• 0

    posted a message on Paladin either Overpowered or Underpowered post standard? No middle ground

    Standard

    Paladin was one of the weakest classes pre-GvG. But the devs know this and so we can expect to see a few good Paladin cards in the next set. Further more, with the slower play of pre-GvG, while a control Paladin might not have ever shown up in tournaments, it could easily make Rank 5 with no Epic/Legendary cards, if you are willing to play slow games. Also I have a feeling that Inspire Paladin is going to be a main deck in the future, maybe even the best Paladin deck. With GvG out of the way, TGT can really shine. I had some luck with Inspire based Paladin right after it was released and that was in a world where I was replacing Shredders and Jugglers with Inspire cards. Now that the Shredders and Jugglers are gone, there is space to make Inspire work.

    Midrange loses 12-14 minions or whatever. Add a few spells, the second Equality and one Avenging Wrath, or maybe even double Enter the Coliseum becomse a thing. Next add 2x Garrison Commander, 2x Silver Hand Regent, 2x Murloc Knight, 2x Maiden of the Lake, 2x Mukla's Champion, and maybe a few Kvaldir Raiders. After that proceed to play this extremely fun Inspire deck. With the new expansion, a few new Inspire and support cards, and a bit of refinement I see no reason why this shouldn't be a viable deck.

     

    Wild

    Doubtful that Secret Paladin will stay dominant in Wild. He is already losing status. So many counters available. Nearly every class has deck/tech counters available if they want to run 'em.

    Even Reynad recently stated the thing I've been shouting for ages: "Mysterious Challenger isn't the problem with Secret Paladin, it is the neutral support cards that make it dominant."

    That quote might be paraphrasing but it is accurate. It is the Knife Juggler, and Piloted Shredder, and Dr. Boom that makes Secret Paladin strong. Nerf the neutral fuckers that have needed it for over a year and Secret Paladin drops off completely.

    Even watching Lifecoach play a Rogue deck, that counters Secret Paladin, he occasionally has trouble. And guess where his main trouble in dealing with Secret Paladin always seems to be? The DR. BOOM turn. It's not the secrets, it's not Mysterious Challenger. Dr. Boom is the one that seals the game, makes a comeback near impossible, and makes Secret Paladin seem unfair.

    Further more they have stated that they won't ignore Wild balance. Maybe a hint at a Dr. Boom nerf? I don't see how they can contend that they will be balancing wild, without a few nerfs.

    Posted in: Paladin
  • 0

    posted a message on New Meta Paladin (post-Standard)
    Quote from wisesquirrel >>

    Why are people so resistant towards Argent Lance and Tuskarr Jouster?  The weapon counters 3/2s and Tuskarr is a huge tempo drop, 5/5s on turn 5 are not easy to remove, the heal is easy to build the deck around.  Use weapons / spells for low drops,not Pyromancers.

    I'm hoping the meta returns to Face Aggro.  Those decks are easy to take down using taunts + Paladin heal arsenal.

     

     I really wish I could run those cards. But they seem bad and that's probably your answer to why people don't use 'em.
    Tuskarr Jouster - True that with the removal of Antique Healbot this guy gains some amount of value. But Joust still sucks and Healing is too important for a control deck to be random like that. If you lose the Joust, you lose the game, which is why he isn't played much now. He does have some great art but that just doesn't cut it when he's always fishing instead of healing. I'm more excited for the return of Guardian of Kings. He is just so much more consistent than Tuskarr Jouster, and GoK should be playable with the removal of the insane amounts of Naxx/GvG powercreep. Tuskarr could work better in a tempo deck, but actually Midrange was the best possible place for him and people didn't use him then.
    Argent Lance -  I have a little bit more hope for this card being playable. Jousting still sucks, but losing the Joust on this card, doesn't completely screw you like it does with Tuskarr. That being said, it is weak with or without the Joust so it simply might just not be good enough. Coghammer and Muster for Battle are being removed but I would expect that Paladin will be getting 1 or more weapon(s) in the next set, and that weapon will probabaly be better than Argent Lance. However I did just find a Golden version of this card so I kind of hope it becomes playable. Realisticly though, the next weapon will be better and even if it isn't, hard to sacrifice board on turn 2, knowing that board is Paladin's lifeline.
     
