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    posted a message on HS vs MTGA, and why?

    I've played HS for 3-4 years and while it was fun for a good 2-3 years, then things just starting to get to me as they introduced more and more RNG effect with the cards. One RNG effect can literally decide the winner. Watching the pro scene is almost like watching people rolling dice. The skill factor matters so little that basically whoever has a better hand, draw and RNG WILL win. While I have to say that the top pro players are all very good but there won't be these little plays here and there that can distinguish who's the better player because card draw, RNG factor and simplicity of the game itself.

    Other stuff I don't like about HS is the amount of useless cards, especially legendaries/Epics. There are just so many badly designed cards that had no chance to make it to any decks which resulted in ladder/tourney seeing a few handful of decks that are viable competitively.

    Now I've just played MTGA for a week and I don't really know what the meta is yet. But at least from the gameplay perspective, I already like what i'm seeing so far. The fact you can react to your opponent using instant or creature abilities already feels like a godsend. The game also has way more complexity than HS(to me it's a good thing). Skill matters much more since there are so many options available. 

    My complains for MTGA so far though are No Friend List, Mana problem and at times these planeswalker cards feel OP.

     

    Posted in: Other Games
  • 0

    posted a message on MTG Arena Review
    Quote from suchti352 >>

    the rng feels much higher then in Hearthstone with  less Cardraw and the drawback to Topdeck useless Mana

     The RNG i was referring to is card effect RNG like Rag, Syl, Brawl, Knife Juggler...

    If you want to talk about RNG in draws, sure that will always exist in all card games which I don't mind. You and your opponent each have  roughly 33% chance of draw a land (typically). However in mtga, there are so many ways to draw cards or ways to manipulate the library that can minimize and you actually have more ways to control your draws.

    Posted in: Other Games
  • 0

    posted a message on MTG Arena Review
    IFQuote from FranckN >>
    Quote from Wrathian >>

     

    - Almost 0 RNG within the cards themselves(probably the biggest reason i stopped playing HS)

     

     So... you don't like RNG... I would be unfortunate if you ran into my FOUR wands of chaos deck.

    WAHAHAHAHAHA

     That's why I said "Almost" as I'm sure that are cards like that lol. Is there an actual viable library destruction deck that utilizes this card?? Just curious..

     

    Posted in: Other Games
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    posted a message on MTG Arena Review
    Quote from burn_the_witch >>

    - Free-to-play model so far feels quite generous. I am getting 1 free pre-made deck per day for playing ONE game(doesn't matter if you win or lose). Each pack costs 1000 gold and there is a 500 gold daily quest. There is weekly quest that gives a pack at 5/10/15 wins. Every other win you can get one random card(of any rarity) and gold(25/50/100/250). So they are giving out a lot for you to start up for free.

    To be honest you only get the free decks the first 5 days; used to be 10 decks for the closed beta. 
    Also, decks that are 60+ cards where you can put 4 copies or so of every legendary does not feel generous compared to the amount of cards you get.

    Yet my biggest complaint is the lack of decent crafting system; sure there's wildcards but there is no disenchanting.
    Also, Magic cards rotate out as well and so far we do not know what will happen to the cards we worked hard for.

     

     Compared to what HS gives at the beginning, it feels generous to me. At least with mtga, we get semi-viable decks for the bronze level. I was rocking that given Red Blue burn bounce-back deck and moving up to Bronze Tier 1 beating all these players using planeswalker theme decks.

    Yes I agreed though no dust system is a big flaw. It does feel wasteful that you cannot do anything about the extras.

     

    Posted in: Other Games
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    posted a message on MTG Arena Review

    I've been playing MTG Arena open beta since last week(Thurs) and I am quite impressed with it so far.

    Here are the stuff I like:

    - The client is fairly smooth, game phases are quick and seamless.

    - there are a lot of cards and with 5 colors and artifacts...there are a lot of combinations for rush, mid-range and control decks out there. Each color is also very heavily themed. e.g. White is all about mostly about healing, removals, Blue is about interrupting opponent with counterspells, bouncing stuff back to hand, draw cards, Green is about ramping up and summoning huge creatures. etc.

