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    posted a message on Possible Desired Nerfs
    Quote from P4dge >>
    Quote from ker111 >>

    Personally I'd like to see Voracious Reader nerfed to 4 mana and the card draw be made symmetrical.  Maybe increase it's health by 1 in compensation.  I'm sure it'd still see play.  Also, make Intrepid Initiate into a 1/1.  It would also see play.

     Problem with it being a 1/1 though is it becomes way squishier, not just a little. It's an unplayable card on 1 against mage, for example, it gets pinged away with no draw back. Not forgetting you also have to play a card to activate the effect so unless you're using coin on 1 then there are plenty of times it would be a 2 turn activation and if you really can't deal with a 2 health minion over 2 turns on a consistent basis then maybe you need to tweak your deck rather than nerfing a card to fit around you. 

    It seems it would pretty much just kill the card. It survives zero trades and is susceptible to every single target removal card in the game. 2 health makes it fairly easy to kill but with enough to it that it's not almost guaranteed to be a worthless play.

    If it was a real problem, you could nerf the spell burst or mana cost but again, it just starts to lose its value and purpose. Its a strong early game play but like I asked before, is it genuinely a problem card that needs a nerf? Do we nerf anything that's strong? 

    Small-Time Buccaneer  saw play post-nerf in aggressive decks, it just made those aggressive decks less powerful.  And yes, mages existed back then.

    Posted in: General Discussion
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    posted a message on Someone with a better grasp of statistics chime in
    Quote from rogerdodger >>

    so assuming two players of equal skill the games come down to luck.

     When you remove skill from the equation, yes the game comes down to luck.  What else could it do?

    Posted in: General Discussion
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    posted a message on Possible Desired Nerfs

    Personally I'd like to see Voracious Reader nerfed to 4 mana and the card draw be made symmetrical.  Maybe increase it's health by 1 in compensation.  I'm sure it'd still see play.  Also, make Intrepid Initiate into a 1/1.  It would also see play.

    Posted in: General Discussion
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    posted a message on Book of heroes IS NOT A SOLO ADVENTURE! IT'S TERRIBLE!
    Quote from suchti352 >>

    Ladies and gentleman, the typical complainer who has no Idea what he's talking about. It's basically exactly what you wanted, multiple fights whith an connected story. And no, you only have to redo the fight you lost. But I guess complaining about something is easier than just trying to enjoy the new content.

     Ya, after playing through Jaina's story I have no idea what the OP is on about... and disappointed as a result.  I miss the dungeon run's dynamic content.

    Posted in: General Discussion
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    posted a message on Sideboard idea

    Current tech cards would be profoundly powerful with a sideboard.  They'd all have to be significantly nerfed.

    Posted in: General Discussion
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    posted a message on Book of heroes IS NOT A SOLO ADVENTURE! IT'S TERRIBLE!

    Personally I enjoy the dungeon run style fights much more than scripted encounters.  Scripted encounters are just way too draw dependent and lack any form of replaybility.

    Posted in: General Discussion
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    posted a message on Turtle-Mage Counter?

    Brain-dead is the default criticism for someone who can't think of a good way of explaining why the deck should be changed.

    Posted in: General Discussion
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    posted a message on Spellburst and Hero Power Mechanics need serious work
    Quote from vNihilism >>

     

    Now Hero Powers. As far as I've seen, Mindbreaker does not work in solo modes such as Dalaran Heist. I suspect this is because of the devs screwing around with solo mode hero power interactions to make it so that boss hero powers can't be copied, etc. (No fun allowed). I've also experienced instance of other hero power interactions simply not working in solo modes (and not just because the bosses power was a Passive one or something) .

    Theres also an issue with how Manafeeder Panthara works. It doesn't actually check to see if you've used your Hero Power as its card text suggests. It actually checks if your Hero Power is available to use. This means if your Hero Power refreshes, the Panthara's battlecry won't trigger.

     Legacy from when they were doing more of the static fights where simply drawing Mindbreaker (or other power modifying minions) would end the encounter on heroic.  Ditto for Alex not working on many bosses.  I could see them putting them back into the deck-builder style solo content, but it'd be nearly impossible to let those work in constructed encounters.

    Posted in: General Discussion
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    posted a message on No one is gona say anything about Libram paladin with new nerfs?
    Quote from KingCarnage >>

    Libram creates an unstoppable OTK in wild where you can summon all 4 horsemen in one turn.

     How many different unstoppable OTKs are there in Wild atm?  Lost interest in the format a few years ago.

