Wow! Great Nerfs! Practically every card I was frustrated about will be balanced - and that still in May! (Still missing: Tarim. But that's okay for now)
So laddering might actually be fun (and possible!) in the current season already!
Of course there's a lot of whining about the same things. (and not reading older threads to see if the issue has been dealt with before is really annoying).
Still I think that constructive discussion has to be possible. Having the same deck archetypes "surviving" new expansions on the top of the Meta doesn't feel healthy. So calling for very specific nerfs of certain cards is nothing that deserves such a degrading starting comment.
That's like asking blizz to add a card to tech against Health. But then you realize, that's every card that deals damage basically. Adding a tech card when every card that deals damage (minion, spell, whatever) is already a tech card for armor/health is kinda silly.
No, I don't think it's that easy.
Put in my post from above where I hopefully cleared that up already:
I've been thinking about this issue for quite a while and I also feel that it's quite hard to balance.
The main problem is the ambiguous nature of armor itself. While reducing armor is basically identical to dealing damage, ADDING armor is NOT identical to healing. (This can be impressively seen in a Priest / Warrior matchup. While the Priest Hero Power is pretty useless in the first rounds, Warrior can add up a fair amount of "additional Health"...)
Surely the effect becomes more and more similar during the match, but it still feels unfair that Health and Armor can add up to total amount that largely exceeds the original 30 HP. So asking for tools to reduce armor seems quite natural.
But how actually do it? Just destroying all armor might surely seem OP, but you have to see that this is still a rather smal effect for any tech-card. Think of Eater of Secrets or Chief Inspector. While those cards might do large damage to Secret Mage or Secret Paladin, they are rather weak against others.
So even if we did have a "destroy all armor"-card, I wouldn't call it OP as it only gets it's full value in very specific matchups.
Ways to balance might be possible by making the other player "pay" for destroying armor. Something like an 8 Mana 4/8 Minion with battlecry "Destroy your opponent's armor. Deal the same amount of Damage to this minion". (Don't know if this is playable, but you might get what I'm after).
So I'm really hoping for intelligent tech against armor, though I'm not sure how to do it...
I've been thinking about this issue for quite a while and I also feel that it's quite hard to balance.
The main problem is the ambiguous nature of armor itself. While reducing armor is basically identical to dealing damage, ADDING armor is NOT identical to healing. (This can be impressively seen in a Priest / Warrior matchup. While the Priest Hero Power is pretty useless in the first rounds, Warrior can add up a fair amount of "additional Health"...)
Surely the effect becomes more and more similar during the match, but it still feels unfair that Health and Armor can add up to total amount that largely exceeds the original 30 HP. So asking for tools to reduce armor seems quite natural.
But how actually do it? Just destroying all armor might surely seem OP, but you have to see that this is still a rather smal effect for any tech-card. Think of Eater of Secrets or Chief Inspector. While those cards might do large damage to Secret Mage or Secret Paladin, they are rather weak against others.
So even if we did have a "destroy all armor"-card, I wouldn't call it OP as it only gets it's full value in very specific matchups.
Ways to balance might be possible by making the other player "pay" for destroying armor. Something like an 8 Mana 4/8 Minion with battlecry "Destroy your opponent's armor. Deal the same amount of Damage to this minion". (Don't know if this is playable, but you might get what I'm after).
So I'm really hoping for intelligent tech against armor, though I'm not sure how to do it...
I think all of this has been discussed many times before.
I don't think the battlecry is OP by itself, it's cheating out high-cost demons FAR BEFORE round 10. So pulling Bloodreaver feels definitely unfair after that. Tune down the cheating tools and the battlecry would be fair for its 10 Mana.
The Heropower though has been too strong from the start in my opinion.
Targetable 2-Lifesteal would still be quite strong (it would mean a netto 4-Health-gap when played on the enemy hero).
But I don't think, they'll nerf that.
So: fix lackey and cube, and the Warlock DK will feel fair again.
I voted 75-25 in favor of skills because I know it can seem like bad luck when your opponent played better the entire game.
Over a long period of time luck grows unimportant. That is why it is always the best players who win.
Uh, I dare say that this is not an objective answer.
Of course you are right that the factor of luck grows less important with the number of games played. (That's simple math).
But the conclusion that therefore it is "always the best players who win" sounds like self-deception.
I'd say, that only those players are able to reach high ranks who are willing (and able) to afford the time to do a lot of games. Surely quite some knowledge is needed to know what the current meta looks like and how to play the most competetive decks. But it is far too easy to just pick one of the Tier 1 decks and play all day. This will bring you to High-Legend-Ranks - but doesn't necessarily make you a "good player".
Maybe my opinion is a little extreme here, but I'm absolutely sure that there's quite some difference between achieved rank and player skills.
I'd say, that it is also factors like creativity in designing decks and coming up with crazy combos, or the ability to turn the tide in an almost unwinnable matchup that also contribute to a player's overall level of skill. But that still doesn't mean you'll "always win".
Still have a good time playing this deck,usually ppl dont know how to clear board when eggs are in game :)
Yeah, same for me! ;-)
It's still the deck I enjoy playing the most (and it works quite well currently! Managed to reach Rank 1 Wild for the first time. Unfortunately fell back to 2, but I'll keep on fighting!)