    - You can react to your opponents with instant spells!

    - Almost 0 RNG within the cards themselves(probably the biggest reason i stopped playing HS)

    - lots of little decisions you can make since most cards have abilities, options and triggers(Part of the reason I quit HS. The cards are too simple and not enough abilities/options to make the game more interesting)

    - You can assign blockers

    - Surprisingly games are just as quick as HS. Games can last something like 5 mins to 15 mins. 

    - Free-to-play model so far feels quite generous. I am getting 1 free pre-made deck per day for playing ONE game(doesn't matter if you win or lose). Each pack costs 1000 gold and there is a 500 gold daily quest. There is weekly quest that gives a pack at 5/10/15 wins. Every other win you can get one random card(of any rarity) and gold(25/50/100/250). So they are giving out a lot for you to start up for free.

    Thing I don't like

    - No friend list - This might become a deal breaker for me if it's not being implemented in the near future. 

    - You can get royally mana screwed. While this is only happening like say maybe 15-20% of the time in my experience where you just keep drawing lands or not having enough lands to do anything. Either way will cost you to lose the game. 

    Overall I think MTG arena is in a great place now. If you want to take a break from HS, you should give this game a try.

     

    Posted in: Other Games
  • 0

    posted a message on Non-Warlock nerfs that should have also happened
    Quote from batanete >>
    Quote from PileOfCheese >>
    Quote from Infirc >>

    Call to Arms should be 7 mana, usually in mana based tcgs when a card brings things from your deck into the battlefield ala Greensun Zenith it costs 1 more than the total cost of the cards it brings, call to arms brings 6 mana to the table so it should be a 7 mana card.

     not necessarily 6 mana, its between the 3 and 6. and making it 7, even when its only 2-cost, would be ridiculous. You are not conisidering the resources your opponent has to deal with your board at that stage of the game.
     Nah, make it 11 mana, no one will miss the card anyway.
    I legit don't understand this attitude that every card in the game needs to be playable. If literally no one likes playing against it, why not do everyone a favour and delete it? You remind me of a friend of mine who used to say that blizzard should have nerfed Undertaker without making it unplayable. Like no, just let the card die.
     Why would you not want more cards to be playable?! Having more cards playable in a card game means more archetype decks are playable or more deck variation so you won't keep queuing up against the same fucking few decks on ladder. Even if "everyone" don't like playing against a card, it could be re-designed so that it's balance and yet more likeable to play against. Simply wanting a card to die devalues an expansion as a whole. e.g. this expansion has 100 cards but because 90 cards are so bad that is not remotely playable then this expansion really only has 10 cards.
    Posted in: Card Discussion
  • 0

    posted a message on Is it time for each class to have a new identity?
    Quote from derekmshaw >>

    Hunter did get a new archetype in the "spell-only" build. What other class has ever run a deck with no minions and still does well on the ladder? Even mage hasn't ever been able to do that (at least not competitively). Yet, the current Spell Hunter deck can get to rank 5 in the current meta. If that isn't a new archetype for Hunter when they would generally just play minions and then buff them with other minions, I don't know what is.

    Also, we already had Finley which changed hero powers and that still didn't encourage a Control Hunter. It's not really hunter's hero power that makes Control unattainable. It's the double lack of card draw and healing. If hunter got a spellstone like Warlock's and also a spell like Dark Pact, I think that would go a long way towards a Control Hunter build, although there are still card draw problems as well. But it seems like we are getting closer to a Control Hunter build, so maybe in the next expansion/rotation...

     

    Finley did not encourage control hunter because you still have to draw the card. If Finley is at the bottom the you're screwed. My suggestion would eliminate this problem. I don't think this would hurt the game in any way as long as it goes into a different direction then the original hero power so or it is not strictly better than the original hero power.
    Posted in: General Discussion
  • 0

    posted a message on Is it time for each class to have a new identity?