    I love the art on the cards, but the cards themselves just aren't good enough. As far as Argent Lance goes, I guess it might get used, but only if they don't release a better weapon in the next set. And unless they release a Joust support card that has text, "Win every Joust," I just can't ever see Tuskarr Jouster being that great. I will certainly not be putting Tuskarr in a control deck, which is the direction I hope they take Paladin for the next expansion. Enough of this aggro bull.
    Posted in: Paladin
  • 21

    posted a message on No More Old Hearthstone Packs?, New Format Blue Responses, Red Bull Roster Change, Holding Hands - Card Design Voting

    Fuck you Blizz and your Doublespeak.

    Stop trying to tell us why we are all wrong and the removal of packs is a good thing.

    We are TELLING YOU that it is NOT a good thing. YOU ARE WRONG.

    Shut the fuck up or fix it or both.

    Posted in: News
  • 0

    posted a message on So.. Buy a lot of gvg or just save for the new expasion?

    I agree that removal of GvG packs is the worst part of this whole deal. Doesn't make any sense. And it makes acquiring the GvG cards much more expensive. Not very new player friendly.

    For me it means:

    • Disenchanting all neutral Goldens not from Basic/Classic
    • Only keeping neutral Golden cards from Basic/Classic from now on
    • Buying GvG packs from now til next expansion

    I always neglected GvG. Favoured buying Classic packs into TGT. Not sure if that makes me lucky or not. On the one hand I now don't need to buy them if I don't want. On the the other hand, only ~40 days before you can no longer buy GvG packs.

    39.625 Legendary cards worth of dust to craft full GvG set. That's just mean Blizz. Fix your attitude.

    Posted in: General Discussion
  • 0

    posted a message on Does Dr. Boom Need to be Nerfed?

    What this poll says: Around 85% of Hearthpwn users could never be game developers.

    Farebad, Dr. Boom, fare bad. Enjoy your new casual mode.

    Posted in: Card Discussion
  • 0

    posted a message on Does Dr. Boom Need to be Nerfed?

    Dear Dr. Boom,

    Enjoy your stay in CASUAL FORMAT and good riddance.

    BOOM SHAKALAKA

    Posted in: Card Discussion
  • 1

    posted a message on New Meta Paladin (post-Standard)

    Glad I crafted 2x Golden Argent Protectors a bit more than a month ago. Value acquired.

    Time to bust out the old Avenging Wrath and double Equality control decks.

    Also Inspire Paladin.

    Fun times ahead.

    Posted in: Paladin
  • 4

    posted a message on Standard Play Clarifications, Summons & Tribe Synergy in Standard, Important Cards Being Removed

    Looks like mostly good things are happening.

    Biggest problem I have is GvG packs removal. Makes no sense.

    How is that good for anyone?

    What if a new player wants to play WILD, and thinks GvG are the coolest cards?

    Without packs, it will be so much more expensive and time consuming to craft them, and they will also have less value than they did before.

    So at the same time that you are removing them from parts of the game you are also hugely increasing the cost of them too. MAKES NO SENSE.

    EDIT: 10600 dust just to craft the Commons and Rares from GvG. That's 6.625 Legendary cards. If you want the Epics and Legendary cards that's an additional 52800 dust or 33 more Legendary cards worth of dust. Removing packs = anyone who wants to buy GvG cards is going to pay a huge amount more than it currently costs.

    Posted in: News
  • 1

    posted a message on Which GVG/Naxx cards are you most excited about leaving "standard"

    Hell yeah, be gone shit GvG expansion. My only regret is that I did not get to test out Bolvar Fordragon and Troggzor the Earthinator. Sucks that the unplayed cards have to go also. Also some cards create very unique strategies, that aren't OP or even played that much, and those have to be ruined also. Really sucks for the unplayed Legendaries such as Bolvar and Troggzor and deck defining Epics such as Hobgoblin. These cards do not deserve to be killed, what did they ever do, they hardly ever saw play. Only Dr. Boom and Piloted Shredder and a few others needed to be removed to wildly alter the game.

    Oh well. I guess never being able to play Bolvar Fordragon is a small price to pay for removing those ugly fuckers, Dr. Boom and Piloted Shredder. Begone brain-dead OP tempo cards. Time to stop catering to the baddies who have no idea what they are doing, so they can only play tempo/aggro. Welcome back to what made Hearthstone great and popular in the first place, a slow thinking meta.

    Posted in: General Discussion
  • 2

    posted a message on Anyone else see entomb getting out of control in the future?

    Saw someone say about Azure Drake, almost the exact opposite thing said about Knife Juggler.

     

    Knife Juggler: 100% of the time, 50% of the players are pissed off.

    Azure Drake: Always feels great to play. Never feels unfair to have it played against you.

