Any game going past turn 5 is just too much. We should all just play demon hunter so it will go as quick as possible and you wont get bored
- JohnK8
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mistermath314 posted a message on Should blizz delete Priest?Posted in: General DiscussionI like how people are reacting to this without reading the post and noticing the sarcasm
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Ilyanthiel posted a message on Should blizz delete Priest?Posted in: General DiscussionThe classic nerf thread has been buffed, it's now a delete thread...
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Veklor posted a message on Should blizz delete Priest?Posted in: General DiscussionI love this post. Pretty much sums up so many complaints people have
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EnderBSG posted a message on Can someone tell me why people play albatross priest?Posted in: PriestDo you decide what is fun and what is not in this game for everyone?
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Hannya posted a message on The whole demon hunter class need a reworkPosted in: Demon HunterIMHO, not only do we need yet ANOTHER salt thread, but when you use the r-word, then you know you're "the man" (or "the woman"...I don't want to be sexist here).
I hope that one day I can be as cool as the OP and use the r-word AND the f-word in the same thread!!!
Are you a child, or a Karen? Pick one.
On topic, Demon Hunter's only issue is their unlimited card draw. When you can make what is essentially a half deck, with the rest being cycle and draw spells, the design space for the class is severely limited. Demon Hunters can draw out their entire deck by turn 10. So any new Demon Hunter cards have to revolve around that fact.
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Screwjank posted a message on Why Blizzard can't just admit they screwed up?Posted in: Demon HunterTelling people to adapt is the same as telling someone who is experiencing life troubles "Life is unfair, get over it." Offer something meaningful. Anyone can say that. I don't personally have a problem with Demon Hunter because I hardly see it in Wild, but I will say one thing. These observations are both valid and relevant. Priestess of Fury is more strong than Rag. That Glaivebound Adept nerf did tackle the wrong problem. I would like to compare Glaivebound Adept to two Basic cards. Fire Elemental and Stormpike Commando. As for Stormpike Commando, 1 mana, or 0 with Twin Slice or a weapon already equipped, should not be able to justify +2/+2 and +2 damage in a Basic card. Fire Elemental is 1 mana more, one less damage, and one more health.
To this day, I think they waited way too long to add a new Class to the game. I think it was a fun idea, but maybe not a good one. There is definitely a power level difference with Demon Hunter on a basic level than any other class in my opinion.
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volteon posted a message on Is Kalecgos a win-more in highlander mage?Posted in: General DiscussionImho its a must, because sometimes its tempo (a body next to removal) and sometimes you get a needed spell.
Kalecgos + Blizzard / Flamestrike / Polymorph is a very strong turn, since he is a thread next turn.
Ysera is good but too slow, Kalecgos gives you straight up options.
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GibreelFury posted a message on What are your most hated cards in standard?Posted in: Standard FormatQuote from DiamondDM13 >>Bad Luck Albatross. Not just standard, also in Wild.
I am someone who likes to play certain playstyles, and I also hate playing against certain playstyles. There have always been, still are, and forever will exist decks that I hate playing against. (Almost every Priest deck, excluding Raza, disruption decks or card burn decks, and most hyper aggro decks)
However, I don't think that I should win every game I play, nor do I believe decks shouldn't exist just because I hate them. I'm also someone who prefers to not Tech against any deck. I rather win by outplay my opponent if I can, as opposed to win a game because I have an auto-win card against the opponent.
As such, something that really bothers me, much more than decks and strategies I hate, is Tech Cards. They ruin the fun of the game. It annoys me when my opponent uses them against me because they didn't outplay me, they happen to be using an auto-win that happens to target my deck, which removes the purpose of playing the game.
I know most people think playing unfavorable matchups is unfair and that they hate when they can't outplay the opponent, but at least it is actually fair. Both players decide a strategy, and they match up, which results in a specific favorite. After that, it depends on the technical play.
When a Tech Card enters the matchup, suddenly, the whole game is pointless if the Tech Card is drawn, because it reverses the correct result, not because the underdog outplayed the opponent, but because there was an auto-win card that they managed to draw.
This is what is actually unfair, the existence of cards that can, on their own, decide the game by being drawn. Not because their deck revolves around drawing that card for the win condition, but because that card is able to counter the opponent.
Albatross itself is the most stupid example of a Tech Card, because it is a Tech Card that targets every deck in the game, since it targets a mechanic every deck uses, draw. It forces the player to skip a draw. It could have been a Tech Card against Highlander decks, but if that was the purpose, they would shuffle Bomb style cards that would summon on draw, not forcing the opponent to skip a draw, which affects every single deck.
It's not just a Tech Card, which is something I already hate, but it's a really badly designed Tech Card.
