Be aware that you're not actually surveying the age of Hearthstone players, but rather the age of people who have users on hearthpwn.com ;)
- lboddah
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Member for 8 years, 5 months, and 17 days
Last active Tue, May, 11 2021 02:55:24 -
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Jennifer posted a message on How old are Hearthstone players?Posted in: General Chat -
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Horkinger posted a message on Gormok the Impaler for Zoolock?Posted in: WarlockI don't think he's worth crafting, unless you don't know what else to do with your dust. Although he works quite reliable in zoo, his impact was not as gamewinning as I expected it to be. Often when you can trigger him, you have the board anyway and when you're behind (and you really need his effect), you have not enough minions on board to use his battlecry. This was at least my experience (I got him from a pack and was at first very excited about getting him). But to be honest, he also won some games for me. E.g. he provided me with the missing damage or killed a taunt (okay, that's kind of a "win more" situation) or with a lucky Implosion + a minion on the board he could swing the game.
In conclusion I think that Gormok is not a bad legendary, but also not a very good one. Usable but not craftworthy.
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lMarcusl posted a message on Upcoming Hearthstone Balance Changes - Wild Growth, Nourish, Level Up!, Saronite Chain Gang, Leeching PoisonPosted in: NewsWell holy fuck. This might just be the most radical round of changes I've seen in Hearthstone. And as a Wild player, I welcome them wholeheartedly.
Wild Growth: The popularity of Wild Growth in pretty much every Druid deck created two problems. Firstly, you had to have a damn good reason NOT to play it in your deck, rather than have a reason to include it in the first place, because skipping 2 and 3 drops and going straight to 4 is just too good. The differences between minion power are the most noticeable at these levels, so if your opponent is playing around with 2 and 3 drops and you start dropping Ironwood Golems, who really cares what they played, now they need immediate spot removal to maintain their position. So in that respect, you had very little choice, your deck essentially started with 2 Wild Growths in it no matter what it was trying to do. Secondly, it meant that pretty much no low cost card that isn't removal saw play in Druid. Why play Wardruid Loti when you can play a 4 drop in the same turn instead because you ramped? Druid's kit was thus just reduced to early game ramp and early game removal/draw and from 5 mana up is where thing started branching out. That's pretty limiting for design not only of cards but also archetypes. When even token decks play Wild Growth, it's a sign that it's just too much. And I like that Jade Blossom still isn't just a strictly better Wild Growth because you don't get excess mana from it.
Nourish: This one I'm a bit more doubtful about. Having hit the earlier piece in the ramp chain, and arguably the more crucial one, means you're usually not just skipping your turn 1 and 2, you're also skipping your turn 3 to ramp to 4 mana. Then on turn 4...you skip again because you can't play Nourish for 5 anymore either. Exactly how many turns can you afford to skip against aggro? The answer is not this many. It makes dedicated ramp decks kinda dead in the water. I guess partially that was the point, as many of them could just opt out of playing much removal, opt out of playing mid-turn drops like Ironwood Golem (then again, now you HAVE to play Ironwood Golem, cause what else is there? That's another problem we face now) and would just ramp like crazy regardless of circumstances. Now your ramp has to be a lot more deliberate and safe. I just feel like, ramp being one of my favourite strategies, they weakened the core identity of Druid to a point I'm not sure it can recover from. I'm definitely curious how various Druid decks will shape up now, how many of them cut the ramp and curve like everyone else and how many double down and ramp even harder (innervates, Biology Projects, etc.) to maintain their identity (Aviana + Kun OTK Druids, Taunt Druids, etc.). There's no doubt a lot of Druid decks will now require a good bit of overhauling in their mana base, but there's also no doubt esentially all Druid decks will wind up significantly weaker because of it.
Level Up!: Phew dodged that one. Stopped playing Odd Pally just when Rastakhan came out. In Wild, you still got Warhorse Trainer and Quartermaster, but Level Up provided so much consistency it was kinda inevitable you were going to get pummelled into the ground on turn 5 without preemptive boardclear. And if you ever let one board stick, it was guaranteed you're taking the damage. Now everything isn't so stacked in Odd Pally's court, you don't get both the best Silver Hand Recruit generators (Muster, Stand Agaisnt Darkness) and the best support (Steward of Darkshire, Level Up, Quartermaster). However, in Even Pally it feels kinda off, as their generation isn't as bursty, but more steady and slow, it's relatively easy to keep the Silver Hand Recruit numbers down to a point where this isn't even desirable. I've faced many an Even Paladin and only a small percentage of them even bothered with Lightfused Stegodon because the Sliver Hand simply wasn't that core a piece of their strategy. They cared about the bodies to buff with Steed and Kings more than the type of body it was. This may leave Level Up kinda stranded in the middle of nowhere. And it definitely makes Odd Pally worse against high-aggression decks. That taunt saved me in many games in the past, now I'd be SOL.
