• 2

    posted a message on Do i get full dust refund from all cards that rotated out(ungoro, frozen thron, kobolds)?
    Quote from Crek >>
    Quote from Xynot >>
    Quote from RoyLau_84 >>

    I will be dusting these HoF cards immediately and crafting all the golden versions, since we get full dust refund these will be free! plus you still have the dust of the cards you disenchanted now

     So, you failed math then?

    How so? Disenchant for full value now (say +400 if its a legendary), then make in gold (-3200), then get full dust from HoF card in golden (+3200). This nets you the dust from the card you originally disenchant now, like he said

     Did you compare it to the amount you get for doing nothing?

    If you have a non-legendary card and you just sit and do nothing:

    You get 1600 dust from HoF and you have a non-golden card.

    0+1600= 1600 dust

    If you dust the original then craft a golden before HoF:

    You get 400 dust for the original, then lose 3200 in crafting the golden, then gain 3200 for HoF

    So 400 - 3200 + 3200 = 400 dust 

    So you gain 400 dust and a golden card.

     

    Thus in the end, doing nothing gives you 1200 more dust than crafting a golden card and keeping it.  You've effectively lost 1200 dust in order to upgrade the card to golden rather than keeping it non-golden.

    If you dust EVERYTHING though.. you gain nothing.   

    Doing nothing then dusting the original:

    You get 1600 dust from HoF then 400 for dusting.

    1600 + 400= 2000 dust

    Crafting the golden, dusting the original, getting the HoF dust for the golden, then dusting hte golden:

    You get 400 dust for the original, then lose 3200 in crafting the golden, then gain 3200 for HoF and 1600 for dusting the golden

    So 400 - 3200 + 3200 +1600 = 2000 dust 

     

    Basically if you already own the original you CANNOT gain a profit from any of this.  Either you get the exact amount you would've gotten doing nothing if you dust everything in the end, or you end up losing 1200 dust if you keep the golden.

     

     

    If you guys are going "OMG what should I do" here's what you do:

    For the common cards (Naturalize and the Cat) craft goldens until you own two of them, NO MATTER WHAT.  After HoF happens, dust as you desire.  

    (you get 10 extra dust per card for doing it if you owned the original card, thank to how odd common values for goldens go)

     

    For non-commons:

    If you don't own the card, craft a golden one, wait for the HoF, then dust the goldens.

    If you DO own the card, do nothing.  

     

    Math inside:

    I already posted above why crafting a golden version of a card you own doesn't help you if it's not common.  But, say, you don't own Genn.

    If you do nothing. You get nothing

    0

    If you craft a golden Genn then dust it:

    You spend 3200 to craft Genn, then gain 3200 dust from HoF.  Then dust Genn for 1600 dust.

    0 - 3200 + 3200 + 1600 = 1600 dust

    You gain 1600 dust for every legendary you treat this way.  That's 1600 dust MORE than you would have if you did nothing.

    This goes for Epics and Rares as well. Thus if you only own one Stag then craft one golden, wiat for HoF, then dust the golden.

    Note that if you decide to keep the golden card, you gain nothing, lose nothing, and you now have a fancy golden card for Wild.  So feel fre to keep anything you want to keep.  You can even keep it, then dust it later when you get bored.  

    Ok now commons.  As you can guess, if you don't own the common card then the above still applies. But what if you DO own a common card:

    If you do nothing, you gain 40 dust for HoFing the original

    40

    If you craft a golden common, then dust it, you spent 400 to craft the card, gain 400 for HoFing it, then gain 50 dusting the golden

    0 - 400 +400 +50

    thus 50.  Which is 10 more than doing nothing.

    Thus for commons, always have 2 goldens on hand when HoF comes, even if you have 2 non-goldens.  Again this is the only rarity that does this.

     

     

     

     

    Posted in: General Discussion
  • 3

    posted a message on New ''solo'' adventures are kinda like 6 expansions a year
    Quote from Bee >>
    Quote from iFaisal11 >>
    Quote from Bee >>

    it might not be ''p2w'' but it's still a solo content locked behind a paywall

     "Locked behind a paywall", can you tell me how ? 

    i have 6000k gold, can you tell me why it's a " behind a paywall" experience ? 

