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    posted a message on New Shaman Hero Power brainstorm.
    Quote from schnitzel >>

    So I, and probably a lot of you guys too, feel like Shaman's Hero power is, and always has been, kind of underwhelming, due to it's random nature. So I'm creating this thread for people to brainstorm on what a better Hero Power for Shaman could look like.

    Personally, I think we need to make all the Totems 0/1 Minions, Stoneclaw Totem keeps Taunt, Strenght Totem should be replaced with Wrath of Air Totem again, Healing Totem should heal all friendly characters again, and Searing Totem should deal 1 damage to a random enemy at the end of your turn. And then make it so that Shaman can choose which Totem he summons, like the upgraded Hero Power. (With a limit of 1 version of every Totem of course.)

    And the upgraded Hero Power just needs to upgrade the Totems to 0/2 Minions again, and remove the summon limitation, like it already does.

    I feel that this makes Shaman's Hero power a lot more reliable, while not making it OP or breaking the meta. Stoneclaw Totem and Wrath of Air Totem get a straight nerf, and Healing Totem and Searing Totem lose stats but get a better effect. But the Hero Power overall gets better, and because it's not random any more, probably a lot more fun and interesting to play with and against.

    What do you think?

     i think that rather than choosing a totem, it should summon a totem of your choice that you didn't summon last turn, so you can't spam taunt totem to cause any weapon deck to suffer or just be annoying in general.

    Also, i think Wrath of Air Totem should not come back, especially if you get to choose your totem, because then all future shaman damage spells would have to be made weaker to account for it. Also any spell damage synergy cards would have to be weaker to account for being able to get spell damage whenever. All in all, bringing it back in conjunction with being able to choose your totem would severely limit design space.

    Finally, i like the suggestion for Searing Totem, but i'd make it random enemy minion, rather than any enemy so you won't have to resort to 50/50s. I mean the whole point of changing the hero power is that it's too random how it is now.

    Overall i like the suggestions though. Shaman really needs a hero power change. The only times shaman has been good has been with murlocs (which the hero power is basically useless), with Shudderwock (where you replace the hero power), and with totem shaman (where cards that would be beyond broken for any other tribe like Totemic Surge and Totemic Reflection carry the deck)

    Posted in: General Discussion
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    posted a message on Card Crafting wishlist feature

    I'll do you one better, we should just be able to favorite cards. Then when you type in "favorite" it'll show all favorited cards whether you have them or not

    Posted in: General Discussion
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    posted a message on Tavern Brawl ideas
    Quote from Neko_Tamo >>

    Premade decks may be offered, but definitely not the best ones Blizz can think of or the best from last time if a repeat brawl. Already too quickly things degenerate to cookie cutter decks, just recall the "use three cards brawl" meta it was overwhelmingly Patches druid, followed by fireball spam mage, with some overload shaman and pogo rogues sprinkled in. That was 99% of the meta. We don't need more of that we need less. Ideally you could fix that with better matchmaking but we know that won't happen.

     well if you don't give the players good decks, they'll get frustrated that they can't get 1 win. And in the pick 3, each of those decks had a counter. If the problem is not enough variety of decks, then they should ban or change problematic cards for that brawl.

    Posted in: General Discussion
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    posted a message on Tavern Brawl ideas
    Quote from shmeuraconda >>

    a brawl where you can use cards from any class but no neutrals are allowed

     Why no neutrals?

    but yeah it would be cool to play multiple classes cards, i'd personally start with just 2 class combination so there's more variety of decks

    Posted in: General Discussion
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    posted a message on Tavern Brawl ideas

    It seems that with every tavern brawl we have people either upset that it's another rAnDoM brawl or when it's a brawl where you build your own deck, people are upset that they can't build a viable deck because the good cards are so niche normally.

    So i think tavern brawls where you build your own decks should have a prebuilt option for each class that you can play even if you don't own the cards in the prebuilt deck. If it's a repeat brawl, they can have the prebuilt decks be whatever was effective last time

    Also, i'd like to pitch some tavern brawl ideas:

    Dead Man's Hand brawl; You build a deck of 10 cards with no duplicates, and at the end of your turn, each turn, you shuffle a copy of your hand into your deck

    Limitless brawl; you build a deck of 30 cards, but you can have up to 4 copies of any card (including legendaries)

    Couples brawl; whenever you play a minion, summon a copy of it. Whenever you play a spell, play another copy of it (targeting the same thing). Whenever you play a weapon, double its attack.

    What would you like to see changed about tavern brawl, and what tavern brawls would you like to see?

    Posted in: General Discussion
  • -3

    posted a message on Patch 20.2.2 - Balance Changes, Quilboars In Battlegrounds Nerfed & More

    These nerfs and buffs are awesome!

