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    posted a message on New Neutral Legendary - Zephrys the Great

    I love that Hearthstone really embraces that it's a digital game, cards like this is what the entire engine enables. Also it seems really powerful. Day 1 craft for sure. 

    Posted in: Card Discussion
  • 1

    posted a message on I got 8 Legendaries from the Toki Bundle - Hearthstone is rigged!

    Some good luck you had there. But the pity timer could be a factor, I'm pretty sure that each different pack is on their own pity timer. So you might have been on 20+ packs opened without a legendary for several of the expansions thus resulting in this grand result. 

    Posted in: General Discussion
  • 1

    posted a message on Nerfs are not the solution- Buffs are.
    Quote from GerritDeMan >>

    Lower Harbinger Celestia's mana cost to 3. This is very unlikely to make her playable, but at least it will make her more playable.

     

    I actually think this would make her strong enough to see play in several decks. The upside vs the downside would be much better. The only concern would really only be doomsayers. Other than that it would offer good AoE protection on certain turns or have the very likely chance of staying 3 mana 5/6 for one turn vs certain control decks.  

    Posted in: General Discussion
  • 1

    posted a message on Nerfs are not the solution- Buffs are.
    Quote from Omicron_Persei >>
    Quote from Wraivin >>
    Quote from Live4vrRdieTryn >>

    A lot of Hearthpwn people just like to disagree with anything that OP says, I've noticed...

     

    Guess it's empowering or something

     OR perhaps a lot of Hearthpwn people have more awareness of how balancing works compared to the OP. Buffing cards, especially frequently, is just going to result in inflation / power creep and eventually, everything becomes way too good. Think about the strongest cards right now. Now imagine the weakest cards in the game eventually being that good. That means good cards now have to be that much better.

    Then they'll have to either increase each player's health total drastically so that all these overpowered cards aren't instantly killing players in <5 turns. Then we're back where we are now except with everything having a higher number.

    Huh, thinking about this... I wonder why Blizzard chooses to nerf cards instead of buff them. Sure, buffing cards would be more "exciting", for a bit. But at least they understand that you don't buff cards to deal with overpowered cards...

     

     Sorry but thats a total falacy. If you Buff lets say heal druid into a t1-2 deck Rogues are going to be less dominant, and the meta is going to be more diverse. There is no powercreep. There is not op cards, only more viable options.

     

     Okay, which buffs would that require? And are you certain that won't change the meta for the worse either in this expansion or in the next couple of expansions?

    My main concern with buffing over nerfing is the extra time it takes to get it "right", which would likely take time away from other areas, like creating new cards. So the only buffs I would really like to see is to utterly unplayable cards, but then again either the buffs would be so minor that the cards are still unplayable or you risk the cards becoming a problem. 

    Posted in: General Discussion
  • 1

    posted a message on Viper miss lethal in grand final??

    Btw while most, like me, might think it would be most likely for the rogue to pick Explosive rather than Misdirection, the way Hunterace played the turn before didn't telegraph it was explosive. Actually it might seem more likely to be Misdirection. However I still stand by my post that Viper could've played the turn better for an overall higher chance of winning the matchup. But then again on that stage after so many hours you are bound to make plays that are less than optimal from time to time. 

    Posted in: Tournaments
  • 1

    posted a message on Viper miss lethal in grand final??

    I think he misplayed that turn. While I think it's quite fair to choose to play around Misdirection instead of Explosive Trap he should at least have waited to play the second Witchwood Imp to after the attack in case of Explosive Trap. It would only increase the risk of destroying your minions with misdirection from 20% to 25% and it would most likely set up lethal next turn. 

    Posted in: Tournaments
  • 1

    posted a message on Thief Value Rogue (theorycraft)

    Personally I don't think Safeguard will be that strong of a card and while it is a mech I don't think the Zilliax synergy is enough for it to see play, so I would cut that. 

    You do however have 2x Raiding Party and only 3 Pirates so 2x Dread Corsair seems to be a pretty good addition to the deck. 

    Tess Greymane is also a bit of a meme card, however it's fun, but I might consider cutting it if you want the deck to perform better, not entirely sure on what to replace it with however. The deck could use some more card draw, so maybe a Sprint or Bloodmage Thalnos would be better. 

    Posted in: General Deck Building
  • 1

    posted a message on New Priest Legendary - Catrina Muerte

    I don't get the hatred, is it all because of wild big priest or are most of you suggesting that this and mass ress is soo strong that it will completely shape the meta? 

    Seems like a decent card, and a pretty good way to do ress effects in my book. 

    Posted in: Card Discussion
  • 1

    posted a message on New Mage Card - Power of Creation

    I think there is a lot of potential with the card, but it will be quite meta depending and depend on how well a control style mage will do. Because even hard to remove minions like Cairne or Mechanical Whelps might simply be a death sentence on 8 or 10 mana turn. I don't think this card is enough reason to keep Khadgar in hand most of the game, so you need to have other "combos" in your deck for Khadgar to be worth it. 

    So can you have a deck with Kelecgos, 2x Astromancer and 2x of this + high-cost spells or is that too top-heavy. 

    However discovering this of Kelecgos and getting either charge or taunts with it is going to be one-hell of a turn 10 though. 

    Posted in: Card Discussion
  • 1

    posted a message on New Warrior Card - Dr. Boom's Scheme

    I honestly don't know what to think about this card. My initial thought is that it's incredibly bad, so bad in fact it seems I must be sort of wrong otherwise they wouldn't have made the card this cost/ effect if it could be 1 mana and still not work. 

    A lot of people have mentioned how many turns it needs to stick in your hand to get the same value as branching path, without the flexibility, but that is also a druid card. Would warrior decks run 4 mana gain 12 armor, I think they might just do something like that, so maybe there is a small slot (in a very slow control deck) for this card to find a spot.

    Posted in: Card Discussion
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