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    posted a message on Why do Priest need VERY good cards in the next Expansion
    Quote from Bluelights >>
    Quote from ThisOtherGuyTox >>

    I mean, every single class will lose significant amounts of their core sets, because the rotation takes out the most powerful sets in Hearthstone history. The only class that will sort of survive this, with a semi-realistic deck still, will be Paladin, whose Odd-Paladin and Even-Paladin certainly will be able to survive the onslaught.

     You forgot Odd Warrior, most of it's core cards are from this years sets. 

     Well. It does lose Reckless Flurry, Stonehill Defender and Direhorn Hatchling, which i would consider key cards for the deck.

    Posted in: Priest
  • 3

    posted a message on Why do Priest need VERY good cards in the next Expansion

    I mean, every single class will lose significant amounts of their core sets, because the rotation takes out the most powerful sets in Hearthstone history. The only class that will sort of survive this, with a semi-realistic deck still, will be Paladin, whose Odd-Paladin and Even-Paladin certainly will be able to survive the onslaught.

    Posted in: Priest
  • 2

    posted a message on Is Hearthstone the best game in the world? (POLL)

    I guess that depends on how you look at it.

    It would currently be my favorite game, based on replayability, although it wouldn't be the best coming from the first-hand experience. Hearthstone can be played in extremely high doses without feeling much less tiring. Try playing any game that are story-based, more than 2 or 3 times, and you'll see the games through different lenses.

    Still, nothing is ever going to compare to the first time i stepped into the World of Warcraft. Experiencing that vast world for the first time ever is something that probably never will be beaten.

    Posted in: General Discussion
  • 38

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Submission Topic]

    Introducing...
    The Gambler class!

     

    PRESENTATION

    A gambler can be many things, a man who bets money on games, a fisherman that is fishing without bait, or just a simple risktaker. One thing they all have in common, is that they play the odds, and hope the luck turns in their favor. So does the Gambler class.
    For this reason the Gambler will include a fair amount of RNG elements. But the Gambler, unlike most other classes, have a tendency to be able to stack their odds in their favor, making the odds just the slighest better to turn in their favor than their opponent's.

    The Showcase Cards

    Forlorn Scrambler: No matter the situation, this will turn out as a way for the Gambler to get ahead. If Taunt emerges, the Gambler can go defensive, whilst it can be more aggresive, should Rush be the example. Should Stealth be the thing for this card, the Gambler will be able to decide just the right moment to swing with it and turn the board into his favor.

    On the House: A gambler will take anything that comes their way, and will for this reason never pass up a free drink! Use this card to fill out your curve, and use it strategically, if you want to search up specific Gambler cards! (There will be a 0-Cost Gambler card for this to work with.)

    Blavon Felshine: With the use of his Hero Power, and other card generating cards, Hand-Gambler is a logical choice. This further helps promote that, by generating both value and Tempo for the class alike. It should be noted that a random minion is on average about a 3-Cost minion.

    Eccentric Noble: Sometimes the cards you obtain won't always be wanted, and will fill you hand with things you'll never want to play. Cards such as this one helps mitigate that, to create a more fluid and consistent experience for all players alike.

    A Fresh Start: Lastly, a Gambler is not afraid of trying out new things, and will risk it all for ultimate victory. With the card-generating Hero Power, you can get back on your feet in a matter of turns, for this powerful, but extremely dangerous effect.

    I hope you all will enjoy the Gambler class as much as i enjoyed creating it. The primary goal idea for the class is creating (hopefully) healthy RNG, in a way that it doesn't just blow the opponent out of the waters, but instead creates interesting dilemmas for the Gambler to take advantage of, to help make every single game with the Gambler class an enjoyable experience!

    Posted in: Fan Creations
  • 2

    posted a message on nerf predictions

    I don't think speculation is a bad idea inheirently. Hunter is currently seeing an awful lot of play, and these nerfs does seem to negate some of th cards that makes Hunter so powerful.

    It's unlikely they're gonna touch Animal Companion, but the Deathstalker Rexxar and Lesser Emerald Spellstone nerfs seems reasonable.

    Posted in: General Discussion
  • 2

    posted a message on Blizzard fanboys

    I've been called both a fanboy, and a hater at one and the same time, and the conclusion is that people just don't like it, when someone disagrees with one's opinion. Naga Sea Witch decks as your example was in my eyes not as problematic as several other decks, like Kingsbane Rogue and Resurrect Priest. People are allowed to like the Dungeon Run as well. I personally didn't fancy it, but I know several people who really liked the extra layer of pure and clean POWER. All in all we all have different opinions on specific cards and modes.

    I'm personally tired of seeing people call out people as "fanboys" and "haters", as both parts are equally stupid. The haters will say that a thing is objectively bad because they don't like it, whereas a fanboy will say it's objectively good because they do like it. The fact of the matter is that some people can like things that other people don't.


