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    posted a message on Kazakusan nerf unhealthy for Hearthstone

    LMAOOOO this is the content I come to this forum for, made me laugh so much. Noob druid tears always taste the saltest nomnom.

    The problem with Kazakusan (post first nerf, locusts was just OP) is that no other class could play it nearly as fast or consistently as Druid. Being the ultimate control wincon available in standard, that meant no other class could ever hope to succeed against it if the game goes late, except combo (which doesnt exist rn).

    THE RECENT NERF CHANGES EVERYTHING.

    Now Paladin, Warrior and Priest are far better Kazakusan classes cuz they have great dragon support while Druid has none, meaning DRUID NO LONGER HOLDS THE MONOPOLY OVER THE LATE GAME. They can still play Kaz, but it wont be active as fast as in the classes I mentioned.

    This is the smartest nerf I've seen from Team 5 in YEARS. Very well done on their part honestly.

    Posted in: Card Discussion
  • 0

    posted a message on Potential Sunken City Nerfs

    @ShadowAldrius I will just leave my response here, the thread was getting too long.

    Mech Paladin is a one-trick-pony tribal deck. Doesnt matter if they have good refill, all it does is pray their board survives a turn so they can play bubble bot, if it doesnt, esc concede.

    Decks with simple play patterns and low skill ceiling like this rarely succeed once the meta gets more refined, so they're fine. Hell, it even failed at becoming a druid counter, a matchup that was supposed to be great in theory! 

    So how do you get rid of mech pallys opression? Getting out of silver/gold ranks does the trick :)

    Posted in: General Discussion
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    posted a message on Potential Sunken City Nerfs
    Quote from ShadowAldrius >>
    Quote from OoZuNoO >>
    Quote from ShadowAldrius >>

     Half of these nerfs are targetting decks that need no nerf (mech pally? Really?)

    Mech pally is broken as hell. It's way better than mech mage. Radar drawing 3-4 cards on average for 2 mana is ridiculous. Leviathan wins games on it's own in tempo match-ups. How does somebody catch up to someone who puts 8 mana of stats in minions on the board and does 8 damage to the enemy while developing their hand? Bubble Bot is also insane with buffed paladin minions.

    The druid nerfs completely take the edge off of a deck that is way too efficient. Aquatic Form and Moonlit Guidance have no business being as cheap as they are. They're actually balanced at 1 mana and 3 mana respectively.

    Swordfish as a 3 mana 4/3 is crazy too. It's not as big an issue as other things are, but it's not really great either.

    Like literally everyone acts like 1 mana nerfs to make things a little less high roll-y and maybe bring the power creep down a bit will kill the game somehow?

     Mech Pally has two clear weaknesses, which is relying on the board for everything and no early comeback mechanics. You clear their board early and they are very far behind. Bubble bot doubles down on this weakness, cant play it if their board is weak/cleared.

    Decks that are strong but have clear weaknesses are fine. Nerfs are only needed for decks with no weaknesses (ramp druid), or that harm the overall ladder experience (switcheroo BS and pirate warrior destroying lower ranks).

    1 mana increase can be the whole reason a card is playable or not, countless examples of this happened throughout HS history. If you slow everything down by 1 mana, whatever is not as punished by this nerf will just take over the game and nothing else will be good enough to challenge it. 

     Paladin being board-based is offset by how crazy the boards it puts out are, and the card draw lets them refill repeatedly. Leviathan also offsets the weakness you're talking about. Paladin can completely turn the game back around with Leviathan. Which it also can tutor for (though that'll get more difficult with each expansion I guess). Like sure, Bubble Bot needs a board, but if they have a board it protects it. Meaning they're no longer vulnerable to it. Bubble Bot also has a lot of stats for a board-wide effect card.

    Like the fact that Mech Paladin loses sometimes to control decks that clear it at the right time doesn't make it less broken in other match-ups.

    And yes, it makes decks weaker, but that's the point. There's no reason that Druid needs better cantrip and card draw effects than every other class. They reduced the power of card draw in *every* other class -- except Druid. Druid has 5 or 6 viable card draw cards and a lot of them are extremely cheap. That's where they should hit druid, at least initially. Aquatic Form, Moonlit Guidance and Jerry-Rigged Carpenter. Like why is Aquatic Form 0 mana? The Rogue card is 1 mana, Tracking is 1 mana. Why is Aquatic Form 0?

    Then if Druid is still a problem -- hit Guff for 1 mana. Then if it's STILL a problem, hit it's recovery, because Druid historically used to have the weakness that it could ramp ahead, but was vulnerable if the opponent played for board, but now it can just immediately catch up and get ahead with extra mana.

    Seafloor Gateway just enables really degenerate swing turns. 3 mana for draw a card and a potentially full hand discount is a little too cheap.