     

    Dr. Boom: More OP than any other card, and absolutely no restrictions.

    Reno Jackson and Elise Starseeker: Extremely strong but only in a very specific situation, major restrictions.

     

    Azure Drake should be applauded. These are the kinds of cards they should print. More Azure Drake, more Reno Jackson and Elise Starseeker. And nerf those other fucked up cards: Dr Boom, Piloted Shredder, Knife Juggler, and a few others.

    Posted in: Card Discussion
  • 1

    posted a message on Anyone else see entomb getting out of control in the future?

    Yeah, gotta say I'm with Noxious on this one. I think Entomb is one of the most broken new cards.

    Since it's reveal, I knew it was going to be busted. Never said anything because Priest wasn't the best at the time. Also there were still more pressing concerns at the time, such as Dr. Boom and Piloted Shredder, which they still have yet to address. But since I saw Entomb, I see no reason why Priest shouldn't be absolutely dominating the meta right now. That's one of the main frustrations in seeing all the Paladin complaints, Priest counters it so hard.

    I'm thinking the only reason Priest isn't dominating the meta is for two possible reasons. One theory is that since Priest was bad for so long, no one has collected the Priest cards, so no one has enough cards to play the current meta-dominating Priest decks. The other possibility is that Priest is simply seen as unfun. I love the high Health minions, Healing Hero power, and controlling aspect of Priest, but the stealing makes it feel like such a bullshit unfun class. Makes me never want to play it simply for how unfun stealing is, maybe others feel the same? I feel stealing is too much like Reynad's thoughts on Knife Juggler: 100% of the time, 50% of the players are pissed off. Stealing is bad design.

    But back to the main topic of Entomb. I fully agree with Noxious that it will be one of the most restricting cards created. Playing big stuff was hard enough with just Big Game Hunter in every single deck. Now having to deal with Entomb just destroys any late game deck.

    I only play Hearthstone for the control decks. I absolutely fucking hate playing aggro. The arrival of Entomb is so disheartening. Reno Jackson and Elise Starseeker arrive and we are getting close to a time when control can function. I can finally play a deck that is similar to the slow style of pre-GvG. But with Entomb around, Priest will be able to destroy any of those decks. GvG ruined slow decks. And right at a time when they are about to come back. Entomb fucking ruins them forever more. Shit design. Entomb is in my top 5 nerfs. It absolutely needs to go.

     

    Posted in: Card Discussion
  • 0

    posted a message on Why Cards Don't Get Nerfed Immediately, Summoning Stone was Mage Exclusive, Patron Still Going Strong, Hearthstone Mix Tape
    Quote from zamrai >>

    About Lifecoach's stats - he is just one person so it is all subjective. I keep solid stats as well and mine are different to his, which is not less than 25%. Do you suggest his stats are more relevant because he is a better player?

     No his stats are more relevant 'cause he records them, and shows the tables he uses to keep the numbers and pretty much all the data he has is out in the open. Where as the other people just say a number and SHOW NOTHING to back it up. Has nothing to do with popularity, it's about proof.
    Also I was bashing the people saying 50% or more. 25% isn't that far off from 17% and obviously the 17% was taken from a video so as time goes on it is subject to change. Nowhere did i say 25% was unreasonable, I said 50, 75, 90 was unreasonable.
    As Noam Chomsky, the most quoted living intellectual would say, "Don't believe a word I say, question everything. Go find the truth for yourself." No one is an authority on anything, everything should be questioned.
    Posted in: News
  • 0

    posted a message on A defense for Paladin
    Quote from wictor1992 >>
    Quote from KantLex >>
    Quote from Killzun >>

    @KantLex: "So it is actually the community getting unhealthy on playing the same deck type, but not the fault of the card design in anyway. "

    Sorry M8, but the reason why the community is unhealthy is because it is the fault of card design. Since the card design is broken, the community will exploit it just like it exploited Undertaker and Patron.

     Yes, people may exploit because of card design. 
    However, the creativity of deck is not related to particular card design. Before Ostkaka use Ragnaros, almost no SP use it. Although I don't think is a big innovative move apart from standard SP, but at least it gives fresh breath to the deck. 
    Therefore, being boring to play against is one thing, being OP is another. But overall speaking, I dun think it is an OP deck for high ranks player. At low ranks, you could say it is because less skillful players can pilot it well with good curve and their opponents usually don't know how to deal with it skillfully.
     Once again, OPness is not the issue, because it's not OP. The problem with SP is that it flips the skill-tree and allows bad players to achieve better results on ladder than good players with any other deck.
    Let me give you an example. Let's say there would be a perk in Call of Duty which gives your weapon a 50% chance to hit your opponent even without aiming and 50% to completely miss even if you aim down. Like an aimbot which only works 50% of the time. Would it be OP? No, because good players are able to hit more than 50% of the time. But would it be fair? No, because every noob would be able to kill a skilled player without even trying. And ofcourse pro players wouldn't use it because their skill overcomes the perk but they will still get sniped by noobs occasionally and can't do anything about it.
    I hope you get the point.
    In my opinion Hearthstone should reward players for their skillful plays and not for choosing a certain deck.
     
