I just got OTK'd by a DK who played two 16/16 Frail Ghouls with charge (the hero power ghouls) from hand. It didn't say how they were created and he didn't pull them back into his hand so I can't figure out how he had them at all. I'm playing as even warlock and I have no ability that sends cards back into the opponents hand. I haven't posted on this site for a long time and I haven't played very consistently this expansion but came back for Genn and Baku so I'm really trying to figure what happened.
they didn't want to call people with net decks smooth brained so they went with low agency instead. Didn't want to insult the majority of the playerbase
Based on the artwork of the minions hagatha creates they should be amalgams and by that logic count as ALL minion types. It would fit much better into the synergy of Shaman which consistently uses multiple minion tribes.
Another badly needed change is the Azerite Murloc. It's use is nonexistent as it harms any deck that doesn't just want to be a total rng fest. On top of that the payoff of 4 excavate cards is incredibly weak compared to the other classes that can access two azerite beasts. Shaman likely couldn't do that because after playing the first one you'd lose all your other excavate minions.
I've played this card with no copies of demons being summoned from my deck with 7 demons in my deck. I've heard other people say it summons 1 but mostly none.
This is an unacceptable bug as it just straight up loses you the game if you spend 9 mana with no result.
Odyn, Prime Designate needs to be reworked in my opinion. When I first saw this card revealed I thought that's a really good tool for control warrior. instead what we got is another deck where your opponent doesn't care about your board or your strategy and has the ability to otk you from hand at any point after turn 8.
Anyways I have a few different proposed changes that keep the card viable in a more controlling or risk/reward sense.
Change Battlecry to: For the rest of the game, after your hero gains armor, they gain that much attack for that turn, Once they've attacked they lose the armor gained.
Change Battlecry to: For the rest of the game, after your hero gains armor, they gain that much attack for that turn, Once they've attacked they lose all armor.
Change Battlecry to: For the rest of the game, after your hero gains armor deal that much damage to a random enemy minion.
I think the third option is the most reasonable and realistic.
Even before Celestial Shot was released the arcane package for hunter should be increasing the spell damage passed on by Arcane Quiver from Silvermoon Farstrider and Halduron Brightwing to the arcane spell it discovers, in any, in the deck.
My game literally cannot handle a single combat in endgame of battlegrounds which is usually when it's the most fun to see everything play out. I was just on only mechs and every combat disconnected and then the next turn would just load up. and you'd see that you either took damage or dealt damage or no damage.
There's an issue here from the start of your post. HSReplay data is data from people who use their plug-in and people they played against. That's not a balanced picture to start with. Especially since you go on with "in Diamond 5 through Diamond 1 where the highest density of players are currently", which may be true for the HSReplay data (which just goes to show who actually uses their services and not an actual fair view of the playerbase as a whole) but is certainly not true for the entire playerbase since we know for a fact most people are actually in Bronze, and that as you go up, the amount of people gets less and less and less.
So to answer a question you probably weren't asking: Blizzard balances with EVERYONE in mind, not just the narrow band of players on the cusp of Legend rank.
You can argue if they do a good job of that or not, but then you need to look at everyone, and not a very small and biased slice of players.
Then how or where would you recommend to get "accurate" data snapshots from since Blizzard doesn't post that data themselves? On top of that I can positively guarantee you that of players who play at least 3 games a day to finish their daily quests the majority of them are not in Bronze. Again this data I'm using from is HSReplay but those same decks are consistently some of the most played from bronze up into legend so yes I agree that balancing should and does take everyone into account but there's a correlation that as you go up in rank the same 3-4 classes consistently have the higher if not the highest winrates.
Based on Hsreplay data in Diamond 5 through Diamond 1 where the highest density of players are currently; 4 classes control 7 of the top 8 decks in the meta. So the question needs to be asked how does Team5 observe and value balance beyond saying they try to keep decks and players through matchmaking at a 50% winrate?
Is it just accepted that certain classes will have their time in the sun and the others will have to wait until cards rotate or new broken class cards/archetypes are released in another expansion? As someone who acquires every card on day 1 of an expansion I have the ability to play any deck whether it's a net deck or a home brew. Some players can only craft one good deck per expansion so why not craft the top winrate deck? At the same time wouldn't it behoove Team5 and Blizzard from a sales standpoint to balance the game by tuning it regularly instead once every 6-8 weeks so that every class has a viable deck and players will feel more incentivized to play their favorite class instead of whatever the best deck is? Or is it better for them to go look at Hunter Mage Rogue and Shaman if they were your favorite class in warcraft then play them now because we made them better than the other 11 classes?
I hope its not a +1 mana for Alibi, cause that will have close to no impact to this deck's winrate
Mage plays it only on turns 6+ to stall for the otk. At that point, paying 2 or 3 mana makes close to zero difference.
The only possible nerf is to make you take more damage per hit. Either that or HOF the card already like Ice Block
It's like they forgot about Bulwark of Azzinoth. Could've been a staple in warrior control decks instead lets give mage two copies of a 2 mana spell thats better in every way.
