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    posted a message on Lets keep pretending
    Quote from HeilKise >>
    Well to be fair i dont remember the last time i could play control Shaman nor good old control priest on Wild. Or tempo something any class. The problem with Wild is not the class diversity, almost any class has atleast one deck that is "wild" level. But the real problem is archtype diversity in those classes. Like Priest is very restricted to OTK combos for example or going hard into Neptulon. The way the game works in Wild is very different to what i want my game experience to be.

     Wait, what? One of the recent solid Priest decks was the oddball Darkbishop Benedictus / Shadowreaper Anduin / Reno deck. Unless you, for some reason, don't consider that a Control Priest deck.

    https://hsreplay.net/decks/lGWIpB0BiULW2Wy0y07Ryb/#gameType=RANKED_WILD

    Posted in: Wild Format
  • 1

    posted a message on Lets keep pretending
    Quote from shad0wseek3r >> 

     There were quite a few "balances" in wild, all in favor of the class i won't name and if your best argument is "Wild will be wild", then revert everything done so far. Shortly, you'll see flood of players, who main class that i won't name, spamming every forum.

    Most recent nerf was Kobold Illusionist , which speaks volumes.

     Good lord it gets old when someone posts about Wild in the "WILD FORMAT FORUM", and you get comments from people about how "no one plays wild / balance adjustments shouldn't be made in wild, etc.".

    Anyways, yes: This specific priest deck is a problem. I've used it to get to Platinum rank the last couple months and then I go with a non-even Totem Shaman deck after that (just hit legend this weekend using that). It's not that it's a "high-roll" deck (because it kind of is), but that there are very few decks that can play around it successfully. But if priest wasn't there, keeping Secret Mage in check, you'd just see even more mages in queue.

    I honestly don't know what nerfs could be done to the priest cards (short of banning Neptulon from Wild entirely), but whatever would be done should hit mages a bit as well, while also maybe buffing warrior and demon hunter cards a bit (as they are just in a sorry state right now).

    Posted in: Wild Format
  • 0

    posted a message on New Druid Rare Card Revealed - Beetlemancy

    Did you forget to say "kappa" at the end there or what?

    Posted in: News
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    posted a message on New Hunter Common Card Revealed - Shockspitter

    As others have mentioned, you could discover this beast and since the attacks are tracked in the background, they will accumulate unlike, say, an Infuse minion. Even Demon Hunter minions that are activated or changed based on attacks typically manifest that when they are on the board, not constantly stack that sort of thing beforehand.

    Posted in: News
  • 0

    posted a message on New Mage Legendary Card Revealed - Vexallus

    Oh God, really? I thought that was the "skill" portion of it, that you had to count when you'd be under a threshold. Wow, I totally overestimated the design of that mechanic. Oookay then! More damage, all the time!

    Posted in: News
  • 0

    posted a message on New Mage Legendary Card Revealed - Vexallus

    So a turn 10 Vex, he costs 5, the next Arcane Bolt is "Thirsted" so it'll be 3x2, and that would then play out the next three bolts ((3x2)x3), and a final bolt being a (2x2). So without any +magic damage or anything, as long as you generated 5 bolts and have Vex, and no other interruptions, that's 28 damage from hand.

    This would be strung out a bit differently if it was Vex and an Apprentice, but a similar end. Toss in a little spell damage and it could get spicy.

    Posted in: News
  • 2

    posted a message on Lingering Zombie

    Why wouldn't they have made this interesting and have the last zombie be a 0/1 or something? Like "Sure, it's on your board, but now you need to DO something with it." seems more engaging than just nested 1/1's.

    Posted in: Lingering Zombie
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    posted a message on New Paladin Legendary Card Revealed - Anachronos

    Right, this opens a number of unusual plays. Lets say it's an aggro druid and you sent all his full board into the future. Does he continue to flood the board, knowing that some will be dead on arrival in a couple turns? Does he burn buffs in hand or wait until his board is back? And if you had Charge minions on the board, when they come back, they can immediately attack when they get back. If your opponent knows this, can you bait them into playing a Taunt minion at an awkward clip? I look forward to playing with this one.

    Posted in: News
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    posted a message on New Neutral Legendary Card Revealed - Bonelord Frostwhisper

    Maybe someone already mentioned this, but does changing your hero by using a different hero card diffuse this? I'm assuming no, but just wanted to clarify as there isn't really any precedence for this sort of mechanic.

