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    posted a message on Changes I'd Like to See (Wailing Caverns)

    I like how people here are anti-stats, while people in the other threads, especially the thread made by a guy who reached Legend with Control Warrior, talk greatly about stats.

    It's as if there are two completely different and opposite circles in one community.

    Either that or you are just pretentious hypocrites.

    A lot of my suggestions, while just an opinion, are based on stats. Mankrik and Warsong Wrangler specifically.

    Admittedly, I didn't look very sharply at the stats before suggesting the other three nerfs, but for Lilypad Lurker, I chose that because it was unnecessarily buffed.

    I'm going to revise my list here and change the cards need to be nerfed:

    Skull of Gul'dan to either Deathspeaker Blackthorn or Illidari Inquisitor, more on the latter. The latter can have a ridiculous win rate of 75% if played.

    Next time, before calling someone "sore loser because you lose a match", actually back your arguments.

    Posted in: General Discussion
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    posted a message on Changes I'd Like to See (Wailing Caverns)
    Quote from Lyconik >>

    Face Hunter has always been the best deck at the beginning of every expansion, give it some time and it will slowly fade into Tier 2

    Your post is more like "I lose to Face Hunter and Doom Shaman, nerf them"

    What? No. Hunter might be the best in every beginning, but it's usually only for 1 to 2 days.

    Last expansion (Forged in The Barrens), Paladin immediately became number 1, closely followed by Hunter. Then it stayed that way, even after nerfs, until the 4th nerf got announced.

    Face it, the meta has been settled. The top 3 are Hunter, Shaman, and Demon Hunter.

    Posted in: General Discussion
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    posted a message on Changes I'd Like to See (Wailing Caverns)
    Quote from SHURE >>
    Quote from IDProG123 >>
    Quote from SHURE >>

     Warsong wrangler is so slow.. this is simply another one of those posts where certain cards defeated you, and now ya gotta cut some cards heads off. Even though your post looks well thought out, and intellectually sound while you're reading it. That's all this post is. That's all this forum is.

    I respect your opinion, but how about elaborating more?

    Like I said before, Warsong Wrangler has one of the highest win rates in Face Hunter deck, and I think we can all agree that Face Hunter is OP and a card or two must be nerfed.

    Statistical data is on my side. What is on yours?

     You don't though. Stats aren't on your side. You got beat.

    I think you're a troll. I'm going to ignore you for the rest of this thread.

    Posted in: General Discussion
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    posted a message on Changes I'd Like to See (Wailing Caverns)
    Quote from SHURE >>

     Warsong wrangler is so slow.. this is simply another one of those posts where certain cards defeated you, and now ya gotta cut some cards heads off. Even though your post looks well thought out, and intellectually sound while you're reading it. That's all this post is. That's all this forum is.

    I respect your opinion, but how about elaborating more?

    Like I said before, Warsong Wrangler has one of the highest win rates in Face Hunter deck, and I think we can all agree that Face Hunter is OP and a card or two must be nerfed.

    Statistical data is on my side. What is on yours?

    Posted in: General Discussion
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    posted a message on Changes I'd Like to See (Wailing Caverns)

    It has been around 1 week since the release of the Wailing Caverns Mini Set. I think we have our own list of change suggestions. Here is mine:

    1. Mankrik

    This card has one of the highest win rates in Face Hunter deck. To know why this card is OP, we will compare Mankrik to its best comparison, the Primes. The Primes start as a non-Prime, same as Mankrik. Then it shuffles a more powerful counterpart to the deck and you need to draw it, same as Mankrik. For the Primes' case, the card needs to be played to gain the value. The card is stronger than the standard, but not that much, since they cost a LOT. Mankrik, however, costs (0), does not need to be played, is guaranteed to deal 3 damage to face, and it draws a card, too. So, if it became a minion, it would be a 0 Mana 3/7 Charge minion with draw a card as the Battlecry. Its OP-ness is not as visible from other classes, as they don't have the card to draw it immediately, but Hunter does.

    My suggestion is to change the card Mankrik shuffles into the deck so that it doesn't cast when drawn. 3 Mana 3/7 deal 3 damage to face is very good. If Hunter is okay with playing a 4 Mana 3/4 that hits 4 to your own face as well as your opponent's, then it should be as okay to play the card.

    2. Warsong Wrangler

    This card is too good. It has a 2.5 Mana body and it pretty much casts Scavenger's Ingenuity, but it also buffs the other copy instead of just the one drawn. The card is too powerful. It also has one of the highest win rates in Face Hunter's deck, alongside Mankrik and Rinling's Rifle, but I don't think Rinling's Rifle is OP, considering there will be more Hunter Secrets in next expansions to butcher its Discover RNG.

