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    posted a message on The Witchwood release time

     

    Quote from tuSavvy >>

     5 more hours... god dammit!

    I mean Yogg dammit!

     
     7..
    Posted in: General Discussion
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    posted a message on OLD Play A Friend! 5.0

    Battletag:  Balerion#2494

    Region:  EU

    Trade Only:  Yes, you go first.

    done

    Posted in: Players and Teams Discussion
  • 0

    posted a message on OLD Play A Friend! 5.0

    Battletag: Balerion#2494

    Region: EU

    Trade Only: Yes, you go first.

    done

    Posted in: Players and Teams Discussion
  • 0

    posted a message on How to save Hearthstone

    the biggest problem right now is the snowbally meta. if you dont have 1-2 10 drops or equivalent by turn 5 youve lost. flamewreathed faceless would be laughably weak in the current meta. With cobolds and catacombs blizzard has pretty much dismanteled the mana curve, it no longer holds any meaning, why play a 10 mana card, when you can get it on a reasonably statted minions battlecry for 5? it makes no sense. These decks arent hard to play if youre f2p either, paladin and rogue has some very good and cheap decks, that just steamrolls into insanity. I see alot of people complain about raza priest, imo its the only bearable deck out there, at least you havent won or lost by the mulligan.

    Posted in: General Discussion
  • 0

    posted a message on OLD Play A Friend! 5.0

    done

    Posted in: Players and Teams Discussion
  • 0

    posted a message on Game Balance
    Quote from TanookiJack >>
    Quote from PHM1 >>
    Quote from TanookiJack >>

    Apart from playing against OTK builds that you can't tech against unless you put cards in your deck that make you lose to everything else, the meta is better now than it has been in a long time.

    At least there's no tunnel trogg.

     no tunnel trogg..... in stead we have patches, corridor creeper, scalebane, bone mare, spiteful summoner. all of which are ten times worse than tunnel trogg, and every deck runs 10 of them. The meta is way worse than its ever been, mana cost no longer have any meaning, everything can happen at just about every single turn. 
    wouldn't be surprised if they released a 1 mana 0/1 common, at the end of turn  recruit a 10 drop , in the next expansion...
     This is obviously my personal opinion, but if your opponent has 5 mana and plays a very strong card (scalebane) when you have drawn almost 1/3 of your deck by that turn, you should have something in similar power level to play in response. I am much more opposed to cards like tunnel trogg / mana wyrm where the card is very strong, and often requires removal that costs more than the card does at the very beginning of the game.
    Making the strong cards of the recent expansions non-legendary is OK by me because I like to know that people who can't spend tons of money on this game can feel included and competitive. Ranked tryhards will run tierlist decks anyway no matter what color the gem is on the card so might as well make it cheap and accessible.
    This illusion that people will stop resorting to the lamest, fastest, least interactive decks to win once the "OP" cards are pulled needs to stop. People are lame and petty. Free stuff is on the line as well as the illusion of grandeur that comes with legend rank. As long as ranked provides something for achieving it, people will optimize that road to success to shorten it until it is all but meaningless. Hearthstone needs its ranking system to involve more than picking the netdeck you slotted in from hot off the interwebs and pressing the battle button. The way I see it you can do one of the following:
    1. Design the cards so that the best decks are the hardest to make and use
    2. Allow players a limited amount of ability in choosing their opponent in ranked (bannable archetypes???)
    3. Make tech cards for a wider variety of enemies that are more playable or more versatile.
    4. Build tech effects into cards that also build win conditions (rather than just give an arbitrary stat boost to an otherwise vanilla body).
    5. Allow players to "sideboard" a certain number of cards once they meet their opponent during the mulligan phase.
    If scalebane was the only card that existed, as for tunnel trogg, it would be fairly fine, as removing one single minion has never been the problem. the problem is removing the landslide of OP minions, each of which, from 1 mana to 10 mana is a win condition on their own. You basically have to play the same or very similar deck to compete, or hope they draw shit cards. if you play a control deck, you would normally start turning stuff around by turn 4-5. but thats no longer possible, if you clear the board at turn 5, they have corridor creeper and scalebane, boom, 13 damage on board, another board clear, surely this will be it? nah, spiteful summoner 14 mana for the cost of 6 mana is coming up next turn. remove the 10 drop? sorry the 4/4 instantly becomes a 8/8 and your opponent plays a 5/5 on the next turn. The reason im annoyed these cards are common/rare/epic is the fact that you can run 2 of them in your deck, and the fact that theyre on the power level of 8-10 cost legendary minions. When everything that touch the board after turn 5 is either straight up 10 drops, or buff other minions in a way that makes them as good as an 8 drop, the game is broken imo. Every deck starts snowballing into insanity by turn 5, 
    tunnel trogg and the 4 mana 7/7 was pretty annoying, but you could easily do 3 damage to tunnel trogg by turn 2 and have a removal by turn 4-5. 
    the way to fix this is to reduce the power level to be reasonable again. make the cards that win the game on their own cost 8-10 mana again, and make them legendary. give the mana curve some actual meaning, dont let players play a 4/4 and a 10 drop on turn 6. 
    Posted in: General Discussion
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    posted a message on Game Balance
    Quote from TanookiJack >>

    Apart from playing against OTK builds that you can't tech against unless you put cards in your deck that make you lose to everything else, the meta is better now than it has been in a long time.