    Posted in: News
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    posted a message on Incoming buff predictions (post for your fav class in bad need of them)
    Quote from M0res >>

    What people don’t get is that all buffs and nerfs aim to 

    a) lower win rates - more grinding 

    b) rotate the decks - more $ as the deck people crafted two weeks ago will now be tier 5 and they will need to craft a new one, for another two weeks until more nerfs or the mini set changes things again. Why didn’t they do all the nerfs in one go two weeks ago?? 

    they wanted people to craft mage, then paladin, now shaman - people just don’t get it 

    i can never understand the excitement and the endless analysis when nerfs and buffs are announced. It’s part of the strategy for more $$

     Heck, i'd take a pay to play game that's actually balanced rather than a free to play game that's unbalanced 

    gameplay is far more important than the perceived loss of 5 cards (which you get your dust back for btw)

    Posted in: General Discussion
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    posted a message on If people complain about a card, even when it isn't good, that's more of a sign that it's bad for the game

    I've seen in response to nerf suggestions people say something like that card isn't even good. But people request nerfs because the card causes them to not have as much fun. Most of the time what causes people to not have fun is losing, because no one likes to lose, which is why powerful cards are often called on to be nerfed. But on the rarer occasions where people consistently request a nerf on relatively weak card, that tends to show that something is off with the design of the card, rather than the power level. While there will always be people complaining about some card being too good, what should be avoided if possible are cards that upset players even when they win.

    Posted in: General Discussion
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    posted a message on What do you think about wild, and what (if anything) would you like changed about it?

    Please only answer the polls if you either play wild, or are open to playing wild in the future

    Posted in: General Discussion
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    posted a message on Incoming nerf predictions
    Quote from sPacEtiMe19 >>
    Quote from Oddling77 >>
    Quote from Biomass >>

    They won’t nerf Tickatus.

     Guess we will see.. i still feel it needs it. At THE LEAST make its 6/6 or remove demon tag. If the nerfs hit the faster decks and they dont touch Tickatus its going to be even nastier. Warlocks just have way too much removal and heal to have such a strong control card (strong against any other control), and yes I often play a warlock deck with Tickatus. Aggro/fast decks keep us in check but if nerfs land to those decks it could make Warlock too strong perhaps. 

     It’s not going to get nerfed for the same reason it’s never going to get nerfed. Jaraxxus exists. 

    It baffles me how many people say “I can’t play my control deck because tickatus exists.”

     

    Jaraxxus is why control lock beats all other control decks. Tick is a combo breaker. 

     That is simply untrue, clown control warrior, clown druid, and many control priests would be able to win the matchup by outvaluing and fatiguing Lord Jaraxxus, but with having -10 cards in your deck, which could include your lategame winconditions, and losing the fatigue war means no control deck stands a chance.

    Posted in: General Discussion
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    posted a message on Cards you hate that aren’t broken.

    Jade Idol both a boring and an annoying card

    Divine Favor I think it's bad to punish players for having a big hand. Having a big hand allows for lots of interesting decisions and gameplay.

    Mecha'thun I don't like the playstyle of  cycle through your deck and then have a un-interactable  win condition. Even when you have Dirty Rat it or something, it's still uninteractive since your opponent just loses with nothing they can do about it and it's all based on getting lucky with disruption

    Both Yogg Sarons - some randomness is fun and allows new players to try out cards that haven't played with or seen before. Yogg does neither of those, and it's too random

    Shudderwock - i only dislike that you can copy it with its own battlecry

    Coldlight Oracle i hate mill

    Reckless Apprentice the animation takes too long

    Posted in: General Discussion
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    posted a message on It Ever Was A Time In This Game When Only One Class Have Acess To A Hero Card Before?

    I'd like more hero cards, but i'd prefer them to be less powerful than the autoinclude death knights. While most of them were really cool, they kinda just instantly won matchups, sorta like Jaraxxus does now

    Posted in: General Discussion
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    posted a message on Buff Concept

    Having a must kill unit with 4 health on turn 2 is not fun. There are so few 2 mana cards that can deal with 4 health. If multiple 2 mana removals got the Holy Smite treatment and dealt 4 damage to a minion, then i'd be ok with it. But as it stands, having 4 health unit that snowballs on turn 2 sounds like a recipe for frustration

    Posted in: Card Discussion
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    posted a message on Is mage oppressive in Wild?

    To nerf otk mages i think Sorcerer's Apprentice needs to be nerfed the Summoning Portal way and just say 'but not less than 1'

    To nerf secret mage, it needs a lot more small nerfs since all the secret synergy cards are just slightly overtuned. Medivh's Valet to deal 2 damage. Occult Conjurer to a 4/3 statline. Kabal Crystal Runner to cost 1 less per secret played..

    Also, unrelated but please renerf Raza the Chained

    Posted in: Wild Format
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    posted a message on Card Draw Needs the "Charge Treatment"
    Quote from TheSpunYarn >>

    I can't believe people are actually implying that Quick Shot is problematic in any way.  A card that is a cantrip at best and only when their hand is literally empty.  I'm on the side of "give everybody lots of card draw" - because card draw is an important mechanic of any card game and everybody should have access to it.  And I don't wanna hear any "whatabouts", card games are games where you play cards, and you need cards in hand to play.

    Now I'd like to see every class have card draw in its own unique way, which is tricky conceptually but not impossible.
    I think it's interesting that everybody's perspective on Divine Favor is that it punishes the player with the big hand.  The way I see it, it doesn't "punish" anybody, it rewards and incentivizes its player to dump their own hand, it really doesn't matter how huge the opponent's hand is at that stage.  Divine Favor from 0 cards in hand to 4 is still incredible.  2 being the bare minimum of good for the cost.

    I guess that's just a perspective thing.

     It definitely punishes you for being careful with your resources. The counterplay is to literally play as many cards as possible each turn without  rhyme or reason. It doesn't incentivize the opponent to dump their hand (as the opponent doesn't get any positive effect for dumping their hand), it punishes the opponent for not dumping their hand  

    Posted in: General Discussion
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