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    posted a message on Wailing Caverns Mini Set - New Cards

    Kinda sad they're introducing more disruption, but the other cards are cool

    Posted in: News
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    posted a message on Nerf Refund Method For New Players, Is It Fair?

    Even if this was a problem, what would be your proposed solution?

     

    Posted in: General Discussion
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    posted a message on The problem wasnt even Barnes

    I think first we should see the effect of the nerfs before making any more judgements, but if big priest is still a problem afterward, then they should make big priest more counter-able by nerfing some of the resurrection cards to "summon the lowest cost friendly minion that died this game" that way if you really hate rez priest you can counter it with Gravelsnout Knight if you really hate it, or just play a class with transformation spells. plus it makes Barnes more of a liability

    Posted in: General Discussion
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    posted a message on Arena Changes, Solo Adventure Hints & More - Blizzard Community Q&A

    Juicy Psychmelon just made drawing the combo more consistent, so of course it wasn't the problem card, while Mountain Giant and Sea Giant were never even thought to put into a mage deck until Conjurer's Calling released

    Posted in: News
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    posted a message on Nerf Warrior suggestions?
    Quote from james2c19v >>

    @Python_product I agree with your drift on the heroes. Now that the new Druid quest actually produces a passive hero power, I think there's an opportunity here to bring some consistency to the game: A hero card should have a passive or an active hero power, but not both. Frost Lich Jaina and Dr. Boom Mad Genius effectively have two hero powers (all your elementals have lifesteal + create a water elemental; all your mechs have rush + random good stuff).

    I realize that technically these have "for the rest of the game" battlecries, but I think they really ought to revise this mechanic. In MTG they at least started giving players "emblems" so that something permanent remained that was tied to these permanent static effects. In the case of these hero cards, it'd be easy to change FLJ's one-time battlecry and icy touch to "summon a water elemental with lifesteal" and DBMG's microsquad to "summon 3 1/1 mechs with rush" while removing the permanent battlecry effects (which flavor-wise act as passive hero powers).

    I know the odds of them nerfing a wild card like FLJ seem slim, but the hero power consistency issue might be a good enough rationale for them. If they can work up the nerve to do it, then it might be warranted to nerf down other aspects of other hero cards to date in order to balance the power level, particularly Rexxar and Gul'dan like you mentioned.

     

     I think you kinda misinterpreted me, i mentioned cards like Frost Lich Jaina because i think they are too powerful. In theory a hero card could be perfectly balanced with both a passive and active hero power, like for example if  Frost Lich Jaina gave all elementals taunt instead of lifesteal it would be perfectly balanced (probably not very good really)

    Posted in: General Discussion
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    posted a message on They should not nerf Control warrior because...
    Quote from DjZoNe >>

    They should. Period.

     Wow what a great argument

    Posted in: Standard Format
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    posted a message on Nerf Warrior suggestions?

    There seems to be a lot of salty people in this thread calling for drastic nerfs, it especially irks me when people in this thread call for nerfs to classic and basic warrior cards like Shield Slam

    Personally i like metas where the top deck kinda lets you do what you want. Control warrior doesn't transform your units, mess with your hand or deck, steal your units, or even really pressure you until the lategame. So if there has to be a top deck, control warrior would be one of the best for the meta

    However, i don't think there has to be a top deck, i think if balanced right all classes could have a tier 1 deck. So here would be my measured nerfs to mech control warrior. (and still allow for dragon control warrior)

    1. Omega Assembly - nerf to 2 mana. One of the main problems about control warrior is that they have cards that give them tons of value against control decks, while not being all that bad against aggro. This change makes Omega Assembly into a liability against aggro decks
    2. Omega Devastator - nerf to deal 6 damage. I've seen some crazy people talking about nerfing this card to as high as 8 mana. the only time this is a good card is when the condition is met, Chillwind Yeti hasn't been playable for a long time. so it makes no sense to nerf its mana. With Omega Devastator only dealing 6 damage it no longer deals with giants.
    3. Dr. Boom, Mad Genius - The problem with this card is that it provides so much value against other control decks, that it makes other control decks that would normally outvalue warrior fail to outvalue warrior.  So i'd change its discover a mech hero power into Discover a mech that costs 3 or less.

