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    posted a message on Why So Many Complains About Priest?

    Because it is a boring class to play against, especially in a control v control match up. Luckily a majority of people in the world play aggro, so I just auto concede when I play against priest and the time I didn't concede, Priest just rope me every turn and make the game into 30min round.

    Posted in: Priest
  • 0

    posted a message on The Paladin class needs a rework.

    Paladin has too many problems, the only way is to redo the whole class.

    It lacks card draw and card generations. Every other class has it, but it has to be conditional for Paladin to use it, only the purest Paladin can generates the force of light and the only classic card draw is Lay on Hands which is dead alongside with Control Paladin.

    The secrets is not worth it for the mana cost, compare to what a 2mana secret from Hunter and Rogue can do and 3mana secret from mage, 1mana secrets from Paladin are trash, the design is also questionable, does Paladin play tricks in combat? I can see this mechanic in Hunter for traps, Rogue for stealthy nature, Mage for strategic spell. It would be perfect in Demon Hunters because they are always prepared and traitors always have a trick up their sleeves. So why Paladin, why?

    I can somewhat see that Blizzard wants Paladin to be a recruit/token class with small buffs since the beginning of the game with the Blessings as its core for basic magic cards, Seal of Light, Seal of Champions, Divine Strength, Sand Breath, and librams, but without consistent token synergy in every expansion, this identity just cannot work, to the point that it feels like Druid has better Treant token mechanic more consistent than Paladin recruits because Druid has better card draw, better card generation, better board fill, better board buff with Treant as main theme around it. Isn't buff supposed to be Paladin thing? Paladin would kill for a card like Goru the Mightree to buff the recruits, it's not like Druid isn't capable of refilling the board with treants, but this legendary still see no play simply because there are better cards for Druid.

    I don't have problem with the reborn quest, it follows the token identity.

    I am not going into Recruit (play from deck) mechanic because it's too dangerous to print, like Call to Arms and Mysterious Challenger, although there are some bad ones like Duel! and the up coming Commencement (I think it is a bad card because Dimensional Ripper and The Boom Reaver are not staple cards in warrior which is a better control class than paladin). However, it also seems like Blizzard is trying to push this mechanic onto Paladin as part of token strategy.

    As for AoE, 1 is just enough for aggro/midrange decks. Maybe 1 more for control, which is always Wild Pyro, so it's alright, but kinda boring because it's been THE combo since forever and it's not a class card, so it limits pure Paladin deck.

    I love the idea of using Divine Shield as a resource, the mechanic is better as an offensive play anyway.

    For Control/Value Paladin identity, I am seeing Lifesteal (aka self heal) in the late expansions and I feel like this is a good direction. The minion design with this mechanic if it has high attack then it must have low health and vice versa for its cost, which is good for a class with small buff like Paladin. Many Paladin class minions stats are like that anyway, especially the legendaries.

    Win condition for combo decks, I don't think we'll ever see it other than the Death Knight one and I'm fine with it. Maybe it's because I like to play control and out value opponent rather than drawing the combo pieces to end the game or aggro the face is the place or gamble the chances of turn 5 Anyfin.

    What I also would like for Paladin is to have more Aura mechanic, like Stormwind Champion for example. It already exists for Paladin in the form of Murloc and neutral minions synergy, maybe this is the reason why Murlocs are Paladin, by existing together the board is stronger, it doesn't feel right though, still. It looks lazy and it can be solve easily if they just give a tribe tag to silver hand tokens instead, but this would be asking too much because it all tangled up with many existing cards, not just the classic and basic sets.

    Posted in: Paladin
  • 2

    posted a message on New Warrior/Paladin Legendary Card Revealed - Lord Barov

    not a board clear card, but a combo piece for board clear.

    very good for warrior, but it's just a pre-nerf equality for Paladin, since Paladin doesn't have 1 hard target removal, other than Hammer of Wrath which see no play ever since the very first expansion.

    all in all, this is a worst card than pre-nerf equality because your opponent can just hard remove Lord Barov and clear your board as well, so Paladin will waste 1 more mana and risk board advantage from this card.

    if Equality and Libram of Justice does better job than this legendary, does Paladin really need a fifth card in the deck to do exactly the same expected result with worst payoff?

    Posted in: News
  • -1

    posted a message on New Paladin Legendary Card Revealed - Turalyon

    considering "destroy a minion" is about 4-5 mana, 3-4 mana get a 3/9 is not that bad, especially since the effect is repeatable.

    could've been better because the effect is too boring, although it is something needed for Paladin since Hearthstone launch date, a fair costed non-combo removal that is not a weapon.

    Posted in: News
  • 0

    posted a message on New Neutral Common Card Revealed - Guardian Augmerchant

    It's a good card, but probably not good enough(?)

