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    posted a message on Justicar Trueheart nerf is needed
    Quote from batanete>>
    Warriors really need to be influencing the board, where Hunters are less concerned about it. 
    Try playing midrange hunter and let your opponent take control of the board and see how it works out.
    And there is no way in HELL FH would run justicar,3 or 4 damage. We are talking about running a 6 mana 6/3 that gives you a gradual,slow advantage over many turns on a deck that doesn't want the game to reach turn 6.
    Once again, I am not saying that Hunters don't care about the board state. What I'm saying is that keeping the board clear is a lot more important for a Warrior than it is for any variety of Hunter because the Hunter is usually going to be in a position where the opponent is the one that is forced to make trades. Midrange Hunter plays in a similar fashion to Paladin in that they play efficient early minions that force the opponent to react rather than take the initiative. In such a deck, a hero power that deals 4 is of a great deal of value.
    Also yet again, I am not saying Face Hunter would play it. The super face rush version of Hunter doesn't need it, but at the point that you have a 2-mana source of repeatable damage I wouldn't call it "slow" anymore. Just how many turns of that do you expect most classes to survive?
     
    Posted in: Card Discussion
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    posted a message on Justicar Trueheart nerf is needed
    Quote from DragonConsort >>

    There are actually are a lot of healing options, just people don't run many.

    Also face damage doesn't impact board either, just like armor.  Except shield slam and a bunch of other cards to boost warrior armor exist.  

    To time is candy, no hunter wouldn't run Justicar.  This isn't zoolock, face hunter is hitting the face, and the opponent isn't just letting those charge minions and others just sit there.  There won't be board control, unless the opponent is terrible.  

     I wish this change happened, just so peoples paranoia about ballista 4 damage would show to be completely unfounded.  Much like everyone went crazy about Gahzrilla being broken, before it was released.  

     As I said, the Hunter would either A: have board control, or B: have dealt a ton of damage already. In either case buffing your hero power to 4 damage is a good plan, especially since the Justicar itself also has to be killed. If neither A nor B are true the Hunter wasn't winning anyway. 
    I'm not saying Face Hunter would for sure run Justicar, but it would certainly be a more attractive option than it is now. Saying that the face damage doesn't influence the board in the same way that armoring up doesn't influence the board is misleading because Warriors really need to be influencing the board, where Hunters are less concerned about it. 
    Posted in: Card Discussion
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    posted a message on Looking to build a Control Warrior deck to become more viable

    If you're looking to play a viable Warrior deck on a budget then Control Warrior is going to be hard to pull off. Reno is possible but I've the feeling you might still be short (do you have the Shield Slams)? The new Patron Warrior is still pretty good and the only legends it plays are Dr. Boom, Loatheb, and Grommash Hellscream, which you'll want for most Warrior decks anyway. It takes a lot of getting used to but with limited cards and the desire to play Warrior it's probably your best option. 

    Posted in: Warrior
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    posted a message on 1. Wing Card Analysis by Sigma - The League of Explorers

    I think my biggest issue with Anubisath Sentinel is that even when it works it can open you up to some pretty huge blowouts. I'm thinking something along the lines of the issues that pop up with Avenge, where you kill one thing, the trigger goes off and buffs a minion you couldn't kill before into range of your BGH. Since the Sentinel is a high-cost investment for its stats it's pretty easy to kill it. And I feel like this particular interaction would come up pretty often. I mean sure, then they don't have BGH for something else, but that's still a huge tempo loss given the 5-cost and the BGH hit. 

    And this is just in the situations where it actually does get to buff something, which I don't know how often that will happen anyway. 

    Posted in: Card Discussion
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    posted a message on Justicar Trueheart nerf is needed

    I feel like this whole argument is based on a misunderstanding of what Hunters are trying to do and what Warriors are trying to do. The comparison of 4 damage vs 4 armor almost doesn't even make sense. Saying that the Hunter wouldn't want the hero power upgrade even at 4 damage because face damage doesn't impact the board ignores what Hunters typically try to do, and how most decks play against them. By turn 6 they're probably going to have board control, and so have room to drop something that would normally lose tempo. If they don't have board control they probably at least have gotten the opposing hero down to around 15 life or so. Scenarios where they neither have board control nor have dealt significant damage are games they were losing anyway. 