    Blizzard has already started this with the dk hero but it still needs to be drawn and played and most takes effect mid-game to late game. However, I feel most of the classes are still limited by their hero power. For example, Blizz kept trying to create control hunter in but in every expansion, they failed to create a control archetype that is viable. Some has to do with hunter cards that just doesn't provide enough value(e.g. Crushing Wall) but I feel a lot also has to do with having a hero power that can't with the board. Now what if we have a card that changes the hero power by simply having a card in the deck? A mechanic that we already have similar to Prince Malchezaar.

    e.g. 9 mana 9/9 - When the game starts, change your hero power to "Deal two damage to the left-most enemy minion".

    We can have one legendary card for each class that changes the hero power. This way I think it'll open up each class. The hero power can stay at 2 cost or 1 cost or even 3 cost but the effect of the hero powers would have to be in line with the cost. 

     

    Posted in: General Discussion
  • 0

    posted a message on Improving the game/thoughts on the HCT Worlds

    I wish pros start to play other games other than HS...HS as eSport is truly a joke...u have the best players in the world but most of the times games are decided by luck of the draw or pure RNG cards.

    Posted in: General Discussion
  • 0

    posted a message on At what rank you can consider yourself a good Hearthstone player?
    Quote from ricardobusarello >>

    I think rank 5, to get to rank 5 you need to play considerably well, and from 5 to legend its prety much the same play level

     5 to legend is NOT the same...starting at r3 or 2, people tends to make no mistakes at all and at r1 it is the toughest, skill level is very similar between players and i feel most of the time draw and RNG effect will determine the result alot. If you make one big mistake, you'll lose for sure.
    Another factor to determine how good you are is the speed in which you get to certain rank. Some that reaches legend one day 1 vs someone reaching legend on the last day of the month has a huge skill gap assuming both players spend same amount of time
    Posted in: General Discussion
  • 0

    posted a message on Priest just too good?
    Quote from Oddling77 >>
    Quote from Jaydas >>

    Totally agreed. I think it's time for blizz to put a tech card against these library centric decks. Its'll similar to The Darkness but we all know The Darkness is just too slow and it's a big tempo lost play even if you play on turn 4.

    We need something that triggers before the game start like Prince Malchezaar and puts 3 or 4 1/1 minions with the same name into enemy's deck. The card itself can be a minion with bad stats to balance it. So this will disable Raza until they draw all these minions. Against Big priest, their deck will be colluded with these 1/1s.

    I'm ok with the dragon tempo deck...at least these days are interactive and really they get racked by AOEs.

     I actually really like the Prince mechanic and agree.  While I wouldnt want to see bunches of cards that change things pre-game..a few more cards like that would be interesting to me.  A 2 mana   2/4  that adds 2, 3 or 4 low stat minions or cheap 1dmg spells to opponent's deck to dilute it and "break"  1 of decks until drawn may be interesting
     Yes that is a great idea. One of blizzard's mistakes have always been introducing something new but does not create a tech card for it. Same thing with secret & few expansions later...secret eater. 
    Posted in: Priest
  • 0

    posted a message on Priest just too good?

    http://www.hearthpwn.com/news/4295-happy-2018-esports-player-progression-omni-stone

    Go to the section where firebat was talking about Raza priest and to summarize it from r5 to legend...the top 6 decks with the highest winrate are all variation of highlander priest. If that doesn't say how good the deck, i don't know what does. 

    Posted in: Priest
  • 4

    posted a message on Painfully Boring Meta

    That's why I'm taking a break from HS.

    Definitely most boring meta....barely seeing any Warrior or Shamans...playing against priest is like sooo painful as all 3 archetypes are annoyingly strong in their own way. Aggro/Murloc Pally & secret mage are all very draw dependent...if you play on curve, you will pretty much win most of the time. The main issue is just that we're only really seeing 2 brand new viable archetypes in Cubelock and Tempo Dragon...all other ones are existing decks with a little bit of K&C flavor in Corridor Creepers or Call To Arms or explosive runes or that Elven Minstrel.

    This expansion is just pure garbage.

    Posted in: General Discussion
  • 1

    posted a message on Can I make it to legend

    Getting to r5 is really just half way there. I was in the same situation as you before...getting to r5 every season and decided to go the card back and hit legend at least one time.