Tech cards should be "high risk - high reward" type of cards. Ones that may be game-winning against certain decks but horrible against most other opponents. They should be regarded almost exclusively as an insurance against certain archetypes gaining unhealthy popularity. Some sort of extreme measure able to wreck single handedly a deck but that results essentially in a dead drop against all the other ones. The albatross' problem was that it happened to counter more than one deck (Highlander, pure, spell only, combo relying on tutoring minions), crippled the opponent's draw quality in the worst case scenario and put a very good body on the board for it's cost. A win-win, essentially.
In order to understand how the card is almost non-sense think about "eater of secrets", game winning against a secret-heavy deck but absolutely abysmal in any other matchup. Where's the balance there?!?
In my opinion albatross should have been modified as follows "3/3 3 Mana beast: death rattle: put two albatross spell in the opponent's deck that when drawn summon a 1/1 albatross. That way you nullify the bad draw aspect, counter basically only Highlander and pure and may f**k up Rez priest in the process, which is never sweet enough...
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Bullard posted a message on Alexstraza to Hall of Fame please?Posted in: Card DiscussionA nine mana legendary dragon can win games - hardly a shock.
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I imagine the nerfs to Shaman will be the same as the nerfs to Mage and Warrior (right after Saviours of Uldum expansion was released) as in it will be playable, but not too powerfull.
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WHERE ARE MY DRAGONS?!?!?!
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Omega Devastator, Dr. Boom, Mad Genius, Luna's Pocket Galaxy, Murlocs in general...
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Only discussing the standard mode nerfs since I don't play wild.
I agree with people saying these are lazy nerfs. Especially with Dr. Boom, Mad Genius.
I would prefer the cost of Luna's Pocket Galaxy to be 6 or to have an effect to reduce the minion's cost by 5 (for example) so that you can't play 10 minions in a turn, but instead to play 1-3 minions and not doing anything during that turn. Now, I think the card will again be unplayable. Mage will remain playable class, of course, but it will struggle against warrior in particular if Luna's Pocket Galaxy won't see any play. On the other hand, the nerf to Conjurer's Calling is OK, not happy, not sad, but the problem is not the card. It is the giants that can be cheated out early. Of course that is the point of the giants, but to be paired with the spell is absurd. They should have done something about the giants or the mana reduction system from hand to the battlefield (talking about Kripp's idea). Although, they are buffs to King Phaoris.
The warrior nerf is the laziest because the problem, as other people mentioned, isn't the mana or armor it comes with, but the rush mechanic and hero power. Blast shield is just too good of a hero power. You basically get better Holy Light every couple of turns as armor. When you are close to killing him and they roll that hero power you automatically fall behind for 7 more damage every couple of turns. A single card shouldn't do that. For a reason there are lifesteal, armor gain and taunt minions, with fair stats and abilities. Those cards get killed after 1-3,4 turns while they are on the board, but Boom is there for at least 10+ turns (basing on my experience, not saying this is an absolute truth). I'm not saying this changed nothing, but also it didn't do much. Plus, I think the Omega Devastator is as much problem as Boom, because it should not be normal to, with 2 copies in your deck, to generate 2-4 more copies of this through powerful hero card and 1 mana draw 3. I would at least remove the mech tag.
I don't think the Extra Arms deserved the nerf because you can run a cheap silence in your deck available to all clases to counter it, but I understand the argument behind Blizzard and people wanting the nerf.
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Favorite: Mage
Since the beginning of HS I always played with that class. I have the golden Jaina with 1000+ wins, golden Anduin with around 600 and golden Maiev with also around 600 wins while I don't have other golden heroes. Mage always finds its spot in the meta that isn't loser. The most fun I had with Mage was when WotOG expansion launched. I know lot of people currently have Luna's Pocket Galaxy problem (including me) so I hope they find the solution for it that won't make it unplayable.
Dislike: Warrior
Warrior is just broken and frustrating to play against or just bad. Seems Blizzard can't find balance in this one.
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I would rather remove the "mech" tag from Omega Devastator and make it 5 mana. That way it can't have rush and can't be generated through Omega Assembly and hero power. And perhaps remove the Blast Shield hero power.
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I am doing great at rank 5 with Freeze Mage with 3 new cards: Raid the Sky Temple and 2 Questing Explorer. I haven't lost a single game yet. I encountered 2 Quest Shamans, 1 Murloc Paladin, 1 Bomb Warrior, 1 Quest/Token Druid and Tempo Rogue.
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I don't think you will be able to choose with Shudderwock because you couldn't choose the adaptation either. But nevertheless, pretty nuts with Shudderwock even if you don't choose.
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I love this article, really appreciated it. My suggestion for the next one could be something like Cyclone Mage, Control Warrior, Mech Paladin, Murloc Shaman, you know, the other meta decks we face in the ladder. Keep up the good work :)