    Posted in: Standard Format
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    posted a message on Glide nerf
    Quote from SequeLa_ >>

    4 cards can't flip the board back. You need a card like the Unstable Element to do that. Here are the reasons.

    1. You have to empty your hand to draw 4 cards. To empty your hand before turn 7, your deck must be very low-cost. Therefore, the 4 new cards you just drew would not be strong enough to swap the table. What could you do with four 2/1 minions or something like that against a fully armoured warrior?

    2. You are spending 4 mana to cast Glide. In turn 7, in your example, you can't even play all the 4 cards you just drew unless you have wisp or something.

    3. Then, your opponent, with the brand new 4+1 cards and fully remaining mana, will take the chance. This is why Zihi, Aviana, Nozdormu (you know what cards I am talking about) never saw play. Making things even won't help you win - in fact, it helps your opponent who will benefit from it first.

     That isn't what I said.  Aggro decks lose by getting the board flipped, not flipping the board.  But this lets them delay that happening by a few turns, and by reduces the chance their c/c opponent will have the card to flip the board.

    Posted in: General Discussion
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    posted a message on Glide nerf
    Quote from SequeLa_ >>

    That is one of my points. Why do you have to draw cards if your DH deck is so aggressive? In turn 7, well-constructed aggro decks should've gotten the lethal and saying "I need more cards!" is an excuse for not dealing enough damage to the opponent. If you need to draw cards and don't want to use Skull of Guldan, use Spectral Sight.

    It is a 2mana 2draw, almost equivalent to Glide, but lighter. It does not require you to empty your hand, can be played earlier, has no risk of refilling your opponent's hand. I even think Crimson Sigil Runner is a better option for drawing even after the nerf.

    Yes, that is how Aggro decks should lose.  Aggro decks lose by running out of steam, getting the board flipped, and never getting those last few points of face damage.  But glide flips that:  Cheaply refills a hand for an aggro player whose run out of steam.  It's a lose-less card which are solid.  All that puts it comparable to Divine Favor, better against a fast opponent but worst against a slow one.  But the outlast removes that, still being solid against any fast-medium deck and absolutely backbreaking against a slow deck.

     

    And some of the fast versions of DH are still running both Sigil Runner and Spectral Sight.  Look at the ones that have cut Warglaives for being too slow.

    Posted in: General Discussion
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    posted a message on Glide nerf
    Quote from SequeLa_ >>

     

    If you are saying this card is annoying, maybe. But those who truly believe this card is OP, comparing this to Divine Favor, should actually imagine the possible scenarios and carefully consider if it really is before you cry.

     The most common scenario I see for this card is an aggro demon hunter playing it on turn 7ish, refilling their hand with mana to spare.  Essentially a 4 mana sprint.  With the added benefit of forcing a control/combo player to discard 3-5 cards, right when those decks are poised to turn the game around and take the board.  But instead of doing so, the DH gets another 2-4 turns of aggression against a crippled opponent.  And yes, I know they're technically not discarded, but the effect is the same in c/c vs aggro.

     

    Even without the outlast effect, it's comparable to Skull in an aggro deck.  Draws an additional card, costs two less mana so it can be played earlier.  Yes, you need an empty hand but Skull has to hit expensive cards to get anywhere near full value.  And in an aggro deck, you don't hit 3+ mana cards reliably.

    Posted in: General Discussion
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    posted a message on Glide nerf
    Quote from Fyrfytr998 >>
    Quote from Inzan1ty >>

    a card that SINGLE HANDEDLY keeps an entire archetype (OTK / Combodecks) out of the Meta.

    Yes, not Meta defining indeed.

     I play a lot of Mechathun Warlock. This card will either delay my combo or give me two extra mini Plot Twists to get to what I need. And truth be told, I usually auto concede to DH anyways and move on. So how exactly does this card kill me again?

     If it's strong enough to drive DH back into prenerf powerlevels, increasing it's representation by 5% would lower you win rate by 5% if you concede on sight.  Granted Glide might not have a wild meta deck, but it could be very toxic to the standard meta.

    Posted in: General Discussion
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    posted a message on What Transfer Student does?
    Quote from Boulderfist_ogre >>

    woah, it seems to be a strong card

     

     A solid 2 for a class that may want for one.  Not consistent enough to get into decks that already have one imo.

    Posted in: Card Discussion
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    posted a message on lmao at people in standard, they be like:

    As opposed to Wild, Arena, or Battleground players?  Rock always complains about paper.

     

     

    Posted in: Standard Format
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