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    posted a message on THE SHAMAN BUFFS

    It's no magic bullet but Totemic Reflection + Grand Totem Eys'or seems to be a bit of a sleeper. Not playing top 100 but a lot of decks I've found are struggling to deal with 2 3/7's plus all the buffs they give, especially if you can play it turn 5/6, and especially if they survive a turn. Trick Totem has trolled me far too many times though.

    Posted in: General Discussion
  • 2

    posted a message on Guidance does not trigger Unbound Elemental effect

    You can discuss word order and context until the cows come home, we all know that overloading a mana crystal regardless of how it happens should trigger unbound elemental. Anything else is just a level of nit-picking from team 5 that is not evident anywhere else in the game. Shamans have it hard enough without this bullshit.  

    Posted in: Card Discussion
  • 0

    posted a message on So mage in wild still unplayable against and super FAIR AND FUN

    At what point did blizzard state any of the nerfs or buffs were for the benefit of wild? Always whining. 

    Posted in: General Discussion
  • 1

    posted a message on THE SHAMAN BUFFS

    I'm not sure why they bothered. Overload is still too crippling, elementals are still too slow and don't do enough. Tidal surge is alright but it's not exactly a card to build a deck around. Shaman still dumpster tier. 

    Posted in: General Discussion
  • 5

    posted a message on Less nerfing, more learning people.

    Can't tell if this is a coordinated troll thread designed just to trigger people...

    Posted in: Card Discussion
  • 0

    posted a message on Is there any anti quilboar build share your ideas or thoughts

    BG’s is just a race to get golden bonker right now. Nothing else even comes close to scaling as fast as quillboars. Demons with 2 / golden juggler can work early to kill quillboar players before they have chance to develop but only a god board of poison divine shields will work once they’re just farming blood gems. 

    Posted in: Battlegrounds
  • 0

    posted a message on Incanters flow

    7 mages, all running pretty much identical decks and 1 priest in European top 8. I’m not sure any mage card is OP on it’s own but the synergy between them all is just off the scale. Why even risk running lunacy when you can just burn face turn after turn with ease. 

    Posted in: General Discussion
  • 0

    posted a message on Incanters flow

    Anyone else watching how disgusting Incanter’s flow is in GM? Games lasting about 3 minutes. 🤣

    Posted in: General Discussion
  • 0

    posted a message on Shaman mechanics
    Quote from schnitzel >>
    Quote from razor565 >>
    Quote from schnitzel >>

     I would disagree with this, but feel free to have a conversation with me.

    Cards like Elementary Reaction, Arid Stormer, Lilypad Lurker, and definitely Kalimos, Primal Lord feel like pretty strong cards with their effects and prerequisites.

    Elementary Reaction can be compared to Mimic Pod, but I would say it's straight up better. You need to have played an Elemental last turn for it to be 1 Mana cheaper than Mimic Pod, but even if you didn't play an Elemental last turn it's still a 2 Mana draw 1.

    Arid Stormer could be compared to a Crabrider with a Smuggler's Run, sure, Crabrider feels stronger because Smuggler's Run isn't the only buff Paladins use on it, but as a 3 Mana, 2/5, Rush Windfury they are the same, only a Paladin pays 2 cards, and a Shaman pays an Elemental last turn.

    Lilypad Lurker is just Hex on a stick. Whether you compare it to the old 3 Mana Hex, or the current 4 Mana Hex, Lilypad Lurker is at worst a 2 Mana 4/5. The only downside being you have to have played an Elemental last turn, but this is partially negated through the fact Lilypad Lurker itself is an Elemental, unlike Hex of course. (And you can't Hex your own Minions anymore or Hex on turn 4, but this is really minor.)

    Kalimos, Primal Lord is arguably the best 'Elemental last turn' card of all. His Invocations being very strong for his total cost.

    Invocation of Air being the same as Lightning Storm since its buff, would make Kalimos, Primal Lord a 3 Mana 7/7. (Assuming that 2 Overload = 2 Mana.)