    At least there's no tunnel trogg.

     no tunnel trogg..... in stead we have patches, corridor creeper, scalebane, bone mare, spiteful summoner. all of which are ten times worse than tunnel trogg, and every deck runs 10 of them. The meta is way worse than its ever been, mana cost no longer have any meaning, everything can happen at just about every single turn. 
    wouldn't be surprised if they released a 1 mana 0/1 common, at the end of turn  recruit a 10 drop , in the next expansion...
    Posted in: General Discussion
  • 1

    posted a message on How do we solve the aggro problem?

    wouldn't blame it on aggro. The problem is that 10 mana minions/spells now cost 5-6 mana. and 5 mana minions cost 0 mana, and all the other cards buff your "regular" cheap minions into becoming 5-10 mana minions. This leaves the game with no interactions, no tactical play, its just about getting those insanely OP cards before your opponent. This obviously leaves the old school control deck at a huge disadvantage, as they want to play 10 mana minions for 10 mana, but its not aggro it self thats the problem, its the fact that blizzard decided to say fuck all to the mana curve, and just shit all over it.

     

     

    Posted in: General Discussion
  • 0

    posted a message on New Neutral Legendary - The Darkness

    just found a pretty weird, and horrible interaction with regards to evolve shamans. you can evolve into this card, dormant, but you cant actually evolve out of it. 

    Posted in: Card Discussion
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    posted a message on Hold my beer, Azari!

    tried it twice. won the first one, shaman with 0 cards in hand decided to trade back. was hilarious. second time i played a paladin, he chose to not switch back, and killed me. 

    Posted in: Hold my beer, Azari!
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    posted a message on New Neutral Legendary - The Darkness

    i assume it wont work with druids recruit mechanic, hehe.

    Posted in: Card Discussion
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    posted a message on New Warrior Weapon - Woecleaver
    Quote from DivineImpalerX >>
    Quote from Thomasvicfelix >>
    Quote from tictactucroc >>
    Quote from Thomasvicfelix >>
    Quote from hillandder >>

    Are you guys are crazy? Really bad comments about the best card warrior get.

    Ysera, Lich King, Grom, Y'Shaarj, the new legendary, etc...

    All are good for 8 manas and if the weapon is not removed in next turn the value go for the roof.

    Unlike other classes warrior can tutor weapons, it is almost sure you will have this card in hand in turn 8.

    Of course this is for CW and CW is dead with Jade Druid and Priest but after rotation CW will revive very strong.

    You play CW so you know, the problem is we need early game minion, especially after the dead of waraxe. I cant see any warrior deck with just 8 mana minion survive until turn 8. It is hard enough now lolz. 
     LOL. It's not hard for Warrior to get to turn 8.
     With no waraxe and no early minion? Good luck. If you can do that every game, ppl dont have to cry for 2 month and some even quit the game because the axe just go up 1 mana lolz
     LOL CW never needed early minions and he got a new 2 mana weapon just use your brain for more than 1 shitpost :D Just start using Iron Hide than you get a turn 2 5/2 weapon or a deal 5 damage aoe at 4 (or even higher).
     you havent read the card text of the weapon your referring to. if you play irohide on turn 1, you gain 5 armor, the enemy is likely to deal 2 damage to your face, giving you a 3 attack weapon on turn 2, into a 0 attack weapon on turn 3. if you then go into shield block you'll gain 5 attack on the last swing. which is basically a 3 card, 3 turn combo to kill 2 early game minions. compared to fiery war axe that did the same with 1 card and 2 mana, its a really shitty card, and you wont play it as an early game weapon, the new 3 mana fiery war axe is better than that.
    Posted in: Card Discussion
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    posted a message on New Warrior Weapon - Woecleaver

    wtf blizzard! this is so fucking bad! i was seriously hoping you would give warrior a way to armor up with their legendary weapon, but in stead you give us this shit. Not only is it sure to be removed by the ooze everyone runs, your very likely to be forced to attack big minions, dealing huge damage to your self if you even survive for that long, which due to the lack of early game weapons, due to the fiery war axe nerf, are non existent. Control warrior will never happen again, ffs!

    Posted in: Card Discussion
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    posted a message on OLD Play A Friend! 5.0

    battletag: balerion#2494

    region: EU

    Trade only? yes, il show you mine, then you go first ;)

     

    DONE

    Posted in: Players and Teams Discussion
  • 2

    posted a message on New Warrior Weapon - Bladed Gauntlet
    Quote from Otafrear >>

    I see some people say this is a bad weapon because it gets worse as you use it (your armor will be reduced after attacking a minion with an attack greater than 0), but what is your point? Your health is a resource, and in a Control Warrior deck, you can afford to lose out on a little armor to kill off a minion threat on the opponent's board.

    when you can afford to loose armor as a control warrior you've already won...
    Posted in: Card Discussion
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