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    posted a message on Miracle Rogue
    Quote from ihavenowingss »

    yea i kinda expected that answer

    i just cant find any kind of deck capitan greenskin would blend in

    tnx tough

    I sub him into my control paladin sometimes for the upgrade to Truesilver.

    Posted in: Miracle Rogue
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    posted a message on Nerfing zoo
    Quote from EnemywasOP »

    Zoo doesn't need to be nerfed, learn to play scrubs...I don't play zoo but I have absolutely no problem beating it. It isn't too easy and it isn't that hard either perfectly balanced. Also it is a deck that is really cheap so new players can play something that is somewhat competitive.
    If you play a deck that gets rekt by zoo, play another one or change a few cards it is that simple.
    Everyone has sludge belcher and unstable ghoul now, so just add those cards.

     Sludge belcher is too slow to have much of an effect.

    Quote from Cagey75 »

    It's still nowhere near as OP as miracle rogue, and Blizz have said that is not broken and therefore won't be 'fixing' it. Which is laughable. 

    Except the stats have never shown that miracle is OP. With warlock above 50% against every single class, there is a legitimate argument to be made here.

    Posted in: General Discussion
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    posted a message on Nerfing zoo
    Quote from Banquetto »
    Quote from MyEyesAreBlind »
    Quote from Captainamorgan »

    The deck is everywhere and has the only minimum 50% winrate against all classes. That is already indicative of it's power.

    Zoo averages 50% across the board. Not equal or greater than. 

    Yeah I was about to pop up and say this.

    Last figures I saw, Warlock as a whole has a smidgeon over 50% win rate.

    There is absolutely no way in the world that Zoolock decks have 50%+ against every other class, it would take remarkable convolutions of statistics for that to add up to the total Warlock winrate.

     Warlock has above 50% win rate against every class, so either you need to check your maths or you need to update your stats http://hearthstats.net/july

    Posted in: General Discussion
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    posted a message on Nerfing zoo
    Quote from PoeticStanziel »

    You want to "nerf" Zoo, then play something that counters it. The following deck is a hard counter to Zoo. It's weaknesses tho are Hunter and Handlock. If you're encountering a lot of Hunter, you might want to sub out Harvest Golem for Earthen Ring Farseer.

    Export to BBCode Export to Cockatrice Export to MarkDown Export to Html Clone this deck
    Minion (21) Ability (9)
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    This is strong right now because zoo players are messing around with egg and creepers, but once they realize those cards are too slow things will shift back to the faster zoo decks and this counter won't work anymore.

    Posted in: General Discussion
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    posted a message on Nerfing zoo
    Quote from Jaeska »

    make the discard for soulfire and doomguard mandatory for example,would be a good start.

     

    This makes a lot of sense to me - don't allow them to play Soulfire unless they have a card to discard. It is a small change but it only has to affect 1 in every 60 games for it to get the win rate back to where it should be. 

    Posted in: General Discussion
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    posted a message on Decks that perform well against Zoo?
    Quote from chendu1993 »

    Try this out. http://www.hearthpwn.com/decks/70956-strifecros-taunt-druid

    It's not really budget, but you can't really expect to counter a strong deck like zoo without investing some dust in your deck. The deck plays pretty easily against zoo: Use your 10 taunts (Mark of the Wild, 2x Druid of the Claw, 2x Senjin, 2x Sunwalker, 2x Ancient of War, Cenarius) to completely stop them in their tracks). It has really strong removal small monster removal in Wrath, Swipe, Keeper of the Grove and it has burst damage in FoN + SR to finish them off. It also has a small amount of heals to deal with very aggressive starts.

    This deck works pretty well against zoo, though obviously if you want to build it specifically against zoo you should remove Cenarius and BGH in favor of a few more mid-range guys. Once you get to ancient of war it is pretty much GG.

    Having said that is there a better hard counter to zoo? I think the above listed Druid deck is probably no better than around 60%. In the Prismate Cup Garaa double-picked his mid-range hunter into zoo, so I wonder if percentage-wise that matchup is better. I feel like tempo rogue should be really strong against zoo because it has all of the same control tools miracle has and then some, but for some reason I was again only about 60% when trying it.

    Posted in: General Deck Building
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    posted a message on The Artificial Ineptitude Engine in Hearthstone
    Quote from Crawford881 »

    Every WoW raid boss has some kind of mechanic that makes them beatable.  If they didn't do the thing that makes them beatable, they would be unbeatable.  It's not stupid of them to do the thing that makes them vulnerable, that's just encounter design.  Requiring players to master the encounter-specific mechanics adds variation to the combat when the game has 80 different raid bosses per expansion, and the core mechanics are mostly static.

