• 2

    posted a message on Nerfs Announced
    Quote from PetiteMouche >>
    Quote from MysteryboxHS >>

    People not understanding the Lunacy nerfs do not understand this game. It is a massive nerf. A LOT of aggressive decks have very threatening boards around turns 3-5, and mage having to decide whether or not to "do nothing" on turn 4 (3 w/coin), or control the board makes a massive difference as opposed to being able to lunacy only staring down 1 threat.

    Good changes, thank you for not killing cards (other than flinger). A lot of the community wants stupid nerfs that make cards unplayable. Cards should be balanced, not made unplayable, and these changes did a good job other than Flinger being over nerfed, since now he wont be in a single deck. 

     Thank you friend I was starting to lose faith. It is indeed a massive nerf.

    Before, you hard mulligan for Lunacy every single time, you play Lunacy on turn 1/2 against empty/small board, and by turn 5 you already have multiple random spells with reduced cost to choose from.

    Now, you DON'T mulligan for Lunacy against aggro, you play Lunacy on turn 4 against a big board, and by turn 5 you have 1 random spell with reduced cost. If it's not the absolute perfect card for the situation, you're dead, because you spent 4 turns doing nothing and got nothing.

    I don't think it is unplayable, it's still going to be good against control decks, but it's going to be the worst card in no-minion mage and people will eventually cut it because it's a dead card against aggro.

     This. Honestly 3 mana possible would have been fine.

    A lot of players massively underestimate tempo in HS but people not understanding the difference between a 2 drop and a 4 drop is new to me.

    Posted in: General Discussion
  • 4

    posted a message on Why you are not playing Hearthstone as often As you can?
    Quote from Artimex723 >>
    Quote from DaddyGotPaid >>

    not to be that guy...

    BUT STANDARD FUCKING SUCKS!!!

    mage/paladin/mage/paladinmage/paladin/mage/paladinmage/paladin/mage/paladinmage/paladin/mage/paladinmage/paladin/mage/paladinmage/paladin/mage/paladinmage/paladin/mage/paladinmage/paladin/mage/paladinmage/paladin/mage/paladinmage/paladin/mage/paladinmage/paladin/mage/paladinmage/paladin/mage/paladinmage/paladin/mage/paladinmage/paladin/mage/paladinmage/paladin/mage/paladinmage/paladin/mage/paladinmage/paladin/mage/paladinmage/paladin/mage/paladinmage/paladin/mage/paladinmage/paladin/mage/paladinmage/paladin/mage/paladin

     Exactly. I tried to play casual to avoid netdecking tryhards, but after the first game against Murloc Priest (!) I gave up. I personally love deckbuilding, creating a list of my own and then experimenting with it, making changes, seeing its weaknesses and strenghts. That is my favorite way to play online card games. However, now it is impossible in Hearthstone (not only in standard really, wild is the same), since every time I try to actually make some logical plays I get smashed with some unbelievable RNG, Secrets making my cards not matter at all or just generally unfair plays like Druid building a full board on turn 1 or Rogue with a 10 attack weapon on turn 4. Spell Mage and Secret Paladin are just the tip of the iceberg. I love Hearthstone as I have been a part of its community all the way since open beta, but the direction the developers have chosen is slowly reducing fun in playing the game with every year.

    How can you put those two things in the same sentence? 

    Posted in: General Discussion
  • 2

    posted a message on everyone needs to play new Nozdormu
    Quote from Aegis24 >>
    Quote from PetiteMouche >>
    Quote from SatanicTeemo >>

    Anyone who says Nozdormu is a fine card is a liar. Fine and fair cards have never seen play outside of theory-crafting within the first few weeks of expansion, and as someone who runs this card on all of their odd decks, I haven't seen a single soul play this card. Standard is already a clown fiesta, and besides, there is no dragon synergy in Standard, so there is absolutely zero incentive to play this garbage-ass fucking card.

    Make it 5 mana 7/7 or 8/8 or 6/8. Anything! If they are going to leave Nozdormu at 7 mana, it desperately needs a taunt. Stat boost can only get you so far. Look at Dred! Who the fuck, in the history of Hearthstone ever, have you seen play Swamp King Dred? I know one person who did (certainly not me, don't look at me like that!).

     But it's not supposed to be anything more than a fine card that's the point, the fully intended that not a soul play this card in ranked modes.

