• 6

    posted a message on Congratulations Team 5

    Way to make the first 48 hours of an expansion about hard counters vs experimenting with all the new cards.

    Posted in: General Discussion
  • 0

    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place! V2

    If you play Sif Mage day 1 of an expansion you're a fucking loser

    Posted in: General Discussion
  • 3

    posted a message on Possible Odyn Changes

    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.

    1. 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.
    2. 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.
    3. 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.

    Posted in: General Discussion
  • 0

    posted a message on Hunter Arcane Spell Interaction

    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.

    Posted in: General Discussion
  • 1

    posted a message on Only one minion type in battlegrounds

    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.

    Posted in: General Discussion
  • 3

    posted a message on What is Considered Balanced in HS?
    Quote from xskarma >>

    "Based on Hsreplay data"

    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.

    Posted in: General Discussion
  • 0

    posted a message on What is Considered Balanced in HS?

    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?

    Posted in: General Discussion
  • 3

    posted a message on Patch 27.0.3 Balance Changes Preview - 2 Nerfs
    Quote from MaximusDM >>

    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.

    Posted in: News
  • 5

    posted a message on Patch 27.0.3 Balance Changes Preview - 2 Nerfs

    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.

    Posted in: News
  • 0

    posted a message on Love The New Expansion; Hate the returning Bots

    get lost troll

    Posted in: General Discussion
  • 2

    posted a message on Love The New Expansion; Hate the returning Bots

    Team 5/Blizzard has got to do something about these bots. It works like a charm every time when a new expac or mini set and the bots return tenfold. Every other game is against someone playing only neutral/core set cards and then just go face all game. I wish they were free wins but sadly they're not.

    Posted in: General Discussion
  • 1

    posted a message on Anub'rekhan Needs Another Nerf

    Needs to go down to next 2 minions cost armor instead of 3 minions. Also since Team 5 decided to do nothing about another year of insane druid armor gain why didn't Platebreaker come back. Seemed like a no brainer to me it is a dead tech card in so many matchups but counters druid and sometimes warrior perfectly. And guess what neither of those two classes die in standard with this card existing. They just need to be more careful about when the armor ramp. Platebreaker saw almost no use in when it was in standard rotation. Why not bring it back?

    The stupid druid combo of Anub, Jailer, and Tony counter any control or combo deck aside from maybe priest who has a chance of stealing the combo. Not to mention the the hero power armor and attack cards help survive most aggro decks. Somehow I face this deck all the time even though it's not that high in popularity

    Posted in: General Discussion
  • 0

    posted a message on Almost legend then crash

    Was in the process of cannibalizing my final horsemen in an extremely long mirror priest matchup and the game crashed on my final win for legend. Haven't been legend in a few seasons thought it would be fun. Thanks for the crash blizz

    Posted in: General Discussion
  • 0

    posted a message on Tony and Fatigue Issues

    Trying to figure out a warlock deck That uses Tony to put fatigue damage from warlock cards onto the opponent. Warlock has three new cards from this set Baritone Imp, Crescendo, and Crazed Conductor. Along with those cards warlock has several immunity cards in Void Virtuoso, Felstring Harp, and Mal'Ganis. I don't understand how this combo is not working as it seems like it was intended. If I build up fatigue damage through those cards and then actually hit fatigue after playing The Jailer and then swap decks with Tony why would my opponent not take that next fatigue and instead only takes 1 damage?

    Posted in: General Discussion
  • 0

    posted a message on Class Specialization like the Rune System

    After almost solely playing Death Knight since it's release with 500 wins and assuming at 50% winrate but probably a little less. I've probably got around 1000 games played. Mostly with Triple Blood, then triple unholy, and lastly triple frost and few highlander versions I feel like DK is a really well balanced class and has clear direction with archetypes due to the rune system. I posted about this early on in the expansion but I do believe a class spec system for each class would be a big quality of life improvement and In my opinion a lot more fun for each class. 

    I would say some classes already have some clear cut archetypes like Shadow Priest or Imp lock (demonology). Maybe I'm just speaking for myself on this whole topic but I get tired of seeing every class having access to all of the most powerful cards in their deck.

    Take Hunter for example, class specs are Marksman, Survival, and Beastmaster. Right now Hunters are mostly playing big beast and shockspitter decks. Right now both deck types rely on weapons, which are more of a survival spec card, to either reduce cost of their best beasts or boost the damage of shockspitter. I think if a class specialization system was implemented then decks like these could still be viable but not able to consistently use the best of both worlds. For example, Death Knights can only discover cards outside of their majority runes used with neutral discover cards, however, I do not think DKs should be able to discover higher runic power cards through neutrals than what they are using in their deck. 

    Example: If a 2 Blood 1 Unholy or 2 Blood 1 Frost plays a neutral discover they shouldn't be able to discover a triple blood spell or a double Unholy/Frost spell.

    Another good example of class spec cards is last rotations' Warrior had the Bulwark of Azzinoth which was one of my favorite warrior cards ever. A true Protection warrior card that mitigated damage. Right now Paladin has the closest card to something like in the Cariel Hero card which is clearly a more powerful card than the weapon. Armor gain is also core to warrior and like Death Knight there are certain cards that don't adhere to the rune system so they can be used in all class archetypes. 

    Curious on anyone else's thoughts on the Death Knight rune system and how it might be applied to the rest of the classes in the future.

     

    Posted in: General Discussion
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