That's easy, for me it's face hunter. You have almost no chance against it if you don't run alot of healing against it.
- UkendtKunstner
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suchti352 posted a message on Most hated deck in the meta?Posted in: Standard Format -
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beppe946 posted a message on So, have the nerfs failed or not?Posted in: General Discussionincreasing the mana cost on Mogu Fleshshaper was a mistake. Mutate now transforms Mogu into a 10-cost minion, meaning you can play Mogu Fleshshaper, with rush to kill an enemy with 3 health or less, then immediately Mutate him into something like a Colossus of the Moon, Big Bad Archmage, Deathwing, Living Monument, etc.
Because Shaman runs Mutate, increasing the mana cost of minions is not an effective nerf option against the class. Increased mana cost makes the deck slower, but it also makes it much stronger in the late game.
You don't seem to have fully understood how big Mogu Fleshshaper nerf is, so please allow me to show you all the hidden implications.
- Before the nerf, there was no reason for you to mulligan away Mogu and Mutate, because you were pretty much guaranteed to have it playable for turn 3/4. Now that it costs 9 mana, it's a lot more awkward to keep in your opening hand, so it means that you'll hit the combo with a very lower frequency than before.
- Mogu's strength was coming in play pretty early, when your opponent can rarely answer it immediately. The same reasoning can be done for Desert Hare + Evolve: if you pull it off at turn 11, your opponent will either kill you or clear the board. In the end, Mogu was strong because it was able to generate incredible pressure for the stage of the match it was played in. Now that it costs more mana, it will come down at least 2 turns later, which on average is enough time for your opponent to build a board, simply ignore it and kill you or answer it. It doesn't really matter that the 10 mana pool is slightly better than the 8 mana pool, since (as I said before) the matter is not how big it is but how fast it comes.
- You talked about strength in the late game. I have to disagree on this point too, for the exact same reason I just explained: since it's a matter of pressuring your opponent, it won't work the same way when the match becomes a matter of value.
Moreover, if you choose to rely on a 2 card combo that may or may not give you what you want in the late game I dare to say that you're not making an optimal decision here.
Of course, there will be times in which your opponent will disgustingly highroll Mogu and you'll lose the game, but that happens with literally any RNG bound effect and you can do nothing about it but accepting it and moving forward.
Trust me, Mogu Fleshshaper's balance change is a nerf under all of its aspects and makes the card a lot worse than before.
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Th3D1rtSt4R posted a message on Your Experience with Galakrond shamanPosted in: General DiscussionI am a designer by profession. So perhaps I can weigh in on this a bit.
The stats after day 1 were absolutely substantial. You are right in that they are weighted in an alarming manner. But the truth is that it is day 1 and those stats are not necessarily indicative of oppression. This could be a result of a multitude of factors that really need to have a larger discussion around them by people who are able to analyze a lot more than players can.I think there are some issues with Shaman at the moment and a lot of that is just overall player experience. A new set dropping and still leaving players feeling like they are behind if they are not playing shaman, doesn't really give players the opportunity to enjoy the new set as a designer may have intended. I think to assume that shaman shouldn't be changed is a bit naive, because it has clearly warped the meta for some time now, in such a way that it is hindering the play ability of a lot of other potential candidates. The last thing you want as a developer and designer is to have a single class stagnating your game when you are injecting fresh content.
He is right to tell you that the statistics are not entirely relevant as you would otherwise suggest. You are not entirely accurate when you suggest that they are.
But he is also not looking at the big picture, where you are on the other end of it as a player.
As for the new expansion, I do believe shaman needs some adjustments to the new cards. The invoke mechanic is overwhelmingly robust for shaman, especially when you can just finish your quest and hit a single Invoke card and your Galakrond is good to go. I don't think the quest itself is really any more powerful than a lot of other things in the game and it will inevitably fade into obscurity after rotation until it crops up every now and then in Wild. The problem with it is that everything else you are doing around it in Standard scales exponentially with it and with some adjustments to THOSE cards, you can really start to rein it in.