     The vast majority of people will spend all their gold on packs once the expansions releases. When the adventure comes out, they will have no choice but to purchase it with money if they want to play it.

     If you are focused on the PvP content then you can ..just not get it.  Even the new card isn't locked as you get that in the first wing. The golden version is locked in the 5th wing but that's just a cosmetic you probably won't be able to dust anyway.

    If you don't care about the PvP content as much as the PvE content, then buy the wings and don't buy packs.  

    If you want everything...you forgot you're F2P.  It's about picking and choosing what you want most, not trying to get every single thing.  

     

    ignore the card packs and all that.  That's just a way to 'discount' the cost and avoid the "OMG NO REWARD!" rage we get for some reason.

     

    It's like this.  When you see the content, ask yourself this: Does this seem worth spending 1300 gold to get?  

    If so, then buy the adventure and mark off 15 packs from the packs you were planning to buy.  

    If not then ignore the paid adventures, play the free wing, then go play hearthstone like you normally do.

     

    If you get bent out of shape over 'things you can't access' you will never survive as a F2Per.  It's just like F2P folks who demand to have access to EVERY SINGLE CARD in the set AND all of the cosmetics.  

    THis isn't a free game. It's a F2P game.  SOMETHING is going to be out of your reach if you don't pay. You accept it when you go in F2P style.  The question isn't how much is 'paywalled'.  The question is whether you like what's accessible.  

     

    So the REAL questions, if you care about PvE at all are:

    Is the free wing as big as the old (insert name here) Run?  As in are you getting the same thing you always have been.

    and

    Is the paid content worth spending an extra 1300 gold to get?  If not, do you honestly really care about PvE to be bothered by it being overpriced?  If so then...why haven't you bought it then?

     

    Sidenote normal F2P saving means you'll have about 8000 gold come the expansion.  Meaning if you buy the wings, you'll have about 6700 gold to use on packs.  Myself I realize last expansion I had spent about that much on packs before I stopped.  So I think i'l lhave enough free cash to buy the wings anyway.  OTOH I tend not to do much PvE content (never completed a heroic run.  Never finished a Rumble Run or completed all of the 'wings' of Monster Hunt).  So it's less about cost and more about if I get really caught up by the first wing to want to keep doing more of it.

     

    Posted in: General Discussion
  • 3

    posted a message on Idea about Lengendaries

    I don't think blizzard is locking themselves to anything.  They are putting a minion+something only because it worked for the situation, especially for the themes of Boomsday and Rumble.  I'm pretty sure if they want to put two legendary weapons they'll happily do so and to whatever class it seems suitable for.  

    In fact, the concept of spells in boomsday and weapons in Kobolds basically unlocks the ability to make the legendary cards whatever the #()$# they want. And the way Hero cards were handled were to clue us in to us letting them NOT always give everyone the same things.  If we're ok giving just Hunter a hero card, we'll be ok with giving Shaman a legendary weapon next expansion

    Posted in: General Discussion
  • 1

    posted a message on Genn, Baku, and Death Knight solution
    Quote from Yusuke >>

    I'm not sure that's really a problem. At least 50% of nerfs in this game kill the target card. That's really the point.

    Just because shitty nerfs were made, you want another shitty nerf? Nice logic you have, bro.

    As said your idea is bad, next.

    It's already been official that the cards are being changed. It's just a question of 'what into'. So let's focus on that rather than changes that won't happen.

    Source?

     The source I'm referring to came from Dean Ayala in his visit to Value Town though it's been said in other places as well including one of the episodes of Angry Chicken. 

    Short of it is, they feel that Genn and Baku  are causing problems as a 'fun' issue rather than a power issue and they are looking for a way to fix them.  They plan to have a solution by rotation.  

