That is a beautiful pie breakdown, if I ever saw one <3
- ilnosferatu
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Member for 8 years, 5 months, and 2 days
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Bunny2086 posted a message on CN vs KR Team Championship Survival Guide & Full DecklistsPosted in: News -
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Thezzy posted a message on Can I play Duskfallen Aviana now?Posted in: Card DiscussionWait, I've got it!
You play BOTH Duskfallen Aviana and Harbinger Celestia on the same turn!
Think about it, if your opponent then tries to play a huge minion for free, Celestia becomes a copy of it.
If your opponent chooses to play a crap minion, they waste their free mana minion!
Also, your opponent may simply cease to function and not play anything after having their mind shattered by seeing both Duskfallen Aviana and Harbinger Celestia played on the same turn. It just won't compute./sarcasm
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Truffles20 posted a message on New Warlock Minion - Possessed LackeyPosted in: Card DiscussionQuote from Darknesspyre >>Blizzard seem to value the recruit mechanic so much that all of the minions that have this ability have god awful stats for their cost. However I originally thought that recruit would be a cool mechanic because of guild recruiter having it as a battlecry effect and the theme of calling other minions to help you. But pretty much all of the other recruit minions are deathrattles which I find baffling.
The fact that these are deathrattles mean that you are stuck with a horribly statted minion for a high cost that do not make an immediate impact on the board. And also it kind of does not make sense to me from a theme standpoint because why would you be recruiting something if you are already dead?
BAHAHAHAHAHAHAHA. Is it too late to take back everything I said about this card? I missed the mark entirely on how powerful this thing was going to be. -
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Hereharehere posted a message on Interaction:: Cube>Da Undertakah>ShudderwockPosted in: ShamanHey all, would appreciate anyone's input into this -
I'm messing with the above combination of cards so to understand how the interactions work. I first confirmed, sadly, that cube>da undatakah doesn't work (the cube target isn't carried to da undatakah), but I was sure I had successfully had this outcome in an earlier match.
So then I cued Carnivorous Cube (mountain giant) > Da Undatakah > Shudderwock and the shudderwock DID summon two Mountain Giants as its Deathrattle!? I'm not clear whats happening tbh, is it a bug or is it somehow related to random order of shudderwock gaining battlecrys/deathrattles from the cube? It's a little tedious to set up in innkeeper, but it's happened twice. I'm gonna test once more but said I'd post this first.
Anyone recognise what interaction is happening here? Thank.
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HyperOrange posted a message on Mana Cost Nerfs are Lazy and Bad Game DesignPosted in: General DiscussionI love how most people look at the balance changes from the perspective of the most powerful decks that played them. Sure, the power of odd rogue has been reduced, but at what cost? Well, 1 more mana, to be precise. Cold Blood is now a joke of a card. Just compare it to Blessing of Might and tell me with a straight face that it's good game design. And I could say the same thing about Equality vs Shrinking Ray or Flametongue Totem vs Dire Wolf Alpha.
The truth is that cards in Hearthstone have an inherent balanced mana cost associated to them. A 2/3 minion should cost 2 mana, dealing 2 damage costs 1 mana and giving a minion +4/+4 costs 4 mana. When you combine all the effects of a card their inherent mana costs should add up to the total cost of the card. There are some slight exceptions to this when the effects of a single card are extremely synergistic, such as Vilebrood Skitterer's Poisonous + Rush. If two very synergistic effects exist on a 2 card combo there's a lot more leeway though, since the extra resources you spend come in the form of an extra card you have to draw and use.
To shake up the meta and to force people to use more expansion cards blizzard is tuning down the powerlevel of the Basic and Classic sets. Now this isn't bad on it's own. Personally I would much rather prefer to rotate all of Basic and Classic out of standard and add a clasic mode for new and old players alike. Still, if you're certain about keeping those cards away from rotation and reducing their power level so that people play with new cards the way blizzard has ignored the very basic rules of card design that i described earlier shows that they don't have a grand vision for what Basic and Classic should look like.
There are three basic ways to nerf a card. Change the stats, change the mana cost and change the effect. Since changing the effect beyond just tweaking numbers (stats and mana) changes the card entirely I don't think it's a good practice unless the effect itself is bad for the game and needs to be replaced. Changing the mana cost is bad since as I said earlier cards already have an inherent mana cost associated to them. Lastly I think that changing stats is the best way to nerf cards because it lets you do micronerfs that reduce a card's powerlevel without making it entirely useless. For example, Flametongue Totem could have had its health reduced to 2 while keeping its original mana cost. The card is less powerful than before but it still feels like a 2 drop.
"But I hate this deck, or this other deck!" Some people will say. "I don't want them to be viable at all!" Well, it's true that some decks can be oppressive to the game but the only way for that to happen is for some cards in them to be OP. Emerald Spellstone is actually a good example of this. 6/6 worth of stats and beast synergy with no downside for 5 mana already sounds pretty good. Add the fact that you can go all the way to 12/12 by playing secrets that you want in your deck anyways and you have a broken card. At 6 the card is balanced because no one would put a 6/6 for 6 in a deck. Hunters would just run Savannah Highmane instead. But if you run a lot of secrets it's worth it. There you have it, balanced design. Still, I feel like the only reason blizzard nerfed this card is because everyone was complaining about it and they would not have been able to get away with this batch of nerfs to basic and classic cards if they hadn't included this one.
