I think the most ridiculous aspect about this is that both classes with the craziest draw (wl, mage) are fully immune to fatique. I'm no expert on balancing numbers, if those are off it's ok and can be adjusted but what the holy Arnold did they think when designing those two.
We give em huge draw = advantage at start and midgame because every class needs its own. And then we don't put an disadvantage in to balance it but we make it an even more advantage in the end.
I like when you can comprehend the design choices made but this time i just can't.
Imo, the real problem is:
- Mage - Infinite Ignites with increasing damage, i munched away their Quest reward with Mutanus several times but they don't even care because of the ignites.
- WL - Fatiquedamage counting as "self-harmed", in my brain fatique is no self-harm. The two damage Heropower, Card effects, Soulstealer cards - everything logic and ok to me, but their fatique damage transffered is no self-harm and makes no sense to me.
Ye, both decks can be countered by specific builds not talking about that. It's just bad design and if changed would require them to rebuild their decks for the good.
The general design rule was aggro beats midrange/combo beats control beats aggro. OTK should not be able to be pulled off before turn 10-11 because that's the spot where you are supposed to win with it over a control deck (or against an aggro deck if you teched correctly, played well and had luck). That's what makes the game great. Turn 6-7 is too early because it can only be beaten by hyper aggro face decks and takes away too much space of the board centric aggro/defense strategies.
I'm ok with a heavy midrange/combo meta but they finish the OTK way too fast.
Ye, my first impression is the 2nd and 3rd quest step should read "Cast two frost fire arcan spells". They cycle through the deck like nothing, complete the quest turn 5 followed by 18 dmg fireballs finish turn 7.
I just met a Shaman who played a 5/5 Rattlegore-Bandersmosh. After defeat it would just come back as an 8/8 when the deathrattle says "Resummon with -1/-1". Clearly a bug isn't it ?
Thanks for the deck, I tried all version yes/no Quest, Soul Fragments, C'Thun, Breath package... and this one is actually the very best. I didn't plan to grind legend this month and now i'm rank 1 on accident, 26-13. Against aggro you need a bit luck with the draws and get the early removals but if you're healthy on turn 8+ it's pretty much over for them.
I don't geht the crying about the card at all. o.O
It killed the control type? Controls purpose is to win against aggro. The Warlock control deck using Ticka is way worse against aggro than priest or warri control decks. Ticka tries to make up for that so warlock has an edge over other controllers.
Don't act like your archtype is destroyed by one card while the meta is 80% aggro.
Try to see it that way: Ticks holds OTK combo decks like tripple maly drood back, the true control killer (still too slow for turn 7 DH otk, whatever)!
Crying about the stats must be a joke with a tons of powercreeps around. 0 mana giant is ok? 9 mana 84/84 drood board anyone.. 4 times :D
golden leg is 1 in 200 packs (not confirmed, but most likely it is) so it is 0,5% chanse or 0,005 to get 3x golden legs we need to 0,005 * 0,005 * 0,005 = 0,000000125 or 0.0000125% it is 1 in 8 million = 100% op is a liar :)
It's actually 10 * 0.005^3 * 0.995^2 ≈ 0.00000124
0.005^3 * 0.995^2 is the chance for a single output (3 golden legendaries and 2 any-other-rarity cards). Since the order is irrelevant there are 10 possible ways to distribute the 3 golden legendaries among the 5 cards in a pack.
Since i love probability and if there is 1% chance for a card beeing legendary and 0.1% for a golden legendary (that's what statistics roughly imply) chances for 2 or more regular legendaries in 1 pack are 1-(0.99^5)-(5*0.01*0.99^4) ≈ 0.1% , 1 out of 1000 packs.
Chances for 2 or more golden legendaries in 1 pack are ≈ 0.001% , 1 out of 100000 packs, go play lottery the same day.
1
I also tried.. does not work :(
3
Ye, one card to be fully immune to fatique is too much. You could play handlock, just add this card and win every control machup.