     None of that is enough to nerf Mech Paladin. Again, I will repeat: decks that are strong but have weaknesses are fine.

    If the deck is strong against what you're playing but loses hard to other strategies, sry but it sounds like a you problem.

    Ramp Druid deserves a nerf cuz theres no clear weakness in their strategy to exploit. Earthen Scales/Scales of Onyxia counters aggro, priestess + giants + ivus counters combo and Kazakuzan counters control, not to mention they have the tutor/card draw to make it all happen every game, the deck is foolproof.

    If Ramp Druid was weak to at least one other strategy itd be fine, but since its weakest matchup is the mirror, a nerf bat is the only option. A VERY different situation than mech paladin/mage.

    Posted in: General Discussion
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    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place! V2

    Its poetic that the only deck capable of farming both pirate warrior and ramp druid is naga DH, the one deck that has ZERO LATE GAME WHATSOEVER.

    Why have late game cards when you know you're gonna lose if the game lasts more than 7 turns?? LMAOOOOOOOO

    Raid the Docks and Kazakuzan have doomed standard, Genn/Baku style. 

    Posted in: General Discussion
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    posted a message on Shaman are dead in the water

    Kinda sad that team 5 decided to include Starfish in the same set Druid started making big boards, Snowfall Guardian would have been the perfect counter otherwise.

    That deck is truly unbeatable at this point, balance patch waiting room here we go.

    Posted in: Standard Format
  • 0

    posted a message on Shaman are dead in the water

    The only dead classes are warlock and priest, shaman is alive and kicking. 

    Posted in: Standard Format
  • 0

    posted a message on Potential Sunken City Nerfs
    Quote from ShadowAldrius >>

     Half of these nerfs are targetting decks that need no nerf (mech pally? Really?)

    Mech pally is broken as hell. It's way better than mech mage. Radar drawing 3-4 cards on average for 2 mana is ridiculous. Leviathan wins games on it's own in tempo match-ups. How does somebody catch up to someone who puts 8 mana of stats in minions on the board and does 8 damage to the enemy while developing their hand? Bubble Bot is also insane with buffed paladin minions.

    The druid nerfs completely take the edge off of a deck that is way too efficient. Aquatic Form and Moonlit Guidance have no business being as cheap as they are. They're actually balanced at 1 mana and 3 mana respectively.

    Swordfish as a 3 mana 4/3 is crazy too. It's not as big an issue as other things are, but it's not really great either.

    Like literally everyone acts like 1 mana nerfs to make things a little less high roll-y and maybe bring the power creep down a bit will kill the game somehow?

     Mech Pally has two clear weaknesses, which is relying on the board for everything and no early comeback mechanics. You clear their board early and they are very far behind. Bubble bot doubles down on this weakness, cant play it if their board is weak/cleared.

    Decks that are strong but have clear weaknesses are fine. Nerfs are only needed for decks with no weaknesses (ramp druid), or that harm the overall ladder experience (switcheroo BS and pirate warrior destroying lower ranks).

    1 mana increase can be the whole reason a card is playable or not, countless examples of this happened throughout HS history. If you slow everything down by 1 mana, whatever is not as punished by this nerf will just take over the game and nothing else will be good enough to challenge it. 

    Posted in: General Discussion
  • 1

    posted a message on Potential Sunken City Nerfs
    Quote from ShadowAldrius >>

    Druid:

    Aquatic Form to 1 mana 
    Jerry-Rigged Carpenter to 3 mana 2/2

    Moonlit Guidance to 3 mana

    Guff to 6 mana

    Oracle of Elune limited to the first minion summoned each turn.

    Earthen Scales to 2 mana.

    Priest:

    Switcheroo to swap only the health of both minions.

    Warrior

    Defias Cannoneer to 4 mana

    Juggernaut can only summon minions and weapons that cost (5) or less.

    Warrior Quest to 3/3/3 pirates.

    Hunter

    Net only counts as one spell for quest. Not two. Hunter quest probably could be 2/2/4 too. It's a little fast for the meta.

    Mage

    Sea Gateway to 4 mana

    Gaia only hits minions

    Paladin

    Radar to 4 mana
    Bubble Bot to 5 mana 3/3
    Leviathan to 8 mana

    Rogue

    Swordfish to only gain 1 attack.

    Neutral

    Kazakusan requires you to have a dragon in your hand in order to use his effect.

    I think these are pretty fair. Druid sounds like a lot, but I think Druid can take a lot. I dunno what to hit in Demon Hunter.

     Half of these nerfs are targetting decks that need no nerf (mech pally? Really?), what is your reasoning, if any deck does something strong = nerf it? Very confusing.

    Only agree with Earthen Scales, Switcheroo and Cannoneer getting a hit, everything else should be fine. 

    I think what the game needs more is buffs. Warlock and Priest are in a very miserable state, they simply cant do anything better than anyone, and I dont think nerfing the other classes will change that.

