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    posted a message on 21.3 Patch Notes - Constructed & Battlegrounds Balance Changes, Warlock Quest Banned In Wild & More!

    2 damage would have been an overnerf and ALL minions isn't that much of a nerf (shaman is already the king of empty board benefits, so while changing it to ALL minions would have been perfectly thematic, it wouldn't have the intended effect of the nerf in the first place)

    Posted in: News
  • 1

    posted a message on 21.3 Patch Notes - Constructed & Battlegrounds Balance Changes, Warlock Quest Banned In Wild & More!

    I like how no one's even talking about the (beast) Hunter buffs.

    Not sure what they think they're accomplishing here.

    Posted in: News
  • 0

    posted a message on 21.3 Patch Notes - Constructed & Battlegrounds Balance Changes, Warlock Quest Banned In Wild & More!

    I was getting 4-5 damage 1 mana pings fairly often in the way my Even Mage was constructed (using Archmage Vargoth), with on rare occasion having the overkill 6-9 damage ones if my cards lined up right with Potion of Illusion.

    So sure, while it might be fun to slip Wildfire into Odd Mage decks now, I don't see it being that terribly effective.. nowhere -near- as useful as it was to Even.

    I'll likely play around with a new Wild Wildfire deck tomorrow, but it won't be an Odd deck.

    Posted in: News
  • 6

    posted a message on 21.3 Patch Notes - Constructed & Battlegrounds Balance Changes, Warlock Quest Banned In Wild & More!

    ..but.. you were directly replying to "RIP Questlock in Wild"

    Posted in: News
  • 3

    posted a message on 21.3 Patch Notes - Constructed & Battlegrounds Balance Changes, Warlock Quest Banned In Wild & More!

    yeah.. this one seems like a misguided buff. I mean, it's not meta-shaking, but I don't like it purely from a power creep standpoint.

    Posted in: News
  • 4

    posted a message on 21.3 Patch Notes - Constructed & Battlegrounds Balance Changes, Warlock Quest Banned In Wild & More!
    Quote from H1st0ry >>

    if you think "deal 3 manage more" makes it bad...

     I think you missed the "banned in Wild" part.

    Posted in: News
  • 5

    posted a message on 21.3 Patch Notes - Constructed & Battlegrounds Balance Changes, Warlock Quest Banned In Wild & More!

    Well, they took the coward's way out regarding The Demon Seed and effectively just kicked the can down the road when they could've made significant backend changes (like introducing mutual exclusivity) that would have benefitted Wild balancing more long term. There's still a chance they do so in the future, but I guess expecting them to make such a change with a minor patch was too much.

    I'm really puzzled with the Wildfire change though. I'm not sure how dropping it to 1 really benefits it that much in Standard while at the same time destroying one of its most popular uses in Wild by removing it from Even decks.

     

    Posted in: News
  • 0

    posted a message on The Demon Seed is Killing Wild
    Quote from Suikiele >>
    Quote from kwikill >>
    Quote from fusilli >>
    Quote from LordCheesus >>

    Well the only hope for this whole mess is for Demon Seed to be the warlock card getting banned in wild. Otherwise expect the deck to be the only one you run into in either format for the foreseeable future. 

     Crystallizer could be a decent hit, too. Might be just enough to slow it down, though I doubt it.

     As I posted in the balance patch speculation article (and got downvoted to hell for my opinion), Crystallizer jumps out at me as the main culprit in Wild.

    The Demon Seed isn't nearly as much as a problem in Standard, so you have to look at which Wild cards are pushing it over the edge, and Crystallizer seems to be the biggest problem. (Expired Merchant is a close second because of its interaction with Hand of Gul'dan and the pretty much guaranteed "kill your opponent with your own fatigue")

    The problem with banning Crystallizer is that it is a neutral card with legitimate other uses, even in other Warlock decks, so what I proposed could be done was making it mutually exclusive with The Demon Seed (meaning you can't have both in the same deck). This would likely take some backend changes to accomplish and even potentially some UI tweaks, and I'm not sure if they'd be willing to invest such effort in a minor patch. Still, I think ripping the bandaid off here would go a long way to long term Wild balance, as you can fix other problematic interactions now and in the future with mutual exclusivity.

    I also believe that fatigue damage shouldn't be redirectable in the first place, but that's another discussion.

     I've said before, and still think it's the case, that the text for Demon Seed should have been "Lose 6 health on your turn" instead of "Take 6 damage". Crystallizer would work fine there as yes, you would take that 5 damage. But then you'd have to chisel through that 5 armor to start losing health again. This would also prevent the armor stacking with Armor Vendor that feels pretty degenerative to play against and push the playstyle back to "self damage and then restore your own health", forcing a balance in the card types you'd integrate.

