Am I the only one seeing the point that grasp the lightning only limits spells with overload? Meaning that Doomhammer + Grasp the Lightning + Double Rockbiter Weapon = 24 damage burst? Other than that I like the cards, but the complaints above summarize my thoughts xD
Cancer decks in my opinion aren't easy to play decks, (which zoo and hunter aren't by the way) but are decks that define the meta. There was once a time where Miracle Rogue was cancer. Calling something cancer just means it's whats widespread throughout the world.
Double Leeroy Jenkins. Aggro decks would be nigh unstoppable with that much burst. Aggro Rogue, and Hunter would probably benefit the most from this. Despite not being an aggro player really, I would play that for the laughs.
Well this approach is good if you're only going to rank up that one class, however it's very impractical to do on your main account because you may end up DE'ing various cards that you'll painstakingly craft later on. So are you the type to stick it out with a single class until the end, or try and branch out to various others? If the latter is true I suggest only DE'ing cards that are considered trash, and keeping most of the good class cards. You can also DE cards that of classes that you generally don't play, (i.e. in my case I DE Hunter cards, and the Shaman Murloc Epic because I know I wouldn't use them. Because I play Mid-range shaman, and I hate Hunter)
Trust me I understand the concern behind this, but the two legendaries you named are only really used for niche purposes. Nat Pagle isn't really viable ever since his nerf happened, so I think DE'ing him is a safe bet. Hogger is a bit more of a different case, some Control Warriors are seen running him. However he's fallen out of favor recently, so he's probably going to become dust as well.
I prefer the UI of HearthstoneTracker, and didn't really enjoy HearthStats. However I will admit HearthstoneTracker does make some mistakes, I generally find this is because 1) I opened the program too late (Like in the middle of a game), 2) It only looks at the end screen for results (i.e. The victory and defeat screens) and as a result something as simple as a disconnect for both sides could be considered a loss. Other than that, when it all boils down to why I like it over hearthstats, HearthstoneTracker supports fullscreen play and I don't have to go onto the Hearthstats website to find all the information I need.
This debate has been going on forever, and when playing a card game RNG is always present. While sometimes RNG can really screw you over, it truly allows for the real skill of the player to be seen. After all, "We cannot change the cards we are dealt, just how we play the game." ~ Randy Pausch. It also could've been done to create more of a "fun" aspect when spectating games because it allows for the spectator to go "OH MY GOD WHAT'S GOING TO HAPPEN". One of the biggest and exciting moments in hearthstone in recent memory (Okay maybe not so recent) was RDU vs Amaz, where Amaz was on the brink of death various times. And if Ragnaros the Firelord didn't snipe the minion his tournament life was over. So of course Blizzard would want more moments like that.
I've tried this guy before, but every time I have I just lose around 9 cards and get Big Game Hunter'd. Maybe when BGH dies down it'll be more viable, but for me it's nothing but a win condition for the opponent.
Definitely Rogue, the Gadgetzan Auctioneer nerf killed an entire way to play the class , the Leeroy Jenkins nerf took out most of Rogue's reach (Also killed the usage of shadowstep, however I've seen a few running it), and with the introduction of various strong cards (which in my opinion Rogue has among the weakest) Rogue has a harder time doing what it does (Either controlling the board or pressuring heavily). That isn't to say they're extremely weak, but the direction the class is going is extremely blurred. Midrange and Tempo Rogue isn't as viable as before (I've tried and get destroyed by the meta) forcing either a control rogue or an aggro rogue with Tinker's Sharpsword Oil as the main damage engine. Oh well, us Rogue mains will survive as new uses for old cards are being found, such as (Preparation + Sprint = pretty good draw engine)
Honestly I think Paladin is strong the way it is, but I do like the ideas behind these cards. However the 1 mana deal 3 damage to a minion is too strong a card because it effectively makes the three other 0-1 mana removals Backstab, Arcane Shot, and Holy Smite useless or pale in comparison (because for the most part they're used for minions in the first place). Also Paladin can deal with early aggro via Aldor Peacekeeper can't it? Also you're third card makes the murloc legendary Old Murk-Eye bad as well, if this card was to exist first it would need to be a temporary effect like murkeye. Plus this card enables an insane combo with Muster for Battle + Hero Power + this card = 10 mana 8 damage charge that puts an 8/8, 4 1/1's on the board, and a 1/4 weapon. I like the idea of fan cards, but this makes paladin not only viable but the best class by a mile.
Just to make sure, I'm not hating. I'm just stating that paladin would be insanely powerful with these cards.
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Am I the only one seeing the point that grasp the lightning only limits spells with overload? Meaning that Doomhammer + Grasp the Lightning + Double Rockbiter Weapon = 24 damage burst? Other than that I like the cards, but the complaints above summarize my thoughts xD
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Druid's and Shaman's ironically.
