Can we get old forsen since it's 2014 every day now?
- LightBladeDK
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Member for 1 year, 7 months, and 23 days
Last active Thu, Feb, 11 2021 14:09:18 -
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- 130 Total Posts
- 258 Thanks
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Thaumius posted a message on Introducing the Core Set, Classic Format, Legacy Set & More!Posted in: News -
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Tykaine_J posted a message on 19.4.1 Balance Patch Notes - Changes to Hysteria and DuelsPosted in: NewsAs a Wild only player, it seems stupid they nerfed Hysteria for Standard, when the problem was Retched Tiller, a Wild card.
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Tear posted a message on 19.4.1 Balance Patch Notes - Changes to Hysteria and DuelsPosted in: NewsUsing Hysteria on your own lifesteal minion was really good against aggro..
Too bad they fixed the wrong thing :(
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fabjx posted a message on Control is dead because...Posted in: General DiscussionBecause of this retarded Tickatus card. I don't know what Blizzard was thinking.
Now everybody has to play aggro or super fast tempo decks. The usual fun in other words.
Why do they always have to punish control archetypes? Why don't they punish aggro for once?
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Florisvb posted a message on New Set but I just Don't Care Anymore...Posted in: General DiscussionSee you tomorrow
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Nihenna posted a message on How will control and greedy decks even exist for a year with Tickatus?Posted in: General DiscussionI actually like the card. It's quite fun, but honestly? It's gonna make control and greedy, slow decks more or less unplayable for a year.
What were they thinking over at Blizzard? The problem isn't really Tickatus. It's the ways to copy it. Y'shaarj, felosophy etc. Losing 5 cards is okay. Losing 10, or even 15 cards, though, is not.
How could Blizzard fix this, without necessarily nerfing it? I'm thinking something along the lines of bringing Dirty Rat back from wild, and make it part of the standard set so that it's always available.
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Rank25GG posted a message on 19.2.1 Patch Notes - Edwin & Boggspine Nerfs - Battleground ChangePosted in: NewsWhat a useless BG nerf, seriously. The biggest problem in BGs is the highroll and the fkin damage you take in the early game. Yeah sure, change one minion. Jesus christ, those devs are amateurs. ALSO: the matching system in the game SUCKS. There are opponents which I face 3 times in a game while facing other opponents not a single time!
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papaganreyiz posted a message on Deathrattle Value HunterPosted in: Deathrattle Value Hunternope. it is bad against aggro either way :P
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Kazawaza posted a message on Treasures badly needs a rework.Posted in: DuelsAs the title states, treasures at the moment are extremely powerful and way way too random in being acquired. Just using a recent example, I played two priest runs in a row, in which one of the choices for my first treasure was Grommash's gauntlets... That's right, -1 cost for equipping weapons, on a priest. This basically removes one treasure as no one will ever pick that, and if your other 2 treasures are horrible, your run is basically over before it even begins with how prevalent aggro decks like DH/Hunter are. This game mode has so much potential, but when stuff like this happens, it makes it kind of obvious that no one really put and deep thought behind it, it makes one think that the game mode was just added as a further gold sink/way to get some $$ out of people that want something new out of Hearthstone.
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Thanatos7895 posted a message on Skull of Gul’dan’s rarityPosted in: Card DiscussionDoes anyone else think that aside from the fact that skull is probably the most powerful standalone card in the game, at least in standard, it should have been a legendary spell as far as warcraft lore is concerned?
Some will say doomhammer or gorehowl should also have been legendaries but I would rather attribute that to blizzard not having envisaged legendary weapons or minions at the time (the only one that comes to my mind is ashbringer via tirion).Also as far as the powerlevel of the card is concerned, does anyone else think that releasing a busted card as a legendary so that it is only playable as a one-off without it necessarily having a very unique effect is desirable as opposed to making sure that all legendaries are somewhat unique even though most are unplayable?
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As usual the HS team are too lazy to fix a broken interaction and resort to making a card less fun to indirectly address the combo.
Is making a rule like "can't target immune minions" too hard for a team of 100 people? I remember the old Naga Sea Witch nerf being another example of this. Instead of fixing the bug that made the (5) cost effect occur before cost reduction they ruined the card forever.
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Who else get some League of Legends vibes from these skins? Uther and Garrosh look like warring kingdoms Garen and Jarvan.
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Double divine shield seems awesome
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It's cool ingame when you get 200 murlocs or something, but I agree that pack achievments, especially "legendary collection" popups are annoying.
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I think it's too slow, but I will try it. Value is not a problem with this deck.
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There is no "meta" without unplayable classes.
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Did they reduce the total XP cost of levels by 20% or not? I got 1.5 levels at 42.
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I love this Brawl
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I have been clickbaited here, this isn't handlock at all, just regular boring corrupt warlock with Zzerraku the Warped. None of the core handlock cards are present, like Twilight Drake, Abyssal Summoner, Flesh Giant
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Yup, you need on average 16 packs, 1600 gold to craft ONE good legendary. Not only that, a lot of legendaries that cost 1600 gold are rotating out of standard in 4 months.