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    posted a message on Stop the QQing about the new format

    I see Wild becoming an unplayable mess without any sort of balance considerations by Blizzard, that's why it's tough to get excited about it. For example, In order to balance standard there will have to be some type of new heal card to replace healbot and a new armor gaining card to replace Shieldmaiden.  Imagine what this will do to fatigue warrior in Wild when they have access to all these cards that would never otherwise see play together. Cards that are balanced at 1 or 2 of per deck might just be stupid if you double the number you're allowed, and with duplication an inevitability in the new format it's bound to happen. 

    Blizzard needs to show they care about what happens to the Meta in Wild before one can determine if it's even worth playing.

    Posted in: General Discussion
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    posted a message on Standard won't solve anything
    Quote from BarnacleEd >>
    Quote from Kas >>
    Quote from Waterbuf >>

    Who are the morons who want to play the same deck forever, year after year.

     It seems like we're outnumbered. I think all the Face Hunters turned to Combo Druids and Secret Paladins and are now defending their autopilot legend farming. How anyone could enjoy that is beyond me.
     It's just a case of - to use Magic The Gathering terminology - Spike being Spike. Some people draw enjoyment from being #1 and securing quick wins, and that's just fine since it's an important component of a competitive scene: http://mtgsalvation.gamepedia.com/Player_type#Spike
    Anyways, as others have stated here, formats aren't going to solve the "problem" of net-decking. Nor are they intended to. I agree that there could be more ingame support for fun-and-wacky decks (Tavern Brawl really doesn't cut it sometimes and "Casual" mode is more "ladder minus rankings" than "fun playground area") but starting yet another complaint thread about the top decks of the current meta is hardly productive.
     I don't think it's just Spikes being concerned about the coming changes because they are going to lose their Secret Pallys and Comb druids. I'm more of a Johnny with some Spike tendencies, and I'm sad to see potential interesting combos removed from high end play as cards are retired. Cards that can only improve as more cards are released, Hobgoblin or Lock and Load for example, either disappear or become worse. 
    Having a rotation might keep the meta from becoming stale, but switching out 9 strong old decks for 9 strong new ones doesn't excite me as much as the possibility of dramatically increasing the diversity of decks seen in the meta. 
    If anything, I think Spikes are most happy with the change to Standard as it won't affect their enjoyment of the game at all. They can just keep doing what they're doing with each new set, it hurts those of us trying to make a Hobgoblin/Bolster deck work against top tier competition.
    Posted in: General Discussion
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    posted a message on I almost want to quit now
    Quote from CynicalSwede >>
    Quote from Jakeithus >>

    Personally the way I see it is this. Introducing formats is a good change for brand new players. Removing the oldest sets from standard play cut down the initial investment needed to be considered competitive, and make the barrier to entry a lot smaller.

    It does almost nothing to change things for the pros/try-hards. Basically, those players willing to drop $50-100 or save up thousands of gold to have the latest expansion immediately after release will continue to do so. They will have all the cards they could want whenever they want and it doesn't matter.

    Those who the change hurt are the longstanding free-to-play players. Maybe they drop some actual money into the game, but they build up a collection over a long period of time and don't need or expect a full expansion for a significant time after it comes out.

    I fall into this last group and therefor have mixed feelings about the change. For example, I've been playing since the release of GVG and just got my 2nd Hobgoblin. I've had a lot of fun playing around with that card, but that is going to go away in Standard. Or Dreadscale, a card I'd like to experiment with, but unless I get lucky probably won't get for months yet, at which point I'll be less interested in spending dust on knowing he'll be headed out of standard play in less than a year. Standard is an encouragement to spend money on expansions so as to be able to play with your cards as long as possible, and I hurts the playstyle of getting the "core cards" quickly and collecting the fun and tech cards over time. I don't hate the change, don't love it, but really hope they find a way to keep interesting cards playable either through balancing Wild or bringing the cards back into Standard without making us buy reprints.