    Paladin has Hand of Protection and Argent Protector, they are not seen play regularly since game launch.

    Sand Breath still doesn't see play and is also questionable even with the most amount of buff synergy within the next expansion.

    I know not every classes are the same, since this is a neutral card, but I think there are way more better cards to fit in a 30 slots deck.

    Posted in: News
  • 0

    posted a message on Year of the Phoenix: The Death of Aggro, Year of Value

    I still play from time to time, but I don't feel the want to quit as easily anymore. The reason being is 1) I quit being competitive, a try hard to climb the ladder every month, and focus on my love for card game, which is deck-building, and stay at rank 10 on average. 2) (sadly to say this) probably because Ben quit the job.

    Ever since he quit, Team5 is being more responsive towards the meta and very fast to fix or nerf overpowered cards, like Galakrond Shaman when first release. During the time Ben is working in Blizzard, it took many months (some almost a year) to fix a card. Not saying his quitting is the reason for the better change though.

    Now the reason to quit is solely based on money, since the game is even more expensive than ever. It's a good thing Blizzard decide to change the pack opening algorithm. But next time I decide to quit, it will be because I can't afford the game anymore. Blizzard took all my money :P

    Posted in: General Discussion
  • 1

    posted a message on Year of the Phoenix: The Death of Aggro, Year of Value

    I almost quit the game 5 times. Undertaker Hunter, Mysterious Paladin, 4 mana 7/7 Shaman, Get in here Warrior, Jade Druid.

    Basically, when the game is 1 deck to rule them all meta. From my point of view, the deck archetype doesn't matter, aggro, tempo, control, as long as it's not a 1 deck meta, otherwise the game itself is fine.

    Buffing Priest is good, otherwise the only control viable class will be Warrior. Also, buffing control cards mean Blizzard can print better aggro cards, buffing Priest is the beginning of a new era of new power creeping. It used to be power creeping basic/classic sets, but from this year onward it will be power creeping cards from older sets.

    Seeing Blizzard Unnerfed some cards is also a good thing, it means they are consider this option instead of printing new cards to power-creep the nerfed cards.

    Posted in: General Discussion
  • 0

    posted a message on New Paladin Epic Card Revealed - Libram of Hope

    maybe the first design was a 10 cost spell, then Blizzard thought if we play Aldor Attendant and Aldor Truthseeker on curve at 2 and 5, this spell will be on curve at 6 and be like "perfect!! let's print it at 9"

    Posted in: News
  • 0

    posted a message on New Paladin Rare Card Revealed - Libram of Wisdom

    This card is probably insane with Immortal Prelate, good thing it's rotating out.

    Posted in: News
  • 0

    posted a message on New Paladin Common Card Revealed - Hand of A'dal

    best Paladin card this expansion so far, and probably that's it.

    Posted in: News
  • 0

    posted a message on [Game] Name another card that has the same...

    Bolvar, Fireblood

    a card printed 2 times, but different art and effect

    Posted in: General Chat
  • 0

    posted a message on Card Nerf - Level Up!

    I don't think it's a good nerf. It deserved but not a good way to do one.

    Quartermaster is 5 costed and comes with a body

    Sunkeeper Tarim is 6 costed and comes with an even bigger body

    This should be 4 costed, or change the effect to something else, like +4 health instead of +2/+2

    Posted in: Card Discussion
  • 0

    posted a message on Does Level Up! deserved +1 mana nerfed?

    First I like to mention that I don't play odd Paladin at all, so this nerf doesn't affect my in any ways, other than giving me free 800 dusts.

    I could careless about this nerf, I even like it nerfed since I mostly play control decks, however, I wanted to discuss about the way Blizzard change the card from 5 mana to 6 mana.

    Back when the card came out, during Kobolds and Catacombs, I thought to myself, this card is only usable in Wild because Standard had no support for this card and it is worst than Quartermaster because you don't care about taunts in aggro decks, +2/+2 is actually what you're looking at and Level Up! doesn't come with a body 2/5 body, "How can this card be 5 mana?" was the question I ask myself back then.

    So now that it is nerfed and most people don't don't see it as a +1 nerf, instead, to remove it from odd costed deck into an even costed deck, I would like to ask the similar question, How can this card be 6 mana? when Quartermaster is 5 and it comes with a body? Personally I think it should be 4 mana costed. Also, if Level Up! cost 4 mana, do you think it will be too good for even decks? and Why? Does Level Up! deserved +1 mana nerfed?

    Posted in: General Discussion
  • 0

    posted a message on New Hunter Card Reveal - Bloodscalp Strategist

    another great card for hunter on 3 mana slot

    Posted in: News
  • 4

    posted a message on Hakkar, the Soulflayer

    better yet, Paladin can play this and Prince Liam to 1-side negate the effect.

    Posted in: Hakkar, the Soulflayer
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