Back in my day we had 2 mana mech with windfury that got +2/+2 off powermace and you died by turn 5 guaranteed
you whippersnappers and your “8 damage on turn 9” problems... we had to walk up hill both ways to hearthstone
6
Back in my day we had 2 mana mech with windfury that got +2/+2 off powermace and you died by turn 5 guaranteed
you whippersnappers and your “8 damage on turn 9” problems... we had to walk up hill both ways to hearthstone
2
I have also strated playing it recently, the main win-con of the deck Neeru Fireblade feels a bit underwhelming even you manage to drop it early (before turn 10). I lost many games after dropping Neeru Fireblade because of fatigue damage and getting overwhelmed.
I managed to counter it by adding Envoy Rustwix and Educated Elekk, both cards together can give you 4-5 more turns before fatigue and can really help you close out games. I use Tamsin Roame to keep a few 0-mana spells to play with Educated Elekk after you burn your deck. This doesnt work everytime though but it managed to get my win rate up.
4
Do yourself a favor. Play Standard Face Hunter. Take out all the spells but Quick Shot and Piercing Shot. Play other good rotated spells like Kill Command and Unleash the Hounds. If you have Arcane Golem and Leeroy Jenkins also play them, then fill the remaining slots with hyper aggro early cards and go face with everything. Then never touch the brawl again. You're Welcome
2
Is there ever going to be a new update for BGS? Because this is by far the least fun I've ever had in the game.
The midrange taunt minions need to go. They are the worst thing they have ever added to the game. It's basically a Tirion Fordring Hero Power for every single player. No thinking involved. It's just stupid midrange survival build that tries to get 4th place and ruins fun for other people trying real builds but can't because they die too soon because no damage cap.
Is there ever going to be a damage cap?
Are they ever going to fix the matchmaking so you're not constantly facing the toughest people in the lobby over and over again and lose 75% of your life by 8 gold?
Devs teased us with Quillboars announcement. Then never released an update because they want players to get back into Standard and buy cards from the new set. Too bad Standard sucks. And now they're even putting their BGS players to sleep sitting on their asses for too long with 0 no content. Are they intentionally trying to kill Hearthstone or are they really this incompetent?
2
I think this deck lacked a few cycle cards and it relied to much on draw rng so I made a few changes to the deck and I think it works a bit better now.
Removed:
- Malygos the Spellweaver - I think it works better in decks with a lot of low cost spells, not in this one. It's too slow in most games.
- Groundskeeper x2 - I needed to sacrifice something for cycle cards, this seemed to be the most feasible solution so I removed both of them.
- Ras Frostwhisper - There are far too many spell removals, I didn't see Ras being as useful as I hoped it would be at first.
Added:
- Bloodmage Thalnos - Two drop, spell damage and a draw. I think these are amazing benefits from one card in this deck.
- Cagematch Custodian - Draws a weapon, early game card. Shaman doesn't have too many draw options comparing to other classes, having one custodian in the deck can really make a difference (it did for me) and there are two Rune Daggers.
- Lady Vashj - Early game, spellpower + prime that draws three spells and reduces their cost by 3. I am not sure why this card was left out of the initial deck. It works amazing. Having additional Lady Vashj cards from Primodrial Studies, makes the deck even better. And... In a way it substitutes Malygos pretty well.
- Yogg-Sarron, Master of fate - Needles to say. With a deck full of spells, this card is a must have. It's a game winner, either it changes the course of the game or it results in a opponent's concede. I did have a few games where it didn't work as well as I hoped, but hey... That's what Yogg does. Nevertheless I think it's a must have.
4
Quote from Shadowrisen >>
The title of the thread is cards you hate that aren't broken.
I'm just kidding, please don't start a new Tickatus thread!
2
I laughed at the 5/5 (Poison & Divine Shield!) Murloc.
The one below is mine. Just last night, trying to complete the Elise Achievement, having already realized I play her very badly, I came up with this absolute horrid composition with two bad minions to Taunt. Better triples/buffs weren't coming so I just tripled an Argus into Lightfang! And it carried me! All because pirate comps were putting their Elizas next to their Yo-Ho-Ogres, breaking their comps apart.
Oh yeah, I tried going for Elementals first but the game SIMPLY DIDN'T OFFER EVEN DOUBLES.
I laid down in bed in disbelief at what just happened for ten minutes.
6
Pretty much fully agree. Card draw right now is insane, even aggro never runs out of resources and gas anymore with how much card draw exists.
Mages have 0 mana draw 2, Hunter's have deal damage + draw, warlock apart from hero power has multiple draw cards, rogue can draw infinitely but then again rogue was known always for drawing faster than others so for rogue at least it makes some sense.
Card draw and card generation has gotten too good in hearthstone.
14
Apologies if this is redundant, I'm on and off with the forums but my latest run-ins with Hearthstone have led to me wonder what the community thinks. So here we go...
In short: there is simply too much card draw.