Corrupt Elementalist should either be changed to only invoke 1 time, or have an overload cost to it. I have played a good number of games where following that up with anything in the same curve is just absurd sometimes. The card is fine as is, if you don't allow players to snowball immediately afterwards, otherwise you need to scale it down.Galakrond, the Tempest may be better off scaling to a max of 6/6's.
Mogu Fleshshaper really does not need rush or needs stat adjustments. In a similar sense, Faceless Corruptor should either lose rush or have stat adjustments made. The difference is that you can keep Corruptor the same and just adjust the mana cost as well, where Fleshshaper just becomes a new card entirely if you adjust the mana cost.
At the end of the day, Galakrond Shaman has impressive day 1 stats that have tapered down a bit, but not enough to say that shaman should be left alone. But the stats are not the only important factor here, a majority of it is just how shaman is warping the game mode currently and how that impacts a new set release after previously having strong showings prior to the new set. -
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Pyre2028 posted a message on Weekly Card Design Competition 9.20 - Submission TopicPosted in: Fan Creations -
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ArtanisTK posted a message on Weekly Card Design Competition 9.20 - Submission TopicPosted in: Fan CreationsPossible random apes : King Mukla , Mukla, Tyrant of the Vale , Mukla's Champion , Knuckles Fierce Monkey , Silverback Patriarch
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GerritDeMan posted a message on Weekly Card Design Competition 9.20 - Submission TopicPosted in: Fan Creations -
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zendraka posted a message on Weekly Card Design Competition 9.20 - Submission TopicPosted in: Fan CreationsNote: This is not the same account nor person as the previous submission.
I've already submitted many tickets on help support to fix this issue. -
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Wailor posted a message on Weekly Card Design Competition 9.20 - Submission TopicPosted in: Fan CreationsI present an alternative design for the infamous The Caverns Below . This also synergizes with bounce effects, but the win condition it provides is Tempo/Control instead of face rushdown.
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Demonxz95 posted a message on Weekly Card Design Competition 9.20 - Submission TopicPosted in: Fan CreationsIf you're familiar with the Khajiit Caravans from Skyrim, this is the same flavor I was going for here.
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kingdoemi posted a message on Weekly Card Design Competition 9.20 - Submission TopicPosted in: Fan Creations - To post a comment, please login or register a new account.
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What is the most frustrating deck to play against in your opinion?
In my opinion it's quest ressurrect priest! I really hate the playstyle. The AFK-playstyle where you don't really do anything except making a wall of taunt and healing minions is just so dumb in my opinion...
What do you think? :D
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Great nerfs!
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Thanks mate. I'll put it in :)
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If you face an abundance of quest priest I think you’re right - but in general the deck can combat most things!
But we are glad you like it!
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Right now i literally don’t meet any hunters. I only meet rouges.
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Think the nerfes Been good - bur i play in and around pretty High legend - and 40% of my games is agianst some kind of deathrattle rouge. I Think that’s quite a Big problem, since the deck isen’t interactive at all. If he drab apothecary you lose 90% of the time - if he don’t you win 90% of the time. That is a very problematic design, and I can’t understand Blizzard didn’t foresee it, when they printed the card.
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Tried making my first youtube video. What do you think?
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But its not in any decks?
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Been playing HS since it launched and this is the biggest mistake i’ve seen. Shaman have dominated the last few months - and People’s been quitting standard due to the absurd amount of questshaman. Now this. I’m not having fun vs that insane deck. Everyone knew, that it would be a problem, when they printed Shudderwock, cuz you can’t give a class, with such a card so powerful battlecries - it would create a problem - and now we’ve seen That problem 2 expansions in a row.
They should hotfix it immidiatly - I don’t mean in 2 weeks, I mean, now.
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I think they need more support! It's pretty good - but it's a very hard restriction. I think that when they get some more support on this archetype, this card is nuts.