    Invocation of Fire is similar to a Fireball, but since it only goes Face let's say it's worth 3 mana. This makes Kalimos, Primal Lord a 5 Mana 7/7.

    Invocation of Earth is most similar to Stand Against Darkness, you do get an extra Minion, so maybe make it cost 6 Mana. Eitherway this would make Kalimos, Primal Lord a 2 or 3 mana 7/7. Though I'm not gonna lie, this Invocation just isn't that good, despite the Mana/Value comparison. Probably better than Onyxia though, for what that's worth.

    Invocation of Water is similar to Hidden Oasis, 6 Mana Forbidden Healing, or 3 Witch's Brews, this would make Kalimos, Primal Lord a 2 Mana 7/7. (Can only go face though.)

    All those four Invocations with the only downside of an Elemental last turn of course. But the fact you can choose them is a great upside in its own right.

    I guess what I'm trying to say with this colourful wall of text is that I believe the Elemental last turn mechanic really isn't as bad as you might think. Though this does depend on the amount of Elementals you have put in your deck of course. But for Wild players like myself, it only gets better and better as more and more viable Elemental cards get printed, even some without the Elemental last turn prerequisite.

    Again, feel free to disagree and start a conversation, I'll be happy to discuss.

    Also, I didn't go into any Neutral or non-Shaman class Elementals because you did say that Shaman isn't as strong as other classes with its Elementals, so I focused on Shamans Elementals.

    Forgot to quote in my last posting..but the message is still the same..Another non shaman player telling us how strong the class is when its trash in standard.My challenge is the same.Build the kick-ass shaman deck your talking about and take it and ladder with it.

    From bronze to legend.Prove us shaman players wrong.

    Dude, except for Arid Stormer which I took out cause it was underwhelming, all the cards I mentioned in the post are in my current, favorite, and most played deck. Even the Stone Sentinel in the post below it. I don't know why you just assume I'm a non Shaman player who's trying to make excuses why Shaman is good and doesn't need a change.

    I also never said it's some unicorn deck that completely shits on the ladder. I said it's not the worst mechanic and you can have fun with it and even beat strong decks with it.

    As for reaching rank Legend with Shaman, I did last month, not with Elementals, but I reached rank Legend with Shaman.

    As many of the cards you mention are wild I’ll presume that is where you got legend, and I believe the conversation is mainly focused on the state of shammy  in standard. If you did get legend in standard with shammy then I’m apologise and gz, you’re obviously some sort of hs genius being able to get the current dumpster fire of a class to work. 

    Posted in: Standard Format
  • 0

    posted a message on Too many nerfs?
    Quote from Neko_Tamo >>
    Quote from Tyk3 >>

    I would say if you averaged out nerfs over the last 6 expansions it’s more like nerfs every 6 weeks / 2 months (ive not done the math so might be wrong.)

    I’d say the problem is more why aren’t blizzard spotting problematic cards before they’re even printed. Are you telling me no one saw Crabrider with 4 hp at 2 mana being a problem at any point? Or none of their testers were big brain enough to work out lunacy could get you all the best spells from other classes on turn 2?

    From bronze 10 to legend all you see is the most efficient T1 decks so even after nerfs it’s of no consequence really, and as blizzard don’t seem to be able get a balance where more than 3 decks are playable you’ll just be queueing into the same decks within a week of nerfs landing  

     1. Is six expansions ago when this supposed quicker moderation policy came to be? I feel it is a more recent thing but not sure, as i've said I've just come back. And it seems that way to me, since now nerfs seem to come about every two weeks, maybe three.

    2. I agree that too often cards that are obviously broken get printed. But perhaps that is by design, since such cards get the juices flowing and make people rush to buy packs. Perhaps exactly because they know those will get the nerf and want to have fun/the advantage.

    3. Not sure what you mean by this. If you have one good deck and it gets nerfed you either craft another good one or you drop out for the time being. Either way the outcome is the same, only the most cookie cutter decks can succeed at higher ranks. It doesn't say anything about the nerf policy except maybe that it sucks at promoting many decks. Regardless you will always have the strongest decks dominate the meta since people want to climb, not lose.