     
    Posted in: General Discussion
  • 1

    posted a message on Genn, Baku, and Death Knight solution

    The DKs don't cause a problem to wild.  In fact, Rexxar will permanently be at a low power level in Wild since there's so many beasts available to be pulled.  There's nothing that needs to be done about them.

    Genn/Baku's big issue is in their stability in the early game and in how reliable they are.  Having to put two cards that will be useless for other decks, rely on you drawing them, and can't be used for teh first few turns, which is Genn/Baku's biggest strength, isn't a useful fix.  

    It's already been official that the cards are being changed. It's just a question of 'what into'. So let's focus on that rather than changes that won't happen.

    The cards coming to hand seems like an elegant solution.  I am afraid it may not be enough but if it goe sthrough testing and that ends up being what they choose then I can accept it especially since they seem more wililng to make faster changes if necessary.  If it's a battlecry, we could have Baku be a 1 mana 1/1and Genn  a 2 mana 2/2 so that you aren't killed for using them, but you lose tempo for future stability.  That might be enough to keep them tier 3 and I THINK the community would accept tier 3 versions of the decks.

    Yes, Genn needs to be changed. It's not about power level. It's about how, right now, decks that use them play the same every time. It's a fun issue.  Genn isn't 'an issue' right now in standard because he's just not used.  So is the goal to make Genn/Baku not used at all for the next year?  Nuke it from orbit?  

    Posted in: General Discussion
  • 1

    posted a message on Compendium of Concrete Suggestions
    Quote from Rang_Dipkin>>
    • New players and recent F2P players with limited collections (e.g. only Witchwood through present)
    • Regular F2P players since Year of the Kraken and long-term occassional players
    • Long-term F2P players and the hardcore peeps we know and love since Beta

    However, I'm going to violate those suggestions and just spew some general ideas that have resonated with me across forums:

    • A pure "Free Play" mode that grants no gold for wins and no progression for quests.  The purpose is simply to be a safehaven in Standard and Wild for homebrews to play against homebrews without worrying about gold and quest farmers.

    I believe this can be best placed with a guild system.

    As in, we #()$#)( need a guild system.  Then you can group up with FELLOW players that think like you do and start a match with them.  Maybe have it so that you can either choose a member to play with (similar to friend lists) or just click a button to open yourself to anyone coming.  And have a chat to talk to these members WHILE YOU WAIT so you aren't shut off of them.  

    So not only do you get your 'free mode' but you KNWO your opponent will be someone who plays like you do instead of random.

    • Increasing the gold for 3x competitive wins to 20 and upping the gold cap to 200.  The increased cap makes grinding more appealing for the hardcore players and keeping rewards in Casual allows less hardcore folks to still earn Gold while hopefully pushing some of the more serious folks into Ladder for efficiency reasons.  
      • I could see it making sense to keep the cap at 100G and just reduce the Casual reward to 5G per 3 wins; but, psychologically, people hate getting things taken away from them so I don't think you can realistically reduce the rewards in Casual.

    Does that honestly help most people though?  Established F2Pers aren't that bad off. Casuals can't use that at all.  Cash folks don't need it.

    So this only helps new players that can heavy dose on the game.  Is that a large number of the playerbase? 

    • I'd also like to suggest multiple tiers for quests.  There'd be a Tier 1 quest that resembles the current quests, but then there'd be harder versions with even more rewards, that potentially add requirements such as winning the match, for more serious folk.

    I kind of like this, though it might be best to lay this into the achievement system instead of hte daily quest.  It..hurts when you see that you couldn't complete your quests in time.  completing it, then seeing a Tier 2 fill up the slot that you may not have time to finish, is punishing, even if, technically you didn't lose anything just doing Tier 1s.

     

    • 9 additional deck slots - unlock 1 for each character you earn 1,000 points with.  I say points because, personally, I'd like to make this achievement possible for both Ladder and Casual folks.  I'd suggest 1pt per 1 win on the Ladder and 0.5pts per 1 win in Casual (0pts per win in Free Play mode).  This would encourage playing every class while discouraging people from farming Casual if they have limited time.

    NO ON!NO!ON!ON!ONO!NON!ONO!NO!

