- Timeiscandy
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Member for 9 years, 1 month, and 26 days
Last active Mon, Sep, 4 2017 20:21:02 -
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Psy_Kik posted a message on Blizzard stop abusing the game - RNG, algorithms etcPosted in: General Discussion -
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Archaelicos posted a message on The Rogue Quest, The Caverns Below, is OP. Nerf it already.Posted in: Card DiscussionThe only nerf I think it needs is that the effect should be on the minion, not global. that is, I'd change the text to:
"Whenever you summon a minion, it becomes 5/5."
this allows tokens to keep getting the 5/5, allows the bounce/Charge combos, but it adds some options for removal and silence. As it stands, almost all removal has no effect. Which means you have to either tech for this deck (at the expense of basically everything else) or plan to lose to it in a hopeless and frustrating fashion.
That said, this deck seems to be a plague only in around the 14-20 range. Last month I rarely saw it in the 10-12 range (that's as far as I got) and I'm at 13 now and rarely see it.
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yassir009 posted a message on Do you like the current Standard meta?Posted in: Standard Formatbest meta so far every class is being played except warlock best meta ever ! to the ones who says that there is negatives decks like quest rogue and pirate warrior i need to say grow up :) they are good decks , esp quest rogue cs its lose to aggro and thats the fun part sometimes u can win those match ups and its not our buisness that someone want to play control decks ..
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gabugga posted a message on Do you like the current Standard meta?Posted in: Standard FormatThe meta is really bad right now because there are good decks in it. If there are good decks I need to post and complain about them.
What I really want is for my elemental mill druid deck to be tier 4 along with every other deck.
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TallAr92 posted a message on The Rogue Quest, The Caverns Below, is OP. Nerf it already.Posted in: Card DiscussionI dont know.... Maybe we need to wait for more archetypes to come. Maybe meta will canege to so much aggro that this tarded quest wont be possible to be completed.
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ximionx posted a message on Why is Aggro still Alive?Posted in: General DiscussionWow, an aggro-whine-thread. This is new and exciting.
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Asuryan posted a message on Why do Blizzard keep doing this?Posted in: General DiscussionOnce you accept that power levels can never be perfectly flat (nor would that be a good thing, even if it were possible), it's obviously necessary to move that power around among the classes. It's both necessary and beneficial.
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user-21443723 posted a message on N'Zoth is not that good!Posted in: Card DiscussionBut Kel demanded board control to be good and if you had board by turn 8 as a control deck und had won anyway. But N'Zoth instead is just a n east win condition. Thats what makes it better.
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Grenache posted a message on Anyone quit games just cause they dont want to play a certain deck?Posted in: General DiscussionOn Casual mode, sure. You're playing for fun.
On Ranked, you don't grow as a player if you concede to unfavorable match-ups. You have to eat your vegetables.
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Karma887 posted a message on Shaman is too broken. What was Blizzard thinking?Posted in: Shamanthe people who say a type of deck archetype is "no skill" are the ones middling about rank 10-11 who QQ when they can't buy ladder ranks....just shhhhh
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I'm split on the issue. On the one hand, if the criteria for a nerf is that a card is too powerful then I don't think the quest should be nerfed, as the requirements to completing the quest put you far behind in the early game (most of the time) in a meta that revolves around early pressure.
If, on the other hand, the criteria for a nerf is lack of interactivity, then I could see a reasonable argument for a nerf. That said, I have played with and against the deck a lot since release, and it can still lose the value game to some of the paladin and warrior lists around, in addition to struggling early game. It might be the case that it changes the way you need to play in a way that most people don't find fun though, so there's that to consider.
The biggest problem is probably that when laddering people don't like thinking of their deck in terms of matchups. "I have a 60/40 matchup against silence priest and a 30/70 matchup against quest rogue" kind of thinking. It seems like people prefer the idea of being 50/50 in every matchup, which I suppose is fine if that's what you want, but isn't typically how meta games in card games end up working out. Quest rogue is a deck that has very favored matchups and very unfavored matchups without much in the middle, so it feels overpowered or like you can't lose, depending.
Running into your bad matchup a bunch of times does hurt though.
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Battletag: Bandaid#1898
Region: NA
Usual Play Times: I live in Asia but play on NA so I'm on at weird times.
Level of Experience: Intermediate/Advanced
Preferred Heroes: Warlock, Warrior, Priest
I’m Looking For: Someone to spectate while I eat dinner, talk about the game, test stupid decks, etc.