    The first time i tried was post the nerf of the classic class cards(innervate, war axe etc) and I was already at 5 midway through the season and I chose to play hunter and went from r5 to r2 with a very good winrate. Then the next day hunter doesn't work at all as the meta was adjusting so fast and r2 was the highest I got for that season.

    Then next season I play Tempo rogue and was doing really well and got to r1 5 stars...final boss game I faced someone in the 2000 legend range vs a priest. My hand was bonemare, bonemare and patches after the mulligan. The priest was running a murloc deck(WTF) but I lost the game because I couldn't do much of anything. At that point my hand was really ugly and was winning one then lose the next two kind of deal and ended the season at r3.

    Next season...got to r5...but couldn't really find a deck working consistently...I chose one deck and then 2 of 3 games i get matched against my counter deck. ended season around r3 as well.

    Next season...got to r5 about midway through the season as usual playing zoolock..this time instead of grinding really hard...i just play casually (an hourish each night at most) on the last week of season I got to legend. It took a lot of luck to be honest..I still remember my last 5-6 games, I would always get my 1 drop with prince few times on the opening hand....then my opponent does not play a wild growth on turn 2(miracle)....and my priest opponent doesn't play dragonfire on turn 6....my big priest opponent dosen't get barnes on turn 4.......mirror match opponent does NOT play bonemare on turn 7...it was like the game wants me to hit legend this season. ANd this is the season where I played the least amount of games.

    So just to summarize for you, getting to r5 is just half way...you need to know the meta and the meta keeps changing and you also need lots of luck. Good luck.

     

     

    Posted in: General Discussion
  • 0

    posted a message on Everyone is complaining about highlander priest...
    Quote from jafna >>
    Quote from jafna >>

    because is the best deck at the moment,is a completely coinflip and have to much removal,at high legend last season (november) more than 50% of my MU was against razakus and right now is even strongest....

    Completely destroy any control deck ,the fact that razakus is a deck basically make pala control or other control completely unplayable,i play razakus myself but i hope blizzard will nerf it because is a completely joke of a deck that can easily beat his counter (jade) , if i play control lock i have to get super lucky to beat razakus (he have to have raza or anduin at the bottom) but i play razakus i can beat jade with a 45/55 chance (little unfavore) control lock vs razakus is like 25/75 (oppressive) a deck that can combo you down in one turn,have that much removal and have basically no bad MU is a little too strong and should be nerfed.

    Also Scream is a 9 mana card idk why he cost 7

    The thing is that you can't realistically nerf the deck in a constructive way. You can't nerf, Velen, Anduin, Raza, Psychic Scream, Dragonfire Potion, etc. just to weaken one deck. It isn't one thing that makes the deck oppressive, it is the power creep collection of many things that are too efficient all at once in a single deck. 
     Well Dragonfire Potion is ok,Velen is ok,Anduin is ok!
    Yes all together are too efficient but blizzard have to do something about this deck,if not next three month high legend (and most of the ladder) will be razakus vs razakus, a MU who doesnt matter who pilot better if a player draw the nuts (raza anduin combo) in the first 15 card win,like my last four match razakus vs razakus all oppo have raza anduin and combo on 10 and i cannot do nothing about it...
    Psychic Scream is a completely broken card, twisting nether cost 8 and destroy all minion (aka activate the deathrattle) Psychic Scream is like
    silence and destroy all minion,the fact that minion return to the deck in a tempo based meta is a disvantage that make the card stronger,it should cost 8 or 9 (probably more 9 than 8) is simply a card that make highlander better vs his weak MU (jade,big priest and big druid) jade is also weaker vs aggro than razakus,and aggro has gotten better this exp cause of creeper,summoner and call to arms so big druid isnt really an option (too weak vs aggro).
    how to nerf raza priest?
    Phychic Scream cost 9
    raza change your current hero power to 0
    Raza priest is also the top deck in wild where all the broken card reside so that should tell how much the deck is strong.
    right now im rank 5 and 40% of my MU this season was against razakus priest,im also playing razakus priest and unless blizzard do something next three month everyone will play it.
     Totally agreed with this. This deck honestly needs a nerf.
    Posted in: General Discussion
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