The devs have been dead inside for quite some time. Just look at the flavor text for Soulburner Varia.
- HeilKise
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Member for 4 years and 25 days
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Boaretheus posted a message on Patch 28.2 Patch Notes - Battlegrounds Season 6 Changes - Constructed Changes for Bug Proofing & MorePosted in: News -
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some_ben posted a message on Patch 27.0.3 Balance Changes Preview - 2 NerfsPosted in: NewsThis is an absolute insane stream of conscious word vomit. Call your therapist.
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Anarchy1 posted a message on The Death Knight ExperiencePosted in: General DiscussionWhich conclusion can we draw from the 10 most played cards at the moment:
Mainly that dk draw sucks hard
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Andrei2007 posted a message on The Death Knight ExperienceI saved this image for whenever Timmy cries about aggro meta.
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Rich_Piana posted a message on A couple DK fix ideas.. this is ridiculousPosted in: General DiscussionAs a player who just got the 500 wins DK hero by only playing Blood DK decks...
Forgive me padre, for I have sinned...
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Folguy posted a message on A last complain (Druid)Posted in: General Discussionhonestly i completely agree, fk guff im glad its gonna be gone
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Banur posted a message on Soulstealer?Posted in: General DiscussionTwisting Nether with a body and deck limitations.
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zmauls posted a message on HS does not feel like a card-game anymorePosted in: Standard FormatIf you look closely you will notice that there are no cards, only digital renderings on a computer screen. I noticed this weeks ago.
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TwistedCardmaster posted a message on 25.0.3 Patch Notes - Balance Changes For Constructed & Sire Denathrius Obtainability ChangePosted in: NewsWell, Wild was created for a reason. Most of all, Team 5 wanted more design space, without having to bother with cards from previous expansions (you know, broken synergies, uninteractive OTK combos, etc.). Another, and perhaps even more important, reason is that Blizzard didn't want to say "Hey guys, remember all those cards you bought with real money? Funny story, you don't have them anymore...". That's why they needed a mode where your cards still exist... but don't matter to the game's balance. With that in mind, what would be the point if Team 5 still had to worry about the Wild cards during standard balancing?
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TheDarksider posted a message on Sire Denathrius is overpowered bull**** and makes Malygos and CThun pointless to play.Posted in: Card DiscussionQuote from EveryProse >>There is sooo much disruption these days that Denath is very vulnerable and one card can shut it down. It's fine.
It's precisely because of cards like Sire Denathrius that Theotar, the Mad Duke was printed, so there's an even bigger reason to hate him.
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Not a fan of this kind of effects specially if it last for 6 freaking turns. If the IA of the card is good...you said it will cast ALWAYS an spell to dealt with the board for free? Mage really need more tools to not care about my cards when i am trying to finist the game spending mana? and if the IA is bad well still too much rng for 6 turns. It should last 3 turns regardless of how good or bad is the AI
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This is a control class that has CERO ways to gain the value game. Its absurd, Chaman, Deathknight, Mage, Walock. (even the over nerf druid)
Literally ANY lass can put a bunch of late game cards and do better than Priest at this point. It is really stupid. The amount of luck and skill you need to climb with Priest control is 3 times the amount of luck and skill you need to climb with literally ANY other late game deck it is a joke at this point. A really BAD joke.
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i have a very bad feeling about chaos creation. Seems like the kind of card that no one expected to be good but can easy become a solid finisher.
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Stick Up has a secret high% of showing you cards from your opponents class or something? I find crazy that after playing 7 or more times against Rogues testing my Priest deck they ALWAYS get the priest quickdraw card, like ALWAYS its seems crazy.
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Oh yes i have like close to 100% winrate with my Pure Blood DK against Excavate DK i find that the deck is just a natural counter. I am never force to play a bunch of minions so Rekka never has peak value. I can win with 3 damage each turn. My HP can go up to 45 im almost every match AND i run 1 copy of cleaner in my deck so forget about huge Plage value in late game. Just the size of the deck kinda counters the play pattern of Excavate Plague. You are not drawing a lot of plagues in the mid game with 10 extra cards in your starting deck.
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I feel like hunter is less problematic to handle than Rainbow Mage or Mech Rogue honestly. Its a hard match because mulligan against 3 different decks that play similar cards is hard (all 3 hunters decks i mean) but in the end Hunter being top 1 is not rare when they have 3 tier 1 decks and you need to make a Mulligan before knowing what deck are you actually facing. Rainbow Mage in my opinion is waaay stronger closing the ame and Mech Rogue is just the Snowball boogalu if you dont hold answers to the BIG stealth cloning dude they will throw at you...on turn 4.
