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    posted a message on Duels. Joke or real?
    Quote from GibreelFury >>

    I really can't understand how you people find this game mode fun and entertaining in this actual state!

    It's so one dimensional. Options are so limited and gameplan is so restricted, you either follow the stream or get flooded by it.

    I mean, is there really a possible mage build not including apprentice, cheap spells and the pumped mana wyrms smashing the opponent's face?!?

    Is there really a viable shaman archetype not relying on flooding the board and bloodlusting the opponent's face?

    Is there a possible non tempo demon hunter build?

    Is there a possible non huge-mana-tempo-swing druid build out there?

    Is there a paladin out there not playing the usual divine shield package?

    Let's say it gets interesting from game 6 onward (since by that moment less than half of your deck will be made by the starting 15). But the problem is, if you try something different from the usual builds, you're very likely to never get to game 6.

    At least if they cut out that ridiculous time-consuming pick-the-same-15-cards-over-and-over-again routine it would speed up the process a little bit...

     Have you noticed that there are 3 hero powers for every class and all you said was based on the fact a specific build rotate around a specific HP?

    Now "imagine" you have to do that at least 3 times for every class since every class has 3 HP... "one dimensional"...

    Now "imagine" you have to adapt the deck you are building every time there's a new treasure and there are like 5/8 more treasures to discover for every class... again "one dimensional"...

    Now, "imagine" that every 3 months the cards sets rotate... and again... "one dimensional"... 

    If there's a flaw in the new mod is it will never be competitive in anyway because there are too many variable steamroll combinations... and the higher are the wins the more there will be but it's there for fun and casual gamers and we like it... most of all because, differently from arena, it can be played for free.

     

    Posted in: General Discussion
  • 0

    posted a message on HL GalaQuestDragon Shaman

    Probably I would remove the gnomish inventor or one of the 3 mana drops listed both to include the Bandermosh or the Lurker (or both), but, again, I'm really worried to remove lower cost card to include higher cost ones even if they could have a big impact on the board because it's really hard to include a second battlecry in the same turn you play them.

    For instance, once you are @ 8 mana, you can use a doubled Bandermosh or Lurker OR a doubled Vulpera and a doubled marshpawn/Zephris/anyother 2/3 mana drops or whatever spell you got from the Vulpera.

    Only testing can say what's better and that's why I'd be really thankfull if anyone would try it.

     

    Posted in: HL GalaQuestDragon Shaman
  • 0

    posted a message on HL GalaQuestDragon Shaman

    I forgot to mention him but that's definalty a card I would include, sadly, I'm not sure I want to craft him for the test, most of all, because double battlecry works only on the first hit and because, other than with this deck, doesn't seem to be used in any other Shaman deck (and it really hurts me craft a legendary I'm not sure I'll ever use).

    I'm not gonna craft this in this season but probably I will the next one (once I got some more dust leftover and I've already crafter the other legendaries I'm looking for).

    If anyone should try it and let me know how it feels compared the version without it would be awesome.

    Posted in: HL GalaQuestDragon Shaman
  • 0

    posted a message on HL GalaQuestDragon Shaman

    I've looked a lot Kibler's streams and I had different experience from him.

    The main one is, @ my ranks the amount of agro decks is way higher than low/mid legend ranks and the rush minions from invoke are quite helpful, on the other hand I never had too many troubles to handle slower decks.

    He removed the Galakrond cards but Galakrond is your "oh sh*t" card or your winning condition against some classes (against druids a full invoked Gala is basically an autowin, against Rogues, if they use Flick before you use Gala, or against DHs or Hunters if they don't have the reach to kill you the turn after you play it).

    In every case I try to keep Galakrond as last resource or I use it as soon as I got very strong followups (Gala into Kronx, into Alex gave me 100% winrate so far because with Gala they have to clear the board and they need 3 turns with super strong answers).

    Usually, you use Gala because you don't really need anymore the quest HP or because, otherwise, you wouldn't have an answer strong enought to get back in the game.

    With the quest itself you can't clear the board and create your own board (Lurker is probably your best chance), even Zephris isn't good enough for this; you play it on turn 10 and @ 6 mana, he will give you a temple enforcer or a Fire Elemental as best 6 drop which aren't exatly devastating).

    The quest, basically serves to cover 2 big lacks of shaman: Card draw/generation and fill the board untill you get the late game (when, hopefully, you can use your power turns: Gala, Kronx, Alex and Zephris).

    With the quest alone you got only 2 powerturns: Alex and Zephris (and most of the time you will use Zephris as an answer and not as a powerturn).

    Posted in: HL GalaQuestDragon Shaman
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