    You have no idea how massive the community outrage would be (rightfully so) if this card was meta. No taunt or 5 mana for the big boy sorry. 6 mana I'm fine with it.

    It's a card made for games vs friends, and to stop you from asking a new game mode with quick rope on the forums. 

    I imagine they could make it so Nozdormu players get a special matchmaking to find eachother.

     From a design perspective this needs to stop, period.  Cards should always have a place, be it meme or serious play.  Designing cards to make them see no play is lazy.

     It's meant to see play in Casual mode when playing against friends, or at Fireside Gathering events etc I would imagine. I don't believe it was intended to be thrown into Standard lists in the hope you bump into another Noz player.

    Posted in: General Discussion
  • 2

    posted a message on Does anyone else hate mage?

    It’s actually embarrassing that they believed Refreshing Spring Water was worthy of testing, nevermind actually releasing the card.

    Posted in: General Discussion
  • 2

    posted a message on I Finally Get Why People Hate Tickatus

    Like me and many others have said many times, the issue with Tickatus is that he prevents proper control matchups from ever leaving the ground, they’re usually over before the interesting part even begins*. In a way Warlock does the job of a Midrange deck while playing as a Control deck.

    A Midrange deck would usually look to kill Control by turn 7-10 by playing efficient minions on curve if possible and dancing around AOE and removal. Midrange is usually effective agai st Control. Warlock essentially does the same but instead of playing minions to apply pressure they spam removal or pass until Tick hopefully wins the game. The late game Control mirror (which many Control players enjoy) is largely irrelevant.

    If the card was restricted to a specific combo/mill archetype then it would be fine, but for the next year any meta Warlock deck outside of Zoo is going to run the card which means proper control decks are going to find it rough.

    * The usual response to this is “Fatigue games are too long and boring” but anybody who thinks this doesn’t need to play decks designed to go long. Midrange exists and is usually designed to beat that.

    Posted in: General Discussion
  • 4

    posted a message on Has Blizzard lost control of your card collection?

    I always disenchant golden cards so Blizzard now forcing me to have a load of disenchantable golden duplicates is really irritating. I would happily disenchant them for 0-dust.

    Posted in: General Discussion
  • 1

    posted a message on Duels is frickin sweet! Why the hate on this site?
    Quote from D_Lord >>
    Quote from Kinkyjohnfowler >>

    Yeah it’s really strange having both a collection requirement and a payment requirement (Tavern Pass).

    As for the game mode itself, netdecking + extra RNG just doesn’t appeal to me. If decks were build from random card pools I would probably play it from time to time, but having to understand and learn another meta is too much work for the reward of more overpowered randomness.

     If netdecking + extra RNG isn't for you, why do you even play Hearthstone? That's like 99% of all non-Arena games.

     

     It probably isn’t anymore tbh, I came back after a 3 year break and play home-brew memedecks mainly. I’m (naively) hoping that some restraint is used post rotation and a dip in power level and decrease in RNG is seen. If not I’ll probably pop back in a few more years and see how it is then.

    Posted in: General Discussion
  • 1

    posted a message on Is one problem with Hearthstone today all the card draw?

    Somewhere along the line fun interactions and crazy moments became preferred to sensible balancing. In Classic HS clear rules were in place regarding what cards could and could not do and minion stats followed a fairly strict format.

    In modern HS broken tools are fair game and countered by other broken tools.

    I really dislike it from a game design POV but I think it helps promote the addictive nature of the game to the masses.

    Posted in: General Discussion
  • 1

    posted a message on What is up with Priest?
    Quote from DNsingbanana >>

    It's pretty funny how priest got a lot of cards supporting a "have a lot of spells in hand" archetype, yet no real card draw to support it. And Refreshing Spring Water got released.. as a mage card! While this would have been a pretty good card to support such archetype. 

    Also, "no card draw" is like the worst class identity design ever. It's a card game, if you say a class can't just put card  draw to play the cards it put in its deck, you're not setting the class to be a particularly fun one.

    Also, the whole heal/lifesteal cards priest got this expansion come right as the heal quest is rotating out, which would have given the archetype atleast a way to win the game. Whatever priest deck comes out of this expansion, it's not going to be anything new. Priest got some tools this expansion, but no new archetype supporting cards. Self-mill warlock or hero power mage might not turn out to be amazing, but atleast it's something new or supported in different ways than it was in the past.

