- TamuraKafka
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Member for 8 years, 10 months, and 27 days
Last active Tue, Mar, 9 2021 11:18:46 -
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CaHgO posted a message on Madness at the Darkmoon Faire Meta Decks - Wild EditionPosted in: News -
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Tyk3 posted a message on You people deserve sweet f all - Opinion on the communityPosted in: General DiscussionI've bought the last 6 expansions but you're wrong I'm afraid. Without F2P I can't imagine how small the player base would be and the game would pretty much die. To be healthy the game needs a balance of both F2P and people putting money in. Blizzard might not benefit financially directly from F2P but if paying customers are waiting 5 minutes+ for a game they'll soon stop paying and playing. Unless you want HS to go the way of Artifact?
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AOFHE posted a message on Darkmoon Duel-Fest Today - 24 Content Creators, $200,000 Prize PoolPosted in: NewsSuch a terrible marketing.. spewing 200k around while bringing such a greedy battlepass both in price and content offered, bad timing if you ask me but maybe its their way to try to take peoples attention from BP issue.
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dps_kane posted a message on New Paladin Epic Card Revealed - Oh My Yogg!Posted in: NewsI want this card to be accompanied by braying laughter when accompanied!
(Sorry, I’m watching Friends these days...)
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CakeEater posted a message on Some of you don't deserve what you think you deservePosted in: General DiscussionAll of what follows is my own opinion:
So, I've been around Hearthstone since the beginning, and one thing that's never changed is that any time something costs money, the floodgates open, and a deluge of complaints descend upon every hearthstone forum in existence. I have never understood the juxtapositioning of "I don't want to spend money" with "I want to be competitive." These two philosophies simply do not go together.
This is also true in other forms of competition. If you play tennis, for example, hard work and practice will get you most of the way there, but players who spend on the best rackets, the best shoes, and the best coaching will have a significant advantage over those who do not. My personal belief is that what SOME of these perennial complainers really mean is "I don't want to spend money, but I DESERVE to be competitive." This way of thinking belongs in the trash can with other phrases of the entitled such as "I don't want to study, but deserve an A+" and "I don't want to work, but deserve to be wealthy."
You are NOT entitled to free gaming, and if that's what you desire, there are plenty of games where you can do just that (including some of the game modes of Hearthstone, by the way) not to mention that there are legitimate players who grind daily and DO NOT spend money, but instead sacrifice their time, in order to get what they need to stay competitive.
So, in conclusion, if you don't want to put in the time OR the money, then what are you even complaining about?
TL/DR: You can't be competitive without sacrifice, so if you aren't sacrificing anything, stop complaining about it being unfair.
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TallStranger posted a message on Revamping Progression and RewardsPosted in: General DiscussionThey are limiting gold to f2p players to try to get them to buy packs. I guess the few suckers who pay to win in this game did not feel they had enough of an advantage.
Many f2p players are considering playing wild only, battlegrounds only or leaving the game entirely, Standard will be filled with p2w players and bots. Enjoy that.
Sigh, not again. So you have proof that they're limiting gold to f2p? Of course not. Still spewing the same old nonsense. Still without a shred of evidence.
To respond to OP: Since there's really nothing else you can buy with gold, and since they're still rewarding you with gold under the new system, it seems clear you will still be able to purchase card packs with gold. Per one of the designers "In nearly all circumstances, you should be able to earn slightly more gold and more non-gold (card packs, etc)" under the new system. But we still do not know the details of how quickly you'll earn XP, how much XP you'll need to move from one level to another, etc. Until we know that, we can't do a thorough analysis of the impact of the change on most people.
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hs_Dragonborne posted a message on New Warlock Legendary Card Revealed - Deck of ChaosPosted in: NewsJaraxxus doesn't keep buffs after you play him onto the board. Still a 3 mana Jaraxxus is better than a 9 mana Jaraxxus
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xskarma posted a message on Hottest Decks for Scholomance Academy - Community Favorites - Standard and Wild!Posted in: NewsWe have been doing this hottest decks post, with the most upvoted decks on the site of the previous week, once every week, on Friday, for a long time, probably a year now. Why is it now suddenly a problem?
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Poghy posted a message on [SA] New cards discussionPosted in: Card DiscussionSo I wanted to discuss the new cards from the SA announcement, there is a link to them (some of them are not in Hearthpwn yet):
https://playhearthstone.com/cards?collectible=1&set=scholomance-academy
Shan'do Wildclaw: The first ability reminds me of Prince Keleseth. Its slower and its beasts-only, but still a powerful effect from an early game card. I dont think its gonna be as powerful as Keleseth, but it has potential. The other ability just screams Dinotamer Brann, so you can double the burst with King Krush.
Wand Thief: Very flexible card in both classes, easy activator for Vendetta and its gonna make quest mage in wild even more broken.
Rattlegore: Value card, possibly good in control vs control. But at the end of the day, its 9 mana with no immediate effect, so I dont have high hopes about this card.
