This game is utterly boring now, with new mechanics not helping in mitigating that. Removing buddies was a step back, as Battlegrounds became less strategy oriented, and more RNG based... once again.
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Kogan posted a message on They are removing buddiesPosted in: BattlegroundsI'm actually surprised that more people than not seem to dislike buddies. I personally really liked them and hope they'll return someday. The first few BG games felt kinda boring without them, even with the addition of nagas.
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ImaPaincake posted a message on A class that lost flavorPosted in: General DiscussionTo be fair, you have to have a very high IQ to understand the warrior class. The thinning is extremely subtle, and without a solid grasp of theoretical cardgames most of the draws will go over a typical players's head. There's also garrosh's nihilistic outlook, which is deftly woven into his characterisation - his personal philosophy draws heavily from Rafael Sabatini literature, for instance. A Truly warrior player understands this stuff; he has the intellectual capacity to truly appreciate the depths of those draws, to realize that they're not just insane - they say something deep about LIFE. As a consequence people who misreview this class truly ARE idiots - of course they wouldn't appreciate, for instance, the humour in Garrosh's existencial summon call "Victory or death!," which itself is a cryptic reference to Ayn Rands's character Ragnar Danneskjöld. I'm smirking right now just imagining one of those addlepated simpletons scratching their heads in confusion as Ben Brodes's genius unfolds itself on their computer screens. What fools... how I pity them. 😂 And yes by the way, I DO have a Horde tattoo. And no, you cannot see it. It's for the ladies' eyes only- And even they have to demonstrate that they're within 5 IQ points of my own (preferably lower) beforehand.
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Sykomyke posted a message on The state of arena - and how death knights is a deseasePosted in: The ArenaHi fellow HS players
I would like to share my experience with arena ATM. after the expansion launch
this is NOT a thread about the change in sync cards, which have already been discussed in other threads, furthermore it is not about the balancing between classes, as this is difficult to comment upon with my limit sample size (however, they seem more balanced, and warrior has actually been performing decently)
I would like to discuss the consequence of having Death knight heroes in arena
to introduce myself, I enjoy playing arena, which is my primary HS game, having more than 7.000 wins! - anyhow lets get started
The consequence of having Death knight heroes in arena
While death knights are cool, and probably fine for constructed play, they are a disease for arena game-play, my experience is that once you hit 7+ wins, 50% of the decks contain one of these heroes. The problem with these heroes, is that they're simply too powerful, the battlecry effects are decent for late game arena play, and therefore doesn't have the same drawback as they have in constructed. however the upside of playing a death knight hero is simply too powerful, and ruins every control deck in arena and thereby one of the draft strategies!
other powerfull legendaries such as deathwing and lich king can be countered, deathwing can be killed, and well the same goes for lich king
the reason for death knight heroes being too strong, is that there's no real counter for it, and they just totally dominate whatever your opponent plays! (I'm especially thinking about mage and priest death knight cards) - it is permanent effects, which is not good for arena
Shark meet Orca. As with every expansion, the Sharks have to learn to re-swim. It doesn't matter if you have 7 games or 7000 in arena. You need to adapt. Yes, it's frustrating dealing with opponents who get high synergy decks, or decks with every removal imaginable, or even opponents who win off the back of a DK legendary pick.That's arena! Sometimes the RNG favors your opponent, other times you.As someone who plays XCOM2 avidly, I can assure you that RNG swings in both ways, we just only remember the negative swings because they tend to be more visceral in the outcome we were hoping to avoid. -
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TachiiDerp posted a message on Predictions on how the class balance will change for Knights of the Frozen Throne Expansion.Posted in: The ArenaDefile, drain soul and 4/5 demon are absolutely top tier arena cards. However treachery and howlfiend are practically unpickable cards. I'd definitely not rate Warlock down further as it was already pretty low in un'goro, they can only go higher. The 2/3 epic kind of counters the amount of treachery you're gonna get so that's nice I guess. Remember, any class that gets removal in an expansion is really, really good. Warlock got 2 small aoes, a small removal, AND a large removal despite being a shitty deadly shot. I think Warlock is a contender for the top 4 class.
Mage's decline will be interesting. I'm pretty sure Druid will be able to out-control Mage more often on average this expansion so Mage has to go down the tempo route and they got no hard removal and only 1 small random removal. It's huge to finally take out Glyph and Meteor bonus and slab them in with forgettable minions and really, really, REALLY shitty epic spells. Mage might, for the first time, drop out of the top 3.
Shaman looks overall like a loser in this expansion - getting a situational weapon when weapon bonus is still up is bad. Seems overall Shamans want to play slower but they're in no position to outcontrol Druid. I like Avalanche a lot though, however their big taunts would just lose to the amount of small poisons out there which is awkward. And the class have no ping hero power so having a 2 atk taunt is really weak. Shaman very likely to be bottom 4 lol - but they're known to be sticky at least which can synergize well with the neutral cards this expansion. We'll see.
For this expansion I'm overall very curious of where Druid and Warlock will end up, as they seem to get the most quality when it comes to Arena. Priest will do priest things but at least they'll get less FFAs with these super slow cards instead. I'm going to guess Paladin and Rogue is still on top, but Druid and Warlock will be strong contenders to hit the next tier or belong on the same tier.
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jcat_jmeow posted a message on Your Arena Run In 6 WordsPosted in: The ArenaWin win loss loss loss cry
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Duos seems like a bad idea that will just lead to frustration.
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Cards like Sif and what Shaman can do are just a factor of Blizzard deciding "Why balance? Just make everything more and more unbalanced and that will somehow result in balancing because... balance."
They've gone down a dark road that has made Hearthstone wholly unfun unless you really like painful experiences.
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If one mode desperately needs a 'classic' mode it's arena. Arena's charm in the past was that it was a break from the nonsense in standard, now it just feels like people never don't have the perfect answers or the perfect op thing to play. It's completely pointless to play in it's current state.
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Seems too subtle a change, given how much variety they are now removing. I'll consider coming back whenever they re-add buddies.
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Across all game modes the power levels have gotten real out of control. The main problem is what fun there is gets overshadowed by over powered things that just run rough shot over everything else.
Aside from that I'm a little surprised they haven't added new quests or completely reworked some quests yet. Quests could've been fun but in their current state they just aren't.
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Why even add this if it's so rare. I don't think I've ever been in a lobby that doesn't have one of the newer heroes.
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Count me as someone who loved the variety buddies added, I will probably be playing the mode less.
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As someone who thought buddies added a lot of much needed variety to battlegrounds I think this update will be a step in the wrong direction. Also Naga tribe seems like it will be a tribe that will be a pain to play on phones, hearthstone loves to dazzle you with time consuming animations.
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It was dead before buddies. I think it was the change that changed a lot of the tribe's cards, the one that added cards like lightspawn and tarecgosa, it boosted the power level and scaling of all the tribes to a point that lightfang couldn't keep up anymore.
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You can get hammuul to give you nothing but amalgadons if you have a buddy that is part of a tribe that's banned.
So yeah, there's a reason.