    My suggestion is to reduce the buff to +1/+1 from +2/+1.

    And that's it for Hunter. Since it requires like 4 nerfs to balance Paladin, I don't think it's outrageous to ask for 2 nerfs for Hunter.

    3. Lilypad Lurker

    Why was this card buffed? This card was already balanced before the buff, since its effect is very powerful. Now, it's just frustrating to have to face a 5/6 at turn 5 after it transforms a minion into garbage.

    My suggestion is to revert the buff.

    4. Doomhammer

    The card can deal up to 40 damage on its own in 4 turns, or around 10-16 damage in 1 turn on average. If they don't like Pyroblast to deal 10 damage at 8 Mana, then they should be as not okay with this. The card is so hard to take care of, literally the only two ways to counter this card are to defeat it before it deals massive damage (sigh aggro again) or to Ooze it, or be a Priest as the bonus third. If a card has that few counters and that huge risk if not countered, then there is a problem with the card. Granted, the card is nowhere near as good by itself, but so was Crabrider before it got nerfed.

    My suggestion is to increase its Cost to 6 Mana from 5 Mana. At least it's slower, so that control decks have more time to prepare and aggro decks can punish it more.

    5. Skull of Gul'dan

    It's a 0 Mana draw 3 gain 3 Mana. Enough explanation. If this hasn't convinced you, I don't know what will. This card has like 100% use rate in Demon Hunter decks.

    My suggestion is to reduce the cost reduction to (2) less from (3) less.

    That's it for the nerfs, now to the buffs.

    6. Perpetual Flame

    This card is so bad. Not only it hits you more the more opponent you hit, but the worst part of this card is that it's RANDOM. The best comparison to this is Throw Glaive. The latter costs 1 Mana less. Yes, it deals 1 less damage, but it's not random. Come on, just give the extra 1 damage as reward for being random.

    My suggestion is to reduce its Cost to 0 Mana from 1 Mana.

    7. Rancor

    We know from Immolation Aura that dealing 2 damage to all minions is worth 2 Mana, and we know from Iron Hide and Flash Heal that gaining 5 Vitality (Health/Armor) is worth 1 Mana. That means the other effect costs 2 Mana. The problem is, the other effect is garbage. You must KILL the minions, and it only gives you 2 Armor for each. Most of the time, you will only gain 4-6 Armor. You might gain more, but it's usually an extremely specific condition, and that's pretty much how all AoE effects work. You may gain more value or lose value depending on the condition.

    My suggestion is to reduce its Cost to 3 Mana from 4 Mana.

    Posted in: General Discussion
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    posted a message on VS Report is WRONG, Control Warrior is Legit!

    I love Warrior, but Control in general sucks right now compared to aggro. As far as I'm concerned, Control Warrior is probably the best Control deck right now, but it still sucks.

    I play Control Warrior, a different variant with N'Zoth, C'Thun, and Saurfang, but without Mutanus. I'm currently in Diamond 9, and my highest is Diamond 8. I actually breezed through Gold and Platinum using an incomplete Face Hunter deck, but I realize people in Diamond are a lot smarter and the deck no longer works, so I switch to Control Warrior.

    Multiple Rattlegore is VERY powerful, but smarter Priest players can counter it.

    Priest can silence your Rattlegore. Priest has multiple ways to steal your Rattlegore, using Psyche Split, Initiation, etc., and it can generate the cards very easily. It's impossible to win against smarter Priest players without C'Thun, and even with C'Thun, it's still very hard.

    I don't know why you play Silas without Ashtongue. Without Ashtongue, Mutanus is a lot better. Same with Shieldmaiden. Why play it without Ashtongue? The card sucks against aggro.

    I'm not going to discredit your victory to Legend. I genuinely congratulate you for reaching there. With that being said, I don't know exactly what kind of matchup you got in your journey to Legend, but you were probably on your luckier side in your journey.

    Posted in: General Discussion
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    posted a message on balancing wild with the smallest nerfs possible

    Most OTKs take a lot of time, so the best but most little nerf for them is to reduce the time limit.

    Turn 1 should only take 15 seconds. Turn 2 20 seconds. Turn 3 25 seconds. And so on until turn 10+ at 60 seconds.

    That should nerf all of the OTK decks. As a big bonus, it also solves roping problems.

    The ONLY problem with this IMO is that people will be more likely to try skip animation hack, but I don't think most people will bother with it.

    Posted in: General Discussion
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    posted a message on Is It Worth It to Craft Last Year's Legendary?

    I play Frenzy Menagerie Warrior. The deck rocks, but it's terrible against Priests, since they usually drag the game to fatigue.

