• 4

    posted a message on Nerf Skillroar

    The issue with 

    Quote from Fierza »

    I agree, no 2 card combo should be able to do more than 12 dmg in a single turn.

    Warrior: Grom+Taskmaster=12 dmg
    Mage: 2x Fireball+Hero Power= 13 dmg
    Priest: Velen+Mind Blast= 10 dmg
    Rogue: Leeroy+Shadowstep=12 dmg
    Paladin: Leeroy+Blessed Champion= 12 dmg
    Hunter:  Leeroy+Kill Command+Hero Power= 11 dmg
    Warlock: Leeroy+Soulfire/PoW for 10 dmg
    Shaman: Al'Akir+Rockbiter= 12 dmg

    and Druid: FoN+Savage Roar= 14 dmg clearly being ahead. Mage is the only one close, but what makes "the combo" a tad too OP is it's versitality. You can use it to kill off everything your opponent has, clear a big minion or two, or just go ham to face for the win. And this is w/o anything on board.

    Just adding a single minion boosts the dmg, not something that many of the other combos can do. Al'akir do more with a flametounge and Kill Command do more with a random beast, but SR is superior in that it boosts the attack of any minion on board in addition to the 14 dmg combo itself. Any 4 atk minion and it's a 20 dmg combo. Very rarely will the board be completely empty late game, so the combo can basically pull a win out of nothing when behind on board, life and cards. It is similar to miracle rogue before it got the Leeroy nerf and later the Gadgetstan nerf.

    By my argumentation you can be sure I stand for a nerf to the card or an alteration of it. Potentially making it give +4 atk to hero and +1 to minions will still keep the combo alive at 13 dmg on clear board, but it will not snowball too much out of control for every other minion on board. Maybe even just +3 atk to the hero to keep it in line with other combos.

    The issue with this is that are only looking at a possible 2 card combo and then comparing it to a druid combo using more than 2 cards. Yes, FoN + roar is 14 but other classes pull off combos that are much stronger far more often.

    Hunter: beast on board + KC + KC + hero power+ attack with weapon = 15 (if the beast doesn't attack), 12 with no weapon

    Mage: Fireball + Fireball + frostbolt = 15 (with no spell power)

    Priest: Velen + Mind Blast + holy smite = 14

    Warrior: Grommash + inner rage + inner rage =14

    I could list more but I'm to tired to want to. now, looking at druid; druids are all about tempo, if they lose board control they have a very hard time getting it back meaning you need to play against them with the goal of stopping them from getting board control, if they have minions heading into their FoN + Roar turn then they already out played you. If they are playing FoN+Roar on an empty board then yes, it is very powerful and will deal 14 damage however if there is a single taunt out that damage drops to at least 12, more likely 10. Compare that to the mage, hunter, or priest combos which all deal direct damage that is unblockable.

    Roar is not an issue, the issue is that people don't think about playing around it until it kills them

    Posted in: Druid
  • 1

    posted a message on For those who can't log in...

    I just tried it and it worked for me as well

    Posted in: General Discussion
  • 11

    posted a message on Siltfin Spiritwalker

    Okay so apparently the majority of people can't seem to understand the point of Siltfin Spiritwalker or the point of Neptulon. These cards could be used in 2 different way: the first way is in a murloc shaman deck which would work rather well since the biggest weakness of both shaman decks and murloc decks is the lack of card draw so by combining the 2 and adding a card that provides the potential for a lot of card draw it could prove to be a deadly new aggro combination. The second way that they could be used is that Neptulon could be used a just a large minion drop that has the added bonus of giving you 4 free minions. The fact that the 4 minions are limited to only murlocs is a huge bonus because it means that there is a card pool of 11 or 12 (depending on if the murloc scout token is included) cards that they are drawn from: Old Murk-EyeMurloc WarleaderColdlight OracleColdlight SeerMurloc Tidecaller, Bluegill WarriorGrimscale OracleMurloc Tidehunter, Murloc RaiderSiltfin SpiritwalkerPuddlestomper, and possibly Murloc Scout. You are getting 4 of this minions. 2 of them have the potential to draw cards, 3 of them can buff the other ones, 1 of them can act as a small removal (which can become a much large removal if paired with a attack buffing murloc), 1 of them can buff itself to become at least a 1 mana 4/2, and 1 of them can act as a potential finisher especial when paired with murloc tide hunter, grimscale oracle, or murloc warleader. The amount of potential that is card has is insane when you start thinking about how unlikely it is that you will end up without any potential synergy. Even if worst comes to worst, you still end up with a 7/7 body and four 1 mana 2/1 minions.

    I can't really see why anyone is upset about either of these cards. I think that at the very least Neptulon could become a staple in shaman decks.

    (Also since murlocs are mostly low mana minions they can be very useful for flooding the board in preparation for bloodlust.)

