It's good. Don't get why people saying broken...its on par with rag or tirion
- Neichus
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Member for 10 years, 4 months, and 5 days
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hillandder posted a message on New Shaman Legendary - Kalimos, Primal LordPosted in: Card DiscussionRagnaros is very good, he can kill a huge minion or do heavy damage in turn he played, Tirion is a excelent defense tool.This new legendary trumps the two very good legendarys because you can choose what you need in that moment.Opponent trying to burst spells in your face? Heal 12 and 2 Fireballs are the effect countered.Opponent have the board control? Give damage to all killing the smallers and damage the biggers.Opponent trying to last long enough to make a "I win" combo turn? Give damage in face to set lethal in the next turn.Both players are playing control and the board is empty? Fill your board with only one card.In this kind of game versatility is a huge advantage. -
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Coastfree posted a message on Hs balance and meta.Posted in: General DiscussionQuote from DyingAtheist >>It's a competitive game, top decks are going to rise to the top of the meta. That's sort of how every competitive game works.
Tried Magic, Elder scrolls legends, shadwverse, no such problems there!IF you only tried those games you most likely never saw the meta. Which means you never played against the most op high ranked players piloting the best decks. Every game has a meta. -
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Tze posted a message on Gwent is Absolutely AmazingPosted in: Other Games@ADXE; I think the RNG vs non-RNG arguments are ones where people are probably just going to have to agree to disagree since they both appeal to different things. I'm a fan of RNG for the reasons you listed, and I think that it makes the game more exciting and keeps it from getting completely stale (even when things are close to solved like they are now); this doesn't mean that it's wrong for other people to like a game like Chess, where RNG is barely a factor, or that those games are bad.
Reducing RNG and allowing for games to be decided almost strictly by lines of play is great for the competitive scene, and I think that's the scene Gwent is aiming to be popular with. I personally think it's going to be an issue to have ignored how much variance can keep a game fresh for casual players, and I do think they're going to run into issues with solved metas if they stick to a release schedule similar to any of the other card games on the market. High variance games are more popular than low variance games, so they don't have a lot of breathing room on mistakes either.
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eddiefiv posted a message on Hs balance and meta.Posted in: General DiscussionQuote from DyingAtheist >>It's a competitive game, top decks are going to rise to the top of the meta. That's sort of how every competitive game works.
Tried Magic, Elder scrolls legends, shadwverse, no such problems there!Then you don't pay attention. MtG falls in the same issues as Hearthstone. The other two games are new enough that no one really properly knows how to play the game or build archetypes. To be fair, I don't know how those other games work but it's impossible to make a (T)CG without running into these issues. -
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Coldhand92 posted a message on New Shaman Quest - Unite the MurlocsPosted in: Card Discussionok so first off people who think this cards is for aggro shaman are retarded. So what, you are playing aggro, skipping your first turn and then playing a bunch off 1/1 murlocs and lava burst to get your quest reward at turn 8 (or youre under the assumption you gonna draw call in the finisher in every game before turn 4 which is also pretty retarded). Also which aggro shaman has a empty hand in turn 5?
this card is for a deck which consist only of murlocs, this is not a aggro deck, this a zoo deck, because you swarm the board and not attack with high attack value and charges to the face all the time. Anyone who play such a deck knows the problem is that shaman has not the warlock hero power und you ran out of cards pretty fast to the point where you run coldlights which is not really viable, this is perfectly designed for that
good card imo
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Tze posted a message on New Shaman Quest - Unite the MurlocsPosted in: Card DiscussionTo play this quest you lose turn 1. You really can't miss on turn 1 with a murloc deck. It's a race to get your murlocs out and buffed before the opponent's can AoE/taunt which usually happens around turn 4. Also, by the time you finish the quest the game will likely be won or loss by then. It's not likely that a handful of random murlocs will beat a Control deck on turn 8.
It's a "fun" quest and all, but it's not going to work competitively. Which is fine, Shaman's have enough already. Unfortunately, this is the first legendary I will open in this expansion guaranteed now.
In the current design for Murlocs, I can definitely see this being the case. In the case where you're able to better replenish your Murlocs by using the Discover guy (which granted seems kind of meh) and drop a 5 mana 8/8 that gives you up to 10 Murlocs in your hand... it might actually be pretty okay to miss your turn 1.It's entirely possible this isn't a competitive deck in Standard, but I think it's more likely to be good than people are giving it credit for. -
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JawsLoanCompany posted a message on Why isn't Am'gam rager an elemental?Posted in: Card DiscussionShould be a latnemele.
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dr3amb3ing posted a message on New Shaman Card - Stone SentinelPosted in: Card Discussion7 mana 4/4
They just had to
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TheWhiteDelight posted a message on New Priest Card: Shadow VisionsPosted in: Card DiscussionStrong in a Reno Priest list, where'd you'd love to have 2 entombs/sw:d/dragonfire/etc.