Nature Studies: So play it on 1 then Wild Growth on 2? Definitely has some potential. Just getting Glowfly Swarm a turn earlier could be a big deal, and it also replaces itself. Since the discount carries over the next turns, it could also have some combo applications.
Wretched Tutor: Somehow it reminds me of Arcane Flakmage, but its obviously weaker since it has a simmetrical effect. Still its neutral and it can proc with any spell, so it could see play in some control decks.
Transfer Student: Seems like a fun card. Deckbuilders will probably prefer consistency, so its probably wont see much play, but it doesnt seem too bad.
Diligent Notetaker: Possibly very good card generator with no RNG. I can see it in combo/control decks, and with the new Innervate even in tempo decks.
Goody Two-Shields: Scarlet Crusader is a decent arena card. This one has +1/+1 over her and a bonus effect. Or you can compare her to C'Thun's Chosen which was a decent tempo card at its release. This is basically better and 1 mana cheaper. So its a strong tempo card, paladin will need it.
Cult Neophyte: AKA mini-Loatheb. It seems like a filler card to me.
Lightning Bloom: Now we are talking, this is a dangerous one. So its obviously good in combo decks like Malygos druid/shaman, but its also prenerf Innervate with a drawback. We have seen this in druid but not in shaman. Imagine turn 1 Lightining Bloom + 2x Dust Devil + Storm's Wrath. Just an example, but I can see this played in minon based shaman aggro decks.
Devolving Missiles: Possibly better than Devolve. If I understand correctly, if there is just one minion, this will devolve it 3 times. Pretty good for 1 mana.
Troublemaker: It reminds me of Priestess of Fury, the effect can also go face. It costs a bit more, but its also a lot bigger. Seems playable to me.
First Day of School: Since pure paladin doesnt have many viable 1-drops, I can see this being played in pure pally. In other decks, just play a decent 1-drop instead.
UPDATE (4 new cards):
Onyx Magescribe: Stats are nice but its just too slow. Compared to Cobalt Spellkin, you run the spellkin in certain decks where you can expect somewhat consistent results for its effect. DH has 3 good 1 mana spells, shaman would probably get a burst, warrior would probably get a removal or a value card. The magescribe is a lot more random, and its not even a battlecry so if you play it on curve and hope to activate it next turn, you might get nothing if your opponent has a hard removal. Its gonna be a beast in arena, but thats just it, an arena card.
Frazzled Freshman (1 mana 1/4 priest minion with no text): Remember Zombie chow? This has -1 attack +1 health with the same cost and NO drawback. If they want to push tempo priest they are doing a great job.
The next 2 cards are from https://www.reddit.com/r/hearthstone/comments/hrf5go/two_new_cards_in_chinese_preview_video/ names are not confirmed yet:
Natural selection (10 mana druid spell, Give all minions in your hand, deck and battlefield +4/+4.): Thats a very strong effect for a very high cost. Unlike Ultimate Infestation, you cant cast this when you are behind. You will need both ramp and mana cheats like Kael or Ysiel to make it work. So it has potential but IMO it will need more support to be broken.
Animated Broomstick (1 mana 1/1 neutral minion, Rush, Battlecry: Give your other minions Rush.): It works well with Infectious Sporeling. It could be a support card if it has more combos like that, otherwise its just a filler card.
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UPDATE (07.24.)
Combustion: Decent early game removal, its gonna be in Reno and no-minion decks and maybe in some new mage archetype. Meta-dependent, but its a good tool to have.
Headmaster Kel'Thuzad: Slightly overrated card. Its situational and you will need to combine it with a situational removal. When it works, it could be game-winning, but often you would want another removal instead. So its not bad, but not game-breaking either.
Steeldancer: If you can make it summon at least a 3-drop on curve consistently then its busted. I dont think you can make it in warrior, but in rogue we have Hooked Scimitar (which can be easily comboed at T3) and Deadly Poison, and maybe we will get some new tools as well. Best case scenario: T3 Coin + scimitar + Deadly poison into T4 Steeldancer summoning a 6-drop. Tempo rogue will most likely return to the meta.
Cycle of Hatred: 3 damage AOE is pretty weak at turn 7+, maybe with Mo'arg Artificer its relevant, but then we are talking about a 2-card 9-mana board clear. Overall it seems weak but if control DH will become a thing with the new cards, there is hope for this one.
Infiltrator Lilian: Someone said that you can think about its deathrattle like a Boom Bot that always deals 4 damage. Its even better because if it goes face, you will still have the 4/2. It has stealth synergy, deathrattle synergy, but most importantly its a strong tempo/face card.
Brittlebone Destroyer: If you use it with hero power, its alright but not a big deal. But this could be very good if you can activate it otherwise. The best way to do it IMO is with tempo priest when you have Apotheosis on T3 followed by this guy on T4. There is a small problem with it, you need to have some health missing while playing a tempo deck. So right now I dont see a place for this card, but it has potential.
