. There's a lot of hero powers that break with this guy and I think the mode would be better without it.

    -Dark Arts reduced to a pick of 2 cards. This hero power is just busted with such a large selection of cards, the downside needs to be higher. Dark arts at 2 mana was rubbish, but at 1 mana it's plain silly especially with synergies. Which brings me to..

    -Killmox, the Banished One: Lifesteal removed. Treasures are supposed to be good but this thing is flat out ridiculous. Provides a discard target? Check. Instant board presence? Check. Saves you from the brink of death and swings the game? Check. It'd still be great without the lifesteal, just not this cheese treasure that your opponent knows they can't do anything about except... not play minions? It's a swiss army knife that does too much.

    -Harvest Time!: Treants changed to 2/1s, can only target friendly minions. Good god I realize duels is supposed to be overpowered mode but this hero power is plain toxic and not enjoyable to fight unless you have 10 board clears and laugh at their sadness. If you're unlucky enough to not have any board clears you get run over like every card in their deck is Grimmer Patron. To top it off, it's a destroy a minion on a stick. The treant swarm needs to be more easily controlled with pen flingers, pings, etc.

    -Demonizer: Demons cost (2) less instead of (3). Not sure why this isn't (2) less like the totem and dragon versions, it's mega swingy at the moment and can be copied with felopsophy.

    -Cannibalism: Needs to go, or be changed to +1 attack to a random friendly minion and not all. Token based decks with cannibalism are the strongest decks around, god forbid you're against a cannibalism harvest time druid or death games hunter. This passive is so oppressive it's unreal, turning every single minion into a snowball card and harming you if you clear enemy minions. It's just too strong and unfun to fight against.

    -Mysterious Tome: Can no longer generate rigged faire games. As we all know from wild with turn 1 RFG, it's not fun. Mysterious tome is a good treasure but suddenly becomes god tier if you score RFG while emoting laughing your ass off.

    -Deathstrider: Changed to 5 mana. Why on earth is this thing 2 mana?! Kinda blows my mind, this thing is so obscenely powerful compared to all other hunter treasures. Also stop it from freezing the game please.

    Shadow Word: Void: Increased to 5 mana. Just too good of a card for a 3 mana destroy a minion, create a board and deal some face damage all at once.

    I'd also note that Embercaster should be kept a close eye on due to its ability to easily go infinite but it doesn't seem to be seeing much use right now.

    Buffs to bad treasures to make them see play:

    Ferocious Flurry: Changed to 1 mana hero power. Probably the worst hero power in the duels format.

    Moonbeast: 4 mana 4/5 -> 2 mana 3/3. Would allow comboing eclipse spells easier.

    Wand of Dueling 3 durability -> 5 durability.

    Yogg-tastic Tasties: 10 mana -> 8 mana.

    Scion of the Deep: Every third spell -> every second spell.

    Gift of the Old Gods: 6 mana -> 4 mana.

    Demonology 101: Changed to generate a soul fragment for ALL minions destroyed.

    Enrage: Removed. Literally the only point of this is a combo with Doomhammer. One card from a single class.

    Robes of Shrinking: Cost reduction increased from (1) to (2). A really crap version of the (1) reduction on first spell and worse than sticky fingers, needs something to make it worth picking.

    Elixir of Vigor: Changed from ultra rare to pool 2. It's not exactly gamebreaking but it's very very fun to play with and sad that you rarely get to use it. Has its own drawbacks too, stagnating your deck with bad draws if used incorrectly.

    Supercharge: Removed. A neutral totemic might, wonderful.

    Loyal Sidekick: Could stand to be +2/+2 per opponent defeated. It's pretty bad and severely outdone by Loyal Henchman.

    Hyperblaster: Moved to pool 2 ultra rare. Definitely one of the best treasures out there, always gets a 4 for 1 and stops midrange/control decks cold. Too good for a common treasure imo.

    Thoughts?

    Posted in: Duels
  • 0

    posted a message on Have we seen all buffs/nerf reverals so far or are there more coming?
    Quote from Ace1a >>
    Quote from ShadowAldrius >>

    The reverts are happening at rotation, not now.

     Then why did we see about 50 reverts/buffs now? For example BGH is partially reverted to 4 mana.

     To let us know what's changing in the future. Same as revealing cards before an expansion.

    Posted in: General Discussion
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