- YololoSwaggins
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Member for 7 years and 4 days
Last active Fri, Apr, 19 2024 15:49:47 -
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mulluk posted a message on 29.2.1 Patch Notes - Small Adjustment to Quest Requirements - Armor Changes for Battlegrounds & Bug FixesPosted in: News -
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TicTacTimeHS posted a message on 29.2.1 Patch Notes - Small Adjustment to Quest Requirements - Armor Changes for Battlegrounds & Bug FixesPosted in: NewsExactly as predicted, 15 to 10, what a joke.
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outgoingzer0 posted a message on Update on Weekly Quests - Quests Will be Easier to CompletePosted in: Newslet's see what the fix is.
For +20% XP, it should be Win 6 ranked games.
I bet it will be 10.
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lv426a11 posted a message on Deathknight's Plague decks/mechanic IS OP, WHERE IS STEAM CLEANER??? RENO DECKS GGPosted in: Standard FormatIs it OP in the current hearthstone world where games end by turn 6 or 7 and you rarely draw more than half your deck? I don't think it is.
The real question should be "is it fun?" and to me the answer is a resounding no. There's nothing fun about any inevitable, uninteractive death in hearthstone, whether it's curses, plagues or watching your opponent assemble their OTK. You have no meaningful interaction with any of these win conditions other than "kill them first". This is a superb strategy unless (and this is a bit of a biggy), you brought a deck which falls more into the control side of the game, then I guess you just lose. There's also nothing fun about the main benefit of your highlander deck being irreversably deactivated on turn 4.
Should have played around it by bringing a different deck I suppose...
To get back to the original point, imo plagues are conceptually fine except when Helya gets played - then it's not fun at all.
Things I would chang:
1) Change Helya - make the plagues more powerful or gain an additional effect, but don't make them infinite.
2) Make Highlander pay-offs a start of game effect. This would tone down some of the power levels of decks which can draw through their duplicates to enable "highlander" cards and would also prevent an instant "counter" to a whole style of deck.
Personally I think we need to encourage the Hearthstone devs to move towards a game where the decisions during the game matter more than the deck you brought. As it stands, the biggest factor in winning or losing is which deck you bring and which one you're matched against. I'm not saying it shouldn't matter, but it shouldn't be a garaunteed loss or win.
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b1ak1ce posted a message on 28.4.1 Patch Notes - Huge Nerf Wave, Battlegrounds Balance Changes & MorePosted in: NewsBecause Druid was gaining +40 armor in a turn and also summoning 3-4 titans on turn 6-7
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Kathranis posted a message on 28.4.1 Patch Notes - Huge Nerf Wave, Battlegrounds Balance Changes & MorePosted in: NewsLooks like we're going to see Paladin drop from a 56% overall winrate to a 55% winrate with this dramatic decrease in burst potential from this 3 mana, 3 card combo that lets you give any minion you stick on the board +10/+10, windfury, divine shield... down to +8/+8 windfury, divine shield.
That's 4 less damage, guys! Huuuuge nerf!
No, but seriously. Paladin has been a T1 deck for, what? The last 14 months? More? It was the strongest deck before the mini-set and only got stronger after it. We've currently got four classes with sub-45% win ratios, three classes at 50%~47%, two classes at 53%, and Paladin sitting up at 56%, where it's been for the entirety of Badlands.
Fucking buff some of the underperforming classes, at least. Christ.
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Galder posted a message on How to fix quest mage once and for allPosted in: Wild FormatJust turn the quest reward into something that can't be easily replicated via existing game mechanics? Make it an actual Time Warp Portal location with one charge: take an extra turn? That way they could double it up only by shuffling their hand into the deck with Fizzle or using something really weird like Nobleman and hoping for it to hit the location in hand.
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juniperbelmont posted a message on Spirit of the BadlandsPosted in: Spirit of the Badlands -
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Tarious posted a message on Patch 27.4.2 Balance Changes Preview - Tons of Changes across Constructed and BGPosted in: NewsπππGratz blizzard! It only took 483 days to figure out that Neptulon priest in wild was a problem!!!!πππ
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Mercenaries is just a masochism simulator, boring to get your team up to par for pvp and expensive as hell.
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Yay, more mana cheat, the only idea Blizzard is ever able to think of. The innovation is off the charts!
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Blizzard has already shown inability to have anything resembling balance in this (and really any other of their games, WoW pvp is also always just a bad joke where a few flavor of the month classes can get a kill within a global cooldown and others are "fair" and do nothing.
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You are saying as if 230 USD on a game is nothing. That may be depending on your wallet, but look at the market, for that money you can get 3 new triple A games of your liking and have 30 USD leftover. As a value proposition Hearthstone pricing is just abysmally poor.
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Blizzard is making it really easy to stop spending any money on this game by keeping it so unbalanced and stale. Thanks, I guess.
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Hmm, what is this class identity people keep talking about? Let's make everyone a shaman and give them windforce, but not once but TWICE from one card. This card requires very little setup, because aggressive decks can spam 99 minions per turn so there is almost always 2 minions up for the windfury buff.
About half of the time this ends up being a 5 mana 5/5, deal 16 extra damage to opponent's hero with giants, so much fun and balance!
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For me the most interesting point from this data is that the effect of going first is the most important parameter for most decks (8 out of 10 in this sample benefit greatly from going first, with the win-rate going up 5-9%, which on average is greater than the difference between #1 and #10 decks). The remaining 2 decks gain a small ~2% win-rate boost from going second.
Wouldn't have thought that the difference is statistically so strongly favored for the player going first.
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Lol, 40 EUR for 10 golden packs? The famous drunken cube crawls have apparently evolved into fentanyl crawls.
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More than anything this just shows that Blizzard is totally unable to balance the cards they introduce or they are unwilling to do so because the game is still profitable from inertia.
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Good job Bliz, this is exactly the service I'm expecting after dropping 80EUR on a game :-)