Boneweb Egg: Possibly decent in egg-style zoo, but I think this card will be more successful in wild mode.
Disciplinarian Gandling: The ability is strong, but realisticly it will only work for 1 turn (unlike Dark Pharaoh Tekahn) and I dont think its worth to build a deck around it. 6 health for 4 mana is still a lot, so you can just slam this on curve and hope for some juicy extra stats for next turn. So its good in low-curve zoolock.
Flesh Giant: Massively overrated card. Mountain Giant was good because you could consistently play it on turn 4. Molten Giant was good because you could consistently play it when you needed it the most. If you think this card is good, try to imagine the optimal scenario for it. At best, its a 8/8 on turn 5 with no drawback, but you need to build your deck around it, which means you need to play self-destruct warlock. The archetype has some good cards and good synergy, but this style just auto-lose to any aggro. IMO this is slightly better than Frost Giant, so it sucks.
Cabal Acolyte: Not much to say about it, its a very good anti-aggro card and you dont want to run it in resurrect priest because it screws up your res pool.
Mozaki, Master Duelist: Thats a card! It doesnt fit into current mage decks, but its a win condition, and its so strong that you might want to build a deck around it. Im actually very excited about this card.
Ace Hunter Kreen: AKA Hunterace's card. IIRC Deathspeaker wasnt viable in standard but it was a god card in arena. Needless to say its way better than that. Contrary to the popular belief, board control is just as important for tempo DH as face damage, so this card seems bonkers. If a slower DH deck will become a thing, its also good for preventing damage when you attack with your weapon.
Ceremonial Maul: Unlike minions, spellburst is pretty safe on a weapon. Its best in big warrior / duel paladin, but it might have some other applications, the power level is there.
Totem Goliath: Imagine a spell that would summon all 4 basic totems. How much mana would it cost? Probably 3. So compared to Chillwind Yeti, this guy is 3 mana more expensive for this ability. But its a deathrattle, so the ability doesnt even worth the 3 mana. Pretty weak card for shaman sadly.
Glide: Im gonna say it: this is better than Divine Favor (and that card was busted). Against aggro, Divine favor was a dead card most of the time, against control you could draw like 8-9 card with it, but I think its better to draw "just" 4 and limit their options.
Felosophy: Compared to Soul Infusion this also gives a +2/+2 handbuff, but it also generates a card. Pretty good for both classes.
Playmaker: Amazing in tempo warrior, but its too situational for other archetypes. Overall a good card.
Archwitch Willow: It reminds me of Dragoncaller Alanna, a 9 mana tempo push that could win you the game. But the sad fact is that its not what warlock really needs right now. Some people are saying its busted in wild, but you really dont need 9 mana to summon big demons there, so Im pretty sure it wont see play in wild.
Doctor Krastinov: It seems good in pretty much any warrior or rogue deck. Much better than Captain Greenskin, possible combo with Playmaker.
Pen Flinger: All right, this is my favourite card from this expansion so far. Power-level-wise its mediocre, almost a filler card, but the design is so cool, I want to play it in some kind of heavy-spell mage with Mozaki.
Star Student Stelina: Disgusting. The only drawback is that its useless without outcast. But when it works it could disrupt the opponents best play or only answer to your board. Its gonna be super frustrating to play against this.
Magehunter: Remember Ironbeak Owl? This is owl on steroids. This is now even a tech card, its just so powerful, we will probably see it in every DH deck.
Lorekeeper Polkelt: I agree with everything that Regiskillbin said in the reveal video, you should watch it. Very good card that can go in a lot of different decks but it doesnt feel overpowered. The designers have nailed the sweet spot with this neutral legendary.
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hillandder posted a message on Cheapest way to get the latest expansionPosted in: General Discussion - To post a comment, please login or register a new account.
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It comes back as a 2/1
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Is this supposed to be a joke? Instead of fixing core cards like nourish and wild growth that were nerfed for no reason they’re just gonna reprint UI and arcane tyrants as a solution to druid problems?? Is this good game design?
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So i recently cleared heroic karazhan and during the curator fight i used a warrior deck, the main thing of this boss is that the opponent hero has taunt so that you cannot trade his minions, yet if you play a minion with rush it can still attack minions, is this a bug or not?
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Why are they nerfing reckless experimenter instead of moving snip snap to 4 mana? the experimenter + vodoo doll/loot hoarder was actually a fun combo that now is slowed down by a turn for no reason.
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It works, just remember to disenchant elysiana right away every time you open the card otherwise you'll start getting duplicate legendaries and you might get something that has no full dust refund
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is this true?
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I'd like to think that OP is just a troll seeking for attention, if not then i'm sorry to inform you that we cannot nerf every single card you lose to, that's just not how the game works.
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disenchant them the day the nerfs come out and just don't spend that dust until the meta has settled or until you figure out if you want to play those cards again, then you can either recraft them without losing any dust or craft something else
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Is this an out of season april fools joke?
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Is this guy seriously asking for a nerf to dread corsair?