• 7

    posted a message on The state of wild games

    abolutely agreed, moved to arena as well, got sick of getting to diamond 1, 3 stars just to fall back to diamond 3 again and again, almost everything depends on just what you queue into (not to mention, every second game is against odd demon hunter)

    you play jade and queue into cube/mechatun? gg

    you play cube and queue into odd dh? gg

    you play odd dh and queue into raza/odd warrior? gg (not really cuz odd dh is bullshit)

    you play any control deck and queue into quest mage? gg

    you play quest mage and queue into any aggro deck? gg

    you play secret mage and queue into odd warrior? gg

    you play odd warrior and queue into jade? gg 

    this obviously isn't always the case, but you have to get really lucky to win these matchups and that's not something one can really rely on

    I might as well just drop some suggestions for nerfs I feel would make wild a much better format

    demon hunter:

    • consume magic - from 1 mana silence an enemy minion to 2 mana silence a minion (yes, priest has silence for 0 but it is intended to be used as a defensive tool, for a class such as dh which has insane offensive potential, 2 mana seems like a fair cost)
    • glaivebound adept - from 6/4 deal 4 to 5/4 deal 3 (this might be too much, one of this could be enough)
    • altruis - from deal 1 to all enemies to deal 1 to all enemy minions (duh)
    • warglaives of azzinoth - from your hero may attack again to your hero may attack again with this (small but fair adjustment)

    druid:

    • jade idol - from 1 mana to 2 mana (this card will always be busted even if druid sees no play)
    • spreading plague - from 6 mana to 7 mana (this might just be one of, if not the best defensive tools in the game)

    mage:

    • evocation - from 1 mana to 2 mana (duh)
    • time warp (open the waygate) - from 5 mana to 8 mana (can't be played alongside every other card from the mages hand + no more vargoth bullshit)
    • ray of frost - from 1 mana to 2 mana (degenerate and one of the least fun cards to play against)
    • counterspell - remove it from the game (degenerate and one of the least fun cards to play against)
    • explosive runes - from deal 6 to deal 5 (small but fair)
    • flame ward - from deal 3 to deal 2 (not that small but fair)
    • ice block - remove it from the game (degenerate and one of the least fun cards to play against, hmm theres a patern...)
    • flakmage - from 3/2 deal 2 to 2/2 deal 1 (much more fair and would actually require managing resources)
    • mana cyclone - from 2 mana to 3 mana (duh)
    • sorcerers apprentice - from your spells cost 1 less to your spells cost 1 less but not less than 1 (this might kill the card forever, a stat adjustment could be fine too)
    • cloud prince - from deal 6 to deal 4 (would still be good)
    • cabal crystal runner - from costs 2 less to costs 1 less (not braindead anymore)
    • reno the relicologist - from deal 10 to deal 8 (one might still have a chance to come back after it was played on curve)

    paladin:

    • crystology - from 1 mana to 2 mana (would force mech pladins to make more decisions)
    • divine favor - from 3 mana to 5 mana (5 mana draw 10 seems a lot more reasonable)

    priest:

    • raza - from your hero power costs 0 to your current hero power costs 0 (so it would have to be played after anduin and give the oponent a chance to rat it out)

    shaman:

    • devolve - overload 1 (this is one of the best cards ever created and would still probably be broken)
    • thing from below - from 5/5 to 4/5 (0 mana stuff ain't fine)

    warlock:

    • plague of flames - from 1 mana to 2 mana (this is another one of the best cards ever created, +1 mana would make it a lot less flexible)
    • defile - from 2 mana to 3 mana (feels much better this way, also sad evenlock noises...)
    • dark skies - from repeat for each card in your hand to every other card (just 1 less damage)
    • voidcaller - from 3/4 to 1/5 (could still come down on 4 but wouldn't be able to kill almost anything and would be a much worse demon to resumon with guldan)

    neutral: 

    • patches - from 1 mana to 2 mana (would be much more punishing to draw it)
    • zephrys - from 3/2 to 0/1 (this is one of the stupidest cards ever created imo, an answer for almost anything with premium stats)
    • mechwarper - from 2/3 to 2/2 (duh)
    • bad luck albatross - from 4 mana 4/3 to 2 mana 1/1 (this is the only one here that might even be considered a buff, but this card is just way too valuable in wild to cost so much)
    • vargoth - from 2/6 to 2/4 (retardation)
    • reno jackson - from 4/6 to 3/4 (one of the best cards in the game, increasing its cost would be a really bad idea but no way it is fine like this)
    • dragonqueen - from 2 random dragons to 1 (free cards duh)

    i know no one cares about these but i felt like writing it down and at least i will be able to find this somewhere on the internet later

    Posted in: Wild Format
  • 2

    posted a message on Patch 17.2 Is Live! - Warlock Hero For Free!

    why can't someones chosen card back be a reflection of their tastes/preferences rather than a reflection of the time when they discovered the game or had time to play at a given season?

     

    Posted in: News
  • 2

    posted a message on Golden Cards Upgrading, New Expansion Mechanic Spoiler, Deckslots & More - Developer AMA Recap

    now i really am curious about these cats 

    Posted in: News
  • 4

    posted a message on New Demon Hunter Common Card Revealed - Crimson Sigil Runner

    you have no idea how fast he really is

    Posted in: News
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