• 3

    posted a message on Hearthstone not fun in this state
    Quote from SirJohn13 >>
    Quote from Squiggly >>

    The meta seems to be everyone rushing to complete whatever simple or elaborate kill plan they have, to even the discouragement of using any minions that are not part of said scheme.  

    Quest shamans rushing to get double cast so they can burn with attack spells or summon multiple 10-cost minions each turn.  Elemental shamans going for otk with doomhammer or just barrage of face damage battlecries/spells.

    Quest mages rushing to complete and get spell damage to burn down in a turn or two with remaining spells.

    Quest warlocks mashing their hero power and self-harming quick as they can so they can kill with fatigue or dropping free 8/8s on turn 4 (which still happens even after the nerf).

    Rogues rushing to shuffle their cards around ND discount them to then try and burst burn in a turn or two by drawing through their deck and hitting garrotes and other face damage spells (ideally with spell damage).

    Demon hunters drawing as fast as they can, either to plop down (auto-summoning) big minions, or lots of fel spells.

    Paladins piling all the minions they can into the field with every turn to either megabuff the ones they haven't put down yet, or otk with battlemaster and attack boost for anything that isn't immediately wiped.

    Hunters going face with even more spells now and less reliance on minions.

    Priests rushing in shadow form to kill with nicks and cuts.  Or quest priests as possibly the only class that tries to stall for as long as possible to complete the quest and then draw out the insta-kill card.  (I think giving an insta-kill to a class that has specialized in dragging out matches is bad too though, and still gives the sense of rushing to complete an ultimate weapon).

    Warriors rushing out pirates to get that ship.

    Druids sitting until they can double-summon 8-cost minions and armor (optionally resetting your mana before/after so you can't do anything), or spam the field with summoned minions and hope you don't have an aoe spell to respond with so they can otk.

    Druids were nerfed before the latest expansion explicitly to reduce the frequency of 'non-games' where it doesn't matter what their opponent does/the opponent can't do anything, but now it seems like most classes are essentially hoping for the same thing.  Prep your killer combo first, with thanks to lucky rng, and pay only the minimal required attention to what the opponent is doing.

    Many games have the sense of it being clear who is going to win by around turn 5 now (sometimes earlier), with the crappy part being that it's clear there was nothing you (or they) could have done to prevent it, based on rng.

     

     This post sums it up well: There are multiple viable archetypes, the meta is very diverse, every deck has a gameplan and tries to play accordingly instead of just preventing the opponent from executing theirs. Sounds great overall. Would it make you feel better about the meta if all decks were running some vanilla 3-mana 3/4s with the goal of trading on the opponents' vanilla 2-mana 2/3s?

    The amount of viable decks is the single dumbest argument and metric that exists for evaluating the health of a meta and OCG/TCG as a whole, and should be entirely disregarded. It is absolute nonsense. In fact, in trying to use it as your metric, you have instead just made an attempt to counter an ACTUAL argument and metric for the health of the game: How much variability is there.

    Right now, the game has only 2 different decks. I give 0 shits about whether or not the deck is a priest, a hunter, a paladin, mage, warlock or whatever. That's arbitrary, and it doesn't matter at all. In standard right now, there are 2 decks: Extreme aggro, or OTK combo. The reason for this, is ENTIRELY because of the strength of the combo strategies, and NOT of the strength of the aggro strategies. The extreme aggro exists solely as a countermeasure to the combo decks, because they ARE the only thing that can compete, let alone survive, against combo.

    Hearthstone, right now, is fundamentally at a point where it has to make a decision - and only one of those decisions is right: Does it want the game to continue along this trajectory, effectively eliminating every single other deck in the game from ever having a remote chance, OR

    Is it going to allow players to interact in more key fashions, in order for any sort of slower deck to have options to curtail the strength of combo decks.

    Posted in: General Discussion
  • 1

    posted a message on Hearthstone not fun in this state

    They did a round of nerfs, nerfed the wrong cards, and the meta got worse as a result of a balance patch because blizz won't acknowledge that questlines are a cancerous concept, just like any quest that is good is cancerous.

     

    Posted in: General Discussion
  • 1

    posted a message on Put Weekly Game Caps on Classes

    There it is! It's here!

    The single dumbest suggestion I have ever read.