    Posted in: General Discussion
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    posted a message on Potential Sunken City Nerfs

    Earthen Scales and Switcheroo are getting deleted next patch, guaranteed.

    Its pretty much impossible to smorc down a ramp druid w/o perfect draws nowadays, that is unacceptable. Earthen Scales should never have been added to standard, period.

    Switcheroo will die cuz of the dumb rush murloc/deathwing combo, which is a shame.. rly liked the card, but its too easy to abuse in its current state. 

    Posted in: General Discussion
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    posted a message on The Druid Problem: An Analysis

    TL;DR: Ramp druid has no weaknesses. All the problems that plagued the archetype since its inception (not finding ramp early, board removal etc) have been covered up so the class is now OP.

    What I dont understand is, why does Team 5 keep covering up class weaknesses? Everytime this happens the ladder experience goes to shit, and it happens WAY too often to be a coincidence. It seems DELIBERATE.

    Does making classes broken OP make people spend more in the shop? Or are they just rly imcompetent at testing their own game? 

    Posted in: General Discussion
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    posted a message on Best and Worst Class Set?
    Quote from Shipmen >>

    I don't know what game you are playing. 

    Anyway, I still remember your predictions always fail (also in the previous meta), so you don't seem like the right person. Mech mage is good and I missed it. We will see. 

    If you don't like HS replay data, next time you can provide your data, so we can estimate people's predictions with Oozu's data. And, in this way, we will see in what world Lady Preston is played (like your previous forecast) 

    https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/252590-onyxias-lair-meta-predictions

     

     LMAO right, you're that doomsayer with issues I argued with last set, didnt realize cuz you changed pics.

    You said the game was dying and somehow we're still here so.. dont think you're qualified to make fun of other ppls predictions.

    Also HS Replay free data only rly shows which classes and decks are popular, they cant tell us which are the best, specially on day 1 of the expansion with everyone playing unoptimized stuff. But of course you knew that right? Since you're never wrong apparently.

    Posted in: General Discussion
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    posted a message on What a surprise

    Pirate warrior potential ceiling is very low, decks pretty much figured out already while many others are far from refined and show way more promise.

    Have had zero problems with pirate warrior so far, even when playing control. Very easy to predict and counter.

     

    Posted in: Card Discussion
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    posted a message on What Decks did you try in SC?

    Having a lot of success with Tempo Pirate Rogue, went on a 10-3 streak yesterday with my list to rank 5 and plan to get legend with it later:

    VttSC Tempo Pirate Rogue
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    Minion (16) Ability (12) Weapon (2)
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    Pirate Rogue ended up much harder to figure out than other decks, but I believe it is the strongest tempo deck out there! Some important notes:

    Shadowstep is bait here. This is the most shocking realization I had, a huge reason why ppl are having a hard time with the archetype. Most of the pirates in the deck have static effects, not enough battlecries/combos to abuse it.

    Azsharan Vessel is a sleeper. Preparation + Vessel + Gone Fishing puts 12/12 stats WITH STEALTH on board on turn 4 or 3 with coin, only slow mage/priest/warlock can answer this play. 99% of the time the stealthed pirates survive, Southsea Captain comes down the next turn and the opponent just concedes, this happened A LOT. If w/o the combo just prep + vessel is a lot of value and stealthed pirates in the midgame put a lot of pressure. 

    Crabatoa is king. The King of all Tempo Kings. Love this card so much.

    Posted in: General Discussion
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    posted a message on Best and Worst Class Set?
    Quote from Shipmen >>

    It is not trash but it is not even op. 

    Anyway. I am very happy. My forecast was very accurate. At least for now. 

    Quote from Shipmen >>

    My forecast is that it will be a meta for quest hunter, mech pala and maybe quest warrior. Hunter because the quest is strong. Pala because minions with divine shield are strong and they counter hunter's quest. Quest warrior because there are still pirates. 

    And it will be a very aggro meta.

    Source: https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/252983-which-class-will-be-the-new-stone-of-the-game

     Theres nothing OP, no deck is truly dominating so far. Funny, Ive seen barely any hunters and the ones ive seen played janky crap. Quest hunter might be fine, but its certainly not popular. Very few mech paladins too, mech mage is way more popular at least on ranks 5-1.

    Basing predictions on HS Replays free ratings isnt exactly what id call "accurate"..  

     

    Posted in: General Discussion
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    posted a message on What decks do you think will be the best?

    Quest Warrior, not even a debate here. They gave it WAY too many good cheap pirates this set, Rokara is coming down on turn 6/7 every game guaranteed. Not to mention their colossal beast has a 42% chance to give them 1 mana Mr. Smite LMFAO, the BS levels on that deck are through the roof. 

     

    Posted in: General Discussion
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