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A Kat's Roar (Double Combo Ramp Druid)
Sticks and Stones (Control Priest)
Obliterate (Tempo Warrior)
Look at my Skill (Mid-range Hunter)
San Diego (Zoo)
Shocking (Shockadin or Aggro Paladin)
Believe (Control Rogue)
Desire and Hate (Freeze Mage)
Harmony (Mid-range Shaman)
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Cancer decks in my opinion aren't easy to play decks, (which zoo and hunter aren't by the way) but are decks that define the meta. There was once a time where Miracle Rogue was cancer. Calling something cancer just means it's whats widespread throughout the world.
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Since I play more undertaker priest than control, I usually play it turn 1 whenever I have it to soak up removal
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Double Leeroy Jenkins. Aggro decks would be nigh unstoppable with that much burst. Aggro Rogue, and Hunter would probably benefit the most from this. Despite not being an aggro player really, I would play that for the laughs.
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Well this approach is good if you're only going to rank up that one class, however it's very impractical to do on your main account because you may end up DE'ing various cards that you'll painstakingly craft later on. So are you the type to stick it out with a single class until the end, or try and branch out to various others? If the latter is true I suggest only DE'ing cards that are considered trash, and keeping most of the good class cards. You can also DE cards that of classes that you generally don't play, (i.e. in my case I DE Hunter cards, and the Shaman Murloc Epic because I know I wouldn't use them. Because I play Mid-range shaman, and I hate Hunter)
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Is this an actual Meta analysis? Or just a complaint thread?
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Trust me I understand the concern behind this, but the two legendaries you named are only really used for niche purposes. Nat Pagle isn't really viable ever since his nerf happened, so I think DE'ing him is a safe bet. Hogger is a bit more of a different case, some Control Warriors are seen running him. However he's fallen out of favor recently, so he's probably going to become dust as well.
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I prefer the UI of HearthstoneTracker, and didn't really enjoy HearthStats. However I will admit HearthstoneTracker does make some mistakes, I generally find this is because 1) I opened the program too late (Like in the middle of a game), 2) It only looks at the end screen for results (i.e. The victory and defeat screens) and as a result something as simple as a disconnect for both sides could be considered a loss. Other than that, when it all boils down to why I like it over hearthstats, HearthstoneTracker supports fullscreen play and I don't have to go onto the Hearthstats website to find all the information I need.
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This debate has been going on forever, and when playing a card game RNG is always present. While sometimes RNG can really screw you over, it truly allows for the real skill of the player to be seen. After all, "We cannot change the cards we are dealt, just how we play the game." ~ Randy Pausch. It also could've been done to create more of a "fun" aspect when spectating games because it allows for the spectator to go "OH MY GOD WHAT'S GOING TO HAPPEN". One of the biggest and exciting moments in hearthstone in recent memory (Okay maybe not so recent) was RDU vs Amaz, where Amaz was on the brink of death various times. And if Ragnaros the Firelord didn't snipe the minion his tournament life was over. So of course Blizzard would want more moments like that.
But I'm with you, no more unnecessary RNG please.
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I've tried this guy before, but every time I have I just lose around 9 cards and get Big Game Hunter'd. Maybe when BGH dies down it'll be more viable, but for me it's nothing but a win condition for the opponent.
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Definitely Rogue, the Gadgetzan Auctioneer nerf killed an entire way to play the class , the Leeroy Jenkins nerf took out most of Rogue's reach (Also killed the usage of shadowstep, however I've seen a few running it), and with the introduction of various strong cards (which in my opinion Rogue has among the weakest) Rogue has a harder time doing what it does (Either controlling the board or pressuring heavily). That isn't to say they're extremely weak, but the direction the class is going is extremely blurred. Midrange and Tempo Rogue isn't as viable as before (I've tried and get destroyed by the meta) forcing either a control rogue or an aggro rogue with Tinker's Sharpsword Oil as the main damage engine. Oh well, us Rogue mains will survive as new uses for old cards are being found, such as (Preparation + Sprint = pretty good draw engine)
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I think it's because the warlock has more demon synergies than mech synergies, so demonlock appeals more to them.
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Honestly I think Paladin is strong the way it is, but I do like the ideas behind these cards. However the 1 mana deal 3 damage to a minion is too strong a card because it effectively makes the three other 0-1 mana removals Backstab, Arcane Shot, and Holy Smite useless or pale in comparison (because for the most part they're used for minions in the first place). Also Paladin can deal with early aggro via Aldor Peacekeeper can't it? Also you're third card makes the murloc legendary Old Murk-Eye bad as well, if this card was to exist first it would need to be a temporary effect like murkeye. Plus this card enables an insane combo with Muster for Battle + Hero Power + this card = 10 mana 8 damage charge that puts an 8/8, 4 1/1's on the board, and a 1/4 weapon. I like the idea of fan cards, but this makes paladin not only viable but the best class by a mile.
Just to make sure, I'm not hating. I'm just stating that paladin would be insanely powerful with these cards.