HS community really has never heard of a shitpost, huh? This is glorious lol
- Vessyl
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Member for 3 years, 5 months, and 13 days
Last active Wed, Apr, 24 2024 15:54:57 -
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theeshyguy2000 posted a message on HUGE nerfs and buffs coming soon!!!!Posted in: General Discussion -
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AcidHydralisk posted a message on Warlock Questline changePosted in: Card DiscussionNo , if anything the Quest needs to be changed so that fatigue damage doesn't count. Every Warlock deck i'm running into in wild, basically has drawn their entire deck by about turn 8 and kills you with fatigue with multiple copies of Hand of Gul'dan.
So basically if you're not playing aggro , you can't win. Which would be fine if the deck wasn't all that popular. But it is, and its fucking everywhere.
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Wrathblade posted a message on Is inevitability a good thing?Posted in: General DiscussionI enjoy limited resources and trying to conserve and try to win out at the end when no cards exist 2 many infinite GENERATION decks just turn me off the game entirely...
if u like the way of inevitability... then why don't u just have a deck with 30 of the same copy of the same card or 30 ignites? like that's the point cuz that's the INFINITE game plan? what's the point? just silly at that point makes zero sense... there's a reason why u can only put 2 copies of 1 card... no card should generate infinite value
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Vinne77 posted a message on Is inevitability a good thing?Posted in: General DiscussionAs a control player, I deleted the game this week after 6 years of playing. These Quests and Combo's are ridiculous. Warlock, Mage, also Shaman: after turn 1 I now I will lose :(. No interaction at all. I might come back next expansions :D
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jazzfan27 posted a message on Is inevitability a good thing?Posted in: General DiscussionSo, I understand that each match must come to an end. Every match ending is inevitable.
But, I think a lot of salt is created when you face a situation where you see you can't win. No matter what you do. No matter what you draw. No matter how well you play. Your fate is decided.Of course, there is a concede button to deal with this. You don't have to keep fighting a fight you know is lost unless you don't know how to use the concede button.
But, I would rather the game be designed where there was counterplay. Where there were cards you could include in your deck, that if you included them in your deck building, and you drew them, and played them wisely, you could potentially find ways to combat inevitable situations.
Even if I don't include that card in my deck. I still feel better losing to that situation if I know that I COULD have used it. I COULD have found a way. I COULD alter my deck to give me a chance to defeat that strategy. That to me feels a TON better than just saying, 'that is just a bad matchup'.
I really wish there were more counterplay options in this game. Maybe they need to release more cards each release so that they have room to include some clunky tech cards.
I don't know. Maybe folks don't want counterplay? Maybe they think that inevitability is a good thing?
Where do you stand?
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thazud posted a message on How do you handle the annoying players?Posted in: General DiscussionTLDR
OP is a toxic player. Good for you.
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Nargacuga15 posted a message on How do you handle the annoying players?Posted in: General DiscussionChrist, OP, you seem toxic as hell…
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vNihilism posted a message on How do you handle the annoying players?Posted in: General DiscussionI too hate annoying players who waste my time. I wish they would simply concede at the beginning of the game instead of trying not to lose...
Seriously though, I see no problem with 2 or 3. If they're doing this at the end of a game, then obviously you can't do anything about it. So why ask? Take it to the salt thread.
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BrindlePoint posted a message on How do you handle the annoying players?Posted in: General DiscussionI have distinguished 3 categories of players that are particularly annoying. It may not be the case for you but I am pretty sure many players feel the same way as I do. I know what some of you will say: "It's his turn and he does what he wants". Ok, so do I then right? I am not counting the rage quitters, it's fun to see them doing it.
- The roper: The most obvious one. Against a roper, I give him the benefit of the doubt the first time he ropes and I play my turn normally. The third time he does it, I rope him till the end even if he stops roping.
- The Trumper (one who refuses to concede). We all have met the Trumper. You have lethal on the board, he keeps on playing. Example: I play Hunter, he plays, let's say Rogue, and he has only 2 health left, he is dead next turn for sure. He doesn't heal, plays his turn using most of his time placing this minions, uses his spells, maybe draws cards. Other Trumpers will draw "looking for a solution" even if their mana left will not give them any way to survive. Here, I just take my time (aiming minions or his face, check my cards to show that I am not disconnected and I rope before giving the final blow. All this time, I guess he just watches, maybe goes to get a drink I don't care he has to wait for me to finish my turn too. Now I get it, the plausible excuse here would be, there's still a chance that you get disconnected or make a mistake blabla whatever but we know it's all BS.
