People have been saying "you know cards X Y and Z are rotating in just (number) months right?" for the past like 4 months. A month is a long time. It's fine to complain about them because that is what we are dealing with right now. This attitude that is shared by the developers is why so amny people are frustrated with the game. They know it's a problem right now but they have to be dragged kicking and screaming to do anything about it before the next expansion at the earliest.
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ababyduck posted a message on Let's talk about Tempo/Secret/Burn MagePosted in: Mage -
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OneTrickPony posted a message on New Mage Minion - Vex CrowPosted in: Card DiscussionThe End Is Coming!
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Hadronox posted a message on (RASTAKHANS RUMBLE) FROG SHAMANPosted in: (RASTAKHANS RUMBLE) FROG SHAMANHi! unfortunately Huge Toad is a little too expensive for me... Is there a budget option available?
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Quickman_X posted a message on (RASTAKHANS RUMBLE) FROG SHAMANPosted in: (RASTAKHANS RUMBLE) FROG SHAMANGreat, that's all we need. More of this RFG pay-to-frog fs.
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KennyThePenny posted a message on (RASTAKHANS RUMBLE) FROG SHAMANPosted in: (RASTAKHANS RUMBLE) FROG SHAMANI think this deck would be much more viable in wild, as you can fit in Huge Toad. Seems pretty strong though, definitely crafting this deck day 1.
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Foshizzel17 posted a message on New Shaman Hero Card - Hagatha The WitchPosted in: Card DiscussionMurmuring Elemental on turn 10 is a great board clear
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Spinx posted a message on (RASTAKHANS RUMBLE) FROG SHAMANPosted in: (RASTAKHANS RUMBLE) FROG SHAMANIt is so perfectly balanced. I have about 200% winrate with this deck. How did you achieve this level of brokenness?
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Trollbert posted a message on Are High Roll Decks Healthy for Hearthstone?Posted in: General DiscussionSo I'll throw out a few decks here as examples;
Big Priest
Naga Giants
Barnes Spell Hunter
The biggest things these decks have in common is a tremendous part of their win % depends on if they get the right cards in the opening hand. Obviously as a card game RNG should be an element into your win rate, but these decks win rate swings tremendously if you get the right card or two in before the right turn. If they get it, they are oppressive and almost impossible to beat, if they don't get it they are a cake walk.
Now none of these decks have tier 0 or tier 1 win rates, but the big issue is are they fun to play against? For example, if I am playing against Big Priest, I don't feel accomplished over running them on turn 6 because they didn't draw Barnes. On the other end of that I don't feel too good about losing a game where Barnes pulls Y'sharrj on turn 3 who draws the 10/10 Y'sharrj and I really never had an opportunity to win or interact against the deck in any significant way?
So how do you feel about the 'high roll' play style? -
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Danteh posted a message on Wild is in a really bad place right now - these are the reasons whyPosted in: Wild FormatHi, I know that there are more threads about this subject and until now I had never posted here, but as a long time Wild and regular Legend player, and because I care a lot about this format, I must state again the obvious: we are in a bad place, more than anything I can remember, and I'm afraid about the future and the health of the format.
This is basically a cry for help to Blizzard, my hope is that they don't wait a year or more to act like they usually do if they understand how serious the problems are right now in Wild's meta. I'll explain what I thing are the biggest issues, most of them you already know and are pretty obvious, but still.
Naga Sea Witch: everybody says it, everybody knows it, everybody (mostly) agrees on it Nagalock is probably the most unhealthy and damaging deck to ever have emerged in Wild. I'm not saying this because it is powerful. It is, but it's not Tier 0. I can be beat with an aggressive start or if they stumble (the deck, if it loses, it's sometimes to itself due to having both Naga Witches near the bottom of the deck).
It is mainly because of the way the deck works and how it affects the opposing player.
Example: I was playing Reno Priest with the Raza-Anduin-Spawn finisher (again, I usually play non-meta decks but this one is still deceptively powerful, especially cause nobody plays it, but I'll leave that for another thread). Matchup should be pretty even, maybe even favored, I'm quite prepared for huge threats (Lightbomb, Shadow Visions, Shadow Word: Death, Shadowreaper Anduin, Kazakus potion for 5 [ideally, Poly and 5 damage] and other less-optimal AOEs) and a fair amount of healing to not die even if some Giants hit me (Reno, Priest of the Feast, Spirit Lash, etc).