     
    No reason to bash SPaladin and leave all the rest alone. Most decks since GvG have encouraged the same type of play as SPaladin. Great for noobs, bad for skill. Hate all decks post GvG, they are all the same.
    Dr. Boom is just as much, if not more of a problem than Mysterious Challenger. Same with Piloted Shredder and Knife Juggler. Makes no sense to single out MC. I'd argue that the other 3 cards I've mentioned are worse for the game and they have certainly gone unchecked longer than MC.
    Posted in: General Discussion
  • 0

    posted a message on Why Cards Don't Get Nerfed Immediately, Summoning Stone was Mage Exclusive, Patron Still Going Strong, Hearthstone Mix Tape
    Quote from zamrai >>

    Community perception doesn't always match reality, and problems get worse over time. If problems last until a new set, sometimes new cards can throw a wrench in the meta and change things so we don't need to step in and nerf.

    Yeah, let's just make players suffer our bad design decisions for half a year until future card set maybe will change something - this attitude of current dev team is pissing me off.

    Community perception doesn't always match reality.
    Could also be read as: Way more complaints about Paladin than are warranted, or the complaints about Paladin are exaggerated.
    Heck just look at the difference between pro player and community perception.
    Kripp ranks Paladin 3rd or 4th in Arena but everyday we see complaint threads about Arena Paladins. And Arena is his area of expertise, and he is right, Mage and Rogue are certainly better than Paladin in arena even though no one ever complains about those two but we see Paladin Arena complaints nearly everyday. Community perception doesn't always match reality.
    SPaladin / Mysterious Challenger complaints everyday from the community, yet Hoej still thinks Dr. Boom is a bigger problem. Community perception doesn't always match reality.
    The "community" thinks Knife Juggler is "fun" in the same way that they love Dr. Boom: OP + RNG = great for mediocre players, bad for skilled. Then we have Reynad who, well lets just say: Jugglerstone: Heroes of Knife Juggler. Informative 12 minutes or so of Reynad doing some history of Magic and other card talk. http://www.twitch.tv/reynad27/v/36317614?t=18m02s 27:34 for Elise Starseeker, 28:08 for Jugglerstone. Community perception doesn't always match reality.
    Before release lots were saying Reno Jackson would be shit and so would Elise Starseeker. Turns out Reno is one of the best cards in the game, and while Elise hasn't been fully realized, Reynad saying it's one of the best designed in the game, is a bit different from the community labeled: unplayable.
    One of my very first posts on this site, might actually be my very first post as it is actually the reason I signed up for Hthpwn in the first place, was about how Antique Healbot was going to be a great card, and at the time everyone else in the thread and all pros thought Antique Healbot would be useless and unplayable. Turns out it probably sees more play than most other GvG cards with the exception of Dr. Boom, Piloted Shredder, and a few others. Community perception doesn't always match reality.
    Community saying 50%, 75%, some even claiming 90% Paladin ladders. Then we have Lifecoach, keeping solid stats, and putting Secret Paladin at a much more realistic 17% of the ladder, same as Druid. Community perception doesn't always match reality.
    Posted in: News
  • 1

    posted a message on Does Dr. Boom Need to be Nerfed?

    Nerf?

    YEP, STILL NEEEDS IT.

    Interview with Hoej:

    http://read.navi-gaming.com/en/team_news/interview_with_hoej_rng_skill

    —  Is there a card in particular that you consider overpowered at the moment and that would require to be balanced?

    —  This is a really good question, because I actually wanted to make an article about this subject. There are several cards I find overpowered but the most broken card is probably Dr. Boom, because he can fit into every deck.

     

    Even in a world of Secret Paladins, good players understand the true problem is still Dr. Boom. Fix Dr. Boom and Paladin loses a lot. Fix the next two biggest problem cards in the game, Piloted Shredder and Knife Juggler, and Paladin completely falls off.

    Posted in: Card Discussion
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