This is nothing... The same can happen with bronzebeard!!! It's utter shit, just like the game is turning out... They need to cycle out old tech cards and old synergys like MtG does... Why?? They had to do it with real cards because sharing happened to fast and that was back in the day when it took almost 10 min to load a webpage....
The internet make sharing instantaneous... New cards are released, but u only have old tech cards to pair them with that everyone already knows what is going to be synergistic with what immediately, and they are allowed to preview the card and build decks before the release even?? SO as as they release the cards, about 5 min later after a few test runs the new top win constructed decks are on the internet...
I bet some of these sheeple actually go online for a deck list of the latest cancer before they even open the game and purchase packs or the adventure to get the new cards.
so that being said... Blizzard if u dont want this game to ever suck like seriously the worst tcg with the best potential at the moment...
but that is all it will remain unless u start removing some of the old tech cards or even change them slightly.... YOU CAN'T CONTINUE ADDING 20 cards here and 15 here and expect the game to be little more than a game of war with pretty pictures...
This removes the strategic component which in my opinion is the best part of these types of games imo...
no I dont get off on copying someone else's creative strategy down to the freaking card because i know it wins the most, until everyone is playing the same deck and games come down to whether u go first or start coin, or random elements like card draw, and rng determined outcomes.
That to me ruins hearthstone in its current state
until u remove old synergy tech cards, and add new ones, then so on so forth, you force no one to be creative... For example new cards come out in a preview before release event (which is the most retarded part about how they do this) Immediately when viewing a new card every single player that plays hearthstone regularly can go oh that will be sick with this that, and the other, but I will have to watch out for this that, and the other...
tell me this makes sense to somebody with some pull to say hey this guy is right... Our game is effectively trash currently... We have made omg $$$$$$$$$$$$$$$$$ n!gg4 rich money from the players support... Let's do something uncharacteristic of Blizzard as a whole and try to improve something, insteas of distracting us with a few new shiny things every now and again, because u will have a mutiny on ur hands eventually blizzard.
- Neichus
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TinkerSparkles posted a message on Rumbling Elemental-WHY?Posted in: ShamanWTF did I just read? -
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Spanx posted a message on Should Blizzurd make new anti-weapon card?Posted in: General DiscussionHonestly, Acidic Swamp Ooze is a great card, and I am surprised it doesn't see more play in general, although I believe that it comes down to the fact that since there are only 5 out of 9 classes that use weapons, it is better to use the deck slot for something that is helpful in all 9 matchups instead. I think you can agree that if you had to choose one last 2 drop card for your deck you would pick a Knife Juggler or even an Ironbeak Owl before Acidic Swamp Ooze since they will be useful in 9 out of 9 matchups, not just 5.
Then there is the question of how strong really is it to destroy your opponent's weapon. Destroying say a Rogue's dagger which is all oiled & poisoned up would be a huge value, possibly even a 3 for 1 card trade, however in practice, he usually already attacked or blade flurried the weapon away on the same turn as he buffed it, so you are unlikely to get better than a 1 card for 1 card trade which usually just works out to a 1 mana Deadly Poison for your 2 mana ooze, which is not really the best trade at all.
Of course when patron warrior was all the rage, destroying the Death's Bite with it's 1 remaining charge at the right moment could often win you the game, however that moment did not actually show up in every game. It might be the right play on the turn 6 or 7 when he dropped Emperor Thaurissan onto an empty board with his hand full of combo pieces, while saving the last charge of his death's bite. If you destroy the axe you save yourself a round of free procs the following turn. Thing is, if if he already had a Frothing Berserker, Grim Patron. Acolyte of Pain or Armorsmith on the board, well you may not even want to destroy the weapon at this point since you would be giving him a lot of free procs. Now you are potentially holding the ooze in your hand, waiting for a better moment... It's a dead card.