    With these nerfs warrior would have to run greedier cards in order to combat other control decks which in turn would make warrior worse versus aggro.

    To adress the people who were saying Dr. Boom, Mad Genius was a card to compensate warrior for there terrible death knight Scourgelord Garrosh, i totally agree. The other death knights were so game warping that it made warrior's DK seem obsolete. TBH i think that many of the death knights should be nerfed a little

    Bloodreaver Gul'dan: "Battlecry: summon the two highest cost demons that died this game" (can include enemy demons)

    Frost Lich Jaina: only gives Water Elementals lifesteal

    Posted in: General Discussion
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    posted a message on What Buffs do you want to see?
    Quote from KairosFPS >>

    Supreme Archaeology: Draw 15 cards (instead of 20). If you're not fortunate enough to find Plot Twist, drawing 20 cards takes a really long time. This buff would mean you're not completely relying on Plot Twist to achieve the quest in a relatively quick manor.

    Flame Ward: When a minion attack your hero (instead of After). Very similar to Explosive Trap, however, this one doesn't protect your hero. Buffing this would prevent your opponent from dealing a little extra damage to you.

    Hack the System: Attack 4 times with your hero (instead of 5). The quest isn't good enough, so Warriors just decided to stick with their Control deck instead. If Blizzard is not going to nerf something from Control Warrior, at least give them a reason to try a new deck.

    Psychopomp: Discover a friendly minion that died this game. Summon it with Reborn. (instead of Summon a random friendly minion). This card has the potential to be amazing for Priest, but you can't control what you summon. Allowing you to Discover what you bring back could be the extra push that Quest Priest needs to become a Tier 1 deck.

     I like all these suggestions except Psychopomp, because Eternal Servitude sees quite a lot of play in wild. The only disadvantage to your suggestion of Psychopomp over Eternal Servitude is that it puts a bad card in your rez pool. Mainly i think your suggestion is undercosted, if it cost like 5 mana i'd totally be on board.

    Posted in: Card Discussion
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    posted a message on What Buffs do you want to see?
    Quote from mistermath314 >>

    I'll put my two cents in on this matter, I guess.

    My nominee for this list is Dr. Boom's Scheme. I feel like this doesn't need explaining on why. Probably should be moved to two mana.

    Now, I'd like to do some criticism on your suggestions for buffs:

    Meteorologist cool idea, but isn't an effect we've ever seen before. That change would probably have to come with changes to many other cards so that this isn't just a singleton.

    Guardian of Kings Yeah, I guess. However, you'd lose some flavor with Holy Light, since the mana cost for a 5/6 is about 5. 5 + 2 = 7, which is why Guardian of Kings costs 7.

    Holy Nova Nooooo. This suggestion power creeps Consecration, a card which often sees play. 5 mana is a reasonable cost to for Holy Nova.

    Sprint Power creep Nourish. You're never going to choose +2 mana with Nourish anyway in this meta.

    Lightning Storm Sees play, doesn't need buffs. RNG is a fine mechanic and is very prominent in shaman, so it fits flavor-wise.

    Dread Infernal Buffing it to 2 damage makes the effect wayyy to close to Hellfire. Too strong.

    Vicious Scraphound This card doesn't need buffs either. It's good enough already, and was played to some extent with Zilliax+Sweeping Strikes to heal for 15 and gain 15 armor in a single attack.

     

     

     Dr. Boom's Scheme - I totally agree on this buff to two mana

    Meteorologist - Fair critique, if that's the case, then making it only able to target minions would be fine.

    Guardian of Kings - i don't really pay attention to flavor, so i'm not exactly sure what point you're making. What i know is that Holy Light and Guardian of Kings are waaay to weak to see play in a class that's supposed to have good healing

    Holy Nova - While true that the buff would make it powercreep ConsecrationConsecration is in a class that literally has no other board clears, while Holy Nova is in a class with lots of good board clears.

    And about power creeping other classes in general, every class is supposed to be better at certain things than every other class, that's what makes a class unique and fun to play ideally.