    Posted in: Siltfin Spiritwalker
  • 44

    posted a message on Neptulon

    Okay so apparently the majority of people can't seem to understand the point of Siltfin Spiritwalker or the point of Neptulon. These cards could be used in 2 different way: the first way is in a murloc shaman deck which would work rather well since the biggest weakness of both shaman decks and murloc decks is the lack of card draw so by combining the 2 and adding a card that provides the potential for a lot of card draw it could prove to be a deadly new aggro combination. The second way that they could be used is that Neptulon could be used a just a large minion drop that has the added bonus of giving you 4 free minions. The fact that the 4 minions are limited to only murlocs is a huge bonus because it means that there is a card pool of 11 or 12 (depending on if the murloc scout token is included) cards that they are drawn from: Old Murk-EyeMurloc WarleaderColdlight OracleColdlight SeerMurloc TidecallerBluegill WarriorGrimscale OracleMurloc Tidehunter, Murloc RaiderSiltfin SpiritwalkerPuddlestomper, and possibly Murloc Scout. You are getting 4 of this minions. 2 of them have the potential to draw cards, 3 of them can buff the other ones, 1 of them can act as a small removal (which can become a much large removal if paired with a attack buffing murloc), 1 of them can buff itself to become at least a 1 mana 4/2, and 1 of them can act as a potential finisher especial when paired with murloc tide hunter, grimscale oracle, or murloc warleader. The amount of potential that is card has is insane when you start thinking about how unlikely it is that you will end up without any potential synergy. Even if worst comes to worst, you still end up with a 7/7 body and four 1 mana 2/1 minions.

    I can't really see why anyone is upset about either of these cards. I think that at the very least Neptulon could become a staple in shaman decks.

    (Also since murlocs are mostly low mana minions they can be very useful for flooding the board in preparation for bloodlust.)

    Posted in: Neptulon
  • 2

    posted a message on Goblins vs Gnomes Patch - Launch Event, Animated Golden Cards, Quest Changes

    I want to see the new look of rag when it is golden

    Posted in: Guides
  • 3

    posted a message on Zero Damage

    Best Deck 2014

    Posted in: Zero Damage
  • 3

    posted a message on Call Pet

    So, You are saying that this card is a free innervate... no one would use innervate if it costed 2 mana to activate, could only be applied to a single card, you have know Idea what that card will be until the card is played and there is a strong chance that the card turns out to not even qualify for the mana reduction. This is not innervate. This is a card that at best will put a highmane on the field for 4 mana but more likely it will just be an over priced flare that doesn't destroy secretes or pop a minion out of stealth.

    This card will see no play for the same reason as far sight, it is a card that is too inconsistent to be worth a spot in the deck. You only have 30 cards in a deck, this card is too much of a gamble for it to be worth a spot in any deck.

    Posted in: Call Pet
  • 1

    posted a message on Arena freeze exploit?
    Quote from Bzzzre »

    I'm not 100% convinced that I was disconnected, since I saw the player reaching for cards in his hand like he couldn't play them directly after. He was mousing over cards in his hand directly after his card was "frozen" and floating above, as if he was trying to play them. And the emote-conversation we had after the freeze.

    However, I will take and share your theory instead since it's less negative than thinking he did it deliberately. 

    Thanks for replying. 

    If you go to the hearthstone forum on battle net there are hundreds of posts about this. Yes, you will still see them mousing over things and such but this still means you got DCed. If you ever see a floating card and the opponent is mousing over things then restart hearthstone immediately. It is impossible to mouse over a cards while also holding onto a card. if you ever think that you have DCed quickly go to options, change your card back, and leave the options menu, if you are still connected then the card back will change but if you have DCed then the card back wont change. 

    Posted in: The Arena
  • 1

    posted a message on Hunter issue
    Quote from Mister_Smith »

    Out of all the suggestions to change or nerf the hunter that i've seen so far this is the most ridicolous one. Why the hell shouldn't hunter have secrets? They aren't overpowered by any stretch of the imagination they fit the class perfectly and actually make it interesting to play and also to play AGAINST and lore wise hunters are pretty much the class for a mechanic like secrets.

    On a less related note to that specific topic: Why do people keep suggesting nerfs just a few weeks before the release of GvG? The expansion will completely change/throw over the meta we've got at the moment. Nobody can guess if it's going to be better or worse or which class will benefit the most at the end but it certainly will change everything making nerfs pretty pointless right now.

    Exactly. The answer is not to nerf hunters but to buff the other classes. 

    Posted in: General Discussion
  • 1

    posted a message on Call Pet

    It's far sight for hunter but restricted to beasts... in other words the majority of the cards that the effect would work for already don't cost much mana. I feel like the point of this card is more to simply not give hunter any more of an edge then it currently has. Hopefully the other hunter cards will be better

    Posted in: Call Pet
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