• 0

    posted a message on Thoughts on Divine Pally
    Quote from Jonesy978 >>

    Does this work? I would so love to play a competitive divine paladin deck. Alas, I've tried, and it just can't seem to hold up. 

     It's not bad. Still needs some work, but it either makes some tier 1 decks sweat a bit, gets lucky and wins, or hangs with tier 2+
    Posted in: Paladin
  • 0

    posted a message on Thoughts on Divine Pally

    Hello all,

    I'm wondering if anyone is willing to take a look at my deck and give some feedback on it. Its a mid-range Divine Pally. I've had a lot of fun playing it so far and, when I get a good to decent draw, I'm able to complete with most decks. It struggles with Highlander Priest if they get their Shadow Word: Horror + Pint-Size Potion, Control Warrior if they get both Brawls, Prince Rogue if they get an early Prince Keleseth and a Shadowstep and Evolve Shaman depending on who gets a faster start.

    There's a bit of rational for some of the cards on the deck page.

    Thanks for anyone who is willing to look it over and give some constructive feedback!

    Divine Knights
    Export to BBCode Export to Cockatrice Export to MarkDown Export to Html Clone this deck
    Minion (19) Ability (9) Weapon (2)
    Loading Collection

    Posted in: Paladin
  • 0

    posted a message on Divine Pally deck help

    Hello all,

    I'm wondering if anyone is willing to take a look at my deck and give some feedback on it. Its a mid-range Divine Pally. I've had a lot of fun playing it so far and, when I get a good to decent draw, I'm able to complete with most decks. It struggles with Highlander Priest if they get their Shadow Word: Horror + Pint-Size Potion, Control Warrior if they get both Brawls, Prince Rogue if they get an early Prince Keleseth and a Shadowstep and Evolve Shaman depending on who gets a faster start.

    There's a bit of rational for some of the cards on the deck page.

    Thanks for anyone who is willing to look it over and give some constructive feedback!

    Divine Knights
    Export to BBCode Export to Cockatrice Export to MarkDown Export to Html Clone this deck
    Minion (19) Ability (9) Weapon (2)
    Loading Collection

     

     

    Posted in: Paladin
  • 0

    posted a message on Buff Blubber Baron!!!!!

    I've been toying around with it in a Buffadin deck, and it's not uncommon to get it up to 6/6 - 8/8. Some games I get it as high as 14/14, but it's also a dead draw late in the game. I like the idea a lot, and Doppelgangster and Saronite Chain Gang are great helps. Maybe if it started 3/3...? It really doesn't need MUCH tweaking, just something. Again, really like the concept.

    Posted in: Card Discussion
  • 3

    posted a message on Buff Blubber Baron!!!!!
    Quote from Sherman1986 >>
    Quote from Splatacleze >>

    #sarcasm ftw anyone :)

    So, what is the purpose of this thread then? Are you here just to troll people?
     1) I do actually wish they would buff it is little bit (I really like the idea of the card. Just needs some lovin).
    2) I was trying to interject some levity to the community cause everyone seems so tense after the nerf announcement. No trolling/disrespect intended.
    Posted in: Card Discussion
  • 0

    posted a message on Buff Blubber Baron!!!!!

    #sarcasm ftw anyone :)

    Posted in: Card Discussion
  • 0

    posted a message on Buff Blubber Baron!!!!!

    I mean... come on! What do we Blubberites have to do to get it changed?!

    Blubber Baron should either get buffed no matter where it is (deck, hand, etc) OR (what I like better) anytime either player plays a minion with Battlecry it gets +1/+1.

    We demand justice!

    Posted in: Card Discussion
  • 0

    posted a message on New Rogue Card Reveal - Runeforge Haunter

    Wild Oil Rogue auto include...?

    Posted in: Card Discussion
  • 0

    posted a message on Bolvar, Fireblood

    Two things needed to make him playable: 1) His buff should happen wherever he is (hand, deck, board) and 2) the Death Knight version of Uthar needs to give divine shield somehow (which... ain't gonna happen).

    Posted in: Bolvar, Fireblood
  • 2

    posted a message on Bolvar the Firegoblin

    Like the concept, but... two questions: 1) what about using Steward of Darkshire (Maybe that's a just a different deck than what you're going for)? and 2) I don't think I've ever seen two Blood Knights work in a deck. Yeah, they're great when they work, but I think one would be sufficient. I see the Bolvar dream combo, but pulling it off will be difficult.

