- Sellina
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Member for 3 years, 2 months, and 30 days
Last active Thu, Jun, 29 2023 21:12:58 -
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- 47 Total Posts
- 156 Thanks
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tigerfighter posted a message on A Less Friendly Game of Chess is This Week's Tavern BrawlPosted in: News -
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Jerkplayz posted a message on 23.4.3 Patch Notes - Balance Changes in Constructed, BG and Mercs & MorePosted in: NewsRIP 666 motif Caria Felsoul
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Stalladir posted a message on 23.4.3 Patch Notes - Balance Changes in Constructed, BG and Mercs & MorePosted in: NewsWhen I opened 2x School Teacher on launch I was kinda pissed off. Now I'm happy.
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SergeantPugsley posted a message on Just a Hallucination is This Week's Tavern BrawlPosted in: NewsOh look another brawl which is as exciting as watching paint dry. It takes as long as it anyways.
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Shakey posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place! V2Posted in: General DiscussionThis fucking pirate warrior man.. one turn before lethal they get a gorehowl and a fucking mr. smite. I thought this bullshit was a fucking joke
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Anomaly98 posted a message on Potential Sunken City NerfsPosted in: General DiscussionSo its been four days since the launch of the Sunken City and I must admit, I had my hopes up that after the year of the Gryphon (combo) we would finally have interactive board based decks.
We ended up getting board based combo decks that can deal excess of 20 damage from hand using minions instead of spells on turn 7!
Ramp Druid is still the number one problem because aggressive strategies like Pirate warrior and Mech mage can be neutralized by good ol’ control decks (Warrior is pretty good at this right now). But how does a control deck beat Ramp druid? The class had a weakness of clearing boards for years and now that problem has been shored up by cards like Scale of Onyxia…
Here are my ideas on what nerfs could look like to help sort out this meta.
Raid the Docks: Make quest warrior stages 3/2/2 but UNIQUE PIRATES. This naturally slows the deck down and gives room for a reno or control pirate warrior which should be welcomed by the community. Nerfing Raid the Docks by requiring 9-12 pirates does not solve the inherent problem that an aggro deck has an infinite value win-condition…
Mecha-Shark: Remove the mech tag and change text to “play a mech” over summon a mech. Much like Pirate Warrior, mech mage has the ability to generate near-infinite resources with cards like Azsharan Sweeper and Amalgam of the Deep. These aggressive decks having access to massive damage from hand is further enabled by Seafloor Gateway and how it can be tutored by cards like Frostweave Dungeoneer.
Switcheroo: Switches mana costs and stats (Twin fin would be a 10 mana 12/12 rush that summons another 12/12 rush, deathwing 3 mana 1/1 powerful battlecry. Much better design and opens new ideas up for priests looking to cheat out impactful battlecries. This is more of an issue in the wild format than in standard but losing to a random highroll of 24/24 on turn 3-4 is a terrible gameplay experience (isn’t this why Edwin VanCleef was hall of famed?!!)
Kazakusan: Craft a custom deck of treasures for each dragon played this game (example: if you played 12 dragons, you get 12 cards/6 treasures and odd numbered of dragons played rounds down meaning 13 dragons played still crafts 12 cards). This card has already become stale for people because its just too good in a class like druid which draws their entire deck by turn 9-10 (while also having 20 mana) and can negate the problems a fast drawing deck might have in fatigue and turn it into an advantage with 10 broken treasures!! This change needs to happen. I have no problem with the treasures (I never see Book of the Dead nowadays) and welcome the card in a Control Warrior or Priest deck with it being used as a better Archivist Elysiana.
Quest Hunter: cap the hero power spam to 3 per turn (they have this mechanic in BGS and maybe it can be implemented in the standard format). Quest hunter is just frustrating to play against. This deck requires next to no thought to pilot and makes the old Raza priest look slow. Capping the number of times the hero power can be spammed is the only feasible change outside of changing the quest stage making the hero power cost 1 and not 0.
Wildheart Guff: Dont give full mana crystals (rn guff is basically 4 mana and the ramp option of the hero power is one mana) and make the card cost 7 to begin with. Make druids choose between Scale and Guff. It also makes a new curve for the class with Wild Growth>>Nourish>>Wildheart Guff + hero power.