The fact that nature shaman didn't get hit is kinda wild. The fact that you can die to shaman without them having a single minion on the board to start their otk turn is pretty annoying. I think all they need to change is make it so Crash of Thunder can't cost less than 1 mana or change Flash of Lighting to reduce the cost of nature spells next turn by 1 but not less than 1. It's not that the OTK can't or shouldn't exist it just shouldn't be doable on turn 7 when the opponent is at 35 HP and the shaman has no minions on board.
0
I just got OTK'd by a DK who played two 16/16 Frail Ghouls with charge (the hero power ghouls) from hand. It didn't say how they were created and he didn't pull them back into his hand so I can't figure out how he had them at all. I'm playing as even warlock and I have no ability that sends cards back into the opponents hand. I haven't posted on this site for a long time and I haven't played very consistently this expansion but came back for Genn and Baku so I'm really trying to figure what happened.
3
they didn't want to call people with net decks smooth brained so they went with low agency instead. Didn't want to insult the majority of the playerbase
0
Based on the artwork of the minions hagatha creates they should be amalgams and by that logic count as ALL minion types. It would fit much better into the synergy of Shaman which consistently uses multiple minion tribes.
Another badly needed change is the Azerite Murloc. It's use is nonexistent as it harms any deck that doesn't just want to be a total rng fest. On top of that the payoff of 4 excavate cards is incredibly weak compared to the other classes that can access two azerite beasts. Shaman likely couldn't do that because after playing the first one you'd lose all your other excavate minions.
0
they just fixed it with that patch
0
I've played this card with no copies of demons being summoned from my deck with 7 demons in my deck. I've heard other people say it summons 1 but mostly none.
This is an unacceptable bug as it just straight up loses you the game if you spend 9 mana with no result.
6
Way to make the first 48 hours of an expansion about hard counters vs experimenting with all the new cards.
0
If you play Sif Mage day 1 of an expansion you're a fucking loser
3
Odyn, Prime Designate needs to be reworked in my opinion. When I first saw this card revealed I thought that's a really good tool for control warrior. instead what we got is another deck where your opponent doesn't care about your board or your strategy and has the ability to otk you from hand at any point after turn 8.
Anyways I have a few different proposed changes that keep the card viable in a more controlling or risk/reward sense.
I think the third option is the most reasonable and realistic.
0
Why is Arcane Quiver not affected by spell damage cards specifically the new Hunter spell Celestial Shot?
Even before Celestial Shot was released the arcane package for hunter should be increasing the spell damage passed on by Arcane Quiver from Silvermoon Farstrider and Halduron Brightwing to the arcane spell it discovers, in any, in the deck.
1
My game literally cannot handle a single combat in endgame of battlegrounds which is usually when it's the most fun to see everything play out. I was just on only mechs and every combat disconnected and then the next turn would just load up. and you'd see that you either took damage or dealt damage or no damage.
3
Then how or where would you recommend to get "accurate" data snapshots from since Blizzard doesn't post that data themselves? On top of that I can positively guarantee you that of players who play at least 3 games a day to finish their daily quests the majority of them are not in Bronze. Again this data I'm using from is HSReplay but those same decks are consistently some of the most played from bronze up into legend so yes I agree that balancing should and does take everyone into account but there's a correlation that as you go up in rank the same 3-4 classes consistently have the higher if not the highest winrates.
0
Based on Hsreplay data in Diamond 5 through Diamond 1 where the highest density of players are currently; 4 classes control 7 of the top 8 decks in the meta. So the question needs to be asked how does Team5 observe and value balance beyond saying they try to keep decks and players through matchmaking at a 50% winrate?
Is it just accepted that certain classes will have their time in the sun and the others will have to wait until cards rotate or new broken class cards/archetypes are released in another expansion? As someone who acquires every card on day 1 of an expansion I have the ability to play any deck whether it's a net deck or a home brew. Some players can only craft one good deck per expansion so why not craft the top winrate deck? At the same time wouldn't it behoove Team5 and Blizzard from a sales standpoint to balance the game by tuning it regularly instead once every 6-8 weeks so that every class has a viable deck and players will feel more incentivized to play their favorite class instead of whatever the best deck is? Or is it better for them to go look at Hunter Mage Rogue and Shaman if they were your favorite class in warcraft then play them now because we made them better than the other 11 classes?
3
It's like they forgot about Bulwark of Azzinoth. Could've been a staple in warrior control decks instead lets give mage two copies of a 2 mana spell thats better in every way.
5
The fact that nature shaman didn't get hit is kinda wild. The fact that you can die to shaman without them having a single minion on the board to start their otk turn is pretty annoying. I think all they need to change is make it so Crash of Thunder can't cost less than 1 mana or change Flash of Lighting to reduce the cost of nature spells next turn by 1 but not less than 1. It's not that the OTK can't or shouldn't exist it just shouldn't be doable on turn 7 when the opponent is at 35 HP and the shaman has no minions on board.
0
get lost troll