     

     I'm sorry but this way to reason is plain wrong. It hurts both types of players equally hard. Even if I'm willing to "drop" a lot more Money than mentioned above into a game it doesn't mean that Money is worthless to me. You have invested a lot of time into the game, I have invested a lot of time making Money that I then put into the game. Time is Money and Money is time. It hurts both of us equally bad.
     I see where you're coming from, and you're right to an extent. I didn't mean to imply money is less valuable (I've dropped my own share of money into this game in the past as well), and regardless of how one obtains the cards they all become unavailable to Standard after 2 years. 
    My point is more that it doesn't change the card obtaining process or considerations as much for those who buy a full expansion as soon as it's released. It affects those more who fully expect to spread out their card acquiring process over the process of 1-2 years.
    Posted in: General Discussion
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    posted a message on I almost want to quit now

    Personally the way I see it is this. Introducing formats is a good change for brand new players. Removing the oldest sets from standard play cut down the initial investment needed to be considered competitive, and make the barrier to entry a lot smaller.

    It does almost nothing to change things for the pros/try-hards. Basically, those players willing to drop $50-100 or save up thousands of gold to have the latest expansion immediately after release will continue to do so. They will have all the cards they could want whenever they want and it doesn't matter.

    Those who the change hurt are the longstanding free-to-play players. Maybe they drop some actual money into the game, but they build up a collection over a long period of time and don't need or expect a full expansion for a significant time after it comes out.

    I fall into this last group and therefor have mixed feelings about the change. For example, I've been playing since the release of GVG and just got my 2nd Hobgoblin. I've had a lot of fun playing around with that card, but that is going to go away in Standard. Or Dreadscale, a card I'd like to experiment with, but unless I get lucky probably won't get for months yet, at which point I'll be less interested in spending dust on knowing he'll be headed out of standard play in less than a year. Standard is an encouragement to spend money on expansions so as to be able to play with your cards as long as possible, and I hurts the playstyle of getting the "core cards" quickly and collecting the fun and tech cards over time. I don't hate the change, don't love it, but really hope they find a way to keep interesting cards playable either through balancing Wild or bringing the cards back into Standard without making us buy reprints.

     

    Posted in: General Discussion
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    posted a message on Muster for Battle should be nerfed to 4 mana

    It's a little bit insane that from a board control standpoint, Paladin has potentially the best 2, 3, 4, 6 and 8 drops in the game. Some of the love could be shared around, especially with Shaman which is pretty much just "worse Paladin" when it comes to a midrange/board control game. 

    That said, Muster is a great card as is. I'd rather see them give stronger minions to other classes to counteract what Paladin has in Muster rather than them introduce unnecessary nerds. 

    Posted in: Card Discussion
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    posted a message on Decks That Break Stereotypes
    Quote from notsoclutch >>

     

    Quote from slickriptide >>
    Quote from Jakeithus >>

    It's a Hobgoblin/Bolster warrior that focuses on flooding with cheap minions, buffing them with those 2 cards and then using Jeeves to reload your hand. I was expecting the deck to be incredibly inconsistent, but I've been winning between 50-60% of my games and am currently on a 7 game winning streak with it.

     

     Why Sir Finley? What hero power are you hoping to get that's more appropriate than Armor Up?
     
     Literally any other hero power I assume lol.  You already have taunts to prevent face damage while armoring up doesn't help the zoolike playstyle at all.  Hunter, Mage, Druid, Priest, Warlock and even Paladin and Shaman all further your win condition significantly more than the warrior hero power in 90% of matchups.  The only matchup that you'd consider warrior hero power as a good choice is against aggro Shaman and even then, priest is generally stronger and mage and druid can still be really strong too.  The ability to choose the hero power for the matchup or situation is a huge deal as well.
     Notsocluth is right, your health doesn't matter nearly as much as board control does, since you use taunts to protect your face in the later game. Armor up has a few uses, but I hope to trade it out for heal, life tap, fireblast or steady shot depending on the situation. It also has the benefit of getting buffed by Hobgoblin so he's often a 1 mana 3/5. 
    Sir Finley or Unstable Ghoul are the first cards I'd likely cut however, maybe replace with a Loatheb  or Kings Defender. It would take further experimentation and I'm open to suggestions of what changes people would consider.
    Posted in: General Deck Building
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    posted a message on Decks That Break Stereotypes
    Quote from Eillan >>

