• -6

    posted a message on The Battle for Alterac Valley in Review - All the Stats from the Event!

    I don't know what the current numbers are on WoW servers, but it seemed pretty obvious to me that most players who didn't have faction loyalty to WoW would pick Alliance, simply because Vanndar was more easily applicable to more control/combo decks than Drek'Thar is. Vanndar fits right in with the current state of Hearthstone: cheat mana costs whenever possible. If you can't do that, you usually won't win. Drek'Thar, OTOH, not only isn't part of that mechanical theme, but also has a significant drawback: he nerfs Battlecry minions. As cool as it is to sometimes get a 4/7 alongside your Drek'Thar, it also means that you want to limit the number of Battlecry minions in your deck, for fear of getting vanilla minions that aren't as powerful as they should be when played from hand. It also means you want to draw Drek'Thar ASAP, while Vanndar fits in with slower control decks, which means you can still get value from him even if you draw him later in the game. He's not OP, obviously, or really even a "good" card. He's just useful, whereas Drek'Thar often isn't or can be a hindrance. It just made more gameplay sense to pick Alliance. Maybe that will change with future sets, but it's hard for me to see it happening as long as archetypes like Zoo can't keep up with the speed of combo because they have all the answers at reduced cost in their hands... just like how Vanndar is supposed to work.

    Posted in: News
  • 2

    posted a message on All Current Standard Expansions' Statistics

    I was kind of thinking that the lack of new ones is an acknowledgment that the totem system simply isn't working. You have Ey'sor and Totemic Reflection and Totem Goliath currently in standard and yet totem decks simply still aren't viable. Part of the problem with Shaman since the game's inception has been that they're the only class with a random hero power. When you can't depend on what's coming out of that hero power and when its theme is largely to produce 0/2 minions (as opposed to the more versatile 1/1s that Paladin produces, for example), then the design window is narrow. How would you produce cards in theme that were viable minions? The only other totems currently in Standard are Trick, which is even more random and, thus, not viable; Mana Tide, which is way too vulnerable to ever be a reliable source of draw (Shaman's other major problem, which is why one of the key cards for the new Frost Shaman is Wind Chill and why Dungeoneer is a required card in all current Shaman decks); and Goliath, which is still overcosted for what it does, even after the buff. My thought was that Ey'Sor was actually the last gasp on the current design and that a redesign of both hero power and the totem system is in the offing, similar to the change given to Priest a while back (and Priest is still struggling with consistency, which speaks to the initial design flaws for both classes.) That's probably part of why Shaman is getting an actual Frost archetype in the new set, rather than the facsimile that they tried with Knights. Gotta have something to do while a whole segment of the class identity has been ignored and is being redesigned.

    Posted in: News
  • 3

    posted a message on New Shaman Epic Card Revealed - Snowball Fight!

    JFC. I will never understand why they persist in putting in spells that damage or impede all minions in a class whose hero power is... to create minions. This in the same vein as Totem Cruncher, except that it can actually affect opposing minions. It's basically another attempt at Cryostasis: Do a good thing, but only if you also potentially do a bad thing. 

    Posted in: News
  • 3

    posted a message on New Shaman Legendary Card Leaked - Gla'cius Frost Elemental

    JFC. It's not even a "failed archetype." It was never an archetype in the first place. Six of 10 cards from Knights were mechanically "Freeze"-themed. The only card that didn't use the mechanic but had that element was Snowfury Giant, which was yet another poor attempt to use Overload as a central function for Shaman. The only Freeze card that saw any use at all was Brrrloc, because Shaman Murloc decks were still a mild thing then. The rest of them were complete wastes of time and dust because they included stuff like Cryostasis (buff your minion but make it useless for a turn) and Ice Breaker (freeze a really dangerous minion but use your face to remove it.) If they're trying to revive that awful approach, Shaman may end up just like it did post-Knights, which was using only cards from other sets.

    Posted in: News
  • 7

    posted a message on United in Stormwind Mini Set: Deadmines - Launches November 2nd! All Cards Revealed!

    I think they're playing the long con, which is that they're upping the power of aggro against the Questline combos, so that there will be even more aggro in the environment and, thus, open the door for control decks to come back in. That's in an ideal world. But I think the problem with that approach is that it only increases the polarity of the matchups: Aggro > Quests > Control > Aggro. That's the way the rock-paper-scissors is supposed to work. But when it's taken to this degree, it basically means that you should concede, rather than just accept that it's a bad matchup. It genuinely makes it into a roshambo situation (paper ALWAYS beats rock, etc.), rather than just making it more difficult. They've been here a couple times before and I remember Iksar speaking about trying to avoid that kind of extreme polarity in the future, but I guess it was more important to him to get everyone playing Quests and turns HS into a 5-turn game. Or something.