    I like the idea of Bolvar and hope he's a better than expected card, but I don't think you have enough divine shield minions in your deck to make it would.

    Not trying to troll. Just dialoging :)

    Thoughts?

    Posted in: Bolvar the Firegoblin
  • 0

    posted a message on SUGGESTION: How to incentivise slower deck styles

    @Tze Thanks for the follow up. I  appreciate it. I think we're on the same page. I didn't mean to suggest I favor control deck over aggro. I was just trying to suggest a way to equalize the incentives for both styles. If you play fast and win: great, you get a reward equal to the effort it took to win. If you play a more involved game and win: great, you get a reward equal to the effort it took to win. Right now there definitely seems to be a reward bias toward decks that are fast (...and good, of course;)

    The who idea was base around what you were saying at the end there: I want them to incentivize diverse styles of play. I might have worded it to simplistically, though. My B ;)

    I don't think it's terrible, as is. I love the game and think the meta is actually more fun than it has been in a long time.

    Posted in: General Discussion
  • 2

    posted a message on SUGGESTION: How to incentivise slower deck styles
    Quote from Skyi101 >>
    This may come as a shocker to the OP but skill is already rewarded in HS. I'm not even sure if it's worth elaborating on...
    Yes there are brainless decks, however, there are decks that counter said decks and good pilots can easily climb with them.
    Not a shock. I know that. It's a game of skill. Yes, there are brainless decks. People also get bad draws... that's the nature of a card game. As I posted originally, I genuinely like playing both aggro and control. I was just wondering out loud: if the rewards system could use some adjusting to make it equitable to play longer games. Right now, you get rewards based on the number of wins you can accumulate. It seems like there more incentive to play faster games (except, the fact that someone – myself included – can find longer games can be more fun).
    Question: Doesn't Blizzard already have a mechanism/calculation for determining how much experience to give when you're ranking a character? Couldn't that be applied to gold/rank rewarding?
    I agree with you about how decks people complain about being OP have counters. While I find decks like Quest Rogue and Pirate Warrior annoying it's mostly because at times soooooo many people are playing them, not because I hate the deck archetype. I just want to play against a wider variety of decks.
    And I DEFINITELY  don't think making a "deck difficulty" is a good idea.
    Posted in: General Discussion
  • 2

    posted a message on SUGGESTION: How to incentivise slower deck styles
    Quote from Tze >>
    On topic, I do think arbitrarily weighing certain decks/playstyles to be worth more is beyond dumb. Not because I don't want more styles of play to be encouraged, but because the second you implement a system to specifically cater to slower players it will end up being too good and ladder turns into a 24/7 grindfest or it turns out horrible and those players are still unhappy. It's also convoluted, which is one reason we don't just have an ELO system for ranking up outside of Legend or Casual.
    What I was trying to suggest isn't meant to promote either play style. If you play aggro you can earn rewards - they would be smaller, but since you can earn more of them, you can still earn a lot. With a slower play style, even though you don't play as many games, you can still earn a lot because the games give larger rewards.
    Posted in: General Discussion
  • 0

    posted a message on Game is dangerously close to broken....

     This is something I was trying to at here: SUGGESTION: How to Incentivize Slower Decks

    Posted in: General Discussion
  • 0

    posted a message on SUGGESTION: How to incentivise slower deck styles
    Quote from SDhn2a >>

    The problem with this- you're incentivized to BM. Lets say I have lethal in my hand. Assuming I know that your deck has no ways to pull the game back around, my goal would be to toy with you as long as possible, since I've basically already won.

    Conversely, assuming stars gained = opponent's stars lost, people would just concede as soon as they felt like they were losing, since every turn they waited would lose them more and more stars. So now a major part of ranking up would be accurately guessing when you're going to lose, and conceding very early on to minimize your loss.

    I definitely don't see it as a matter of losing stars. I would keep a loss fixed like it is now. Maybe that means there are more people who make it to rank 5-Legend. ...Uh... ok, but maybe not.
    I hear you on the BMing potential. Some people will be jerks/game the system, but a) sometimes that would backfire: you hold off on lethal thinking your opponent can't get you until they surprises you with lethal, and b) if you feel like/know you're being toyed with you can always concede.
    I'm not saying my idea is perfect by any means, but I do thin something needs to change. So, fair shots any my idea. Any ideas of how to make it better?
    Posted in: General Discussion
  • To post a comment, please login or register a new account.