The argument for aggro is a short one. If you are a low range aggro deck you should run out of resources when you play 10 cards in 5 turns. The goal is to get in and out early, and there shouldn't be a reward in the way of card draw to empty your hand while doing mostly non-countered damage to the opponent. Cheap fast aggro used to be cornered specifically by Druid and Warlock. Druid had the ability to refill boards through token/spell means, and would buff once they suspected the counters to be exhausted. Warlock had lifetap, and that pioneered the aggro we see today. They would live in the 1-3 mana position with a few higher end 5s or so to close out the game. Was it balanced? Yeah I feel it was. You could play hard control and you did have a very positive win-rate pushing hard aggro down. Rng had its place on both sides of the field, and sometimes Warlock or Druid just got there because the cards aligned. That's Hearthstone in it's purest form: A handful of competitive classes, some hard-set counters to keep ladder fresh, and somewhat telegraphed gameplay with a HINT of random generation/mechanics so every game didn't go the same way. (not another rng thread, just an example)
Now that the game has expanded, we see combo decks that can draw 20+ cards before 10 mana. The skeleton of what combo was has shifted... imo in the wrong direction. Combo used to be pretty synonymous with control. You needed to hold the board for a VERY long time to pop off your OTK or win set-up. This on average in the Druids, Warriors, Priests, etc of the past generally took 10-15 turns. In all reasonability, fatigue control was an auto loss and aggro needed to run into the wall enough times to crack it. While those pillars haven't changed entirely, card draw has enabled the current combo decks to formulate their plan within 10 turns, if not by turn 10 at the latest in most cases. This pushes the opportunity to combat it down to very specific lines. Lines like combo disruption- which is class specific and otherwise not really present in the game- and aggro that draws better than its opponent while simultaneously drawing a good curve to close the game within 5-6 turns. Is combo broken? No. The card draw is broken. Tuning the draw back to force combo to enact its plan 3-5 turns later is what will healthily contain mage, demon hunter, and other OTK opportunities to pulling off the combo 50% of the time or less, and getting the rest of their lacking win-rate through alternative gameplans- which creates a LIVING strategy/experience.
I haven't had too many situations of control getting out of hand with card draw other than Tickatus Warlock. I feel that card specifically is a different conversation. Full fatigue control seems inexistent for now, but the game has a flow of bringing it back so we will see how the control conversation changes across the next year. I may be overlooking card draw issues in Control, but I hope some of you will point out the other culprits outside of Warlock.
Otherwise, how do you all feel? Is card draw the problem, or are the cards/classes themselves the real problem?
1
I also use trick totem for some draw it’s not too bad currently. There are a handful of bad spells but I usually get card draw, free minions, some buffs and of course free secrets!
Well, if you get to the point where playing trick totem for card draw feels "not too bad" there is definitely a problem with shaman card draw.
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2
I'd love for it to work, but it's pretty awful. Even Kibler runs a miserable win rate when he's playing it. What little you gain against face hunter gets coughed up by the 0% chance that you ever win a game against Warlock.
2
How about buffs instead? Make Mana Tide Totem a 2-drop. Put Hex back to 3 mana. Increase the Shattered Rumbler AOE to 3 damage. Bump Rockbiter Weapon to 4 attack. Let's take cards that nobody puts in their deck and make them worthwhile.
5
Windows Key + r, type "%localappdata%\Blizzard\Hearthstone",add these two lines in options.txt:
targetframerate=144
vsync=0
I don't think this is considered a hack, but you'll notice a significant difference in animation speed. This game is really poorly optimized.
10
Wait, you think generating up to 5 cards and cheating out 20+ mana is a problem? I dunno, seems pretty fair. I don't see anything wrong with clearing your opponent's entire board, destroying five of their cards, and developing 20/20+ on the board with taunts to stabilize.
Now if you told me there were a way to tutor this card so that you pretty much always had it on curve I'd start to worry.
1
Ain't gonna work. There's a serious lack of sticky minions at the moment and Spell Mage has more than enough removal to crush that gameplan.
Devolving Missiles
Not really. And keep in mind there's a very real chance you're trying to get through 46 HP with Ice Barrier off of the Ring Tosses.
You just can't develop a winning board these days unless you have a deck built specifically to do that within the first 3-4 turns, and no control deck is capable of that. And maybe that's fine; midrange should beat "do nothing". But I guess my gripe is that it overperforms against other midrange and faster minion-based decks. And I think that's a product of mana cheating and card draw.
1
All of this is true and I hate it.
8
Exactly the same.
1
Illidari Inquisitor does as well under most circumstances, though. Unless you have multiple taunts or something with divine shield or > 8 HP or attack, it gets to trade and still do its face thing. Nutty card; I just about lost it when it was printed. Thank god the rest of the new DH cards are garbage otherwise it'd be an issue.
1
Strongest deck prior to nerfs: Libram Paladin
Strongest deck last meta: Libram Paladin
Strongest deck post-nerf: take a guess
2
Bummed out by battlegrounds changes. Minor buffs to a few cards isn't going to do anything to fix the taunt/amalgadon meta. Game's going to be exactly the same as it's been for months.