• 1

    posted a message on Mini set bugged for mobile players????

    If I had to guess, I think it is because this is just a patch, so it is updated when it is released.  With expansions, it patches a few days beforehand.

    Posted in: General Discussion
  • 0

    posted a message on Waste Warden vs Treants

    It should actually work, just not the way you are thinking.  Technically, treants are elementals.

    Posted in: General Discussion
  • 0

    posted a message on What's up with the animation?

    Definitely seeing the same issues, as well as a bug with Nefarian.  Hero power triggered twice (but only dealt damage once) and procced Rover with divine shield, which reset Cobalt.  Frustrating.

    The most frustrating this is not seeing how you are losing, so adapting it harder.  Love seeing a 30/30 Razorgore die without reason and just being like "how the hell did that happen?"

    Posted in: Battlegrounds
  • 1

    posted a message on Suggestions for Battlegrounds

    All valid points.  I like the discussion, so I will offer some thoughts.

    I agree that Megasaur is a blight, but murlocs would need a midgame minion to still be useful.  I think that if they dropped Seer back to T2 and took out Megasaur, murlocs would just become a weaker version or dragons or demons, because they don't have the unique blow up random stuff aspect.

    Cobalt Guardian got a huge push with this patch because they took out the Annoy-O minions.  Not have an early/mid useless divine shield taunt ensures that with a couple buffs their guardian can kill your crucial minions with ease.  He has always been strong, but putting him to T4 means mechs need something else.  Not to mention that if Guardian goes to T4, Leaper becomes even less useful as a T2 minion.

    Personally, I love the abundance of heroes.  I like that every now and then there isn't a Deathwing.

    I like Patches, but I agree Rag needs to take the bench and have a rework.

    Sylvannas I really like, but I am open to a rework as she struggles drastically.  I think your suggestion is a little too powerful, but I like it.  Maybe they could pull her and bring her back when they introduce undead minions and have the +1/+1 affect them all.

    Millhouse def needs a rework.

    Elise I think is already a perfectly worked hero with a unique power that helps with tempo and finding the right minions.  She isn't overpowered, but she is very strong.  I think 2 gold would be too strong as it would give you a big push on your 5 gold (one guaranteed T2 and one buy) and 8 gold (go to TT4, sell one and map) turns.  It would also push her to TT5 and TT6 faster as it is less likely it would eat the whole turn.

     

    Posted in: Battlegrounds
  • 1

    posted a message on What's the point of Elise's hero power?

    Ultralavos pretty much summed it up.  It gives you the same options as a triple, and it allows you tempo on specific turns.  In a very basic, standard game, you are going to tier up to 3 and buy a T2 minion on 7 gold.  You do this again on 9 gold when you go to T4.  Elise lets you get a tier higher on those turns.  Not to mention that the T5 and T6 are usually "direction" minions that shape your game.

    Posted in: Battlegrounds
  • 0

    posted a message on Reno hero power should be buffed to costing 0 gold

    I completely understand what you are saying, but those are the stats overall.  It also says that for 62% of players, Jaraxxus is the 2nd most winning hero.  Jaraxxus probably won't get a nerf.  I don't think that Reno is insanely good, or incredibly bad.  I think he is interesting and requires a different play style.  Reno is new so a lot of people are trying him.  A lot of people thought Deathwing was bad, until we saw him in action and figured him out.  The thing that I see the most is that people who don't like him consider him a "highroll."  You don't have to play without a hero power until T5 with Reno.  I encourage you to use his HP on the game you are playing, not the game you are forcing.  Juggler, Sensei, Pack Leader, and even Wrathweaver are good targets that can push you through the midgame to win.  Patience, timing and cognitive thinking is not a "highroll."

    Posted in: Battlegrounds
  • 2

    posted a message on Battlegrounds Rating Distribution!

    Could not agree more.  Genuinely surprised to learn that 7500 is that good.  Definitely raises my spirits, especially when getting frustrated.  Still room to improve!

