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    posted a message on King Bagurgle and Gentle Megasaur are killing this mode

    Funglemancer may have a low win rate, but he also has a higher skill floor than most every other Hero in the game mode. It is easier to play him poorly than it is to play him well for most players. He scales infinitely harder than any other Hero.

    His low win rate is much more likely to be a result of people being poor drafters than it is him being a weak Hero.

    Posted in: Battlegrounds
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    posted a message on King Bagurgle and Gentle Megasaur are killing this mode

    "Fungalmancer is one of the weakest heroes"...

    hahahaha

    Posted in: Battlegrounds
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    posted a message on New Battleground Patch discussion (Maiev, Kael'Thas, Vashj)

    I think people will quickly discover you can do absolutely absurd things with Lady Vashj. The fact that you can leverage freeze to get multiple minions of the next higher tavern tier can create some pretty swingy games. You may not be able to tier up and freeze for the triple next turn, but you can absolutely play around it and come out on top.

    Posted in: Battlegrounds
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    posted a message on Thoughts on DH Is it correct direction?

    Hearthstone is a very different game than it was at launch. They seem to be having a hard time balancing classes with each expansion, and while that tends to drive some players crazy - I think it is important to remember that adjustments can be made on the fly for a digital card game like this, and I don't think they have historically leveraged that.

    So if you know you can quickly redirect a meta with an update, I think it is fair to say that a new class is likely to help rather than hurt. It attracts new players, it allows people to play even more options if they get bored or want to try another angle on any given meta, and it allows developers to start specializing things a bit more while granting them a bit more design space.

    Posted in: Demon Hunter
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    posted a message on Reno hero power should be buffed to costing 0 gold

    Bump it to 5 and remove the use limitation on it.

    Posted in: Battlegrounds
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    posted a message on Murlocs buff needed but how?

    I would just remove Gentle Megasaur entirely. Replace it with a Murloc that has a larger body and adapts itself when it enters.

    Posted in: Battlegrounds
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    posted a message on All Minions That Could (Logically) be Added to Battlegrounds.

    Yes, and no. But I will just leave it at that. Kind of tired of digging into design discussions with people that are not familiar with everything that goes into it.

    Posted in: Battlegrounds
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    posted a message on Murlocs buff needed but how?

    Toxfin should be TT5 imo, with Lookout in TT4. I feel like they swapped the wrong Murloc.

    Posted in: Battlegrounds
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    posted a message on All Minions That Could (Logically) be Added to Battlegrounds.

    I think Battlegrounds needs some slight mechanical overhauls before it can support much larger minion pools. You have to consider the mathematical practicality of adding new minions into the game mode and how it would impact things like Hero choices in conjunction with their powers.

    For example: Jaraxxus could theoretically become unplayable or experience a completely useless hero power. The tavern can logistically only handle 7 minions on it maximum and lower tavern tiers yield less minion choices (for mathematical balancing reasons). More minions means more rolls which means smaller percentages of seeing certain minions and even minion types. You can reach an apex in which an entire tribe may not be seen for a good number of turns and essentially knee-capping any hero focusing on any given tribe, especially if that hero has a hero power that is tied to a specific tribe. Heroes like The Rat King, Jaraxxus, Tirion, etc. all take a significant hit unless you implement new algorithms or mechanics to account for such a large minion pool.

    Really, I only comment because there seems to be this common idea that the game mode needs more minions. I think that people who advocate this don't really take into account how this negatively impacts the game mode which kind of already is struggling at times.

    Posted in: Battlegrounds
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    posted a message on Soul Juggler in Battlegrounds.

    They need to spread out the minions across a larger gulf of Tavern Tiers.

    Demons biggest boon is that everything you need it bundled tightly into the early tiers where there are more copies of the relevant cards than other tribes. This leads to situations where lots of people can dig into the tribe and are not entirely encouraged to tier up quickly because you can just start hunting for trips and discover the relevant higher tiers as single copies and tier up later on the cheap. The kicker is that 3, 4, or 5 people can all do this in the same game and demons all become powerful and over-saturated, where if you do this with other tribes, minions start drying up because players are moving into higher tiers to find their key cards for other tribes.

    The Juggler buff was also just too much. They should have left it at a single 6 damage. I think if they want to split the damage up, they needed to move it to TT4.

    Watcher should also be moved up to TT4. The card is just too gross as people start staking it with early Wrath Weavers, which should also be TT2 imo.

    Demons can still be good if you bump up all 3 of those cards by a single tier and leave it alone from there.

    Posted in: Battlegrounds
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    posted a message on Where is the moderation and social order on this site?
    Quote from GiaQuando >>

    Changing a forum can be a lot of work which I believe they simply don't want to do

     I have moderated large forums. It isn't that much work, granted I am not sure how much different Hearthpwns back end is, but I imagine not that much different than every other board software. The transition could be rolled out in a day with general ease. It is even more manageable when you consider how much content on these forums is unworthy of archiving in an accessible manner for the general public.

    Posted in: Site Feedback & Support
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    posted a message on Where is the moderation and social order on this site?

    I don't mean to come off so abrasive, but wow. This site has absolutely 0 organization and repetitive posts run completely rampant. Reddit has better organization and it is literally a post dump site. But enough with bashing the staff, and let's dive into some constructive feedback.