    JUST *#$(#* open the deck slots. That's it.  don't make it a challenge, or a grind, or anything. We don't need more grind for something important.  

    Though honestly the best is probably just encouraging people to use a deck tracker so that they can easily save/archive/load their decks.  

    • Additional quest slots - up to 3 daily, another 3 weekly, and another 3 monthly that could be refreshed daily, weekly, and weekly respectively.  The daily quests would incorporate more Solo content (including old adventures, though they could obviously be refreshed), the weeklies would involve Tavern Brawls, and the monthlies would reference the new Brawl format described below...

    Keep it varied.  The 'Do 2 of this, do 1 of that mode, do 5 of this third mode' is something a LOT of games are doing and it really..>REALLLY makes for turning the things into chores.  At least here I can look at my quest and go "oh, I haven't touched rumble run in a while. Let me try that."  I don't want to be FORCED into it every single @(# week because it's in the 'weekly' queue.

    Though yes, daily/weekly/monthly quests are awesome.

    sidenote: let people change quests as often as they want, but only the first has the chance to 'upgrade'.  So if you get a 50 gold, you can swap ONCE a day to make it a 60+. But if it's another 50, you can keep swapping it into a different 50 (so that priest quest can turn into a mage quest, or a Rumble quest).  Keeps people from abusing the swap feature while still being able to play how they want.

    • Monthly Tavern Brawls that introduce restrictions to encourage creation of new meta decks.  This would just be a combination of previous Tavern Brawls that have limited deck building to certain sets, including wild sets, as well as numerous bans on certain meta cards (e.g. Genn, Baku, DKs, 7+ cost cards, etc.).  The nice part about them being monthly is that it allows time for optimization within the new format and there could be rewards associated with reaching Rank 5+ in the monthly Tavern Brawl in addition to usual monthly Ladder rewards.

    Dislike.  All of those things can do well enough in the curren tavern brawl setting. And remember that most brawls get boring before the 4 days are up.  

    If we have a monthly anything, I'm for rotating sets.  More likely to be balanced, doesn't require them to keep thinking of new 'creative' ideas that may turn to crap (you can literally just randomize the sets each month).

    • Achievements that unlock hero skins, card backs, and emotes.  This feels like the lowest hanging fruit compared to other games and a certain proporition should be purchasable through a large amount of gold and perhaps seasonal gold that you earn through special events such as weekly/monthly Tavern Brawls.  They could also freely release certain skins/card backs/emotes for a month at a time, like they do in League of Legends, to get people excited about the cosemetic changes and increase the odds of purchasing them after the special event ends.  Anything that encourages purchases outside of card packs would hopefully be enough to drive down the cost of packs so that it's cheaper to play the game for new folks while keeping profits consistent through alternative means.  Again, it seems difficult to take away things from players, but adding new stuff that isn't core to the game seems feasible.

    why 'purchasable'.  No seriously. It's archievements.  WHY DO WE NEED TO SPEND GOLD ON THESE!

    We've been having achievements in games since the NES.  Stick some goals up on the board.  Put some stupid stuff for rewards.  Post into the game.  GO!  

    It's the lowest fruit in the world.  Don't abuse them to try to force some agenda.  And no, adding additional revenue will NOT reduce the cost of cards.  Companies don't set prices based on how much money they want.  They want infinity money.  They base the price on what gives the maximum profit while not harming the product itself.  Revenue from Achievements just becomes More Money..that's it.

    And no power upgrades with achievements.  No buying power.  Don't complicate it with mess that may break balance.  

     

    • Tournament mode within the game interface.  I don't know enough about these modes to say anything original, but enabling some sort of best-of-3 "specialist" format for all players with unique rewards (e.g. monthly currency) that can be improved by beating players who have a similar win rate in say a best-of-16 format makes sense.

    The problem with tournament mode is the same since back in TGT.  No one can come up with a DETAILED plan for tournaments that'll work in client.  Everyone just speaks vaguely about the subject and just screams ADD THIS.  I know I had given up trying to figure out a system that'l work, and I'm not surprised Blizzard did as well (that they even announced it was the surprise for me. as in, WHY SAY ANYTHING!?)

