I seriously don't know how smite got printed. Like we have a literal example of its powerlevel in the game. It has a similar effect as tundra rhino, but 4 more attack for 1 mana, and also a deck with a ton of default synergies built in. Also, they didn't even have the balls to give all of them Charrrrrge which just doubles down on the stupidity of the card.
As for wild balance, I really feel like they either need to unnerf/allow everything, or go make it a true extended format banning cards that aren't designed for open formats.
I think the change is the right one, the problem is they didn't do any compensations on other areas. One of the things they should do is put 2 of the options in the level 30 paths to double the chances in 1 run. The other thing they NEED to implement is make it so daily tasks can not be above level 7 if you have other options that are lower. Getting a level 10 task from the daily refill is stupid.
I mean... classes will always have counters, it's only 1 matchup out of the whole cast, and at that it's only marginally worse than DH/mage/druid etc. Warlock HP is already considered one of the best in the game even WITH the hp downside. Warlock has significant amounts of healing options to choose from that help counteract this. Also, even priest struggles to outpace hunter damage, that's the point of playing hunter
Honestly this meta has made me hate the game so much. It's one thing if the infinite damage options had counterplay but the only counterplay to warlock/mage right now is pray that their fuck up the quest, or out pace them. Right now warlock can empty their entire deck reliably by turn 8, then gets infinite damage from fatigue. Currently I think there are 3 changes they can make that would improve the game.
1. Make warlock quest not transfer fatigue damage. This would likely kill the insane speed of the deck but not completely kill it as an option. It would also make Jaraxxus viable again.
2. Make ignite cost 3 mana, and start with 1 damage. The card is already an infinite damage engine, it shouldn't start as a baseline ok card.
3. Battlegrounds battlemaster gets taunt. Sounds like a buff right? well now it can't just hide behind a divine shield taunt 1/1, but still keeps its power. The other option i guess would be battle cry or a further nerf to its mana.
These 3 changes would fix the least healthy decks in the meta while not completely crippling. I will note that this isn't enough to cure all the problems, but at the very least will allow slower decks (note i'm not even saying SLOW control decks like Dr.Boom/Elysiana decks of old) just decks that aren't playing a strategy that relies on a turn 6/7 win condition.
When the community says please give priest a win condition I don't think this is what they meant. That said, this doesn't help priest as much as people think it does.
While obviously curvestone could occur with a turn 10 kill, aggro has been rampant and not enough has been seen to show it going in a control direction. This card doesn't really help priest win the aggro matchup, it's obviously just in line in a combo matchup, and in theory this would win in a control matchup. However if the quest existed in a control matchup you'd save mutanus for the turn the quest ended to eat xyrella, or in warlocks case Tickitus could just burn the shard itself. While this could be good I don't see it being nearly the gamebreaker people think it is.
Honestly at best a 2 star with current kits, and i'd bet it gets nerfed if it is too strong anyway.
If my assumption on the interaction with discounts is true, demonic studies twice, play a 5 drop, then on 6 you can get an 8/8 and discard 5 of their cards. Silly shenanigans but i'm looking forward to mill lock being back
1) The cards will likely go by their current costs. So if flesh giant is played at 2 it will only corrupt 1s. I assume the reverse is true, if a corrupted card is discounted (shell game w/ apprentice comes to mind) are you able to play a card that would normally be the same cost to upgrade it. My assumption on both of these is that it will play based off the current costs.
2) My guess based on how the cards are is after they're corrupted they're effectively a new card similar to how the spellstones work
2
At this point I'm betting the questlines will just get Genn/Baku'd at the end of the year.
0
anyone else running into only quest locks? or just me.
3
I seriously don't know how smite got printed. Like we have a literal example of its powerlevel in the game. It has a similar effect as tundra rhino, but 4 more attack for 1 mana, and also a deck with a ton of default synergies built in. Also, they didn't even have the balls to give all of them Charrrrrge which just doubles down on the stupidity of the card.
As for wild balance, I really feel like they either need to unnerf/allow everything, or go make it a true extended format banning cards that aren't designed for open formats.
0
That task list is likely hearthstone deck tracker, it isn't a base game function.
5
I think the change is the right one, the problem is they didn't do any compensations on other areas. One of the things they should do is put 2 of the options in the level 30 paths to double the chances in 1 run. The other thing they NEED to implement is make it so daily tasks can not be above level 7 if you have other options that are lower. Getting a level 10 task from the daily refill is stupid.
0
I mean... classes will always have counters, it's only 1 matchup out of the whole cast, and at that it's only marginally worse than DH/mage/druid etc. Warlock HP is already considered one of the best in the game even WITH the hp downside. Warlock has significant amounts of healing options to choose from that help counteract this. Also, even priest struggles to outpace hunter damage, that's the point of playing hunter
0
The only thing that holds me back from wild is the fact that you have to regrind to get the bonus stars for it
3
Honestly this meta has made me hate the game so much. It's one thing if the infinite damage options had counterplay but the only counterplay to warlock/mage right now is pray that their fuck up the quest, or out pace them. Right now warlock can empty their entire deck reliably by turn 8, then gets infinite damage from fatigue. Currently I think there are 3 changes they can make that would improve the game.
1. Make warlock quest not transfer fatigue damage. This would likely kill the insane speed of the deck but not completely kill it as an option. It would also make Jaraxxus viable again.
2. Make ignite cost 3 mana, and start with 1 damage. The card is already an infinite damage engine, it shouldn't start as a baseline ok card.
3. Battlegrounds battlemaster gets taunt. Sounds like a buff right? well now it can't just hide behind a divine shield taunt 1/1, but still keeps its power. The other option i guess would be battle cry or a further nerf to its mana.
These 3 changes would fix the least healthy decks in the meta while not completely crippling. I will note that this isn't enough to cure all the problems, but at the very least will allow slower decks (note i'm not even saying SLOW control decks like Dr.Boom/Elysiana decks of old) just decks that aren't playing a strategy that relies on a turn 6/7 win condition.
3
I like the idea, but i think some of the card choices could be better. That said great start and I look forward to trying this Idea
-3
I mean this could hit an elwyn boar ;)
0
When the community says please give priest a win condition I don't think this is what they meant. That said, this doesn't help priest as much as people think it does.
While obviously curvestone could occur with a turn 10 kill, aggro has been rampant and not enough has been seen to show it going in a control direction. This card doesn't really help priest win the aggro matchup, it's obviously just in line in a combo matchup, and in theory this would win in a control matchup. However if the quest existed in a control matchup you'd save mutanus for the turn the quest ended to eat xyrella, or in warlocks case Tickitus could just burn the shard itself. While this could be good I don't see it being nearly the gamebreaker people think it is.
Honestly at best a 2 star with current kits, and i'd bet it gets nerfed if it is too strong anyway.
1
I mean just a basic wildfire/apprentice/mordresh package can fit into any mage deck that isn't no minion mage so it likely will see play
0
This is exactly the deck I'm most excited to try out. Probably garbage jank, but it will have some magnificent games
0
If my assumption on the interaction with discounts is true, demonic studies twice, play a 5 drop, then on 6 you can get an 8/8 and discard 5 of their cards. Silly shenanigans but i'm looking forward to mill lock being back
0
1) The cards will likely go by their current costs. So if flesh giant is played at 2 it will only corrupt 1s. I assume the reverse is true, if a corrupted card is discounted (shell game w/ apprentice comes to mind) are you able to play a card that would normally be the same cost to upgrade it. My assumption on both of these is that it will play based off the current costs.
2) My guess based on how the cards are is after they're corrupted they're effectively a new card similar to how the spellstones work