Now vs the hunter's dreaded Eaglehorn Bow you will usually get some solid value and slow down their lethal by a turn or two if you destroy it after he proced some secrets and got it charged up. And of course the dream scenario for Harrison Jones is to take out a Doomhammer but as you can see on the ladder, most shamans don't even run any weapons, since the shaman minions and spells are so powerful. As for Paladins, your best value is to save your ooze for the endgame to kill off the Ashbringer he got when Tirion Fordring died. Problem with that is the constant problem with cards you are "saving", which is your hand is clogged with dead cards you don't want to play yet. Instead you could have another minion on the board dealing damage, or another removal spell to remove one his creatures instead. Against a paladin if you use the ooze early, at best you will be preventing 4 damage from a swing of Truesilver Champion or perhaps a bunch of weak 1 damage swings from Light's Justice spawned off Muster for Battle neither of which are going to make a big dent in the typical paladin swarming of the board with more minions.
So if we consider all the best case scenarios for destroying a weapon, and how often those kinds of situations really come up, it seems to be kind of a risky proposition to use 1 of our 30 cards on such a situational effect. What if you just ran an extra board clear spell instead? Chances are, you will get a lot more value from the board clear. Same thing if you just added in a Piloted Shredder. Even the humble Ironbeak Owl with its crappy stats, still can swing the board in your favour more often than destroying a weapon will. At the end of the day, each player has to come to their own conclusions, but my experience tends to agree with what we see in the metagame, that while these cards CAN be powerful, there are just cards that are more consistently powerful, so most people run those instead.
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Thelkuzad posted a message on The sheep mentality of hearthstone players(rant)Posted in: General Discussion -
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Garlicnerd posted a message on Which of the 3 next LOE Legendaries has a higher chance of seeing competitive play?Posted in: Card DiscussionSir Finley Mrrgglton is the obvious choice. The capabilities he opens to decks that don't fit their classes and any aggressive deck that has access to Life Tap is insane. Plus he's a murloc and Everyfin is Awesome. This card will easily find a home in Aggro Warrior, Deathrattle Rogue and Control Hunter, just to name a few. Also in numerous Shaman archetypes.
Then there's Arch-Thief Rafaam. Obviously a slow card but with Reno Jackson and the next card I'm gonna talk about, the game may be slow enough for him to see play.
Finally the underdog. This card is obviously really fun looking but most people have dismissed its possibility as a competitively viable card. None other than Elise Starseeker herself. This card, I believe has the power to fundamentally change how control decks are built and shake the meta almost as much (if not more) than Reno Jackson. With most control decks, the late game is something you only really want to draw against other control decks. As a control deck you don't wan't to have too much late game in your deck because otherwise you'll just get trampled by aggro decks. However if you don't have enough late game you'll get beaten by other control decks. Here comes Elise Starseeker to save the day. For those of you who play Magic the Gathering, Elise Starseeker essentially serves as a side board for your late game. By putting Elise Starseeker in your deck you give yourself the ability to remove a large amount of your mandatory late game cards in favor of more anti-aggro and early game. You can make your curve significantly lower than you would otherwise be able to get away with and as such, be able to deal with aggro expertly as you will rarely draw a dead card since you no longer have big cards in your deck. For those who know too well those long drawn out control vs control match ups where both spend 20 turns armoring up with 6 or so cards in your hand. Those Acolyte of Pains, those Shield Blocks, those Brawls which you can't play. Imagine the value in being able to turn those anti-aggro cards into anti-control cards at a moments notice. There's also the fact that you have complete control over when you decide to play Golden Monkey which means that it there's still a card in your deck or hand that you need you can just hold onto it. And lets not forget that Elise Starseeker herself is a 3/5 body which is completely fair as against a Piloted Shredder, a 4/5 and a 3/5 are virtually the same.
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BrosephStalin posted a message on If I Get (insert number) up votes I will do a guide!Posted in: General DiscussionI'll give you an answer if I get 10 or more upvotes.
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user-14115744 posted a message on Can someone answer me why do we keep throwing tons of money at Blizzard?Posted in: General DiscussionTo answer your post, we keep throwing tons of money at them because they make fun, well balanced games that look good. They then provide a ranking system that allows you to play against players of a similar skill level to you. Oh and they have also created 3 lore based universes in Diablo, SC2 and WoW.