    Posted in: General Discussion
  • 0

    posted a message on New Warlock Rare Card Revealed - Dark Alley Pact

    Mountain giant would see literally 0 play in any sort of competitive environment in this day and age, the powercreep of the game has all but ensured that. Good luck staying alive for 4 turns against even the worst aggro/midrange deck, and against any control deck it is just a big dumb body that gets easily removed in a 1 for 1 trade because you've done literally nothing to pressure them prior to that point.

    But hey, if you want to think the game is perpetually stuck in 2012, then go have fun. Shit card, will see literally 0 competitive play.

     

    Posted in: News
  • -13

    posted a message on New Warlock Rare Card Revealed - Dark Alley Pact

    Bad card, will see 0 play, next.

    Posted in: News
  • 0

    posted a message on Balance Changes Coming Next Week - 5 Nerfs, 10 Buffs!

    Wrong set.

    (To the guy saying hand of a'dal should only draw when corrupted)

    Posted in: News
  • 0

    posted a message on PRAISE JARAXXUS!!

    Just as a question: has it been confirmed that his hero power stays the same?

    I somehow find it very hard to believe they'd give the card such an absurdly ludicrous buff without even thinking about the ramifications of it. His hero power is, even by the standards of every other hero card, absurd in its current form if it stays the same.

    Posted in: Card Discussion
  • 0

    posted a message on Consecration

    Unless we see a BUNCH of synergy for holy spells, this card will just remain one of the worst boardclears in the game. 2 damage for 4 mana is just not remotely efficient enough, and it really is just a wet turd that paladins have to "make due" with because they don't get to have better tools.

    Posted in: Consecration
  • 0

    posted a message on Guardian of Kings

    It really is as simple as: compare it to libram of hope.

    Libram of hope: 9 mana 8/8 divine shield + taunt, heal 8. Frequently costs less than 9 (usually around 6-7, but as low as 3)

    This guy: 7 mana 5/7 taunt, heal 6.

    This is also not factoring in that you can get extra copies of libram of hope via liadrin, and there is generally just more synergies for libram of hope, both in standard and in wild.

     

    It also just has supremely inefficient stats, sitting at less stats than a boulderfist ogre for 1 more mana.

    Posted in: Guardian of Kings
  • 0

    posted a message on Guardian of Kings
    Quote from Chewmass >>

    Is this actually playable now?

     No. It's still garbage

    Posted in: Guardian of Kings
  • 2

    posted a message on A Couple of Cool 1st Place Builds

     

    This absolutely beautiful monster of a comp that is borderline unbeatable (The ONLY thing I can think of is praying to RNGesus that your red whelps are actual gods.)

    Edit: Added a "results" pic so people can see just how insanely huge stuff got. Mind every one that this is after these things have gotten to attack like 32 times in a row and already annihilated most of my opponent's board.

    Posted in: Battlegrounds
  • 2

    posted a message on New Druid Legendary Card Revealed - Greybough

    You mean play. Summon is anything coming onto the board. Play is from hand.

    Posted in: News
  • 4

    posted a message on New Warrior Legendary Card Revealed - Ringmaster Whatley

    Curator was part of the most dominant tier 1 deck during the journey to un'goro meta, which was murloc paladin (utilising gentle megasaur as the beast and Primordial Drake as the dragon) to tutor up both ways to fight for board late game or just close out games.

    Posted in: News
  • 7

    posted a message on New Warrior Legendary Card Revealed - Ringmaster Whatley

    This is absolutely better than Curator. 2 mana cost reduction for -1/-1 and losing taunt. The deal with draw is: the cheaper it is, the better it is. 5 mana draw 3 is SUBSTANTIALLY better than 7 mana draw 3.

    Posted in: News
  • 16

    posted a message on Mozaki's Hero Power Animation & Epilepsy Concerns

    Probably because A FREAKING AMUSEMENT PARK RIDE is a lot harder to change than A SODDING FLASHING EFFECT IN A GAME. Try and god damn think here about how  minor of a change it is, how it ACTUALLY will not impact you WHATSOEVER, and how its removal WILL impact those that suffer from it?

    Kindly F off if you are so damn entitled that you think garbage like this should stay in the game because "omg don't ever change things to make it accessible to others."

    Posted in: News
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