    Posted in: News
  • 1

    posted a message on Reno hero power should be buffed to costing 0 gold

    I would vote that the hero power as it stands is fine.  Making it cheaper, means you will use it sooner and breeze through the midgame.  Try it on Juggler next time.  Making it unlimited uses is bananas.  Think about late game when you are rolling 10 times to get the only triple that fits your board and replace that with - Get the triple to get stronger every turn.

    Sometimes you get stomped in the early and midgame and it you don't get Brann or Baron online in time.  Sometimes you have a strong board, triple into Lightfang and have a solid chance at winning.  No hero should have a hero power that has a suffix of - and you win the game.  

    Posted in: Battlegrounds
  • 0

    posted a message on HearthPwn's Battlegrounds Hero Tier List

    You think people actually reference this page while selecting heroes?  I would hope not, but even if they did there are still choices you can make based on the ones you are offered.  Unless you are playing at 4k I don't think that is likely.  I would think that if you are seeing bad heroes, it has more to do with what was offered, more than people thinking that Rag or Sylvannas is actually a good choice.

    Having an abundance of heroes has helped with this a lot.  You don't see Yogg, Deathwing, Edwin and Rafam every game because some aren't offered and some might see two or three.

    Please update this page.  It is interesting how the hero tiers shift with the meta.

    Posted in: Battlegrounds
  • 4

    posted a message on Battlegrounds Patch Now Live - Tirion Removal, Queen Wagtoggle Return
    Quote from bobbybalboa >>

    Devs are idiots honestly . I don’t care what the stats say, tirion was barely top tier if at all. I could hardly pull neutral minions in this dragon patch if at all. And you bring back garbage like queen togg waggle? Like sure, she’s ok if you don’t die, by time you get a variety of strong minions to use, but how often does that happen? Never? I thought so. The devs are going for super stale game play all across. They nerf everything to death, to where people would rather just watch tv because the excitement is dead. 

     Why do people rip on this team, that produces a game that they enjoy?  I say enjoy, because you obviously play enough to have an opinion on two heroes.  Tirion was absolutely top tier.  The only issue that he saw with this expansion was two tribal T1, making it harder for an early push.  He is still bananas in this patch.  We could argue about it, but stats say he was.  Top tier players say he was.  I don't really matter, but I say he was, too.  Personally, I enjoy Togwaggle and have finished first with her a number of times.  (I honestly don't know when she was removed, but I am assuming the last patch though I don't remember seeing it.)  Not to mention that her hero power is menagerie, which got stronger.  What do I know though, I am just a player who enjoys the game, has a decent rating and doesn't constantly complain that professionals don't know what they are doing.

    Posted in: News
  • 1

    posted a message on Interesting Minions for Battlegrounds

    Addled GrizzlyShadow Ascendant - Small incremental buffs

    Ghastly ConjurerArcane KeysmithKeeper of UldamanKabal Talonpriest or Temple Enforcer

    And all that stuff ArcyroX mentioned.

    Posted in: Battlegrounds
  • 0

    posted a message on Favorite BG Addition so far?

    Hero is Nozdormu, because free gold is free gold.  Least favorite is Deathwing because he seems broken.

    Favorite minion is Hangry Dragon overall, because he is versatile but still a powerhouse if you are pure dragons.  Murozond is the most creative and interesting card, but I have only hit something useful with him once or twice.

     

    Posted in: Battlegrounds
  • 0

    posted a message on The New Battleground changes!

    I am a really big fan of Hangry Dragon.  He fits in to any build and helps you snowball.  He is also pretty easy to triple.  I go menagerie whenever it presents itself because it is more interesting than most builds, and I am an even bigger fan of menagerie now that they put a sleeper buff to Lightfang by adding dragons to his buffs.

    Unrelated, I wish they added rarity to the BG only cards just to know what that useless shredder can get you.