    So you have three scenarios, and in the first two suddenly being able to deal 4 a turn is a huge deal and puts the opponent in an almost impossible position. They're aren't many healing options that can get you out of range of 4 a turn fast enough, and they certainly can't let any minions live since they already know they have to tank 4 to the face every turn for the rest of the game. The upgraded Warrior hero power is good, but it does nothing to influence how quickly you are going to kill your opponent. 

    Posted in: Card Discussion
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    posted a message on Cards in honor of our Jewish Hearthstone Players (including me)

    This was much better than what I thought I was going to get given the title. 

    Posted in: Fan Creations
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    posted a message on Justicar Trueheart nerf is needed
    Quote from DragonConsort >>
    Quote from Machinae >>
    Quote from DragonConsort >>
    Quote from zumpp >>

    Damage is much more powerful than healing, so that 2-3 dmg vs. 4 healing is completely balanced.

     Not really cause the damage is face only.  It doesn't do anything for board state.  Heal can be used to heal your own minions or yourself.  Armor is a better comparison since it only effects you, and it can be used at full health.  However warrior is balanced by having the most cards that enhance its power (shield block, shield slam, bash, etc).  
    Just looking at the game.  2 armor becomes 4 armor, 2 heal becomes 4 heal, 1 anywhere damage (mage) becomes 2, therefore 2 face damage should become 4.  
     
     Why do people always seem to think in doubles? I think it's simply that health gain gets a flat +2 increase and damage gets a flat +1 increase. That way the upgraded hero power makes total sense.
     Cause it makes sense considering how they upgraded everything.  Everything was exactly doubled, except ballista shot.  Therefore the upgraded hero powers don't make sense as they stand.  Coupled with everyone hating on hunters, it seems readily apparent ballista shot was screwed to appease whiners.  Even though the dreaded face hunter would never run something so slow.  
    Justicar has terrible stats, it is dropped to upgrade one's hero power.  So it should be a significant upgrade, considering how many times late game you will be able to use your hero power.  
     The comparison doesn't quite work out as well as it seems like it might. The issue with the upgraded hero powers, at least when it comes to Hunters vs. the healing classes, is less how the new hero power operates in a vacuum and more how it works in practice. It's a question of how other classes are going to interact with your hero power. In the case of healing it's fairly straightforward - apply as much pressure as possible and force them on the defensive. I've played a lot of games on both side of the warrior matchup, and it becomes a race to see if you can kill them before they're able to retake the board and get their health out of range of what you have left.
    It's quite different on the other side. The options in the game for defense against direct damage are very limited when compared to your options for offense (even outside of just face decks. Offense is viable with any deck that plays minions). When a Warrior uses Justicar, the game is likely to go on for a long time yet. If a Hunter was able to deal 4 with their hero power, the game would be over in a matter of a few turns basically regardless of the board. There are simply too few ways to defend yourself against that kind of consistent damage every turn to make it reasonable.
    Posted in: Card Discussion
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    posted a message on Okay... so Reno is super popular in the meta now. How to counter?

    Alexstraza is a pretty good way to do it. The thing about Reno decks as they exist right now is they aren't very likely to put you under a ton of pressure until the mid to late game, since all their cards are different. This makes it hard for them to have a consistent early game, so they focus on playing defense and leveraging their life total as a resource rather than protecting it. This usually means you can force them into a Reno without using Alexstraza, and then use it to dome them for the full 15 as soon as they do. 

    Posted in: General Discussion
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    posted a message on The sheep mentality of hearthstone players(rant)
    Quote from henomar >>

    Timeiscandy, not everyone wants to play with the same old decks - why is it miserable not to face midrange hunter and the Christmas tree again and again and again? As for Bizzard's part of it: that is, calculating whether your deck is an unusual one, we do have computers. Maybe 20 decks will be common - over the 1% frequency - since some decks are ubiquitous. For your hero, that's two or three decks to check against, almost instant in CPU cycles and not all that difficult to program. No human intervention or management at all, it's all algorithms. How often do you update what counts as common? Maybe every week. 