    Like you, I spend lots of shower time thinking about different types of Priest decks I could build that wouldn't be control or DARGONS RAWR. I came up with this sort of zoo thing. When it's good, it's hilarious. When it's not, it's not. Thinking of changes to make, like removing Imp Master, but he's like the whole point of the annoyance

     Plus sometimes you get to pull off the Bran Bronzebeard/Injured Kvaldir combo. Next level playing right there.
    Posted in: General Deck Building
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    posted a message on Silence-Taunt Warrior

     Interesting. The only downside I see is the negative synergy between wailing soul and the taunts, and with frothing berserker...those are things you don't want to silence. 

    Do you find yourself regularly silencing 2 or more watchers or statues with the wailing souls? If not, maybe spellbreakers or owls would work better. All in all, cool deck. Taunt warrior holds a lot of interest to me, which is why I've been playing around with a Hobgoblin/Bolster deck that has been surprisingly successful so far.

    Ho(B)olster Warrior
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    Posted in: Warrior
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    posted a message on What keeps taunt warrior from being a thing?

     I really like the design on Bolster so I've played around with it some. Taunt minions are typically low impact by themselves, so they need Bolster to make them worth playing. If Bolster is at the bottom of your deck you will lose. Also, since opponents are forced to attack Taunt minions, it's tough to build a board of 3 or 4 of them where you can really start to see value. 

    Playing around with the card, I happened to create what I think to be the strongest Bolster deck out there. They key was to turn it into a more Tempo style deck, and that requires the addition of Hobgoblin. Hobgoblin not only synergizes well with many of the 1 attack Taunt minions, it also synergizes with the card draw you need to help you draw into Bolster. By playing a lower curve it makes it easier to play a lot of minions and turn bolster into 6/6 or 8/8 worth of stats for 2 mana, and by playing so many taunts it helps protect the Hobgoblin for more than one turn. Most importantly having 2 buffing mechanisms instead of 1 makes the deck much more consistent. 

    Feel free to check out my deck. In an aggro meta, all the taunts just wrecks hunters, shamans and druids, and I've maintained a decent win rate against secret Pally.  Basically everything except freeze Mage or Reno Lock feels winnable at the moment, and I've used it to climb from rank 20-10 so far at a 55-60% win rate, including a 7 game winning streak.

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    Posted in: Warrior
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    posted a message on Decks That Break Stereotypes

    Nice deck. I've run a similar token Paladin with some success as well. I don't have Justice Truheart, but I included Gormok the Impaler and Mukklas Champion, both of which were surprises to the opponents and could help finish games out. 

    Posted in: General Deck Building
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    posted a message on Decks That Break Stereotypes

    I too love seeing new and uncommon archetypes pop up in this game, since nothing else keeps the game as fresh and interesting in my mind. I figure this is as good a thread as any for sharing my new creation, which ended up surprising me with its success. 

    It's a Hobgoblin/Bolster warrior that focuses on flooding with cheap minions, buffing them with those 2 cards and then using Jeeves to reload your hand. I was expecting the deck to be incredibly inconsistent, but I've been winning between 50-60% of my games and am currently on a 7 game winning streak with it.

    Ho(B)olster Warrior
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    In an aggro meta the sheer amount of taunts just wrecks hunters, Shaman and some druids. It also has a decent match up with secret Pally since they don't have a lot of board clears if you can get ahead. Quite frankly, I'm quite proud of this deck since I've never seen anything like it, and it in no ways sucks.