    Hearthstone's adventure mode operates under a similar logic.  The bosses use powerful abilities which thwart your standard strategies, and you have to build to neutralize or exploit those abilities.  If Maexxna was smart, instead of automatically using her hero power to bounce two creatures every turn, she'd recognize that your voodoo doctor or your owl or your Aldor Peacekeeper are messing up her minions, and she'd destroy them, instead of sending them back to use their battlecries again.  But then her hero power would make her pretty much unstoppable.  The whole point of the exercise is turning her powerful hero power against her by using it to abuse battlecries.

    Similarly, if Loatheb was REALLY smart, he'd just never use the cards that make him create spores, and then he'd be unbeatable.  Those cards are disadvantageous for him to use in every situation.

    The difficulty of Loatheb is built into the fact that his heroic version gets a 5 drop with taunt that can attack on his first turn.  That means that, almost regardless of anything you do, you take 6 damage on turn 1, you are starting from a disadvantaged board position, and you are going to take 3 damage from his hero power every turn, which puts a tight clock on your game. The point of the exercise is taking control of the board fast, from a heavily disadvantaged start, so that you're in position to buff several minions with spores and hit him in the face before he kills you with his hero power. 

    That's all fine, but doesn't excuse when the AI makes mistakes like attacking a minion it then assassinates or going for face when there is clearly lethal on board. Those aren't mechanics, they are just stupid.

    Posted in: General Discussion
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    posted a message on The Artificial Ineptitude Engine in Hearthstone
    Quote from Cagey75 »

    And yet, Ek0p was stuck on heroic Loatheb for hours 

    Many others probably would have been too if they didn't watch the other top players do it and copy their decks. 

    Took me two tries without any netdecking of any sort. 

    Posted in: General Discussion
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    posted a message on The Artificial Ineptitude Engine in Hearthstone

    I came to the forum to make this exact post, thanks for saving me the time. The most egregious display of stupidity is when the AI has gone for face when I had lethal on board. In one case I had 0 cards in hand. If he had traded efficiently there was actually no way I could have won -- but nope, all to face and pass turn. In my opinion that is simply unacceptable as even the simple algorithm they are running should check for lethal. It's math featuring addition of 1 or in extreme cases 2 digit numbers, pretty sure computers can make that happen. I'm not a programmer and I could write an algorithm for this scenario. Simply pathetic, and Blizzard should literally be embarrassed by it.

    Posted in: General Discussion
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    posted a message on Disable Naxx cards until we can all access them
    Quote from Fortheundercity »
    Quote from Semioteric »

    How can it possibly be considered fair that some of us have to play the last two days of the season without any way to access the cards while others are using them?


    Why do you specifically have "no access" to the cards?

    Because my account is one of the ones that charged me for the expansion but didn't give me access to it. Now I'm locked out of the shop, so even if I wanted to pay again I wouldn't be able to.

    Posted in: General Discussion
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    posted a message on Disable Naxx cards until we can all access them

    How can it possibly be considered fair that some of us have to play the last two days of the season without any way to access the cards while others are using them?

    Edit: For those of you not aware of the problem, currently a bunch of accounts purchased the expansion but were not granted access to the second wing. You can read the updates on the heartpwn homepage. 

    Posted in: General Discussion
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    posted a message on Can someone explain to me why taunt versions of Druid of the Claw and Ancient of War behave differently when silenced?
    Quote from Nigel_Tea »

    I can't find the blue but they basically said wording on cards maybe ambiguous in some cases but they err on the side of being short and easy to read. These things can be learned by playing the since the computer controls actions and flow of the game the cards don't have to be as specific as in a physical CCG where players have to know every rule/situation.

    This is true. They were specifically talking about the inclusion/exclusion of the word "random" on certain cards. However, they also said in that Q&A that the wording should be consistent, meaning two cards that read exactly the same should do exactly the same thing. This isn't an ambiguity, it's an inconsistency, which is different.

    Posted in: Card Discussion
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    posted a message on Can someone explain to me why taunt versions of Druid of the Claw and Ancient of War behave differently when silenced?
    Quote from DescHearth »

    Ancient of War is a 5/5 with battlecry gain 5 health + taunt or gain 5 attack. Druid of the Claw summons a 4/4 with charge or summons a 4/6 with taunt.

    Not really obvious from the text of the card though.

    Druid of the Claw doesn't "summon", because that would make it a spell.

    Posted in: Card Discussion
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    posted a message on Can someone explain to me why taunt versions of Druid of the Claw and Ancient of War behave differently when silenced?

    Ya I know that one transforms and the other doesn't, but given that the wording is exactly the same and they are using exactly the same "choose one" mechanic it should be consistent. Does anyone know if blizzard has ever commented on it being intentional or not?

    Posted in: Card Discussion
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