    Posted in: News
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    posted a message on New Watchpost Relic Demon Hunter

    Wanted to like it, but too slow: No early way to punish spell dumping from Druids or Warlocks, so by the time you get a (Can't Attack) tower down, the board is entirely lost. Troggs or something for the first couple rounds is needed.

    Posted in: New Watchpost Relic Demon Hunter
  • 0

    posted a message on What a bullshit card
    Quote from Andrei2007 >>
    Quote from olestuga >>
    Quote from Andrei2007 >>

    While I am not a big fan of Denathrius in standard, the fact that you let a rogue get to 10 mana in wild is totally on you mate.

     So I'm supposed to play aggro in wild? The card is overpowered AND unfun regardless of win/loss. It feels dirty even when you win with it. 

     Would you consider Neptulon Priest aggro? Wild has hyperfocused strategies. Aggro builds up a massive board by turn 3-4. Combo draws their entire deck by turns 7-8. And control should always have a big payoff moment. If your deck does not have any of these, it's a bad deck. You have no gameplan. So either win before their turn 10, or have a deck that doesn't really care about denathrius, or at least disrupt it if you have a contol deck without win conditions.

     Exactly this. Even other "deviant" deck types, such as Shudderwock constantly locking out battlecries / spells / freezing the board is a plan, or a Linecracker druid who simply out-armors your ability to do damage, MechaC'thun Warlock, Exodia Mage or Paladin, or even more recent oddballs such as Mill Druid or Highlander Shadow Priest (still baffles me how this one does so well). Ultimately, in Wild if you are going past turn 5, you'd best have a very specific thing going on other than "not playing aggro".

    Posted in: Card Discussion
  • 5

    posted a message on Patchnotes Coming Thursday - Changes to Theotar, Wildseeds and Harpoon Gun Teased
    Quote from Darkennz >>

    Imo - Theotar - Discovery a deck in your opponents hand and get a copy of it, your opponent does the same.

     The whole deck, huh? :-D

    Posted in: News
  • 0

    posted a message on Colossal Nerf needed?
    Quote from Dieseloctane >>

    Infinite Mage is way more consistent than any shenanigans Big Priest will ever pull. I thought about that very same nerf and I could see that happening, or another one I thought of is change Bird battle cry to cast a random 6+ mana spell instead. It keeps any synergy with Mask of C'Thun and other big spells but no more infinite loop. 

     Btw, this is off topic sorta, but I hit legend in Wild with that infinite mage deck last night, and I was holding my infant son while playing and was making lots of mistakes (queuing the wrong cards for Commander Sivara, etc.), and the last two games the opponents conceded after I played Time Warp and then the first bird, even as I'm looking at my hand thinking "I won't be able to pull this off".

    The deck is such a wretched thing to play against that people are throwing games they likely could have won if they stuck it out!

    Posted in: General Discussion
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    posted a message on Colossal Nerf needed?
    Quote from Dieseloctane >>

    Having played well over 1000 games with Big Priest over the years, too much can go wrong with the deck and getting the nuts turn 4/5 Neptulon doesn't happen enough to warrant nerfing any of the Colossals. Sure it sucks when it happens, but i can think of more consistent, morale dropping maneuvers than anything Big Priest can muster. 

     What are your thoughts on Time Warp (Quest) Mage nowadays? Because that's one I have FAR more issues with than anything Priest is kicking out. It's just too easy and consistent to complete the quest and go infinite with the bird's battlecry. Almost to the point I think that Time Warp should be changed to 4 mana so it can't be repeated forever, preventing a person from ever having a turn again. And this coming from a guy who's playing that deck now, because why not join the awfulness. :-D

    Posted in: General Discussion
  • 0

    posted a message on Colossal Nerf needed?
    Quote from Tarious >>

    2)I've said many times that Neptulon needs to be changed to "Battlecry: Gain Rush" This stops the cheating bs. The problem with Cancer Priest in Wild is that they not only cheat Neptulon, but they're able to clear minions with the rush the same turn its pulled, limiting counter-play as you can't counter it with a board.

    I'd be fine with this solution. Is there precedence for a card to have just that one line, unlike other like Siamat  where they have multiple options?

    Along with that, I've half considered they should add a Battlecry: Gain Charge for Patches, because of how dumb it feels to draw it during a mulligan and not having any upside to playing it from hand. Little things like that are likely easy to do mechanically to fix things.

    Posted in: General Discussion
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