Tell us something about you: I like discussing lines of play a lot so if you do too then huzzah.
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I have to say it's probably Warrior. They're the only calss with multiple viable top tier archetypes that play consistently well. Shaman might have the best single deck at the moment, but Warrior has multiples in the top 5 to my thinking, which makes it the strongest class post Whispers.
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I've been playing N'Zoth Priest almost exclusively this season, so I thought I'd throw in my two cents.
While the games are slow I have to say it feels like a really solid choice in the current meta. It's a deck that gives you the options to fight most anything you'll encounter, and has the benefit of a lot of tech choices depending on what you're facing. Losing access to Lightbomb is not great, but the aoe the deck does have access too is still usually enough. I haven't run in to too many boards that require it over the aoe we have now.
Midrange strategies with a lot of 4 power minions and combo decks are the matchups I find to be the most difficult. Fortunately, decks like Miracle Rogue and Freeze Mage are not the easiest to play, and so make up a smaller portion of the meta than their strength would suggest they might. The popular decks tend to be 50/50 to favorable, depending on your build, so it's really up to you what you want to target. The deck has around six easily flexible slots, so work in what you need.
Among its advantages is the existence of a matchup that feels nigh unlosable in N'Zoth Paladin, though I suspect the deck will be less popular moving forward as it's more suited to tournament play than ladder given the complexity of the decision trees and time required to win. Your answers line up so efficiently with their limited threats that unless they get an early Monkey you almost can't lose. Paladin doesn't have a great way to pressure your life, and their best bet is usually just to never actually play their Tirion. Not a bad place to be.
One failing of the deck is that it can sometimes fall to the "drawing the wrong part of the deck" problem. Against Zoo and Shaman you basically must draw into two board clears (at least with the version I've been running). Sometimes you'll simply not draw those, or not draw early interaction, and lose. Remember to accept those games and just move to the next one. he deck can pretty easily maintain in the neighborhood of a 65% winrate even accounting for those games, but you have to devote the time to learning the deck and matchups.
More than most other decks I've played, N'Zoth Priest requires you to have a plan. That is, identify the matchup as soon as possible, and identify what the game is going to be about. Similar to playing Warrior against a Freeze Mage where all you really care about is generating as much armor as possible, N'Zoth Priest is at its best when you can develop a plan early and stick to it. Often this means identifying the key cards in a matchup and mulliganing aggressively for them. Look for Pain and aoe against shaman, for example, or Entomb against Paladin.
It's a fun deck, and very powerful. If the meta shifts it could be a poor choice, but as it stands I think it's a strong deck that can bring you however high you want to go on the ladder if you put in the time.
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Ridiculous shit, I say.
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The deck looks reasonable, though I would say if you have them getting a couple of Azure Drake in there would be good. It's just a fantastic card and if you don't have them I'd recommend getting them. They go in a ton of decks and have been good since beta. Maybe cut the 1/4 taunt guy and the skeram. If you can find room for a Living Roots.
If you're looking to save up for some legends, Sylvanas Windrunner and Ragnaros the Firelord would be good to craft. They always go in and out of the meta, are strong right now, and would make this deck and many others better.
As for general play improvements, I can only really recommend playing a bunch of games with the deck and figuring out what the matchups feel like. Also, mulligan for your early ramp and cheap minions pretty much always.
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This thread pops up again from time to time and it always really just boils down to the fact that some people want Casual to be something it isn't, and never really was. It's a place where you can play fun decks with no consequences, not a place where everyone has to do that. Casual is less of a "fun" mode and more of a "do whatever you want because it won't affect anyone's rank" mode.
People go there to practice decks, play weird decks, grind gold, finish quests quickly with a class they don't want to ladder with, or play games when they have a shit connection or may need to bail in the middle. The problem is that different people want it to be only one or two of those things, and you're not going to get that from a game mode where everyone who plays gets to decide what they're going to bring.
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Paladin didn't really achieve dominance until Mysterious Challenger came around. Before that it was a good deck but not dominant. It spent a long time as first or second best deck in the format once Secret Pally became a thing though, and I think now that it doesn't have it's excellent curve it will have to adapt. I think initially it will drop pretty far as people try to find sideways replacements for the cards it lost. The class will need to be approached from a different direction, and once people figure out which approaches work for the meta I think the class will be fine. With Keeper and Aldor it will always have decent ways to deal with minions, so I don't think it will ever be unplayable.