    Problem 1

    Currently, General Discussion has a sticky for salt discussion and that is about it. On the very first page (22 posts), 10 of which are nerf gripe threads and only 1 of them is locked and it isn't even due to redundancy. Why are people complaining about Standard in this section? There is literally a section for Standard. Why are these posts not being moved to the correct section and consolidated? The Standard Format section is a graveyard because of this. Which takes me to the next issue.


    Problem 2

    Each game mode has its own section and they are ghost towns. As if the complaining was not already unnecessarily littering the General section, it is also sometimes just littering the specific game mode section. Why is there not a consolidation thread entitled something like "State of the Standard Meta"  for people to dump their complaints in instead of creating a ton of redundant complaint threads and drowning out otherwise digestible posts worthy of actual discussion?

    I recently started working on a Primer for Wild Shudderwock Shaman. I also created a similar post back in 2016 for Standard N'Zoth Priest. In fact, I staff member commented on that thread saying that it was something they wanted to encourage. The thread just drifted off into the night after seemingly being met with praise. Why? Because there is utter chaos in most sections on the site.

    If there was a section specifically listed for deck write ups in those sections, people would be able to find this kind of stuff if they wanted to and would also be inspired to do their own write ups. The Deckbuilder functionality of the site is great and all, but the reality is that finding stuff within it is also a complete disaster and most don't even have write ups about them to help players digest great content to help them in their Hearthstone exploration. This results in, what I would assume, a lot of people going offsite to find such content... that seems counter productive.


    I know that moderating a forum cannot be easy and that you all have lives outside of Hearthstone. But I thought I would drop my thoughts here, as someone who has created a lot of content for various MTG websites and forums and has been looking into working with Hearthstone content recently - but also as a general forum reader who has been using the site more and more often lately.

    I would love to work with staff if it is decided that the forums could use some restructuring and you all are curious about what my thoughts are on the actual information architecture for content on the forums. I will keep an eye on this thread as much as I can, but otherwise a staff member can reach out to me via PM.

    Posted in: Site Feedback & Support
  • 1

    posted a message on Shaman and its swings

    These anti-shaman posts every couple hours are more cancerous than the deck itself... JFC.

    Posted in: General Discussion
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    posted a message on Idk If This Has Been Suggested...

    The problem is less of doubling a battlecry and more of having a single card evoke twice while presenting a 3/3 on its own and effectively double dipping as a removal spell.

    Posted in: General Discussion
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    posted a message on Seriously Blizz? THIS is the best you come up with to keep Shaman in check?
    Quote from Hannya >>
    Quote from TardisGreen >>
    Quote from JarlBallin >>

    Don't get me wrong, any nerfs to Shaman are welcome from me. But people expected a little more from this patch, don't you think?

    Sludge Slurper has 1 attack now guys? Damn, it will now be impossible to just ping him or use any cheap spell to remove him /s. Definitely what we've been waiting for, remove the attack of a 1-drop by one.

    Corrupt Elementalist will still be extremely valuable, making her cost one more mana to summon two 2-1's with rush AND invoke Galakrond twice(basically,upgrade him) will NOT have as big of an impact as you think.

    Mogu Fleshshaper can now be evolved into Deathwing, Mad Aspect for F R E E. Nice. While we're at it, how about making Evolve to 1 mana? Crazy right?! 

    Shaman Galakrond being easily the most valuable Galakrond, made pretty insane by the extremely easy to complete Shaman quest? Nah,we won't touch any of those. We'll remove the attack of a 1-drop by one.

     

    And don't get me started on Shudderwock. Everything that's wrong with the class starts from this card if you ask me.

     

    Mogu could already be evolved to Deathwing - the 8 mana one not the 10 mana one.

    The change to Mogu makes it unplayable.  The 8-mana pool is just as good if not better than the 10-mana pool.

    Next time before you start rant, get a clue.

     No.

    Now it will evolve into a 10/10 or higher 50% of the time.

     So? The deck is no longer able to turn tight corners in the midamge thanks to consecutive Corrupt Elementalist on turns 4/5 or 5/6. I think people are underestimating how significant of a hit it is for the deck, and those who do not understand that - probably have not actually piloted the deck enough to know what tight games are (and yes, it has them - lots of them). Mogu having an upshift in mana doesn't actually make "well now he mutates into better stats" an argument that is anything more than speculation. Because the deck may just end up cutting Mogu now to adjust for having a weaker midgame where other decks can punish you for having marginal removal and an over reliance on small rush minions coming down essentially 2 turns later.

    Don't get me wrong, I think Galakrond Shaman is still quite playable.

    But you people down playing these changes are simply on a witch hunt that is running dry.

    To think that you expected hefty balance changes to a deck where stats caused outcry in the 1st 24 hours of a set release is comical. It is also fascinating how many people attribute the play rate of the deck to being a result of sheer power and don't even consider that it houses many residual pieces of a former deck making the barrier to entry for a competitive 1st week, insanely low for those players - which likely inflates the play rate simply due to accessibility.

    Who the hell would shift from Shaman to other decks when your key legendary is free and the rest are rare crafts/pulls, in order to craft a bunch of legendaries for all of these crazy other decks?

    Posted in: General Discussion
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