I hear you about card backs - which are barely a reward - and a manual with achievements would be nice but H/S took off exponentially better than they expected it to. As such, a lot of the development fell by the wayside in order to improve stability and balance. The size of the team that work on H/S compared to other games is very low. I've also noticed Ben Brode and others seem happy to answer individual questions which is exceptionally rare from a games company. Can you imagine the lead in a game from EA or Activision doing this? Or Digital Homicide?
If Blizzard made shit games with bad graphics and buggy gameplay I could understand your frustrations. But they don't.
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iandakar posted a message on Can someone answer me why do we keep throwing tons of money at Blizzard?Posted in: General DiscussionChange the 'We' with 'I' and realize that not everyone feels as you do and you'll see why people throw money into this game. Or, at least, they don't deem the lack of the things asked for as critical to their enjoyment. We ALL want more, but we enjoy the game as is right now. It's called dreaming while being content.
Myself, my financial situation and my desire for 'progression' based games which would go away if I had all of the cards right now keep me from using money here. However, I have put a year of my time into the game for, probably, the same reason why others have put their money (or money AND time) into the game.
The question you should ask is why YOU keep coming if you are not content. Others who have found the game stale have moved on, temporarily or permanently, rather than doing something they don't enjoy that is meant to be enjoyable. Potential for enjoyment shouldn't be enough to hold you to something you can't stand.
To be blunt: We are here and we pay because we want to and enjoy doing so. Why are YOU here and paying in time if not money?
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lionoffrost posted a message on New Card - Justicar TrueheartPosted in: Card DiscussionObviously it is never possible to know how good or bad a card will be without playing it, but there are three things we can say:
- Mid- to late-game cards with low health stat lines have traditionally been bad, even with potentially strong effects or high total stat points. e.g. Hemet Nesingwary, Cobalt Guardian, Salty Dog or Stalagg, Rend Blackhand (we're just going to pretend that Kidnapper doesn't even exist). Not just 'too weak for constructed' bad, but 'crappy pick in arena' bad. The only decent ones are more durable that their low health suggests (Piloted Sky Golem), have a direct potentially game-winning impact (Leeroy Jenkins) or both (Argent Commander). In particular, 3 health is weak to all the classic and common cheap removal: Darkbomb, Frostbolt, Wrath and Quick Shot.
- Depending on the class, the 6-mana slot can have some insane cards in it, from the neutral Emperor Thaurissan and Sylvanas Windrunner, to the class-specific Savannah Highmane, Cabal Shadow Priest, Fire Elemental and Shieldmaiden.
- In a meta where agro and OTK-combo decks have a prevalent place, tempo is at least as important in the mid-game as value, while changing your hero power is a pure slow value play.
So for this card to be viable, I would expect one of at least two things needs to happen. We need to either move back to a slower control heavy meta where currently solid decks like control warrior and handlock become significantly more common or new control variants become prevalent. Or the new card based hero power combo's need to be strong enough that this card synergizes with other things worth playing. After all, it suddenly becomes a lot more interesting if you can follow it up with Garrison Commander, Maiden of the Lake and coin for double improved hero power. As that example shows though, we are probably going to need a bit more inspire synergy than we've seen in these first revealed cards to truly make it work.
tl;dr: this card is too low health and has too much competition in the 6-slot to be viable as a single card added to the current game. But in an expansion with a new meta and more hero power synergy, it might be a lot better.
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user-15963272 posted a message on POLL: Hardest Realm/Region to play Hearthstone?Posted in: General DiscussionWould be curious to know the answer, though I think there will be a lot of biased opinion.
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Icebear posted a message on Weekly Design Competition #15 - [Ended]Decided to make a new entry
*edit: updated the wording based on feedback* - To post a comment, please login or register a new account.
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While I agree that rush decks are not terribly interesting to play against they are an important part of the game.
Without rush decks control/ramp decks would just be the way to play, because everybody would know that it would go late game each time. So knowing that it's possible to win with a fast and aggressive strategy is what keeps things from all going one way.