3
Casually draws 9 cards, clears 2x7 health taunt, plays 5 mana quest reward... at turn 7. It's like they let first-graders design the game ^^
1
I think the most ridiculous aspect about this is that both classes with the craziest draw (wl, mage) are fully immune to fatique. I'm no expert on balancing numbers, if those are off it's ok and can be adjusted but what the holy Arnold did they think when designing those two.
We give em huge draw = advantage at start and midgame because every class needs its own. And then we don't put an disadvantage in to balance it but we make it an even more advantage in the end.
I like when you can comprehend the design choices made but this time i just can't.
Imo, the real problem is:
- Mage - Infinite Ignites with increasing damage, i munched away their Quest reward with Mutanus several times but they don't even care because of the ignites.
- WL - Fatiquedamage counting as "self-harmed", in my brain fatique is no self-harm. The two damage Heropower, Card effects, Soulstealer cards - everything logic and ok to me, but their fatique damage transffered is no self-harm and makes no sense to me.
Ye, both decks can be countered by specific builds not talking about that. It's just bad design and if changed would require them to rebuild their decks for the good.
The general design rule was aggro beats midrange/combo beats control beats aggro. OTK should not be able to be pulled off before turn 10-11 because that's the spot where you are supposed to win with it over a control deck (or against an aggro deck if you teched correctly, played well and had luck). That's what makes the game great. Turn 6-7 is too early because it can only be beaten by hyper aggro face decks and takes away too much space of the board centric aggro/defense strategies.
I'm ok with a heavy midrange/combo meta but they finish the OTK way too fast.
2
Ye, my first impression is the 2nd and 3rd quest step should read "Cast two frost fire arcan spells". They cycle through the deck like nothing, complete the quest turn 5 followed by 18 dmg fireballs finish turn 7.
-1
Good deck and write. I play with C'Thun for 1 Scoundrel since the 5mana slot is free and to win the mirrors.
5
C A sets you to zero mana so you can't play the second c'thun in the same turn ;)
0
Sounds legit. Thanks for clearing that up. So if i silence the 5/5 stats should go back to 9/9 as well? Bad texting indeed...
1
I just met a Shaman who played a 5/5 Rattlegore-Bandersmosh. After defeat it would just come back as an 8/8 when the deathrattle says "Resummon with -1/-1". Clearly a bug isn't it ?
2
Thanks for the deck, I tried all version yes/no Quest, Soul Fragments, C'Thun, Breath package... and this one is actually the very best. I didn't plan to grind legend this month and now i'm rank 1 on accident, 26-13. Against aggro you need a bit luck with the draws and get the early removals but if you're healthy on turn 8+ it's pretty much over for them.
2
I don't geht the crying about the card at all. o.O
It killed the control type? Controls purpose is to win against aggro. The Warlock control deck using Ticka is way worse against aggro than priest or warri control decks. Ticka tries to make up for that so warlock has an edge over other controllers.
Don't act like your archtype is destroyed by one card while the meta is 80% aggro.
Try to see it that way: Ticks holds OTK combo decks like tripple maly drood back, the true control killer (still too slow for turn 7 DH otk, whatever)!
Crying about the stats must be a joke with a tons of powercreeps around. 0 mana giant is ok? 9 mana 84/84 drood board anyone.. 4 times :D
0
Great Deck, having a blast. An Earthen Ring Farseer could fit to have an additional heal but no idea what to replace since all cards have their place.
0
I replaced 1 mummy with bladefist, works well.
0
It's actually 10 * 0.005^3 * 0.995^2 ≈ 0.00000124
0.005^3 * 0.995^2 is the chance for a single output (3 golden legendaries and 2 any-other-rarity cards). Since the order is irrelevant there are 10 possible ways to distribute the 3 golden legendaries among the 5 cards in a pack.
1
Since i love probability and if there is 1% chance for a card beeing legendary and 0.1% for a golden legendary (that's what statistics roughly imply) chances for 2 or more regular legendaries in 1 pack are 1-(0.99^5)-(5*0.01*0.99^4) ≈ 0.1% , 1 out of 1000 packs.
Chances for 2 or more golden legendaries in 1 pack are ≈ 0.001% , 1 out of 100000 packs, go play lottery the same day.
gz all :)