     I just meant that if anyone is expecting nerfs to make the game fresh and add more variation they’ll be disappointed because within a week it will just be net decks at every tier of play. I guess what I was trying to say is Nerfs are pointless when there is no incentive to play anything but the strongest decks. 

    Posted in: General Discussion
  • 0

    posted a message on Game Reworks That I'd Like to See

    Cascading Disaster is not over costed, especially when you can easily play 4 in one game. 

    Posted in: General Discussion
  • 0

    posted a message on Game Reworks That I'd Like to See
    Quote from The_Duke >>

    No rule without exceptions... 

     I would say an exception would be the odd card that defies the rule. Warlock healing does a bit more than just defy the rule. 

    Posted in: General Discussion
  • 0

    posted a message on Game Reworks That I'd Like to See
    Quote from IDProG123 >>
    Quote from Tyk3 >>
    Quote from IDProG123 >>
    Quote from Strongpoint >>

    Another greedy player who wants to nuke board-centric aggro away from existence.

    Another player who fails to understand class identity, that druid is meant to be bad with interacting with the board, hunter is meant to be bad in board clears, etc.

     

    But this post does have something new! It offers the game in which ramp druids will annihilate everyone by dropping huge minions on turn 3-4

     "Druid is meant to be bad with the board"

    Show me where Blizzard says this.

    Poison Seeds, Swipe, Starfall, Explosive Trap would like to disagree with you.

    Board control cards can exist, regardless of class. They don't violate class' identity.

    "Greedy player"

    Because greedy players want stronger board clears, right? Board clears DESTROY greedy players. Greedy players hate strong board clears. Ramp Druid hates Twisting Nether.

    Last thing, nobody is saying Ramp Druid is a balanced deck. It's a part of the reason why people play aggro, alongside Control Warlock.

     https://dotesports.com/hearthstone/news/blizzard-outlines-class-identity-in-hearthstone

    Druid

    Strengths: Mana generation, giant minions, minion swarms, card draw, Beasts

    Weaknesses: Destroying big minions, board clear.

     Thank you for actually showing actual proof. I appreciate it, genuinely.

    However, many cards violate the identities already. For example, Conditioning (Rank 1) for Warrior and Man'ari Mosher for Warlock.

     I agree, in some (lots) of cases blizzard just outright ignored their own class identity guide lines. 

    Warlock - big healing. We all know they didn't stick to that one. 

    Hunter - card draw. Anyone notice hunters having card draw problems at the moment?

    They did stick to druids not having board clear though, although I would say animal companions is a pretty effective board clear most of the time with the right minions. 

    Posted in: General Discussion
  • 0

    posted a message on Game Reworks That I'd Like to See
    Quote from IDProG123 >>
    Quote from Strongpoint >>

    Another greedy player who wants to nuke board-centric aggro away from existence.

    Another player who fails to understand class identity, that druid is meant to be bad with interacting with the board, hunter is meant to be bad in board clears, etc.

     

    But this post does have something new! It offers the game in which ramp druids will annihilate everyone by dropping huge minions on turn 3-4

     "Druid is meant to be bad with the board"

    Show me where Blizzard says this.

    Poison Seeds, Swipe, Starfall, Explosive Trap would like to disagree with you.

    Board control cards can exist, regardless of class. They don't violate class' identity.

    "Greedy player"

    Because greedy players want stronger board clears, right? Board clears DESTROY greedy players. Greedy players hate strong board clears. Ramp Druid hates Twisting Nether.

    Last thing, nobody is saying Ramp Druid is a balanced deck. It's a part of the reason why people play aggro, alongside Control Warlock.

     https://dotesports.com/hearthstone/news/blizzard-outlines-class-identity-in-hearthstone

    Druid

    Strengths: Mana generation, giant minions, minion swarms, card draw, Beasts

    Weaknesses: Destroying big minions, board clear.

    Posted in: General Discussion
  • 1

    posted a message on Hearthstone needs a Report Feature SO BAD

    What rules are ropers breaking to make them worth reporting?

    Posted in: General Discussion
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