    Posted in: Battlegrounds
  • 0

    posted a message on Murlocs buff needed but how?
    Quote from Dunscot >>
    Quote from MurderOClock >>

    There are two major problems with murlocs, and both need to change to ensure balance.  Murlocs get pillaged in the midgame, because they lack the survivabilty of every other tribe, so obviously you want to add/change something to ensure that they can get to T5 before getting blown out.  Maybe you put Seer back at 2, but my vote goes to a new murloc as it also makes it harder to triple with Lookout.  Then the real problem becomes apparent again, as it was before the murloc nerf: Megasaur.  If you do anything to buff early game, it becomes too easy to coast your way to Megasaur and go AFK.  Megasaur has two major flaws: the obvious is that it gives divine shield and poisonous, but the sleeper problem is that it is the only T6 that breaks the game because of its battlecry.  It goes back to the issue that demons had when Watcher was 3 and everyone was cycling the same cards back and forth to one another, while the two people that didn't go demons get stomped.  It is like a cruel game of keepaway that feels just as demoralizing.

     There is a huge difference between Megasaur on 6 and Watcher on 3: One is tier 6, the other is tier 3. One you might never end up seeing, the other was almost guaranteed to show up for at least one player, usually more. One gives you a massive powerboost towards end, the other could grow so quickly that it would oftentimes blast everything else out of the water, before anyone can realistically push to tier 6. Not to mention that you didn't really need to level higher than 3 to make a Watcher strategy work, and you usually got one Weaver, maybe even two or a triple before you get to 3, and from there, every single demon you bought came with a massive buff.

    Also, it's rather uncommon, if not unrealistic, that two people trade Murlocs or even Megasaurs, since it's unlikely enough for one player to survive long enough with Murlocs to benefit from Megasaur, much less two. And even if, it's rather difficult to find a specific 6 without triples, compared to the 7 or so demons on tiers 1-5.

    As I said, the lategame snowball potential of Murlocs would become a problem when they make the strategy more consistent and easier to succeed with, but I think, with Murlocs being as challenging to pull off as they are, it's fine that Megasaur, when the stars align correctly, can get you that 1st place. If Megasaur is considered too good and gets removed, I'd agree that Murlocs would need a buff.

     I apologize if my post was confusing, but that wasn't the point I was trying to make.  Megasaur having the battlecry be the effect is the problem because you don't keep it.  There is something like 6 of each T6 minion, but if you don't need to keep it, everyone can trade them back and get another; or another player can utilize it.  Before murlocs got nerfed (when Seer was two) it is highly probably that multiple people could go murlocs, have a strong board and beat out everyone that wasn't murlocs.  You would see 4+ players with murlocs, which was the same issue when demons were running the show.  If you have low tier minions that become overpowered, multiple people can do it successfully in the same game.  Losing to murlocs every round wasn't fun or interactive because there isn't diversity if the everyone can do the same strategy and be successful.

    As far as transitioning goes, it should be completely possible to still lose.  If someone went full deathrattle all game, why should you be able to stomp them with a T5 transition?  The problem is that the transition is even possible in the first place.

    Posted in: Battlegrounds
  • 0

    posted a message on Murlocs buff needed but how?

    There are two major problems with murlocs, and both need to change to ensure balance.  Murlocs get pillaged in the midgame, because they lack the survivabilty of every other tribe, so obviously you want to add/change something to ensure that they can get to T5 before getting blown out.  Maybe you put Seer back at 2, but my vote goes to a new murloc as it also makes it harder to triple with Lookout.  Then the real problem becomes apparent again, as it was before the murloc nerf: Megasaur.  If you do anything to buff early game, it becomes too easy to coast your way to Megasaur and go AFK.  Megasaur has two major flaws: the obvious is that it gives divine shield and poisonous, but the sleeper problem is that it is the only T6 that breaks the game because of its battlecry.  It goes back to the issue that demons had when Watcher was 3 and everyone was cycling the same cards back and forth to one another, while the two people that didn't go demons get stomped.  It is like a cruel game of keepaway that feels just as demoralizing.

    Posted in: Battlegrounds
  • To post a comment, please login or register a new account.