• 1

    posted a message on Hearthstone not fun in this state
    Quote from savarunl >>
    Quote from FortyDust >>
    Quote from savarunl >>
    Quote from FortyDust >>
    Quote from savarunl >>

     There are no control decks in the top end of the Stormwind meta, Blizzard professionally killed off that archetype.
    If you think a deck is control because it has 1 removal card in it, i don't know what you've been doing in all those mtg years you claim to have had....

    The single deck that has a control style play is Quest priest and that one is currently low tier 4.
    Please look at https://hsreplay.net/meta/ and tell me any control deck that is in tier 1 or 2. Hint: there isn't, it's all aggro, midrange or combo decks.

     Quest Shaman is a control deck through and through.

    When you say "or combo decks" at the end, it shows that you don't even understand the terminology. There's no "or." A combo deck can be aggro, midrange or control, depending on how it behaves until it achieves the combo.

     Quest shaman is not a control deck, at all, it's a classic aggro/burn type deck. I think you are the one not understanding terms here.
    Combo just aims to get to their win combo in the fastest way possible, in HS this usually resorts in exorbitant amounts of carddraw, now with the quests added into it. Control decks, in the terminology that has been established since the early days of MTG, are purely decks that aim to outlast/outvalue everything the opponent does until they can start putting their pressure up or wining through fatigue.

    A Combo deck is not midrange, aggro or control. a combo deck is a combo deck and it's solely build on a draw engine to enable firing off the combo as quick as it can.

     No, a control deck controls the game until it can achieve its win condition. That's literally where the name comes from. It cannot outlast anything unless it takes control. In Hearthstone, that usually means controlling the board. Quest Shaman does this through removal spells and some minions. An aggro burn deck would not bother with minions on board because it hopes to burn the opponent's face off before the opposing minions can win.

    And also, no, if you think combo is an entirely separate category unto itself, you have NO idea what you are talking about. All "combo" means is that the deck exploits a massively strong synergy of some type as its win condition. This affects its play style but does not solely define it.

    If there's no such thing as aggro-combo or control-combo, you need to ask yourself why there are so many articles written about these different types of combo decks.

     You have absolutely no idea what you are on about do you? Quest shaman doesn't play removal spells, it's main win condition is putting said spells at the opponent's face. The literal only small removal it has is perpetual flame. A lightning bolt that does 3 damage is not a control spell, it's a burn spell. It does not play any big removal, handles big threats very poorly and generally tries to kill the opponent before the opponent kills it. It's the absolute pinnacle of aggro.

    Please go read some articles on what combo means too, you have no idea what it entails.

     I can only speak for how combo, control, and agro are defined on this website. savarunl is right that we usually separate combo from agro, midrange, and control. There were times where the definition was dicey like non-OTK shotgun priest but control generally doesn't kill from rely on killing from hand over 1 turn or a couple of turns. The purest example of control might be the warrior deck that copied its hand infinitely in order to never run out of cards and simply removed every threat. Decks that play all their cards until they get too a kill combo are considered combo decks. Mechathun decks and Druid Togwaggle were combo decks. 

     
     
    Posted in: General Discussion
  • 3

    posted a message on Stop nerfing cards

    Right now we are having a problem where games end too quickly I think there need to be substantial nerfs in order to fix the current problem. Unless they want to give every class stalling tools like ice block and a way to counter cards in your opponent's hand, there isn't another solution. 

    Posted in: Standard Format
  • 1

    posted a message on What is your all-time favorite arena card?

    Death Stalker Rexxar. I really like the card and also it was fun to just be overpowered. 

    Posted in: The Arena
  • 1

    posted a message on worst expansion launch ever

    It's feeling really bad to me too. I mostly play midrange decks and even midrange is too slow for this meta. Control is beyond dead in the water. I think they either need to remove [card]Incanter's Flow[/card] from mage or they need to make pretty much all mage spells only target minions. Quest warlock is also going to be a problem the moment mage is nerfed because they can straight up play all their cards for free. Then, if both of those classes are nerfed to not get a bunch of free stuff, priest, rogue, hunter, and demon hunter will need to be nerfed for the same reason. Basically, all the classes have waaaay too much free shit that they can use far too early.

    Posted in: General Discussion
  • 10

    posted a message on The massive Ignite issue in Standard

    The big issue is cost reduction. Mage, warlock, and rogue can play things for free that should cost mana. Right now, there is way too much mana cheating in the game.

    Posted in: General Discussion
  • 0

    posted a message on [UiS] Your bold meta predictions
    Quote from Bodycount1 >>

    Cornelius Roame and Peasant will be the first two cards nerfed.

     

    No new meta decks will come out of this.  Just upgraded current meta decks with a few new cards in it.  

     Peasant is at start of turn so I can't imagine it being nerfed. We will see about Roame.

    Posted in: General Discussion
  • 0

    posted a message on [UiS] Your bold meta predictions

    Players will call for nerfs day one and complain about how the meta is already solved. There will be a thread about how blizzard hates control. 

    (Actual responses): If questline demon hunter becomes a thing, they will use the neutral handsize cards.

    Shard of the Naaru will be absolutely busted and will shutdown paladin and druid. Nobleman will enable a ton of combos that players haven't even though of yet. 

    A streamer will play a deck where Maestra of the Masquerade is the only Rogue card just because that would be kinda funny.

    Posted in: General Discussion
  • 1

    posted a message on No good control decks in expansion?

    Control has been present in most of the past expansions and will continue to be. Priest was recently a very effective control deck until it was nerfed. Lots of potential for control in the next expansion. 

    Posted in: General Discussion
  • 1

    posted a message on Something Blizzard does that I loathe

    I guess the only good news is that it's likely that only a small percentage of the player base actually watches the streams. It's just all around lame to work to prevent regular players from being the first to discover a deck.