    I really want to craft C'thun, The Shattered. The card will fit amazingly in the deck because it helps ending the stalemate with Priest AND helps add more cards to deck so that it takes longer to reach fatigue. The C'thun parts also make for amazing control tools.

    What do you think? Have you ever crafted a last year's legendary? If so, how do you feel? Is it worth it?

    Posted in: General Discussion
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    posted a message on At last a healthy meta!

    Shaman got a good card draw and a gigantic buff in Wailing Vapor. That card is easily 5 stars, the new Tunnel Trogg. It's sad that the good Shaman deck is another aggro, though. I wish it would be a control deck.

    Posted in: General Discussion
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    posted a message on Archdruid Naralex's RNG is Rigged?
    Quote from Kayel >>

    That's not how you calculate probability, the more minions in play the less chances Felmaw hits face. And no, Naralex is not rigged, from 5 dreams available, you get 2 and they can repeat, that's all.

    Do you really understand how probability works?

    You CAN rig probability.

    Let's say there are 3 types of items, A, B, and C. If there is only one of each type, the chances of getting an A is only 1/3.

    However, you CAN reduce the chances by adding more B or C items. For example, there is only 1 A, but there are 3 Bs and 3 Cs. The chances of getting A is now only 1/7.

    These two RNGs are the same. You CAN rig them in the code. It's actually pretty easy.

    In fact, Hearthstone has actually confirmed that they rigged some of the Discover card's RNG, so that they can't Discover itself.

    Posted in: General Discussion
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    posted a message on Archdruid Naralex's RNG is Rigged?

    This is not confirmed, but it's obvious that Imprisoned Felmaw's RNG isn't purely random. Its RNG is 50% face, 50% board. This means that adding more minions (than 1) on the board won't help you avoid an attack to the face.

    Is Archdruid Naralex the same? Because I swear I get Nightmare like 50% of the time.

     

    Posted in: General Discussion
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    posted a message on Post WC Miniset Meta Predictions!

    Paladin will still on the top, though only the Secret decks will. The aggro will fall down considerably to bottom of Tier 2 IMO.

    Priest will absolutely be annoying again. It has Xyrella, Hysteria, Soul Mirror, and now it has Against All Odds as absolute board clears.

    Hunter will slightly rise up due to reduction of Paladin.

    Rush Warrior should be at the same place. Contrary to popular beliefs, N'Zoth Warrior won't go anywhere. It will still suck, thanks to Warlock and Priest that will flood the ranked matchmaking. No Control deck will get any good as long as these cheap board clears still exist.

    That's my prediction.

    Posted in: General Discussion
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    posted a message on Is it Worth It to Disenchant Wild Cards for Standard?

    The answers are very mixed. I can't decide yet. I'll think of it more. Thank you for your answers.

    Posted in: General Discussion
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    posted a message on Is it Worth It to Disenchant Wild Cards for Standard?

    I don't play Wild, and for all the reasons that I'm aware of, I have no reason why I should play it. I don't play Duels, either.

    On the other hand, I play Standard a lot. Since all Wild cards come back to Standard as Core set (aka for free), there's no reason to keep them, while I want to craft powerful Legendaries like Kazakus.

    Is there a reason that I don't know yet about why I should keep Wild cards?

    Posted in: General Discussion
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    posted a message on Core set buffs i'd like to see

    Deathwing is fine.

    About King Krush, I do not like the idea of it being 8 Mana. The better buff would be 9 Mana 9/8.

    I like Natalie Seline to be 5 Mana 6/1 instead. 7 Mana is still too expensive for just destroying a minion.

    It's not Grommash that needs to be buffed, it's Cruel Taskmaster. Make it 1 Mana 2/1, so that it becomes the same as the Augmerchant cards, instead of your idea.

    Guardian of Kings is fine. Maybe +1 Health is enough. No need to be 6 Mana.

    Dread Infernal is probably a little bit OP at 5. Maybe make the effect "Battlecry and Deathrattle" instead of just Battlecry and keep it at 6.

    Just make Force of Nature at 4 Mana. I know it was nerfed FROM 4 Mana, but the powercreep should allow it to be back at 4 Mana.

    Truesilver Champion is fine. The reason is doesn't see play is because there currently isn't any synergy for the card.

    Giving +4 Attack for Dark Iron Dwarf looks better. So, it's still 4 Mana 4/4, but it gives +4 Attack this turn only instead of +2.

    I like the Void Terror buff, helps Control to fight aggro.

    Ritual of Doom is fine. It's a 0 Mana 4/4, pretty much. Maybe reduce the amount of minions required to 4 instead of 5.

    Posted in: General Discussion
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