    Posted in: News
  • 3

    posted a message on 2 Warlock Changes Coming On Tuesday - "Mana Cost Adjustments"

    That last point is the biggest problem. I only play four classes because of the expense (Paladin, Priest, Shaman, Warlock) because those were my favorites in WoW and I STILL can't get a complete set of what I want without spending too much money. Add in the combo/no minions allowed feeling of Stormwind and this is the most discouraged I've ever felt in the first couple weeks of an expansion. Been playing since the closed beta, but I think I've finally opted out for good. It's just not worth it for me anymore.

    Posted in: News
  • 4

    posted a message on Blizzard Responds: Kargal Battlescar Dust Refund Soon

    Genn and Baku lasted without changes for an entire year and so radically distorted the available design space that they got rid of them entirely a year later, not two weeks. Many other cards were changed BECAUSE of Genn and Baku and they ended up buffing a bunch of cards in a subsequent expansion (Rumble) because they had been so overshadowed by Genn and Baku and that effect would have continued into the following year. This change to the watch posts isn't anything like that, but I'm betting that they were nerfed to prevent the meta from becoming watch post-dominated in the same fashion.

    Posted in: News
  • 8

    posted a message on New Warlock Rare Card Revealed - Soul Rend

    This card is a fundamental misunderstanding of human psychology. They just changed Tracking because, while it's a great card, many players were reluctant to use it for fear of the "bad beat." People will always remember the one time that Tracking destroyed two crucial cards in their deck, as opposed to the other nine times when it got them a good card that they might not have otherwise drawn (and got rid of two other cards that weren't important to the game in front of them.) It's human nature to always remember that one time when something was a disaster, as opposed to all of the other times when things went right. In poker, it's routine that people remember the bad beats, as opposed to the regular wins.

    Soul Rend is a "bad beat" card. No one will want to play it because of the risk of destroying key elements of your deck. It's the same reason that Warlock discard has never been a viable mechanic. Sticking with our Tracking example, that at least allows you the choice of what to lose. Discard was random up until the last year ( highest-cost, lowest-cost, etc.) which is when it became somewhat workable with Hand of Gul'dan and Wicked Whispers. This is a totally random effect again which is the LAST THING YOU WANT as a control player, who tend to value each card in their deck moreso than aggro players. If you're facing a board full of Chillwind Yetis that require this much damage to remove, something has already gone wrong and you'll be even less likely to want to destroy a significant part of your deck in order to correct it. I don't see the point in producing this card, unless they're still on the Ben Brode model of producing "fun" cards that won't see play like Purify.

    Posted in: News
  • 4

    posted a message on "There Are Big Changes Coming To Hearthstone In 2021" - Alec Dawson

    One assumes that said "small fortune" is exactly what they're targeting, given the number of regular streamers (aka Blizzard's primary advertisers (for free!)) that have recently been citing the main problem of growing the game's audience, which is the ridiculous cost. It's why I got out after having started in the open Beta.

    Posted in: News
  • 2

    posted a message on REWARDS TRACK UPDATE - Official Blizzard Statement

    My suspicion remains that this is all still just a redirect on how damn expensive the game is. Outside of other factors, like how demoralizing losses feel compared to other games and how deeply flawed I feel that Shaman class is, I don't play anymore primarily because I simply can't justify the cost. Among the rants from various streamers about the new rewards track, many of them mentioned that you're paying over $100(US) for a pre-release and STILL only getting 1/4 to 1/3 of the cards basically required to play the new decks. And THEN you're paying more to get the bonus XP in the underwhelming rewards system that still doesn't bring it up to the level of the previous much-criticized system. That cash outflow is the problem, which has very little to do with how much gold you're earning. No game is worth spending several hundred dollars a year on and STILL not having a "complete" game. You can spend $180/year on WoW and have access to anything you want, as long as you have the time to spend. Technically, that's the same for HS... if you spend 3 or 4 times more AND you're still not guaranteed to get everything you want without spending even MORE money.

    When you look at it in those terms, all this furor over the reward system is really misplaced.

    Posted in: News
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