• 8

    posted a message on Hearthstone Voyage to the Sunken City Decks - The Best New Decks for the Expansion!

    imo netdecking isn't a problem, having a meta where few decks are viable is the real problem, with netdecking being the scapegoat for it

    Posted in: News
  • 1

    posted a message on How healthy is kazakusan for the meta?

    While i like that control is back, i'm kinda sad it's in a 1 card random neutral win condition as it makes lots of control decks have a similar feel and centralizes control decks to exclude interesting diversity in order to play it

    Posted in: Standard Format
  • 0

    posted a message on Kazakusan should read "If all minions in your STARTING deck are dragons"

    I think the biggest problem with Kazakusan is the high variance in the power level of the treasures, with cards like LOCUUUUSTS!!!, Book of the Dead, Embers of Ragnaros, and maybe even Wax Rager being too good, and treasures like Beastly Beauty, Necrotic Poison, Vampiric Fangs, and Grimmer Patron being too bad

    Posted in: General Discussion
  • 0

    posted a message on Pet Collector

    It can whiff by drawing your beasts first

    Posted in: Pet Collector
  • 0

    posted a message on Pet Collector

    So at best it's a free 3/3 in addition to a 5 cost beast, but you can't run any low cost beasts, you can't run any battlecry beasts, and it can whif to be just a 5 mana 3/3

    Seems really bad

    Posted in: Pet Collector
  • 0

    posted a message on Onyxian Drake

    solid stats for the cost and packed with shield slam, interesting, but does control warrior need this? will dragon warrior be a thing again?

    Does control warrior need this? yes

    Will dragon warrior be a thing? Really depends on the rest of the set, but i doubt that it would be a control deck if it does because of The Demon Seed

    Posted in: Onyxian Drake
  • 0

    posted a message on Probable nerfs
    Quote from zynessa >>
    Quote from Pythonproduct >>

    i find it odd that people are suggesting nerfs to support cards to the quests rather than the absurdly broken quests themselves

     Mainly because the quests aren't inherently broken powerful. Quest Hunter in Wild would be unplayable if not for being supported by the Odd-archetype and having Rapid Fire and Aimed Shot being odd cards. How do we know this? Because it already is unplayable in Standard. 

     false, it's actually quite playable in standard https://hsreplay.net/decks/2CTSxnX0FbZcEqRrwwdxFg/#gameType=RANKED_STANDARD

    Posted in: General Discussion
  • 2

    posted a message on Probable nerfs

    i find it odd that people are suggesting nerfs to support cards to the quests rather than the absurdly broken quests themselves

    Posted in: General Discussion
  • 1

    posted a message on Changing overload

    I think the community can generally agree that overload has mostly been a flop. It's often treated as a bonus when it comes to balancing while it's really more of a sidegrade. So i'd like for blizz to make a small change to how overload works, where at the end of your turn unspent mana crystals will be used to unlock that many overloaded mana crystals

    Posted in: General Chat
  • 0

    posted a message on Patch 20.4.2 - Stealer of Souls Removal - Battlegrounds Balance Changes

    If expediency was really the issue, then they would have said they would ban it until they nerf it, rather than what they actually said, which is they'll ban it until it rotates or if they need to nerf it in standard

    Posted in: News
  • 0

    posted a message on Patch 20.4.2 - Stealer of Souls Removal - Battlegrounds Balance Changes

    The Complexity is warranted as it only removes the problematic part of the card while keeping the spirit of the card and the viability for swing turns from its effect. Banning it completely removes the possibility of making a deck centered around its pretty unique ability 

    Posted in: News
  • -6

    posted a message on Patch 20.4.2 - Stealer of Souls Removal - Battlegrounds Balance Changes

    such a shame that they banned it instead of nerfing it in a way that wouldn't affect standard much. Nerfing can always bring more diversity than banning, and while stealer of souls needed change, i think this was the wrong thing to do.

    nerfing it to only affect the first 3 cards drawn each turn would have removed the oppressive aspect of the card (being used with plot twist) while still allowing a deck to possibly be viable 

    Posted in: News
  • 1

    posted a message on Wild is dead, combos, insane mechanics & card draw
    Quote from BigDeal >>
    Quote from eskimodavid >>