    I completely agree, as a weakness 'no card draw' is just far too limiting, and replacing it with random generation just turns the class into a bit of a joke. It's replaces the most fundamental card game mechanic (playing your deck of cards) with a series of dice rolls. And I get that people enjoy the randomness in HS, in fact I LOVE it too, just keep it to the meme decks.

    It's not just Priest's lack of card draw in a vacuum either, that might not have been so bad a few years ago, but in a time when other classes are cheating out 2-3 cards for essentially 0-mana it really stands out. 

    If Priest is not running meme miracle lists then they're pretty much stuck with running big cards with big effects in the hope they can outvalue their opponent with a few huge turns. So basically what Warrior and Warlock do only they can also draw cards.

    Posted in: General Discussion
  • 1

    posted a message on A Proposal For A New Hearthstone Mode

    Before I begin I'd like to state that I realise this is probably not a unique idea, I imagine something similar has been suggested before and I would assume something similar has been done in other card games. Also, to keep this post relatively short, I'm not going to delve into every aspect of the game which would need to be changed alongside this (such as changes to monetisation) for it to work.


    The New Mode

    Currently we have 2 constructed game modes in Hearthstone and neither of them, imo, allow for the best overall ranked experience. So I propose a revamp (yes another one, let’s do it right this time Blizzard), this would involve removing both Wild and Standard from ranked play and replacing them with 1 game mode, going forward in this post I will just refer to this as Ranked.

    Ranked would allow decks to be created using cards from the Core Set, the current Hearthstone Year, and 1 other Hearthstone Year from the past. So this year a player could construct a deck using cards from Gryphon and Mammoth if they enjoyed the Death Knight cards, or they could use cards from Gryphon and Kraken if they wanted to play with the OG Old Gods.

    The Core Set would serve a very important purpose with this game mode as a tool for manipulating the direction of the meta, and for promoting the most recent card sets. For example, to promote the Forged in the Barrens several powerful Frenzy support cards could be added to the core set, pushing that keyword and any archetype it works with, however when the core set rotates, and a new Hearthstone Year starts, those support cards will be removed from the Core Set, and the power of the Frenzy archetype will fall.

    This satisfies Blizzards’ need to sell packs for their new expansions and can ensure the most recent expansions are prominent in the meta, while allowing us to enjoy playing with our favourite cards from the past. It also ensures we will never be bored of those cards, as the decks in which we can play them in will have to change from year to year (a Mecha'thun deck from this year would have to be vastly different from a Mecha'thun deck next year).


    Issues with Standard & Wild

    So far I've stated what I would like to see, here I would like to show why by highlighting my issues with the current ranked game modes: 

    Standard: The main issue with Standard is the lack of options. This is highlighted by the recent card reveal where Priest players look severely limited in what decks they can play. Previously they had access to Death Knight support, Aggro Shadow Priest shenanigans, strong Midrange Dragon tools, Velen OTKs, the original C’Thun etc. Being able to play a class a certain way only for Blizzard to completely remove all support for it is frustrating. And when they add support back for something (as they will for Shadow Priest later in the year) it feels forced. Due to the small selection of cards it’s obvious which direction Blizzard wants us to go when deck building for each class, for anyone who enjoys the creative side of the game this is very disappointing.

    Our new Ranked mode would ensure that each class is always supported by a variety of archetypes and ways to play the game, although certain ways of playing the class will be encouraged through the direction of the newest expansions and Core Set.

    Wild: Wild is ‘broken’ and will only continue to get worse, it’s existence also limits card design (as we saw with Hysteria). Being able to play around with every card and every combination of those cards is a deck builders dream on the surface, however in practice the viability of any theory crafting is limited by the obscene power level of the best decks.

    Our new Ranked mode adds great deck building restrictions that will both make designing future cards easier as well as harshly reducing the power level from what we see in Wild - ensuring more play styles are viable. Each class will have different strengths and weaknesses based on which year is chosen for each deck which adds a greater level of strategy to the game.


    In any case this is my 'dream' vision of what Hearthstone should be, I assume there are downsides to a mode like this that more experienced card players than me are aware of, so please comment and let me know. Or if you can be bothered, tell me how you would like the games direction to be. Do you think I'm being too harsh on Standard? Would you be annoyed to see Wild removed from ranked play? Is the game perfect as it is?

    Cheers. 

    Posted in: General Discussion
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