    6 mana Sprint would not power creep Nourish because Nourish can ramp, the reason most druids in this meta don't is because there are no longer any worthwhile 9 or  10 mana cost cards to ramp to like Ultimate Infestation

    Lightning Storm - I kinda agree that it doesn't need a buff, but, Lightning Storm exhibits a really bad type of randomness. Which is it's random effect is on board (so it affects tempo) and it's objectively better or worse (dealing 3 damage is objectively better than 2). As opposed to adding random spells to your hand, which doesn't affect tempo and each spell is better in a certain situation. Even shaman's hero power is a better randomness as each totem is better in a different situation.

    Dread Infernal - i'm not sure what you mean by it's too close to Hellfire, when Abyssal Enforcer exists. Maybe it would be too strong, but i doubt it because control warlock just isn't very good.

    Vicious Scraphound - this was the one i was most confused about. First, i've never seen someone do that combo ever. second, buffing it to have rush would not affect that combo because Zilliax already has rush. Third, that combo isn't even that good since you have to run 2 bad cards and use 1 good card that you can only run one of. Not to mention the card disadvantage. The only time I've seen Vicious Scraphound played is off of random generation.

    With all that being said, thanks for the critiques.

    Posted in: Card Discussion
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    posted a message on What Buffs do you want to see?

    With Blizzard buffing quite a few cards in the most recent balance patch, What cards do you want to see buffed? If there's a specific card you wanna see buffed, how would you buff it?

    Here's some i'd like to see:

    • Ancient of Lore - buffed to 6 mana. This card was nerfed  to the ground and now it doesn't even see play in quest druid which is sad for an evergreen epic
    • Gladiator's Longbow - buffed to 3 durability. For a 7 cost value card, it doesn't offer much value
    • Meteorologist - buffed to "Battlecry: For each card in your hand, deal 1 damage to a random enemy. Prioritize minions" (so it only hits face when there are no enemy minions)
    • Guardian of Kings - Buffed to 6 (maybe even 5) mana. I'd like to see a control paladin focused around weapons and healing 
    • Holy Nova - Buffed to 4 mana. This is one of the worst board clears across all classes, and it's in a class that's supposed to have good AOE
    • Sprint - Buffed to 6 mana. Since the Preparation Nerf i don't think Sprint has seen any competitive play
    • Lightning Storm - Buffed to deal 3 damage to enemy minions instead of 2-3. I don't like on board randomness like this card, and i don't think it would be overpowered like that.
    • Dread Infernal - buffed to deal 2 damage to all characters
    • Warsong Commander - buffed to "Your other minions with 3 or less attack have rush" (if a unit is played with 3 or less attack and then buffed to have more than 3 attack it will lose rush). Veterans to the game should see this as quite familiar
    • Vicious Scraphound and The Boom Reaver - Both buffed to have rush. I'd like to see more variety in control warrior lists, especially if people want to go with a Hack the System control deck
    Posted in: Card Discussion
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    posted a message on New Mage Card Revealed - Flame Ward

    And it's after the minion hits you, so if the minion that attacks you has 3 or less health it will hit you before it dies

    Posted in: News
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    posted a message on New Priest Card Revealed - Embalming Ritual

    Honestly Knife Juggler has been the problem card for so many combos that it should be changed to only target minions from its effect

    Posted in: News
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    posted a message on The problem with Hearthstone right now.
    Quote from Teuuun >>

    The only thing wrong with the game is: you simply can't satisfy everyone.

    I for one, think warrior is way too strong. It should be nerfed pretty hard for things to change in the meta. I also know other people don't mind warrior being this strong. As long as I don't get what I want, I will hate the game. If warrior gets nerfed, others will hate the game. Simple.

    Also, warrior should be nerfed.

     I feel like this is one of the problems with the hearthstone community, you're calling for the entire class of warrior to get nerfed, in an ideal meta i'd assume everyone would want all classes to have tier 1 decks. If you have a problem with a specific warrior deck then you should call for a deck (like i assume your problem is with control warrior) to be nerfed.

    Posted in: General Discussion
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    posted a message on New Paladin Card Revealed - Micro Mummy

    But this card is good, it's like a Haunted Creeper except you have to kill it because it's constantly giving buffs. I think it will absolutely be in Mechadin

    Posted in: News
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    posted a message on New Druid Card Revealed - Overflow

    Well more of a TTK since Light warden doesn't have charge

    Posted in: News
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