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Druid is dumb and boring, Plz Kill it.
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I belive this one is a really salty approach but i understand. Demon Hunter still why more powerfull than DK at their second expansion tho. I dont belive that Death Knight is broken. Control DK (3 Blood) is a deck that fails a lot against other control decks. Its a great deck but i feel like it is more spammed because its budget to build rather than effective on the long run. About the "salty" part of the gameplay, well i was and i am still against nerfing Late game classes that dont have access to OTK combos or infinite value. That includes DK and Priest and Warrior. Druid is still the class i will pick to nerf over and over againt because of how easy is to play and how stupidly broken the late game is.
But lets talk about the nerf: Construc Quater is a 4 mana do nothing unless you have a minion which is already bad. Destroying your OWN minions as the cost is also a huge dealt because yes DK has a plenty of targets they want to destroy but when you just dont have any, its just a "give it rush to this minion, set its attack on 4"
Vampiric Blood: oh boy its Vampiric blood really makes you angry why you dont have a Thread about how annoying is to face Druid winning 5+ HP each time they press their hero power...forever without additional cost? Vampiric blood has already a HEAVY cost, losing 3 corpses is a HUGE dealt, 5 corpses will kill the card. If you dont know how much 3 corpses are in terms of a cost to pay you probably dont play Death Knight control.
Gnome Muncher: so always go face and i never trade him when the oponent has only a big minion on board? thanks for the buff, It also insta kill the enemy hero if i buff the Gnome and set the oponent on 10 HEALTH. You see? you are just salty at this point.
Soul Stealer, NERF/DELETE. 8mana, 3/3, LOSE a corpse for each minion destroyed < Why? you pay 8 to destroy all the minions and get a 5/5, thats literally not great.
Frostwyrm 7 mana 4 - 4 > What about nope? I dont like this card neither, i hate when the oponent just cycle one after another yes, its really bad but if you want to ACTUALLY nerf the card in a good way reduce the amount of frozen minions is the way to go. Its actually a change a will support: front all the minions to "3" or even "2" will really impact how the Frost DK is played.
Discover Rune Cards, NERF to only usable Rune cards < We dont have enough spells to make this happen but eventually it will be change i am 100% sure. right now is actually GREAT that you can discover other runes because it takes away the consistency. Imagine Frost only getting Frostwyrm and other face damage every discover or Blood just getting infinite removal and healing or unholy just getting the plage and token generators as discover options. You dont know it right now but you WILL hate it.
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We are getting closer and closer to finally rotate one of the most problematic cards in Standard game design and honestly i just want to see the whole "big big big big mana turn" theme druid go away but before all this happens i want to share with you why i dont like this take of the class and why i belive this is by far the worse take on Druid so far.
Druid is always a very strong and meta relevant class in the game and honestly is not hard to see why: Either get access to insane combo tools to get huge value on board very late or very early and it has become a common theme for the class the "huge survavility" too. I dont have nothing against that. I dont belive no one has a problem (a real not personal) with Druid being the "is just good" class of the game. But this last expansions were really all about transform this issue in a REALLY the most annoying game experience i ever feel in this game and that is coming from someone that has played this game for a LONG long time.
- Almost impossible to outvalue in late game
- Access to any card combination in 1 turn (because of 20 mana)
- Access to 100+ Armor
- Access to heavy amount of Card draw and the ability to duplicate any card in their deck, including winconditions
- Access to multiple winconditions and can basically abuse of any neutral card they get access
Honestly i need to keep going? I dont need to explain this Get matched against Druid is not fun, is not just bad, is not like getting match with a Tier 1 deck that you know you cant beat. Its literally getting matched against a deck that has a chance to win any match because they break every single rule that can be break in standard at the same time. And once again its not about how Tier winning is the deck is all about how stupidly strong is against every single archtype and people just abusing that fact forever and ever in this rotation format.
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To be fair Ramp druid Also has a lot of tools to outclass most aggro decks. The fact that you just need to survive even with 1 HP until you can combo your armor gain minions means that the only aggro deck that has chancs to beat you is one aggro deck that can refill grow their board into 5/5 or bigger after a buff board swipe and 2X+ armor gain. Thats literally only imp lock