    The new warlock card stealer of Souls is the only thing breaking wild, otherwise it's fine. Definitely some underpowered classes though. Mage/warlock/pally are the kings

     The only thing?  Hardly.  Lets review:

    1. Thoughtless aggro decks have unlimited and cheap buffs.  Did you clear the board?  Doesnt matter.  Reload full board next turn plus buffs.  Did you clear it again?  Nice job - sorry...reload again.  Full board and buffs again.  Its fucking endless.  Aggro has NO counter.  Taunts dont work, clears dont work, nothing does.  Oh and paladin gets to have divine shield on their guys too the entire game.  Real nice job, Blizz.
    2. Pirate Warrior is another perfect deck for the eh-ham "intellectuals" to abuse.  So many heavily under-costed cards that are extremely hard to remove that just wreck everything.  Its so stupid. 
    3. Warlock and that Dark Glare thing - another beauty.  Draw 10 cards per turn, redo hero power, take damage, huge minions come out, draw more, I dont even know WTF is happening during their turn.  Its a good time to go mow the lawn.
    4. Secret Mage - yeah, its beatable but they MUST draw sort of bad and you MUST draw great.  Otherwise, its obscene how much value and tempo they gain with free 5/5 minions and the secret synergy.

    Now, here is the deal:  Those decks would be OK IF the game gave us a legit, reasonable way to counter them. But they dont.  Any counters that do exist are horrible cards, too expensive, dont really help or they totally cripple your other match-ups.  Thats what ruins Wild mode.  Its fine to have some crazy decks but give us a real way to screw them up.  These are things to fix wild:

    • Make minion buffs cost more mana.  Like way more.
    • No more zero cost cards. None.  1 is a the minimum except for Shadow step.
    • Get rid of paladins "divine shield for the whole game" BS.  Thats total crap. Make it for one turn only if not just delete it all.
    • Give us a real secret counter that truly hurts.  Eater of Secrets blows.  Flare gets stopped by Counterspell & Yogg.  Just no way to counter them and playing around them is a bad strategy and rarely works.

    Wild needs some work, for sure.  Im sick of games being decided after the first few turns or the matchup screen.   There is NO skill involved in any of this either.  Its 100% matchup and then pure early draw based.  That decides every game from D5 on down.

     I don't think things costing 0 is bad to have, the problem is when you have cards that have no upper limit on how much mana you can discount, like Sorcerer's Apprentice, Stealer of Souls, or Incanter's Flow. Cards that only discount a set amount of mana, even if they discount something to 0 aren't a problem, like Imprisoned Satyr, Shadowstep, G'huun the Blood God. Now these kinds of cards can be broken too, like Kabal Lackey, but that's true of any effect.

    To fix wild, i think there needs to be a goal in mind, you hear Iskar criticize people calling for nerfs with 'well then the next deck will break the meta'. So i think the goal should be to make a wild meta where all the recurring archetypes (like zoo, handlock, beast hunter, dragon priest, control warrior etc) are tier 3 (winrate within one standard deviation of 50%) or better. That way if your favorite archetype isn't viable in standard, you can go and play it in wild. This would require some buffs as well as nerfs, but i'll focus on nerfs.

    Sorcerer's Apprentice, Stealer of Souls, and Incanter's Flow should be nerfed to the first 4 spells per turn, first 3 cards drawn, and first 6 spells in your deck respectively.

    Secret mage needs either its burn or its tempo nerfed, but i'll go with tempo. Nerf Kabal Crystal Runner and Kabal Lackey to costs (1) less for each secret played, and the next secret costs (2) less respectively. Also buff Eater of Secrets to have rush, so that it's an actual tempo swing when it works

     

    Posted in: Wild Format
  • 0

    posted a message on Blood Magic is This Week's Tavern Brawl
    Quote from muflon >>

    This brawl was THE BEST back when 3 wins gave 10 gold! Easy 30wins/day while watching a movie in the background.

     i much prefer game economies to be generous but not exploitable, the current system isn't that much more generous though

    Posted in: News
  • 3

    posted a message on At least Standard is better now
    Quote from xanzan1 >>

    I would be surprised if Shaman doesn't get a nerf. Rockbiter weapon has a 71.2% played winrate.  They've nerfed cards at a lower played winrate than that.

     It has such a high play winrate because you play it to close out the game, not because it's broken

    Posted in: General Discussion
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