    Creating a unique deck that works on ladder is one of the most fun things to do in the game and I agree that it makes no sense to ruin it for regular players.

    I don't really see how this even benefits streamers. They seemed to do just fine when they were playing decks at the same time as everyone else and the good ones could come up with new decks and combos without a head start. If anything, this hides how talented the skilled ones actually are.

    Posted in: General Discussion
  • 0

    posted a message on What do you think about Team 5 design philosophy?

    I'm against infinite value and also too much cost reduction. I like that they are making the game more minion centric but with they didn't make things like one mana mass silence for priest. I'm less interested in balance than in mechanics and I hope they keep making interesting cards like quest lines and dormant minions.

    Posted in: General Discussion
  • 0

    posted a message on Custom Class Competition #8 -- Discussion Thread | Week One
    Quote from MvonTzeskagrad >>

    I think you should then focus more on giving a solid tempo option for your class then in the basic set, and perhaps some easy disruption tool to spice it up. Giving a big nothing to the enemy can be both just bad design and counter-productive (pretty much any significant attack buff to that minion, for instance).

    Spread, while mechanically interesting, looks a bit awkward to use, because you can give enemy minions buffs if you don't kill them right away, and you can't really mess up with them without them being able to mess you up with the same spread mechanic. I'm sure there is a way this whole infection mechanic can work, not sure this is the best one.

    Also, I suggest you don't take Silence or Deathrattle in the basic set. So far it seems most valid options are Taunt, Battlecry, Lifesteal, Rush, Divine Shield, Windfury, Charge.

     It benefiting and harming both players is the point of the mechanic! I think the cards just need to be strong enough to balance that downside. The mechanic also activates whoever a minion is "enchanted" or damaged by another minion, so there will be ways to take advantage of it. Thanks for the advice on the first week cards, it's very helpful!

    Posted in: Fan Creations
  • 0

    posted a message on Custom Class Competition #8 -- Discussion Thread | Week One

    Quote from McF4rtson>>

    That hero power is a hard no from me. Heroes with attack on your opponent's turn is always a very very esoteric interaction and should not be brought into normal gameplay, ever. You also need a bolded "Hero Power" on your hero power token, check in-game hero powers.

    A lot of your cards are weirdly spaced, you probably should go back and fix those.

    Hungry Sword seems pretty weak, it's only a tiny bit better than power word: infusion but gives causes that minion to never be able to attack the enemy hero unless they have no minions. And if you are casting it on an enemy minion to stall, it is very inefficient.

    Lab Rat is a no in my opinion, probably not a good idea to create a card for the sole purpose of limiting board space. (The minion that summoned a 0/3 for your opponent on the deathrattle is different as it had taunt)

    Overall, you have too many minion in your Basic Set, most in-game classes only have a few, with only one class having 4. I also... don't feel very much cohesion between your cards, I don't get an overall playstyle or general theme, sorry :/ 

    Lab Rat isn't to limit board space. It works alongside the keyword. Attacking it will "infect" it with the card text of minions with the Spread key word and then a second minion attacking it will get that keyword as well. For example, a minion with the text "Spread. Give all other minions +1/+1 at end of turn" attacks it. Lab Rat now has that ability and any minion that attacks Lab Rat will gain the ability. If you attack it will 4 minions, you will go from having 1 minion that gives +1/+1 at end of turn to having 5. Alternatively, you could infect it to do negative things to the opponent's board.

    Mechanically, the hero power is just a secret that does 1 damage to characters that attack the hero for a turn. Do you think that is overpowered or a bad idea, or just want me to reword it?

    I just put the text into hearthcards so I'm not entirely sure what to do about the spacing.

    For the core set, it's hard to have clear theme because the three class strategies are tempo, disruption, and minion based combos using the keyword. A lot of my ideas for disruption aren't very basic and we aren't supposed to use the keyword. These basic cards are made to establish board presence and disrupt the opponent. It's a little like talking about Demon Hunter's theme without outcast.

    For Hungry Sword, I could buff it to giving +4/+7 or more. I got worried that it would be overwhelming very quickly. 

    Posted in: Fan Creations
  • 0

    posted a message on Custom Class Competition #8 -- Discussion Thread | Week One

    Here are my card and class ideas now that I think I figured out how to post. The class is called Cursed. They are people and creatures with contagious curses who were exiled to an Island during the Scourge. They got help from the Island "gods" to survive. The starting hero is called Irdon. He is one of the ancient entities of the Isle. I'll have them escaping the Isle and spreading across Azeroth in later expansions. 

     

    Spread, the special ability of the class, represents the spread of curses, diseases, and the spread of influence of the original entities.

     

    Tokens: 

    Put your spoiler here.

     

     

     

     

     

     

     

    Posted in: Fan Creations
  • 0

    posted a message on Custom Class Competition #8 -- Discussion Thread | Week One

    My Class Idea is a class called Cursed. During the scourge, a secretive group of mages and priest decided to transport dangerous cursed/infected people, creature, and artifacts to a mysterious Island with a barrier that lets you enter but not leave. Some of the older being on the island want to use the new inhabitants and the powerful magics that are infecting them to escape while others are doing everything in their power to prevent anything from leaving the Island. If you were playing as this class in Warcraft, you would be a curse victim who teams up with an ancient entity in order to survive the curse. 

    Note: Testing posting cards because I've never done it before.

    Posted in: Fan Creations
  • 0

    posted a message on Class Competition Number Eight

    What about allowing heroes in expansions where there was at least 1 hero in standard? So, basically just banning heroes before Frozen Thrones.

    Posted in: Fan Creations
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