Situation 1: He's on the coin, an plays turn 4 Naga + 4 giants (4 giants is uncommon, but happens). I have Lightbomb and Reno, but I literally cannot do anything not to die even with a Lightbomb and a full heal. I cannot heal myself to more than 37 damage, and Lightbomb is a Turn away. If I had been on the Coin, I probably would have won, but I was not, so I lose. Without any interaction, without any chance, the actual outcome of the game was decided by a coin flip the moment the program decided that I was first and he was second.
Hearthstone has had it's fair amount of degenerate decks, but even against Pirate warrior a match wasn't decided with the flip of a coin, without you being able to do anything or interact in any way, or without you trying to fight back at least with some of your cards.
Situation 2: He's on the coin, and plays turn 4 Naga + 3 giants: I have Lightbomb, and in this case Death too, plus Lightbomb, plus Anduin, so it was looking pretty good. After deliberating, I Death Naga (usually the correct play) and hope to avoid double Darkbomb/Hellfire (as you'll see, it wouldn't have mattered anyways). He leaves me at 6 and plays Loatheb, and on turn 6 I have again no way of winning, even with the supposed tech card (Lightbomb) in hand. I realise Loatheb is supposed to do this, but usually skill-intensive and the precise turn must be carefully considered.
Overall, as you'll see all of these matches were decided on the coin, had absolutely no interaction whatsoever (opponent just tapped, played Naga and Giants, and killed their opponent), and the worst thing of all: there was absolutely no card (in my hand) in those situations which could have prevented me going from 30 to zero health in one turn. The feeling is horrible, absolutely "feels bad", because you basically feel you had no control whatsoever of what happened in that game or any chance to fight back.
The next card may be more controversial, so I'll try to explain it thoroughly
Divine favor: first, let's get one thing out of the way: Call of Arms is the absolute degenerate card and the one that allows Paladin to have such an absurd win rate, and I agree that it should be nerfed, but since that is common knowledge, I want to bring attention to what I consider one of the most "unfair" card in the whole game.
So, Divine Favor. Before Hearthstone, I was a long-time Magic: the Gathering player. For those here who have also played, I've seen it all - the terror of Skullclamp, which almost destroyed the whole game (literally, Magic almost disappeared after that disaster, it was that serious) and the less brutal but still insane short-lived era of Treasure Cruise. Now, these two cards both do basically the same. They allow aggro decks to draw an insane amount of cards (Skullclamp gave +1/-1 and made you draw 2 cards when the creature attached to it died, costed 1 mana to equip). Even if you haven't ever played Magic, you can understand why Skullclamp is considered one of the most broken cards of all time and is banned in almost every format imaginable and restricted in Vintage (the "all goes" eternal format). Coupled with typical x/1 aggro creatures, players could literally draw around 6 cards a turn just by spending 3 mana to attach it 3 times to a X/1 token or weak creature so it died.
Control decks had literally no chance. The hallmark of control decks, having high-cost high-impact cards to win the late-game at the very real cost of getting steamrolled if you didn't draw your low-costed removal, had absolutely no meaning in the face of an opponent who could play all cheap and aggressive cards, steamroll you, but not only that, they could refill their entire hand for 3 mana and even out-value you although you were playing a deck specifically made to draw a lot of cards and have a superior endgame.
Does it sound familiar?
Divine favor makes playing control decks essentially worthless. Why should an opponent, after he has spent all of his cards trying to kill you, and after you've barely managed to AOE and clear several times, be able to draw 9 cards for 3 mana, refill the entire board, and kill you? It's just not fair, dude. You just spent a ton of turns trying to stabilize, and you actually did it (barely) on turn 10. And you have a full grip of cards, cause that's what control decks do.
Aggro had his chance. He could have killed you on turn 5-6, and he certainly does it many times, but now it's turn 10 and he has no hand, no board and no resources left.