    Let's bring out a controversial opinion that I have for this sake. I don't personally believe you should be allowed to dust more than 2 of the same card after a nerf for a full dust refund. There is no gameplay reason for this sort of thing, and it slows down progression in the game, as people are hoarding more and more cards. This also makes it more appealing for Blizzard to actually nerf cards, as there won't be people getting an entire year's worth of dust, from a single rounds of nerfs. I've also never felt that i've heard a good argument for why it should remain like this in the game, except for personal greed.

    Is this an objectively wrong opinion? Some of you might say it is. But as all other opinions, it's a subjective one, and can therefore not be seen as objectively anything. I personally respect it, if you disagree with this opinion, for whatever reasoning you have, as long as you don't call me out, because you have a different opinion.

     

     

    Posted in: General Discussion
  • 1

    posted a message on Wild Growth and Fiery War Axe nerfs - when cards are class features
    Quote from CriticalBastard >>
    Quote from ThisOtherGuyTox >>

    I personally believe the nerf to ramp, including Wild Growth was good for the longevity of the game. 

     

    No early game Warrior weapon could really be viable, as long as Waraxe existed. 

    I agree with both of these statements. But the timing of the Wild Growth nerf? And where are our Warrior weapons since that support aggro/tempo archetypes? Do you really have faith that they can fill the void of Wild Growth to create a healthy class with varied viable archetypes?

    I think we all recognize the problems, the issue is removing them without having solutions. 

    I believe the timing for the Wild Growth nerf were Horrific, but still needed. I'm obviously no fortuneteller, but of what I've seen lately, i feel like Team 5 have begun to listen more to the community, than what they have previously. Never before have we seen nerfs this soon, and the nerfs that came were good. Had they hit Rexxar aswell, i would even have considered them wonderful. I agree that of all the times to nerf Wild Growth, this is the silliest point. As Druid, unlike in Boomsday, didn't have several Tier 1 decks.

    Sometimes solutions shouldn't come in the form of direct replacements for previous nerfs, as that would just slightly lower the power level of a certain deck, without creating new decks. Warriors don't need to have a cheap weapon, that can/should be played in every single warrior deck you can think of. Personally, I'd like to see more focused early game Warrior weapons like Bladed Gauntlet, over universally strong early game Weapons.

    I don't see a sensible way to fix Druid at current moment, although i do hope they'll introduce new and powerful alternative power cards for Druid in the next Hearthstone year, that changes the way we play Druid.

    I do agree the timing wasn't optimal, but I'd still like to stress that i believe the changes were great. I'd way rather have the nerfs than not have the nerfs.

    Posted in: General Discussion
  • 5

    posted a message on Wild Growth and Fiery War Axe nerfs - when cards are class features

    Druid has not for a single meta in the entirety of Hearthstones life (with the exception of right now) not had either a high tier 2 or a tier 1 deck. At the end of Boomsday, 4 out of 5 total tier 1 decks were Druid decks. I personally believe the nerf to ramp, including Wild Growth was good for the longevity of the game. This is mostly because Druid decks, in general, have been rather monotone over its Hearthstone lifetime, because of this extremely strong core.

    I had said it before the nerfs, and i will say it again here. Most of the Druid cards were NOT overpowered, had it not been for Druid's ramp. Including Ultimate Infestation Branching Paths and even Spreading Plague. These cards wouldn't have been anywhere near as strong in any other class, than specifically druid, because of their ramp capabilities.

    The nerfs makes it possible for Druid to receive actual top tier cards, that makes it possible for a new array of druid decks to emerge. If that means that we will have to wait a few expansions for Druid to be Tier 1 or 2 again, then it will be perfectly fine, considering how long it have been in the spotlight as arguably the most consistently overpowered class, alongside Paladin.

    I agree that not nerfing either Emerald Spellstone or Deathstalker Rexxar was a mistake on Blizzard's behalf. Both bring too much and too polarised power for the decks they're included in. Hunter as of current moment is too powerful, compared to the remaining classes, although it's not as oppresive nor polarizing as most previous top tier decks, which personally makes it less of a nuisance compared to these previous top tier decks.

    Having Basic/Classic cards that are more or less forced into your deck creates monotone types of gameplay, and subdues a lot of cards. No other early game Warrior weapon could really be viable, as long as Waraxe existed. And for the same reason, Combo/Control Druid was always strong, because they had the ability to ignore certain parts of the game. This is fine for a period of a few years, but unhealthy for the entirety of the game.

     

    Posted in: General Discussion
  • 1

    posted a message on Question from the new guy

    Indeed. What Setesh said.

    If you really want to craft any legendaries to play competitively, Baku and especially Genn are prime cards that can carry an entire deck almost alone. Even Paladin with nothing but basic cards and Genn is already in itself a sort of respectable deck.

    Posted in: General Deck Building
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    posted a message on Rastakhan's Rumble Run - All Rumble-Specific Cards (Passive Treasures & Teammates)

    Taunt and Immune doesn't work together. A minion with Immune and Taunt will act like it doesn't have Taunt.

    Posted in: News
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