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    posted a message on That feeling of RNG just sucking the life out of you...

    If you have a 70%+ win rate then it seems like your Mulligan's have been very viable?

    Weird complaint to make, unless you were just trying to slip in talk of your high win rate.

    Posted in: General Discussion
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    posted a message on Hero Power/Big Spell Mage
    Quote from Pherosizm >>
    Quote from Squiggly >>

    Until Blizzard fixes dawngrasp's being the only hero that can actually shoot himself or his own minions with his  battlecry,  and similarly for the parrot, I can't view big spell mage as anything more than just for messing around.

     Which "big" spells are you using that can target your own minions, though?

    In standard, your best options are ones that come preloaded with "at enemies" in the text already.

    I mean, I don't disagree with your idea, but if they do that, we might end up with more burn mage decks where they build them with fireballs alongside mask of c'thun and whatever else. And I really don't want more burn decks.

     A popular build for big spell mage, to my understanding, is using small minions that can discover spells to help fill out the need for smaller spells that help you survive until you are far enough along to break out the big spells (and not already overwhelmed).  But oops, now that fireball you used now shoots your own hero, or destroys your parrot you put down last turn, or brain freezes your own minions, etc.  I don't see any other deck that penalizes its user for using their classes' cards.  Then there's the fact that the iceblood tower can waste spells like arcane overflow if there are no targets, and the 'throw 20 mana of spells at enemies' card can actually be eaten up by harmless spells that do nothing to the enemy despite costing your turn to use.

    If you're worried about that extra fireball for burning the opponent, then make dawngrasp only cast things that cost 5 or more.

     

    Posted in: General Deck Building
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    posted a message on Hero Power/Big Spell Mage

    Until Blizzard fixes dawngrasp's being the only hero that can actually shoot himself or his own minions with his  battlecry,  and similarly for the parrot, I can't view big spell mage as anything more than just for messing around.

    Posted in: General Deck Building
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    posted a message on Celestial alignment. WHY?
    Quote from onceupop >>

    Yeah, i wonder what the majority of the community think of this card. Personally, i don't understand why they thought it was a good idea to print it. Blizzard always say their goal is for both players to have interactive, fun games. This card might be the most frustrating and game ending card printed. Who cares about the winrate, the player experience is awful. Just nuke it by changing the effect.

    Now that is my opinion, what are your thoughts, is the card healthy/unhealthy for the game?

     It is one of the unhealthiest cards in the game, as its use is outright towards making it so the other person can't even play.  See also Tickatus and how people plonked that thing down multiple times to wipe out the other person's deck.  Warlock is very strong now so we don't see Tickatus as often, but it's still hanging around too.

    Posted in: General Discussion
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    posted a message on Extra Golden Tamsin's Phylactery, Disenchant or Wait?

    If you aren't in a rush for the dust, seems a good bet to hold onto it.  Worst that happens is you can dust it for the regular amount later on.

    The card is very strong as is.  As noted above though they may try nerfing things around it first.

    Posted in: General Discussion
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    posted a message on nerfs are in

     Confused by all the complaining about mages when all reporting I see says mages are not among the top decks right now.  

    They do have a bit of an edge over warlocks and somewhat quest shamans, so I guess it stems from the flood of people playing those?

    On the topic of the nerfs:

    Glad to see the change to illucia.  Much less oppressive/irritating now.  Brute will probably inch up higher in mana cost like flesh giant has.  Going up by one mana may slow it to being plonked down on turn 4 instead of 3.

    Interested to see if they end up tweaking warlocks more still.  Needing more self-damage is good.  Given how much healing they still have access to I could see removing or reducing one of the lifesteals.

    Buffs to warrior because it's so rare to encounter them right now.  The others are mostly whatever.  

    Blizzard's nerfs definitely seem to target 'non-games' where someone can't even do anything to try and fight back.  Makes me wonder if they will go after astral Druids since that's their whole thing, and about as annoying as illucia was.

    Posted in: General Discussion
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    posted a message on Hearthstone Gets Constructed Balance Changes Next Tuesday - Warlock Card Ban, Priest Card Redesign, 5 Nerfs, 7 Buffs

    Illucia is possibly the most annoying card, and is basically just to skip the other person's turn or try to throw away as many of their cards as possible, so I definitely wouldn't mind it being nerfed/changed.

    Its up there with astral Druids where they look to win by making it so their opponent can't even play.

    Irebound brute probably getting a nerf similar to warlocks flesh giant.  Had a demon hunter plonk down three of them on turn three the other day.

    Posted in: General Discussion
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    posted a message on How about we buff the quest cards instead of nerf

    With the strength of these latest quest rewards, it would turn matches into a race to who could draw out the quest quicker or get lucky and Mulligan for it.