Why, why should he refill his entire hand, play it all, and overwhelm the opponent when that opponent had the game completely controlled and had exhausted him of resources? Fortunately HS only has 1 class with this card available, but still, it's just completely unhealthy and nonsensical. It's just not how TCGs work.
Yes, Divine Favor is useless against aggro and many players even cut it in an aggro-heavy meta, but I wanna emphasize that I'm exposing Divine Favor not because of its inherent power level but because of what the card does (brutally punish any control deck in existence). It's not even on the same level of Jade Idol - yes, that card invalidates old-school ultra-value, fatigue control decks, but you can still kill Jade Idol users with game-finishing combos (such as Maly Druid or Razakus), which is what most control decks nowadays do . Divine favor punishes any deck which does not want to vomit its hand and wants to draw cards for the aforementioned reasons.
Thanks for reading my ultra long post, and I hope we have some interesting discussions about it.
Danteh
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SMcB posted a message on My modelling-based meta predictionsPosted in: Standard FormatVicious Syndicate Data Reaper #85 is out.
Big Priest from 2.63% to 2.82%. I predicted a small increase, and it happened.
Combo Priest from 6.1% to 7.63%. I predicted a medium increase, and it happened.
Control Priest from 4.34% to 3.94%. I predicted a large increase and got a small decrease instead.
Spiteful Priest from 7.54% to 7.28%. I predicted a large decrease and got a small decrease instead.
Overall Priest population increased, as predicted.
Dude Paladin from 8.49% to 8.55%. I predicted a medium increase and got a very small increase (basically no change) instead.
Murlock Paladin from 8.05% to 8.00%. I predicted a large decrease and got a very small decrease (basically no change) instead.
Overall Paladin population remained nearly constant, as predicted.
Control Warlock from 16.06% to 15.75%. I predicted a medium decrease and got a very small decrease instead.
Zoo Warlock from 2.99% to 2.98%. I predicted a large decrease and got the tiniest possible decrease (basically no change) instead.
Secret Mage from 10.99% to 11.04%. I predicted a large decrease and got a tiny increase (basically no change) instead.
Big Mage from 2.97% to 3.19%. I predicted no change and got a small increase reasonably consistent with that prediction.
Spell Hunter from 4.14% to 4.41%. I predicted a large decrease and got a small increase instead.
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If we account for players with losing winrates being less likely to want to craft new archetypes this late before a new expansion is released, the two main predictions I got wrong were Control Priest and Spell Hunter.
I still contend that Control Priest is the meta breaker for the current meta and should be played much more than it currently is, but it hasn't gotten the coverage it deserves in commentary from sites like Vicious Syndicate and Tempo Storm.
I can't understand why people are going to Spell Hunter instead of away from it.
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Could be fake, but if not, I have so many questions about Shudderwock!
1) Are they cast in chronological order?
2) How do "battlecry: discover" effects work? Do you still get to choose, or will it be selected automatically like when Grand Archivist casts Free From Amber?
3) Will it correctly pick up on Murmuring Elemental and double the following battlecry?
4) When it comes to Zola the Gorgon, will the target be completely random, or still restricted to friendly minions?
If real, this is really legit because if you play it after Hagatha, it'll even provide a board clear.
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Gah, why'd Shudderwock have to be an odd cost card?
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You have Malfurion the Pestilent in there; it's going to dilute your Witching Hour pool. And obviously you didn't include Spreading Plague for that very reason, but it's a pretty major drawback to not be able to run that. I'm not saying it won't be playable, but I don't see how this deck doesn't just get run over by aggro.
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Solid. Makes for an interesting choice as a Deathstalker Rexxar pick, too.
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Now that's how you make a meme card.
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I'll miss my sorta mill Shaman. Loved dropping Murmuring Elemental + Coldlight Oracle combos on greedy hand decks. Hopefully we get something else cool to pair with Murmuring Elemental in the next few days.
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Meh. You thought Hagatha was slow? 7 mana card that doesn't affect the board in any way. What are you even trying to draw at that point? What low cost spells are you even running that would allow you to draw before it gets removed? I doubt this ever sees play.