     That would be an interesting approach and wouldn't really require any backend changes either as Flesh Giant already works this way.

    Posted in: Wild Format
  • 0

    posted a message on The Demon Seed is Killing Wild
    Quote from fusilli >>
    Quote from LordCheesus >>

    Well the only hope for this whole mess is for Demon Seed to be the warlock card getting banned in wild. Otherwise expect the deck to be the only one you run into in either format for the foreseeable future. 

     Crystallizer could be a decent hit, too. Might be just enough to slow it down, though I doubt it.

     As I posted in the balance patch speculation article (and got downvoted to hell for my opinion), Crystallizer jumps out at me as the main culprit in Wild.

    The Demon Seed isn't nearly as much as a problem in Standard, so you have to look at which Wild cards are pushing it over the edge, and Crystallizer seems to be the biggest problem. (Expired Merchant is a close second because of its interaction with Hand of Gul'dan and the pretty much guaranteed "kill your opponent with your own fatigue")

    The problem with banning Crystallizer is that it is a neutral card with legitimate other uses, even in other Warlock decks, so what I proposed could be done was making it mutually exclusive with The Demon Seed (meaning you can't have both in the same deck). This would likely take some backend changes to accomplish and even potentially some UI tweaks, and I'm not sure if they'd be willing to invest such effort in a minor patch. Still, I think ripping the bandaid off here would go a long way to long term Wild balance, as you can fix other problematic interactions now and in the future with mutual exclusivity.

    I also believe that fatigue damage shouldn't be redirectable in the first place, but that's another discussion.

    Posted in: Wild Format
  • 0

    posted a message on Delete all Questlines?

    The problem in Wild isn't necessarily the questlines themselves, but certain cards that make them too strong or too easy to complete.

    The most blatant example is Crystallizer for warlock and to a (much) lesser extent, Rapid Fire for hunter.

    A solution I've offered is instead of outright bans, or nerfs that would make cards useless in other situations is to allow for certain cards to be mutually exclusive (like Crystallizer and The Demon Seed).

    Posted in: General Discussion
  • 0

    posted a message on For those who want Warlock Questline changed/reworked, how would you do it?
    Quote from crazyt4c0 >>

    Didn't read all the comments so not sure if this has been mentioned - But how about taking out the healing aspect after quest, and just make it so you don't take your own damage, something similar to that DH legendary that turns your lifesteal into damage, they don't get to keep the lifesteal AND damage, so one or the other makes sense.

     ..because there are already other cards with this effect, and it's pretty lackluster

    Posted in: General Chat
  • 1

    posted a message on For those who want Warlock Questline changed/reworked, how would you do it?
    Quote from Banur >>
    Quote from Crawford881 >>

    Also, I think animated Broomstick is too strong in decks that can produce a big board in a single turn.  Being able to give a bunch of giants rush is  too powerful for a 1 cost card.

    But that's hardly an issue of broomstick that a deck can drop multiple big minions on one turn.

    I mean Flesh Giant, Broomstick, Darkglare and Stealer of Souls existed before and weren't an issue, but the quest enables a better synergy between these cards.

    You can easily activate the discount on the giant and Stealer of Souls and Darkglare let you mana cheat minions with the quest to keep you alive and Tamsin as the finisher.

    Before the quest you could already play all these cards, but you would run the risk of having little to no life left and the opponent just pushing you over the line.

     

     Broomstick was a mistake in general, not specific to Warlock.

    Posted in: General Chat
  • 0

    posted a message on I would like to thank Blizzard for the new nurfs(buffs)
    Quote from thazud >>

    I was worried the nerfs would reduce warlocks playrate in wild. Fortunately they didn't so I can keep farming them

    Darkglare was never the problem in Wild. Crystallizer on the other hand..

    Posted in: Standard Format
  • 0

    posted a message on Nerfs are in - what do we think?

    as an Odd Questline Hunter player, I consider Kolkar to be -buffed-

    Posted in: General Discussion
  • 0

    posted a message on Questlines
    Quote from Cromp1990 >>

    I had a pally complete quest line on turn 4. Some of these classes need fixed. They should just scrap priests and give it a new one, warriors 1st part should be reduced from 3 pirates down to 2. Haven’t played much Druid to know how theirs is but if they want this fast meta then get them in line with the others.    

     You can't compare questlines, particularly the time it generally takes to complete them, in a vacuum. You have to take into account the decks that synergize with them.

    You may think the warrior questline is slow, but keep in mind that the pirate deck archetype itself is pretty strong, and speeding up the questline any would be too much.

    Likewise, you may perhaps think the rogue questline is weak, but the archetype it boosts, one based around a lot of stealth minions, particularly with the new SI:7 cards that were printed to support it, is also pretty effective.

    Posted in: Standard Format
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