The Faker: He has met a lot of inexperienced players who concede easily so he goes for it. He is most of the time an OTK/ combo player. He starts to play his combo cards and sometimes even says "well played", hoping that you will concede. They play in a very convincing way, fast and determined, and you only find out that it was all fake when they concede seeing that you are not buying it. No problem here, he is giving it a try. I still find it annoying though.
Sounds like you are one of these annoying players....your example of a person just finishing the game is not BM at all on their part, you are the rude one in that case by roping on purpose.
Many people are playing for quests (cast 10 holy spells) in which case that turn to cast a spell regardless of outcome is beneficial for them. Also each spell casts counts for achievements (cast 1,000 shadow spells, heal 100 times with priest, etc.) Others are playing for a specific achievement, not to win. Also some combo decks can be a turn away from loss and draw all the right pieces and win on that last turn..
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PetiteMouche posted a message on How do you handle the annoying players?Posted in: General DiscussionThe roper : I ignore him and do other stuff while he is roping, he is mildly annoying
The trumper : I ignore him and let him embrace his last hope, he is not annoying
The faker : I ignore him and let him misplay, he is not annoying
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They banned stealer of souls in wild because they wanted to preserve its use in standard; if a card isnt usable in standard and they want to reduce its impact on wild, they nerf it. Otherwise the card becomes unusable in base hearthstone, which they want to avoid at all costs
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Are you asking why people want a mode that they love playing to not suck? I don't think you need our help to figure out why people want a mode they love playing to not suck.
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Oh, I would love more 'start of game' effects. Then my dream of running a dozen of them in the same deck will finally become a reality. I'll call it 'unskippable cutscene before the boss'.
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My favourite playstyle is attrition; i want to beat my opponent's ENTIRE deck when I play. It's impossible when more than 1/3rd of my games will end up against quest lock. If there were an answer, I would run it. Since there isnt, i need to shelve the entire deck archetype. Feels bad, but thats the game now
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First real, non-rng combo disruption. I dont think I can ever go back to relying solely on dirty ray deathlord luck. I would probably quit if she were made unplayable, unless a suitable replacement is made
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My favourite playstyle is attrition. Ive played attrition priest since 2014, been slowly working on it and improving it over time. Even in karazhan when priest was the meme class, I made it work. For the first time ever, im putting the deck away. This expansion released numerous win condition cards that are truly unstoppable-not a single card in the game can neutralize it, even in wild. You just have to kill them. We've seen some before, with taunt quest warrior, jade druid, kingsbane rogue, but those all have answers now. I sincerely dont know how they can possibly print a card that neutralizes the new quest lock or quest mage. Even elwynn boar, I cant think of a way to beat that deck in fatigue (not relevant now, but its yet another deck that i cannot reasonably stop should I run into it). So, until they stop seeing play, I have to abandon the deck that I loved playing for so long. Feels bad.
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Let's see...
Stealer of Souls, in conjunction with Plot Twist, will end the game almost every time. A 6-mana 2-card combo in a deck that already requires insane card draw for the combo to work, thus making it far more consistent than any other combo deck I've known of.
Reno, for the same mana, will heal you to full.
I'm not sure in what universe healing to full is more powerful than killing your opponent. So, the real question is, does the fact that stealer of souls requires other pieces to work correctly makes it worse than reno? Because of the sheer amount of card draw available to warlock, and ran in the list by necessity, I'm going to have to go with no. It seems that they can easily double the card draw of a regular singleton deck, and while I haven't done the math, I suspect that deck putting together Stealer+plot twist is more likely than a singleton deck drawing reno.
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Oh yeah, there were like 4 rounds of nerfs or something? That was a mess
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i'd make it the first card you draw each turn, or maybe first two. Honestly, that still is pretty good for a 4-mana 2/6 demon
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Glad I'm not the only one to think that. I underrated fungalmancer on launch, and I will not make that mistake again.