    I'm now on the boat that we have other priorities to take up.  Guilds with a free mode within it. Achievements.  Get the ACTUAL TOURNAMENT SYSTEM working right.  Add more modes in general. Get a better handle on the PvE content.  A lot of folks, I think, are asking for tournament mode wanting something specific (more variety, something to strive for, ext.) when one of those other ideas will give a better punch.  

    Fix those other things, THEN we can look at if/how a tournament system in game would look like.

    (exception, have a UI system for official tournaments to use.  They should be able to organize HTC and the like in game.

    • Releasing fewer cards at more regular intervals (e.g. 4 or 6 expansions a year with a similar number of total cards released).  I like this idea as the meta would change more frequently, but they may have to release more cards overall to shake things up enough.

    Someone came up with the idea of 100 cards at 4 expansions (instead of 130 at 3). THIS I like.  If it's an issue of theming, they could have the 4th expansion be a 'summary' of the first three to flesh out or balance the set.

    • Firebat has suggested an arcade mode for prior Tavern Brawls that would be a cool way to play with different cards for new folks.  As with many of the previous suggestions, I think stunting the rewards from these modes (5 gold per 3 wins) would limit farming but still reward trying to put the best deck forward.

    I think the issue Blizzard may have is in how ot find a game when you want to play THAT SPECIFIC TAVERN BRAWL.  

    So I suggest putting it into the Guild system.  Let you play whatever brawl you like with your guildmates.

      • He also suggested a host-your-own mode where users could decide on the deck restrictions to see what ideas emerge from the community.  Personally, I find deck building to be the best part of the game and love the idea of queuing into unique matches where you have to construct a deck under a time constraint.  However, this seems  the least feasible from a mobile perspective....

    Again, dump it into the guild system.  That way everyone is familiar with each other and can organize things however they want.  

    • A  variety of more significant changes - a new class every 2 years, cards that require certain achievements to unlock or cards that gain a buff once you earn certain achievements, seasonal packs that can only be opened with seasonal gold, etc.

    F   NO to new classes.  I probably have 100 pages now throughout the years talking about why we can't add new classes, especially not willy nily.  So go read those.  And no.  JUST NO!

    In fact, ALL of those just sound like hoops, turning achievements from a fun goal into a requirement just to keep up.  I don't want to have to spam 500 paladin wins in a month to get That Card that's in a Tier 1 deck.  I don't want to deal with 5000 different currencies to go open a fall loot box to try to get That Card that's in the tier 1 deck I need to make.

    I PLAY games like that, but they are mobile asian grinders with cute art.  Team 5 will never be able to match Lidica's smile in my eyes, so they don't get to make me grind for 5 hours a day just to see it.

     

    As mentioned in the second-to-last suggestion, all changes obviously need to be balanced against the feasibility of implementing them in the game's intereface (with Mobile being the largest constraint), but hey, we're not going to solve everything today ;P

    Pretty much.

     

    As far as my ideas, I already peppered them but:

    A guild system, with guild chat, the ability to easily play a game with specific members OR maek yourself free for any challengers, apply free mode and those other 'play your way' features into it. 

    Achievements, without 'new powers/cards' attached.  Add gold/dust ONLY for the easy to access ones for new players to (ab)use.  Add emotes, cosmetic changes to long grindy quests that aren't hard to do.  For example, win 500 games with Hagetha and you get an alternative art to the card.  Or add hidden things like, say, if you beat a certain person in Rumble run often enough, then when your OPPONENT plays him then YOU get a new voice que of them recognizing and vying for REVENGE! ("You got me in the ring, but here.. it's my world now!").

    And easter eggs.  Lots of aachievements with known requirements hidden rewards.. where you complete them but aren't told what they do.  you do 50 damage in one go with C'thun, get a ??? reward.  Then if you play C'thun (and the game doesn't end) the background music changes to Radio Free Zerg.  