Last but not least, Mr. Smite. One of the most polarizing cards ever printed in hearthstone and one that seems too powerful and enables pirate strategies to close out games. My change is not one of the popular ones like “give your OTHER pirates charge” or Rush. I would much rather the card have the pirate tag removed and given rush. This means he will not have charge and can be used to clear taunts etc to allow other pirates to go face. Smite not being a pirate means he does not get the charge effect and cannot be randomly summoned from the juggernaut. This imo is the best change you can do to this card without killing it altogether.
Do let me know what you guys think of my ideas!!
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Thanatos2k posted a message on Nozdormu Day April - With Special Daily Quest!Posted in: NewsI've never encountered a single other player running it when I am running it. For god's sake, make us queue against each other.
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RaptorWithWings posted a message on New Warlock Epic Card Revealed - Chum BucketPosted in: NewsEasily countered by the Krabby Patty Formula.
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fabjx posted a message on Balance Changes Coming Next Week - 4 Changes In Total!Posted in: NewsHonestly, I can't wait for these nerfs. I got to the point that when I see mage I immediately concede because I don't want to waste my f...ing time with that uninteractive shit. Same goes for rogue. And yes they should definitely nerf warrior but at least you don't sit there cross-armed and unable to do shit until they have f..ing drawn 20 cards to kill you off
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Xivir posted a message on Hearthstone Mercenaries: Mysterious Stranger Appearance Rate ChangesPosted in: NewsThis will skew pvp pretty badly for people that haven't already farmed task 7 weapons. Players at the top have the advantage of better gear and ability levels due to grinding these events. Now players will be unable to reach those levels of growth without significantly more time investment.
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There's no truth nowhere, it's just facts : new things in games are always released a bit OP because it's easier to balance things from OP to OK than to OK from OP, plus it also enhance the popularity of the new things, and motivate people to try those, which mean the company can get a lot of data about it quickly to work with.
So, yeah, DH had OP cards. Nothing to be surprised about. This was corrected and now the class is decent.
Plus the token archetype is heckin' fun.
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Yeah, it's totally not because the design of the cards is good.
Or because there's no random at all in the whole class.
Or because aggro playstyle is popular.
Or because DH had two OTK combo decks that worked (one RN and Kael before) at high pro levels.
Or because the cards have good synergies along with having archetypes fully designed and not just 1-2 cards at a time.
Or because the 1000 wins portrait is awesome.
Should I continue ?
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So, if I understand your comment well, it could be resumed as :
"The game is destroyed ! Let me show you how you can play ALL TEN CLASSES in ladder and still have a viable deck !"
Isn't that supposed to be a very good thing ?
If you want we can go back to Huntard VS All during Naxxramas, that was certainly much better ?
Or maybe you miss more the mighty 70% overall winrate Jade Druid ?
Stop CREATING problems to complain about dude. Try to grow up and evolve with the game rather than staying in the past complaining things were better just because you're blinded by nostalgia.
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You pay to get a product. That's... normal ? Don't see what you're complaiing about, life isn't all about gifts dude.
His idea is simply to get more products to choose from rather than to deal with the one they proposed to you and that seems like a good idea.
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"Oh no, he says something I don't agree with. Let's use his profile picture as an argument to criticize what he says and his behaviour because it's much more constructive than trying to have an argumented, serious and calm debate about a game we both love !"
For real dude, we're here to talk about "Control decks VS Tickatus". Don't go out of the subject. And don't give him reasons to do the same. Thanks. =/
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"Also, no one forces you to buy it".
Thought it was clear, my bad, wrote it in bold and bigger now, might be more understandable.
Or keep criticizing a promotional offer for a free-to-play game that just got a new reward system that gives you twice as much in-game currency as before and additionnal rewards along the way. Your choice.
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Also, no one forces you to buy it.
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Are you complaining because you have to think and make sacrifices during deckbuild to get a reward with what is supposed to be a tech card against certain matchups ?
Because that's how card games are supposed to work, so quit complaining and start deckbuilding, that'll be way more productive.