The whole point of this thread is the fact that one of the AI-Bosses in a FREE CONTENT part of the game, which grants you a FREE BONUS CARDBACK is too hard to beat??
Did you read the rest of what I said? I said that cube on its own doesn’t need a nerf because it can be countered by silence effects, but dark pact is the problem because Cubelocks only play it when they can kill it the same turn with dark pact, essentially negating the silence downside.
i really like the design of cube- risking destroying your creature now to get two copies later- but dark pact breaks the card.
Esit: sorry I don’t know how to edit this to include a quote, but it was replying to the person that just took the first two lines of what I wrote, saying “cube can be countered by silence effects” and their argument was that it’s played exclusively with dark pact
Ah, you're right! Sorry!
I got a little carried away by the "easily countered by silence", so that I didn't realize that we basically said the same about Dark Pact!
My apologies! (I guess I just read too many posts at once...)
I don’t think carnivorous cube is the problem. It can be easily countered by silence effects.
I dare to disagree. At least for Cubelock I've almost exclusively seen the Cube being played and destroyed the same turn. (which is possible, because Dark Pact is so cheap...)
That doesn't mean, I see the need of a nerf for the cube. (I actually like it the way it is. I use it in a Deathrattle Hunter Deck). But the way most Warlock use it hardly leaves space for silence-counters...
I personally could live with a nerf to only one summoned minion (maybe with improved stats of the cube itself).
This would keep the overall flavor of the card, but hit Cubelock and Taunt Druid.
Regarding the Cube, I also think that the problem is not the card itself, but the (obviously uncalculated) synergies with certain classes. Though I actually like the card as it is, I still like to discuss the mentioned ideas.
Adding the copies to your hand seems like a decent idea, but imo completely destroys the flavor of the card. (I imagine the minions being spitted out again on the board). Reducing the effect to one summoned copy and in turn improve the stats of the cube itself seems far more reasonable while actually being even more realistic in terms of flavor. (why two copies? It's called cube, not copycat)
That's what I'd vote for, should the need arise.
Though I doubt, that anyone at Blizzard will ever read this...
3
Wow! Great Nerfs! Practically every card I was frustrated about will be balanced - and that still in May! (Still missing: Tarim. But that's okay for now)
So laddering might actually be fun (and possible!) in the current season already!
Thanx Blizzard!
3
Clockwork Automaton Paladin!
Somehow that didn't work out...
0
Of course there's a lot of whining about the same things. (and not reading older threads to see if the issue has been dealt with before is really annoying).
Still I think that constructive discussion has to be possible. Having the same deck archetypes "surviving" new expansions on the top of the Meta doesn't feel healthy. So calling for very specific nerfs of certain cards is nothing that deserves such a degrading starting comment.
1
1
I've been thinking about this issue for quite a while and I also feel that it's quite hard to balance.
The main problem is the ambiguous nature of armor itself. While reducing armor is basically identical to dealing damage, ADDING armor is NOT identical to healing. (This can be impressively seen in a Priest / Warrior matchup. While the Priest Hero Power is pretty useless in the first rounds, Warrior can add up a fair amount of "additional Health"...)
Surely the effect becomes more and more similar during the match, but it still feels unfair that Health and Armor can add up to total amount that largely exceeds the original 30 HP. So asking for tools to reduce armor seems quite natural.
But how actually do it? Just destroying all armor might surely seem OP, but you have to see that this is still a rather smal effect for any tech-card. Think of Eater of Secrets or Chief Inspector. While those cards might do large damage to Secret Mage or Secret Paladin, they are rather weak against others.
So even if we did have a "destroy all armor"-card, I wouldn't call it OP as it only gets it's full value in very specific matchups.
Ways to balance might be possible by making the other player "pay" for destroying armor. Something like an 8 Mana 4/8 Minion with battlecry "Destroy your opponent's armor. Deal the same amount of Damage to this minion". (Don't know if this is playable, but you might get what I'm after).
So I'm really hoping for intelligent tech against armor, though I'm not sure how to do it...
0
I think all of this has been discussed many times before.
I don't think the battlecry is OP by itself, it's cheating out high-cost demons FAR BEFORE round 10. So pulling Bloodreaver feels definitely unfair after that. Tune down the cheating tools and the battlecry would be fair for its 10 Mana.
The Heropower though has been too strong from the start in my opinion.
Targetable 2-Lifesteal would still be quite strong (it would mean a netto 4-Health-gap when played on the enemy hero).
But I don't think, they'll nerf that.
So: fix lackey and cube, and the Warlock DK will feel fair again.
0
2
0
Just to make sure I'm getting this right:
The whole point of this thread is the fact that one of the AI-Bosses in a FREE CONTENT part of the game, which grants you a FREE BONUS CARDBACK is too hard to beat??
People got strange problems these days...
2
0
0
1
0
Regarding the Cube, I also think that the problem is not the card itself, but the (obviously uncalculated) synergies with certain classes. Though I actually like the card as it is, I still like to discuss the mentioned ideas.
Adding the copies to your hand seems like a decent idea, but imo completely destroys the flavor of the card. (I imagine the minions being spitted out again on the board). Reducing the effect to one summoned copy and in turn improve the stats of the cube itself seems far more reasonable while actually being even more realistic in terms of flavor. (why two copies? It's called cube, not copycat)
That's what I'd vote for, should the need arise.
Though I doubt, that anyone at Blizzard will ever read this...
0