So to sum up, blizzard is nerfing decks, not cards and they're nerfing the cards that didn't deserve it because they want weak basic and classic sets so they can print better expansion cards that will rotate and you need to buy. Nice to see what they really care about after all.
There's one last thing I want to try out in this post. Below you can see some cards I made a while back for my custom expansion. Their mana costs have been removed and what I want you to do is reply below with what you think they should cost and why. I'm not expecting everyone to guess correctly but I'm interested to see if cards really do have this inherent mana cost I've talked about.
So, what do you think? Am I crazy and what blizzard is doing is good game design or do I offer some pretty solid points? Do cards have an inherent mana cost? Let's find out.
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iFaisal11 posted a message on How to play zoolock against priest?Posted in: WarlockEach deck should be countered somehow, you simply cant play a deck that has no significant counter, to counter that priest you encountered, simply play mage or shaman hex or polymorph.
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Soldya posted a message on [COMPLETED] HearthPwn Site Maintenance - Thursday, January 31 at 11 AM CentralPosted in: NewsFamous last words of an IT coworker: We expect this maintenance to last 2 hours
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Bluelights posted a message on Control dead?Posted in: General DiscussionQuote from formulas666 >>Quote from Bluelights >>Quote from formulas666 >>Quote from TardisGreen >>Quote from formulas666 >>Constructed is doomed, Team 5 fails to realise that they created a meta where there are way too many polarised match ups, almost every game is decided based on your opponent class (deck).
Doomed? Are you trying to say the game is drying? I'm pretty sure "it's been dying since Beta".
If the only thing that matters is the matchup, how do some players consistently finish top 100 or better in ladder, and how do some players do consistently well in tournaments?
Most of the posts in this thread are Rank 25-noob worthy, but yours wins the prize,
Your stupidity and ignorance have no boundaries.
Very constructive post, keep it up!
How would you reply such a comment? He claims that everything is OK with current meta. Moreover he blatantly lies about pro players enjoying the meta. Almost everyone who streams constructed heartstone complains about polorized match ups. If you want to play any control decks there is zero chance against OKT decks. There is no tech cards to counter, there is nothing to do. That's is the whole point of this thread.
You just did, this was already a much better response that the previous one even if I disagree with you. But saying someones stupidity and ignorance knows no bounds is not the right way to have a discussion.
I believe there are infact meaningful counters, namely Mojo Master Zihi which can completely lock out a combo deck out of their end game for 4 turns while you slaughter them in fatigue. And I am amazed so many people are still underestimating this card. I even found it worthwhile to include it in my BSM deck. The only exception is Odd Warrior, which unless its the quest variation is so polarising it almost autowins against aggro decks and autolosses to infinite damage or game ending combos. Which raises the following question to me: are the combo decks that are inheretly polarising, more so than the norm of certain archetypes being strong against another archetype. (Like Aggro beats combo, combo beats control, control beats aggro) Or are these attriation based control decks so overtuned to beating aggro, that they pay for that by having an almost unwinable matchup against combo? Is it an inherent deckbuilding flaw that some of these deck forget to build in anyway of putting forward any meaningful pressure? These are some questions people should ask themselves. Different matchups requires different roles, are you the proactive player in this match up or are you a reactive player in this match up. You can't expect to just sit back and do nothing against a deck that hates pressure and not to be punished by it. If control decks dont adapt they ironicly become the exact same thing combo decks get accused of. Being solitair decks that will and can only follow their own game plan. And yes, you will always be unfavourable but like I mentioned before there are ways to beat them if you build your deck right and know the role you have in a matchup, just like aggro will always be unfavourable to control or combo to aggro.
This is how I see it, do with that what you want and I wish you a good day!
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Khaostheory1980 posted a message on Hearthstone's Dean Ayala Talks About Rastakhan's Early Nerfs, Barnes, Power LevelPosted in: NewsI don't think you really understand what a meta is.
They won't be able to fully test internally, there are too many variables and until the cards are in the players hands a meta won't be formed. They can predict and plan for predictions but until the decks form and the meta is created they won't know what to adjust.
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TardisGreen posted a message on What hunter cards will get hit??Posted in: Card DiscussionStarving Buzzard up to 6 mana.
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Cards rotating show unnerfed Patches the Pirate and Raza the Chained.
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What op's talking about is getting full dust from de'ing the giants, due to it being Change, in addition to getting the dust from going to HoF. His sarcasm is pretty obvious. Or so I thought...
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You guys are misinterpreting what notsoclutch is saying. He/she's saying that if aggro pally's using Rebuke, it'll be because we're in a meta dominated by control or combo, as it'll be pretty horrific in an aggro meta. Just like nobody plays Golakka Crawler in a non-pirate meta.
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Oh shit, I misread. My bad.
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Why? It has neither Raza the Chained nor Kazakus.
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Threads like these makes me realize how anti-vaxers and flat earthers can exist.
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Except human rights.