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    posted a message on Hearthstone Update for February Contains New Events, Possible Balance Changes

    Nobody would have a problem with Doomguard if it wasn't so easy to duplicate them. The fact that they can be duplicated so easily on a swing turn with Skull and Cube + Dark Pact on curve at times (T5 Skull, T6 Cube + Dark Pact) is where the problem lies. Increase the cost of cube, which to me was always undercosted and the combo immediately becomes less swingy and instead late game-y. 

    Priest on the other hand. Anyone asking for Priest nerfs and namely Highlander Priest is asking for the impossible. The strength of the deck comes mainly from 2 cards, Raza and Shadowreaper. Mindblast + Velen has always been around, so you can't say you want nerfs on that when before Highlander you've never had a problem with it. If almost every other card in their deck is meant to stall until the combo is out, there is nothing that can be balanced without ruining the decktype. One thing you could do is reduce the power of their stabilizing spells and stalls so they have a rougher time getting to the combo, but you realize that involves nerfing a number of cards, which will not happen.

    Make Raza more expensive, you'll only gib a few turns of free healing until your big threats are blown away by Shadowreaper's Battlecry. Waiting until the battlecry is out is waiting till after turn 8 to play any big threats with more than 5 attack. Play any threats less than 5 attack to rush them down is not fast enough as they have a variety of spells to both stabilize and board clear.

    Of course, if they don't draw Shadowreaper you're lucky and will probably destroy them. But relying on draw to determine success or failure isn't putting much decision making in the hands of BOTH opponents, so I'm not so sure how I even feel with that victory. Though you could argue that's how combo decks function. 

    So there's not much wiggle room to balance Priest until Raza rotates, which is probably what Blizzard will wait for in terms of balancing the class. 

     

    Posted in: News
  • 3

    posted a message on Rin, the First Disciple

    Just wrecked a defensive Big Priest with this card. Burned his deck with 15 cards in it. She's actually pretty good against other control types. Of course looking at the stats you'd argue Fen Creeper is flat out better but a single card improving a variety of other matchups is enough to warrant her poor statline. 

    Posted in: Rin, the First Disciple
  • 2

    posted a message on Sonya Shadowdancer

    Good point. Though one would first think of Quest Rogue when seeing this card, it combos really well with a lot of other cards Rogue uses. Of course it'll see more value when you've got a full board so you can proc the effect, but a 1 mana Vilespine Slayer sounds pretty great. 

    Posted in: Sonya Shadowdancer
  • 2

    posted a message on Kobolds and Catacombs - Week 2 Reveal Schedule
    Quote from Draccy >>
    Quote from Krezione >>

    Maybe the Warlocks spellstone

    Man'ari would be the Lock Legendary Weapon.
    Second reveal before that, number 5, is probably a spellstone and would likely be Lock due to color.
    Man if Skull of the Man'ari is the Warlock Weapon that's gonna be so sick. Given the lore it'll definitely have some sort of demonology/summon demons synergy, inevitably making Bloodreaver Gul'dan more useful.  
    Posted in: News
  • 2

    posted a message on Sonya Shadowdancer

    Damn this card is bonkers. Doesn't mess up Keleseth decks, insane synergy with Rogue Quest. Requires setup and it has 'taunt', but hey it can easily weasel out 2 or 3 procs in the Quest which even with that is pretty nuts value. 

    Posted in: Sonya Shadowdancer
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    posted a message on New Mage Secret Reveal: Explosive Runes

    I wouldn't say a shit (I'm assuming you mean small) minion counters this. That's because any excess damage goes face, which is more burn. And being a Warlock player, I really want to be able to control how much face damage I take. But with this, it's a lot harder. 

    Posted in: News
  • 2

    posted a message on New Mage Secret Reveal: Explosive Runes

    Testing for secrets is now a lot harder with this card, as it plays against the regular methodology of playing around Mage secrets (playing small cards/minions).

    It's a great card. Having a secret that requires playing around in a different way makes the other Mage secrets stronger, as players will want to play around this one and guess wrong. Of course provided that this card sees play, which it probably will. 

    Posted in: News
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