And discover is great since the pool of cards is so small to choose from and you have complete control of what could come up. For example: add in a Greater Healing Potion, then discover it to have 2 against Pirate Warrior.
Won't see a ton of play, but has its uses for sure.
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jmxd posted a message on New Card Revealed: Crystalline OraclePosted in: NewsWhat i like about this card, and the other Priest card revealed last Friday is that it seems Blizzard is definitely printing class cards that support the quest that each class gets.
Where the Priest quest at first seemed cool but not super great, it now already seems very playable.
At risk here is that all nine classes will basically have a full deck pre-defined by Blizzard, which i'm not a fan of but is in line with the last couple of releases where Blizzard basically is the one that designs decks instead of the player.
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He isn't a card that sees any play, but I know that he did show up in StrifeCro's potential Krul Warlock list if the meta becomes more Jade-heavy.
The idea is that he is good for Krul the Unshackled in the same way that Infested Tauren is good for N'Zoth, the Corruptor. It allows you to play the card defensively, blocking an attacker that might otherwise prevent you from using it.
Again, this is simply theoretical on StrifeCro's part and I'm not sure I would necessarily keep it just for that reason. But it does show that sometimes old cards can be potentially revisited in the future.
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Again, none of the counters are 100%. It is, after all, a very good Tier 1 deck. But Aggro Shaman had the same damage potential AND multiple powerful class minions AND higher value AND wasn't countered by weapon removal AND had Maelstrom Portal to counter other aggressive decks AND high spell damage to bypass taunts. It was better than Pirate Warrior in nearly every conceivable way except it was harder to play, which meant it took more practice to get those better results.
So it isn't a failure of the nerfs that Pirate Warrior is still around. It will be a failure of the nerfs if Aggro Shaman is still as successful as it was before.
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@Hoothout Okay, now if you will permit me the same courtesy I want to express as clearly as possible my own position.
First, Blizzard's job is to maximize the enjoyment of the game for the most amount of people over a long period of time. They will certainly try to support many different types of players, but sometimes it is not possible to support them all at once. It is as the saying goes: “You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time."
Second, I would argue (in agreement with Blizzard) that the keys to generating enjoyment are variety and interactivity. It is important that players experience a variety of games, and that these games involve an active struggle between the two decks for supremacy. Blizzard has emphasized the importance of the board in this contest, as that is where the action happens.
Now, Blizzard has not been successful with their stated goals. We have Shamans pushing upward of 30% of the ladder and the pirate package being played in 50%+ of the games at high ranks. This is the antithesis of variety. They have clearly made errors, and have owned up to them. They have explained that they did not anticipate cards such as Jade Lightning and Maelstrom Portal to be used in aggro, and were sorely surprised when they were. Claims that Blizzard is purposefully creating this situation are baseless conspiracy theories.
So why is it that Blizzard keeps erring on the side of aggression? Why don't they "learn" from their mistakes? Why don't they do what Asmodeus recommends and print more powerful, flexible reactionary cards? I would argue, and this is clearly where we differ, that a "control meta" would be far, far worse than what we have now.
Max McCall recently explained part of this idea in his post about combo decks. The essence of the problem isn't that Blizzard "hates" control or combo. They are good, important, and are supported every single expansion. The issue is that when they make up the majority of the games they are a problem, because even if they are high skill they are low interaction.
Allow me to use this game as an example. Are there interesting turns? Certainly. But notice how many of them are Hero Power -> Pass, or turns in which StrifeCro purposefully plays nothing because he is trying to force his opponent to cap on cards. As a one-off, this is interesting. It is different than normal (variety) and so a unique experience about how to think about the game in a new way, and certainly required a greater degree of skill and understanding than playing his entire hand out by turn 5. But would you really want a game in which the common strategy is to play nothing for several turns? To have game after game feel like a Mexican standoff?
This is why I am also very excited about Renomage and Renolock as decks. They are much more active and dynamic compared to the old school of control decks, and offer the possibility that one day we can have a slower meta which still involves engaging gameplay. Does this involve making control more "aggressive"? Yes, it does. But truly, if the majority of the ladder ever becomes classic Control Warrior the game will suffer.
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Okay, so now that we've apparently gotten our terms crossed...let's try this again.
@Hooghout, your concern is specifically that decks which have "aggressive" strategies are have held too much influence on the history of Hearthstone. Furthermore, the reason they have been too common is due to the mismanagement by Team 5.
And to avoid any confusion:
Did I miss anything? Specifically, am I misrepresenting your arguments in any way? Is there anything that you wish to add to clarify on your position? Am I twisting your words?
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I won't miss dragons much, mostly because I feel like they've gone off the rails from their original design. Let me explain:
So my issue is that I liked the original hand-dragon mechanic because it promoted running large, impactful minions which you wanted to play but which were dead cards against aggro. Over time it has just become another fairly generic way to play over-statted minions on curve with Wyrmrest Agent into Twilight Guardian into Drakonid Operative. I appreciate that the original model did not work and Blizzard had to do something, but I feel no fondness for the place we've ended up.