    Quests mixed into a deck would need to be both easy(-er) to complete, and have a reward that is not able to crush the person not lucky enough to draw theirs.

    Posted in: General Discussion
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    posted a message on How do you handle the annoying players?

    The only ones I find annoying are people who shit talk / spam emotes (makes me squelch opponents if they say anything before the end), and ropers.  

    I almost always wait for the person to give the final blow.  Partly because I've won a bunch of games with 1 health left all because I didn't give up, but also because in no-win scenarios like above the player has earned the right to do it, even if there was nothing I could have done based on cards etc.

    Posted in: General Discussion
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    posted a message on Battleground Battlemaster Removal

    Paladin is the worst for it in my experience.  E.g. cleared all but two 1/1 recruits -> battlemaster + attack boost X2 = 28 face damage in one turn.  From two 1/1 minions.  This was pre-nerf, but the nerfs were weak so this is still doable.  

    Most classes have other win conditions so it can be a surprise to see them pull it out.  Definitely not as prevalent post-nerf, thankfully, but I agree - I don't think it's a good card in the game.

    Posted in: General Discussion
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    posted a message on Hearthstone not fun in this state
    Quote from WilliLandgraf >>

    Wirst Ever i don't know, Refering to Quest decks it is Like c'thun Decks for example. You allways Play the same over and over again. 

    And i think this Meta is totally spelldriven. Spells have No personality, No Aura, Minions have. That makes the Game very unimpassioned/valid.

     Definitely spell-heavy, but I might broaden that to include unblockables in general.  Beginning maybe with Alexstraza before doing unblockable 8-damage, but now with things like unblockable handbuffing for Paladins.  There's little (if anything) your opponent can do to interfere.  I attribute it to the direction of the game being towards faster games with big flash damage/otk.

    Posted in: General Discussion
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    posted a message on Hearthstone not fun in this state

    The meta seems to be everyone rushing to complete whatever simple or elaborate kill plan they have, to even the discouragement of using any minions that are not part of said scheme.  

    Quest shamans rushing to get double cast so they can burn with attack spells or summon multiple 10-cost minions each turn.  Elemental shamans going for otk with doomhammer or just barrage of face damage battlecries/spells.

    Quest mages rushing to complete and get spell damage to burn down in a turn or two with remaining spells.

    Quest warlocks mashing their hero power and self-harming quick as they can so they can kill with fatigue or dropping free 8/8s on turn 4 (which still happens even after the nerf).

    Rogues rushing to shuffle their cards around ND discount them to then try and burst burn in a turn or two by drawing through their deck and hitting garrotes and other face damage spells (ideally with spell damage).

    Demon hunters drawing as fast as they can, either to plop down (auto-summoning) big minions, or lots of fel spells.

    Paladins piling all the minions they can into the field with every turn to either megabuff the ones they haven't put down yet, or otk with battlemaster and attack boost for anything that isn't immediately wiped.

    Hunters going face with even more spells now and less reliance on minions.

    Priests rushing in shadow form to kill with nicks and cuts.  Or quest priests as possibly the only class that tries to stall for as long as possible to complete the quest and then draw out the insta-kill card.  (I think giving an insta-kill to a class that has specialized in dragging out matches is bad too though, and still gives the sense of rushing to complete an ultimate weapon).

    Warriors rushing out pirates to get that ship.

    Druids sitting until they can double-summon 8-cost minions and armor (optionally resetting your mana before/after so you can't do anything), or spam the field with summoned minions and hope you don't have an aoe spell to respond with so they can otk.

    Druids were nerfed before the latest expansion explicitly to reduce the frequency of 'non-games' where it doesn't matter what their opponent does/the opponent can't do anything, but now it seems like most classes are essentially hoping for the same thing.  Prep your killer combo first, with thanks to lucky rng, and pay only the minimal required attention to what the opponent is doing.

    Many games have the sense of it being clear who is going to win by around turn 5 now (sometimes earlier), with the crappy part being that it's clear there was nothing you (or they) could have done to prevent it, based on rng.

     

    Posted in: General Discussion
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    posted a message on Incanter's Flow was a huge mistake. Change my mind.

    To me the card seems an action from devs to try and compensate mages ability to respond to early aggression from other classes.  Lots of mage spells are/were not usable until starting around 3 to 5 mana, and as a single spell has become less and less able to respond to early aggro (cue death rattle demon hunter and the like), mages have needed faster ability to use multiple spells.  They have since added to this with mostly cheap spells in the latest expansion that can help deal with early minions.

    Any tweaks to it need to be done without destroying mages' ability to survive the increasingly aggressive decks that have been created for other classes.

    Posted in: Card Discussion
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    posted a message on Questline predictions?

    I predict one or two quest lines are going to be broken and take a month or two to be nerfed.

    Posted in: General Discussion
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