    Add a rotating set mode that changes monthly.  Add Classic/basic as OPTIONS that don't have to show up.  

    Add some #()$#)( stats to the game. I want to be able to see how well my decks are doing WITHOUT running an outside program.  

    I'm still up for letting people customize the Legend card back with stars/banners of their achievements (i.e. you can add a star that shows a number for every top 100 win, a bigger star that marks top 1st finish in ladder, and additional decals for things like world champion or top 8 in a global event, or so on.

    Use PvE to try out new modes liek 2v2 mode. If it fails, it can pass on with rotation. If it works, it can stay as a permanent mode.

    Sidenote, make Dungeon run a permanent mode and update it occasionally.  Beats making 'new' versions of it over and over.  

    From there small things.  A low-graphics mode for mobile.  make it so that seeing the opponent's cards in spectator mode lets you SEE their cards.. think how tournaments show everyone.  

     

     

    Posted in: General Discussion
  • 4

    posted a message on One change to rule them all

    I don't think you can really use achievements to fundamentally change the meta.  Trying to do so will warp the system into something completely off.  For example, rewarding 'off-meta' play is effectively a punishment towards those that DO like playing meta decks or wish to compete.    Don't use a hammer to fix a torn painting.  

    Achievements should be a means to get people to want to play more, presenting rewards both for playing however they like and presenting challenges for those who wish to stretch themselves to the limit.  

    Encouraging experimentation and diversity should be built more into the core of the modes.  That is, something OTHER THAN ladder for those not interested in competition and just want to mess around.  No game rule will supply that (even the much touted 'rotating sets mode' will mean it'll get it's own meta and a different group of 'core group of decks' will form.  

    Personally I think social is the way to go.  Groups/guilds/clans/whatever.  Let people form up and make social bonds.  THOSE are the environments where you get 'just messing around' styles of play as you're too busy playing with those close to you to care about winning (or else you find others who like winning as much as you do to compete with together).  

    (in fact, if some sort of guild system is in play with the ability to easily match up with fellow members and organize together, I'd take that WELL over some standardized 'tournament mode' any day.  Though NOT over achievements.  I think we need both.)

    Posted in: General Discussion
  • 1

    posted a message on New Expansion Announcement is close
    Quote from Morkimus >>

    You know, I'd actually like it if Blizzard just said nothing, then out of the blue they just drop an expansion without warning. No time for pre-netdecking, no prediction of tiers, no time to judge filler cards and bad legendaries. You're here now, learn the expansion as you play.

    If they were worried about preorders, they could let people "preorder" with the portrait bonus and all that stuff during the first few weeks.

    I'd lose my shit if that happened, in all the good senses of the word.

     That would be interesting, but one issue: I don't think the community could handle hearing literally nothing until early April.  

    Normally when things get VERY stale, we start up the card release cycle, which lasts a month and should be starting about a week from now.  Thus everyone pretty much forgets about how they feel about the game while they look at the new cards and speculate.  It eats away A LOT of possible rage that would come at the most stale part of the game.  

    Not having a pre-release wouldn't speed up the actual release time, so instead of us learning about the expansion next week and watching that until April, we get..well, this exact same silence for another month.  

    I've SEEN the community go through that.  When rotation was first announced in February, they made the 'mistake' of just mentioning that there would be a spring expansion at some point.  However, said expansion (old gods) wouldn't show up until late April and it would be late March when we would get any information.  So it was basically a month of silence.

    No amount of rage, or hate, or ranting done this year comes anywhere #*()$#) CLOSE to that period.  Every podcast, every post, even the casters during tournaments were just dripping with the horror of having nothing to look forward to.  It was just unpalatable to be there, even if they had reason to be that way.  That immediately stopped the second the first Old Gods cards were announced.  Within a week everyone was in 'hype mode' talking about how horrible the early cards are, but how interesting C'thun was, and a lot of folks figuring out WTF the 'old gods' were, and so on.  

    So yeah, it would be cool to have it be a surprise.  But I'm not sure we could handle such a long wait time.  