    Posted in: General Deck Building
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    posted a message on Take out the combo!
    Quote from Thandbar >>

    If you want to take away the combo from the Druid class, you have to rebuild it from scratch - and you have to limit or nerf cards like Keeper of Uldaman or Entomb, because it is very unattractive right now to ramp into big minions that are effortlessly dealt with. 

     

    I'm not sure about the Combo design-wise, because it makes Druid a one-dimensional class that cannot be given access to certain card effects because it would make the Combo version of it even stronger. Thus, it limits the amount of archetypes Druid can have. 

     I agree that the worst part of the combo is the limit it places on the druid class going forward. I'd love to see more types of druids out there that didn't just rely on Savage Roar to close games out, but it's going to be tough to achieve. Even the Beast Druid that developers have been pushing is pretty much just combo druid but with beasts. 
    It's certainly limiting the class, in the same way Hunter is limited by its hero power and Blizzard having to be careful not to buff Face Hunter too much in their desire to make a more controlling hunter work.
    Posted in: Druid
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    posted a message on Your opinion on Tempo Mage
    Quote from Hackergrad >>
    Quote from Jakeithus >>
    Quote from Hackergrad >>

    How do I beat Tempo Mage as a NON-Secret* Midrange Paladin? I don't?

    *Emphasis on NON

     I don't think Tempo Mage vs Midrange Paladin is really that lopsided towards Mage.  If anything I'd say Paladin is probably slightly favoured unless the Mage gets a great starting hand.
    It's tough to out Tempo a Paladin who can go from zombie chow to minibot into Muster,  unless the Mage can follow up with a flamewaker/arcane missile combo. Then once the Mage loses the board it's tough for them to get it back, and there's a good chance they will have answer to Tirion.  If you find yourself getting rushed down too fast, maybe try including more healing.
    This is my deck right now. What do you recommend for improvement?
     I might not be in a great position to say; I play more from the Mage side so advice on Paladin specific tactics could better come from somebody else. What might need to change will depend on how you seem to be losing to mages. The key card for beating Pally is flamewaker, so dealing what that should be your priority. Truesilver is very good at that, potentially worth keeping if you have another early drop in your hand already. Haunted creeper can be another tough card for Mages to deal with.
    Otherwise it will depend on  what you are losing to. Don't discount it could be coming down to luck.
     
    Posted in: General Discussion
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    posted a message on Your opinion on Tempo Mage
    Quote from Hackergrad >>

    How do I beat Tempo Mage as a NON-Secret* Midrange Paladin? I don't?

    *Emphasis on NON

     I don't think Tempo Mage vs Midrange Paladin is really that lopsided towards Mage.  If anything I'd say Paladin is probably slightly favoured unless the Mage gets a great starting hand.
    It's tough to out Tempo a Paladin who can go from zombie chow to minibot into Muster,  unless the Mage can follow up with a flamewaker/arcane missile combo. Then once the Mage loses the board it's tough for them to get it back, and there's a good chance they will have answer to Tirion.  If you find yourself getting rushed down too fast, maybe try including more healing.
    Posted in: General Discussion
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    posted a message on Your opinion on Tempo Mage

    One of the best things about Tempo Mage and the Mage class in general is just how versatile and diverse the class can be. Everyone can run  a Tempo Mage a little bit differently from one another and it's tough to say with any certainty which is the correct way to build the archetype. I like to run a cheaper version (max out at 5 mana) with more card draw (Echo of Medivh) for instance, that is somewhat successful and lots of fun.

    The deck is in a good spot I think, but it's never been absolute top tier. It's too inconsistent when you get a hand full of spells, but can absolutely wreck with the right curve and answers. Anyone thinking the deck could use a nerf is uninformed about the state of the game and the deck in particular.

    Posted in: General Discussion
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