     

     Basically for the reasons mentioned by the poster above. You'd end up with near copies of the popular decks, and probably a lot more aggro since those cards are a lot more interchangeable than the slower decks tend to be. So it would be nearly the same, except for some suboptimal cards thrown in. I simply don't believe people would take that much innovation into the format. They would still want to win. So they'd play approximations, or they'd find the good decks that other people post. There wouldn't be more variety within the format, there'd just be two formats with equally stale metas, except that what you're allowed to play in one is entirely dependent on what people are playing in the other. I want to play X deck so I craft the cards for it. Oh darn next week I can't play it anymore. Well, let's just change one card and keep it mostly the same. That's more or less what would happen.
    Also, I meant less on the technical side and more on the community side, for Blizzard. Dealing with the community would be a nightmare. Not that it isn't now, I suppose.
    Posted in: General Discussion
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    posted a message on The sheep mentality of hearthstone players(rant)
    Quote from henomar >>

    Variety - that's what we really want. Less same old same old in the ranked play. There's a way to get that!

    henomar's HS change suggestion number one:
    There needs to be a second ranked ladder reserved for decks with less than 1% popularity - a novelty ladder - you can't enter it with a deck that's within 5 cards of any deck that more than 1% of people are playing in the general (usual) ranked ladder (or the novelty ladder.) You can still bring net decks that aren't wildly popular (cancerous), so those who don't think they can build decks are welcome; and the result is a different game nearly every time everyone plays, that's more fun, way less boring, and it's still competitive. 

    This seems like it would create an absolutely miserable environment for players and be a nightmare for Blizzard to manage. 
    Posted in: General Discussion
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    posted a message on What to craft to upgrade this Mind Control Priest?

    Vol'Jin would be decent in a deck like this as you can struggle with decks that play a lot of bulky minions. It's like third Death that also leaves a monster behind. Ysera and Justicar could be good as well, and I'd suggest Dr. Boom, though it seems you currently only have the one BGH target (in Holy Champion so it only sort of counts), so it might be worth it to just keep that going. 

    Posted in: General Deck Building
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    posted a message on Comeback advice

    Justicar is pretty popular as it can give you the safety net you need to play your other end game cards, secure in the knowledge that even if you lose some tempo to get a card down you can still gain four every turn.

    The Reno Warrior isn't great since Warrior has a lot of cards it wants two of (War Axe, Shield Slam, Execute, Death's Bite, etc.) and if you don't have the option to play it on turn 6 to heal then it's filling the same role as Justicar (late game life boost) which is an effect you don't need more than one of. 

    The numbers on Shield Block and Bash are pretty much up to your discretion, though the number of Bashes seems to depend more on how many Slams you play rather than how many Shield Blocks. Some number of both seems to be standard.

     

    Posted in: Warrior
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    posted a message on Let's Get Dr. 6 Nerfed together!
    Quote from Empyrium77 >>

    The nerf, if any that is, will be in months from now. This is just another sales stunt, just like with every other release, like with Underkeeper, Grim Patron. It's a retarded and greedy sales strategy. Better they'd lure sales with decent design.

     I've heard this argument before, and I have to admit I don't understand it really. What's the sales strategy that's greedy here? Or I guess, could you explain how waiting a long time to nerf cards makes for a greedy sales strategy?
    Posted in: General Discussion
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    posted a message on Let's Get Dr. 6 Nerfed together!
    Quote from IFTKICS >>

    in my opinion this should be a very good mysterious challenger nerf

    7mana 7-7 battlecry: reveal a minion in each deck. If yours cost more, put one of each secret from your deck into the battlefield.

    This would actually require a bit if deck modification to have better odds with the joust+its one extra mana. But its still not unplayable and still pretty strong.

    I think making it a 7 mana 7/7 would be enough of a nerf without the addition of the joust as well. With the joust you need to start playing a heavier deck, and high curves work horrendously with the paladin secrets. The only reason they're any good at all is because when they draw them they can combine them with cheap and efficient creatures. I can't imagine a world in which anyone plays it if you need to also win a joust.
     
    Honestly, adding joust to the card as is would probably destroy it if that's what you're after. 
    Posted in: General Discussion
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    posted a message on Let's Get Dr. 6 Nerfed together!

    I like this plan. It's like, we know it's not actually a problem now, but if we band together we can make it a problem! But why stop here? Everyone should also put two copies of Silverback Patriarch in their deck so Blizzard is forced to nerf it. I think we could all make room for Ice Rager too so that Blizzard realizes they goofed when they printed a buffed version of a card that was, let's be honest, already a little too strong. 

    Posted in: General Discussion
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