    Posted in: General Discussion
  • 1

    posted a message on So I decided to play Odd Palladin today...
    Quote from Bluelights >>
    Quote from Khaostheory1980 >>

    Odd Paladin loses a lot of cards soon in standard. Both of the weapons you mention. Odd warrior is what you should worry about, that will be insane following the rotation.

    Besides I'm in the camp that firmly believes Genn and Baku won't be in the game soon. At least in their current state.

     I am almost convinced they are going to rotate them early. 

     I don't think they will.  Not because they want to keep it as is but because they are a problem in Wild as well.  

    They are going to get changed so that they aren't an issue in Wild or Standard.  They MAY also get bumped out of Standard as well as that's not off the table but I imagine if they fix the cards so that they don't harass Wild anymore they'll be safe for Standard consumption as well.

    (or we may get our first flat out BANNED cards.  Haven't heard them say anything but I'm guessing that's a talking point)

    As for OP.. yeah, it sounds like a hidden rant.  Feels like someone has been in a very low rank due to deck choices, actually picked a half decent one and OMFG I'MAGODNOW.  Sort of like fixing a child's broken bike and them going "WOW IT'S AS FAST AS THE WIND!"

    Yes OP.  Going from playing bad decks (no, discard warlock isn't a 'hard deck'.  It's a bad deck, which is why is loses a lot.  ) to playing good decks means you win more.  Glad you noticed.

    Posted in: General Discussion
  • 1

    posted a message on Is It Really "The Genn AND Baku Problem"?
    Quote from LastMann >>

    I know people roll their eyes at this, but I genuinely think the solution isn’t a nerf but creating new cards and new alternatives to Baku and Genn. The reason these cards are “abused” is because people LIKE the idea of their hero powers being useful for a change. That’s the same reason the DKs and other hero cards are always popular, except ofc unlike a DK, Baku and Genn make your power badass from turn one.

    But instead of nerfing these two cards why not add some similar alternatives in future releases that change the way hero powers work in different ways? Everyone thinks these cards will be around forever in wild and influence that meta forever... well, maybe not if next expansion we get a no duplicates start of game mage power that does 1dmg lifesteal, or a 1,2,3,4 drop only start of game that gives shamans a new set of totems, or you name it.

     That's the Power Creep solution.  Which means either it's not strong enough to replace Baku/Genn, gets strong enough to replace it, essentually replacing the "Baku/Genn problem" with the "newcard/newcardA problem".  

    Or worse, they fit into a new niche, so that half of the decks become Baku/Genn, the other becomes the new card versions, and the whole concept of staleness becomes even worse.  

    Someone mentioned the Pirate/jade situation, and interestingly, this IS the same type of situation. Surprisingly enough Pirate/Jade were NOT OP during their time either (yes I'm including Small Time Buccaneer!).  However, so many different decks ran the same pirates, the same jade, or Reno that it 'felt' as if the entire meta consisted of 3 decks, the "I'm in chaarge!" deck, the "make a slightly larger man" deck, and the "We're gonna be rich!" deck.  It's actually how Team 5 learned not to just blindly trust their data sheets and listen to us more. 

    It's the same thing here.  Baku/Genn decks feel like "Hero power, Hero power, Hero power, Hero power, " games.  That you can beat them regularly doesn't matter, because boring and easy is still boring.  It doesn't matter that no one is using Genn right now because the second he GETS used he'll feel boring, because while the cards change the hero powers DON'T.  

    And the ideas that make Genn/Baku less useful are, honestly, just 'nuke from orbit' attempts.  If your goal is to make the decks so bad that only memes and 'for fun' folks use it then fine.  But if your goal is to keep them playable then they HAVE to address the way they play.  If a game with them is yet another Hero power, Hero power, Hero power, Hero power, Hero power, type of game then it's fixed nothing.

    The hard part is how to fix them so that decks that use them aren't just spamming the hero power button but making them still useful when their current entire point is to let you spam the hero power button.  If a fix like THAT can't be found then we might as well make them give charge minions +1 attack.

    Posted in: General Discussion
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