Saronite Chain Gang: Here I'm not sure that was the right call. It doesn't change much in Wild because the Dopplegangster interaction remains unchanged, then again, Wild has the most ways to answer a Shudderwock deck in the first place. However, if they simply don't want this deck to be a thing, I'd say a much more prudent choice would have been to change Grumble. Without Grumble, the deck falls to pieces. It can flood a board once and cross its fingers that it's enough, or it can keep bouncing/copying Shudderwocks with Zola/Brewmasters, but then it can only ever play one Shudder a turn, making the deck relatively toothless in comparison. My guess is they didn't like the latter scenario either, seeing as the combo is massively slowed down but still devolves into "play Shudderwock every turn and hope they eventually bleed out", which isn't particularly fun. Either way the combo is either dead or weaker (Doppleganster being slower and not defensive at all), which is fine by me. I prefer a board-centric Jade Shudder Shaman anyway, and that feels like a much more healthier strategy to play than that coinflippy bullshit was.
Leeching Poison: This is just straight up murder of an archetype. Pirate Kingsbane with Myra's Unstable Element can still continue existing because that one just goes face until you keel over, but the endless Kingsbane + Coldlight battles are over for good with this change. And as much as I love classes sticking to their identity (Rogue is the only class that has a baseline weapon and a great number of weapon buffs yet barely ever focused on that), Kingsbane was the wrong way to go. If you're playing a control/value deck, you just could. Not. Win. Because the only counter to Kingsbane was kill them in one turn (good luck with their Saps, Vanishes, Blade Flurries, Doomerangs, Evasions, etc.) which control decks suck at anyway, rush them down before they can establish their pieces (most control decks can't muster the tempo to do that), take away enough of their pieces that they're slowed down to a crawl (Dirty Rat out Coldlights, Shinyfinders, break their weapon repeatedly) which required a significant sacrifice in deck space and still often wasn't enough with the right draw, or copy their weapon (tried that, NEVER works). Simply put, you could not reliably beat that deck as control, ever, (unless you somehow maybe managed to stick a Water Elly as Frost Lich Jaina) and there was essentially no amount of teching you could do to combat that because the weapon cannot be silenced or stolen, it just always is. Well, now...now it just isn't even a concern outside aggro. Not being able to steal upwards of 60 life every game kinda throws a spanner in the works for that deck, to the point of killing it completely, but honestly, the way it murdered every slow deck without potential for counterplay just was not healthy. Maybe Thief Rogue can pick up the pieces with Spectral Cutlass and fill in that weapon-focused gap in Rogue, but now at least you can counter it easily. Partially sad to see Kingsbane stoop to aggro instead of finally being a Control-focused Rogue, but definitely glad that that particular implementation is gone. There is the distant possibility that control Kingsbane survives by timing its Leeching Poisons on the hit + Doomerang turn, but if so, it definitely becomes an infinitely more beatable deck, cause they can only do that a few times (twice with Doomerang plus potentially two more times on hit if they nail every Mimic Pod) before their health starts depleting permanently, and even Violet Illusionist can only stave off the damage for so long.
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Zanzi69 posted a message on Upcoming Hearthstone Balance Changes - Wild Growth, Nourish, Level Up!, Saronite Chain Gang, Leeching PoisonPosted in: NewsThe era of Druidstone has ended. We are now entering the age of the Hunter.
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DecentMeme posted a message on Upcoming Hearthstone Balance Changes - Giggling Inventor, Mana Wyrm, AvianaPosted in: NewsThe Aviana nerf was a really bold move on Blizzard's part, but I'm really glad they made that change for wild. Its gonna open up so many possibilities for different class decks.
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Trimutius posted a message on Boss Battle Royale 2 is this Week's Tavern Brawl!Posted in: NewsDruid is not Razorgore, Druid is NEW King Toggwaggle with Candle and what not...
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Bushmaster22 posted a message on The Card Backs of HearthstonePosted in: GuidesUpdate please!
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melheor posted a message on Days of the Frozen Throne Has Begun - Earn 600 Gold, Free Happy Ghoul, Death Knight Tavern BrawlPosted in: NewsMaybe this brawl is Blizzard's way of testing which DK should be nerfed.
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Blaziken12354 posted a message on Star AlignerPosted in: Star Alignerjust kill him like naga sea witch. reduce him to a 3 mana 3/3 that deals 3 or something like that that ISNT lethal if activated six times
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Rapidosamurai posted a message on Big Priest is still a problem..Posted in: Wild FormatIts not a problem :) or play aggro or tech agains it...transform effects are great vs him.
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Thank you for not omiting the wild side !
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73 games, 73% win rate hmmm Kappa
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Thanks!
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we had Icehowl and now this.
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I thank you.
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That's what i am looking for. Thank you.
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Wild check, Aggro check, druid check, Fel Reaver check. Thumbs up for your deck from me !
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Thank you PWN !
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New modes for the would be great also. I know it's futuristic but 2vs2 or tournament modes will satifsfy the majority of the society for example.
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Thank you for this wild deck, especially Fel Reaver :)