Also, as options :
- Alexstrasza
- Quest Warlock to get him at 0
- N'zoth
- Malygos indeed, we still have some 1 mana dmg spells
- Pog-Saron
Anyway, seriously, the card has a really powerful effect, can see its cost reduced (The Dark Portal, Kanrethad, Free Admission...), can be duplicated or "Resurrected" (Y'shaarj, Fielosophy...), and can be tutored (Sense Demons). And yet, with all those possibilities, you think it's normal to get access to its effect without ANY deckbuild effort ? What's the next step ? Turn 1, draw this at the start of the game, battlecry "win the game and gain a cookie" ?
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It's good to see Druid and mage back in the meta, without the classic ramp package for the druid and the classic random package for the mage.
No DH nor Hunter in a very aggressive meta, that's kinda surprising though I must say ! Between nerfs for the first and simply bad cards for the second that's... sad to see...
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Let's be realistic for a second please, and let's compare Tickatus with other Mill ideas.
The main one to compare it with is the Coldlight Oracle, who was removed from Standard for a reason : milling your opponents was considered as "too easy" and "not fun".
As a big Mill Rogue lover and player, i can clearly say that the Oracle was a GOOD design when compared to Tickatus :
- you can't get your opponent to mill itself if he does not have 8+ cards in hand which means your opponent CAN play around it as he just need to play more cards
- It's the worst card ever against aggressive decks because you give them ressources to keep the agression
- You CAN counter combo decks, but you need to be lucky, because you'll make them draw, which can mill their combo parts but also make them draw it faster...
- It's a damn 2/2 for 3, which means it's not even a good tempo card to play if you have nothing else.
- Murlocs are really hard to draw efficiently, as there is only a 4/6 taunt for 7 and a 4/2 for 4 that ensure you'll get them (terrible stats...)
Tickatus is the same card idea : you need to fulfill a condition to be able to maybe remove cards from your opponent's deck. BUT :
- The condition does not depend on how the opponent's hand is full. The condition is "play a card that costs 7 or more while having Tickatus in hand". So that condition depends on two factors : is it possible to draw Tickatus efficiently, and is there any difficulty to corrupt him.
- Drawing him is easy. You have a new rare card that draw minions and decrease their cost if both are demons (making corrupting easier). Or you simply have "Sense Demons" in the classic cards. So drawing him isn't difficult at all. Plus your hero power make you draw. And you have access to Plot Twist if needed.
- Then, it must be corrupting him which is difficult you'll say ? Twisting Nether comes in. Which means you are REWARDED for trying to corrupt him because you get to play a very good board clear that even setup the fact you play him
Okay, so maybe the card have other problems ? No, let's look at it :
- It's a 8/8 for 6. That's good. Even in the worst case scenario it's still a 8/8 for 6 if you really need tempo, despite you burning your own cards.
- There's no counterplay in standard at ALL : dirty rat isn't there, your opponent can not play around it, whatever he do, which means your opponent is PUNISHED FOR PLAYING THE GAME. That's not how it works.
- The card is easy to draw, easy to corrupt, and, as it costs 6, you can even combine it with cascading disaster.
- It's a demon and there's Fielosophy still playable so you can duplicate him. And there's Y'shaarj.
So, to recap :
- The murloc was removed because not fun and making mill too easy. Your opponent could play around and in all other situations besides mill decks (and even in it sometimes), it's a terrible card. Yet, it was Hall-of-famed for that.
- Tickatus is a minion that ensure you have no trouble against ALL combo AND control AND sometimes mid decks. He can removes key cards of your opponent. You have no trouble drawing it at all, no drawback of playing him, and you don't need to do some deckbuilding sacrifices to include him.
So, yeah, Tickatus is the kind of card we need : milling is important in the game. You NEED to be able to play around your opponent ressources. You NEED to have options to defend yourself against combo decks. But it should be OPTIONS.
So, the best thing to do would be to make Tickatus cost EIGHT. With that, its corrupted version would still be OP against combo and ultra-controls decks. Yet, you would not be able to play him that much freely, as you wouldn't be able to corrupt him with Twisting Nether, and you'd either need to deckbuild seriously and not like a retard (despite what people said above that Tickatus counter retards), and you'd have to think about how to corrupt him, maybe how to decrease its cost... All simply : you'd have to THINK. And for me, making players use their brain would be intelligent.