Screw the Meta! I'm going in!
- OlorynEx
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Member for 6 years, 5 months, and 5 days
Last active Mon, Nov, 25 2019 10:58:56 -
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b1ak1ce posted a message on Rin, the First DisciplePosted in: Rin, the First Disciplefinally a counter to the slow Dead Man's Hand control warrior meta. The fabled slow meta is finally over.
umm warrior not even teir 1 deck right now , not sure why you mention it as metait was sarcasm -
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b1ak1ce posted a message on Rin, the First DisciplePosted in: Rin, the First Disciplefinally a counter to the slow Dead Man's Hand control warrior meta. The fabled slow meta is finally over.
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Imma_moth posted a message on Rin, the First DiscipleHuhuhuhuhuh your already dead kid.
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SeminoleWind posted a message on Healing WavePosted in: Healing WaveQuote from Empyrium77 jumpA face hunter player expecting sympathy. We have seen it all
Sure, sure, the card is perrrrfectly balanced indeed. Obviously there's nothing wrong with spending 3 mana, getting 14 heal, a spell-effect, and info about opponent's deck. Perhaps they should even make it 2! Keep joking and fooling yourself. I'm not even "a face hunter", was just testing cards for all classes.
Actually, this card is the first card that heals and feels balanced. First off, that 14 health isn't guaranteed owed to the joust mechanic, and if you lose the joust, you get 7 health, less than healing touch, which nobody would argue is OP. Why would nobody argue it's OP? Well, you play it, and then the hunter undoes your playing it with a kill command, a leper gnome, and a hero power. Or you play it, drop a robo-cub, and it gets to square off against a boulder fist ogre because you spent half of your turn on something that did NOTHING to the board state and your opponent kept derping along, dropping his brainless aggressive creatures. Similarly, Tree of life can heal you up from 1 HP, but it takes your entire turn. I've played over 1000 games with that card. I'm sure 20 or so had me tree of life, then die the next turn because the opponent had two turns to play big stuff (often incapable of being cleared) without retribution. There's gotta be some sort of payoff to having a defensive card. Healing for (potentially) a lot on a decent budget is one way of going about it.
"Info about opponent's deck" is of great value? Not really. These days, the meta is so stale, I know what the deck is from the first creature played. Mechwarper? Mech mage. Leper Gnome? Face hunter, Oil Rogue. Armorsmith's likely a patron warrior. Information about 1 card of a deck of 30 isn't worth 5 mana. I wouldn't pay half a mana crystal for it, in fact.
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Azk29 posted a message on Healing WavePosted in: Healing WaveA face hunter player expecting sympathy. We have seen it all
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Wife raised an eyebrow at the audible laugh I made reading this. Thanks!
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Maybe if it said "no beasts" you could synergize with all the new cards and mechanics that can (hopefully) reliably recruit beasts out of your deck to help make this a new assist with a late game/control win condition, while still being viable in non-beast decks too, but as is, it's just terrible.
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Synergy with Lesser Onyx Spellstone, being a deathrattle card itself, for more control throughout the match. Could make a great deathrattle package to round it out, perhaps.
I mean, rocking a 1 mana 1/3 weapon? Seems Valeera is the real N'Zoth's First Mate.
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I can agree with playing a mode for fun, which is the point of games, but adding the most minor of rewards to the mode, like to complete quests or earn 10g here and there, like some have stated, would help bridge the community of those who like PvE content and those who are competitive.
A problem with no reward is that a full run takes a fair amount of time. Time that spent in competitive matches can earn gold, which helps you stay that much more competitive and involved in the competitive community. With even a very incremental reward, new players, F2P players and PvE players can slowly build towards feeling comfortable diving into an online community that is getting more and more brutal and punishing with every expansion. More players means more money, and competitive players would likely skip the mode after a while anyway, progressing faster on PvP, so they aren't missing anything.
My long winded way of saying I don't see the harm in a small, incremental reward, anyway.
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Perfect minion for the recruit mechanic.
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The problem I have is that the severe RNG attached to the hope that this will pay off is too much RNG, even for Shaman. 8 mana can do a ton of work when you have deliberate and diverse weapons and spells, which shaman isn't lacking. May be fun as a hail-Mary in a (very) wild Reno deck where you're not aiming for a win-con, and just looking for randomized chaos to net a victory with other fun but underperforming cards.
Will make for a good Twitch or YouTube clip eventually, if nothing else, I guess.
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I like the idea of unleashing big baddies, and the meme could be fun, but I never got to see proper use of Blood of The Ancient One, so my hopes remain tempered for this, too.