• 3

    posted a message on Is Everything Aggro?

    this is a really pretentious wall of text man.

    control is just a different archetype.  It doesn't inherently require any more skill to pilot than an aggressive deck.  Some aggro decks are easy to pilot but the same can be said for control.  Some aggro decks require skill and forward thinking.  Skill comes from fundamentals and matchup knowledge.  

    There are quite a few good non aggro decks right now.  bomb war, control war, big shaman, control shaman, mech paladin, miracle mage, summoner mage, midrange hunter, nomi priest.  How many aggro decks are there? Tempo rogue, bomb hunter, token druid, murloc shaman, zoolock...? that's all that comes to mind.

    Posted in: General Discussion
  • 2

    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place! V2
    Quote from LameMeElC >>

     I also agree, and also sympathize, but I would like to add Big Shaman to this list. It's a brainless deck to play. As a bomb warrior player[...]

     >big shaman brainless

    >bomb warrior requiring you to think

    LEL

    Posted in: General Discussion
  • 7

    posted a message on Nerfs are not the solution- Buffs are.

    I get the concept and i'm not opposed to buffing some cards that are unplayable bad, but nerfs are better for balancing the game.  there is an ideal balance they want, and there are more cards that exceed that level than there are on the level.  It would be easier to just bring those cards down than move random other cards up.

    Posted in: General Discussion
  • 1

    posted a message on Hunter is king of meta again!!

    You can't go by the overall winrates on hsreplay, it includes low rankings which favors decks that play themselves like bomb hunter. 

    Rogue is the best deck.  Rogue was the best deck when Hsreplay had token druid as the only tier 1 deck a week or two ago, as well.  

    0 people brought bomb hunter to worlds for the same reason not many brought token druid.  they have low skill floor's so it's easy to get a good winrate low on the ladder, but their play is very linear and beatable.  

    It's a good deck but "king of the meta" is silly when rogue has a 30% playrate at legend.  

    Posted in: General Discussion
  • 2

    posted a message on Rise of Shadows Card Nerfs - What Do Pros Want To See Smacked?

    Lower waggle pick to 3 damage so it doesn't give free 3/3s the turn it's played and lowers its damage output.  It's still a strong card but gets rid of some of the burst tempo the deck offers.  It would do 6 damage instead of 8, and gives it less reach when removing minions.  With a greenskin it would do 10 damage instead of 13, which i think would start to really matter.  

    Raiding Party to 4 mana.  I think this nerf is optional and maybe not necessary, this might not need a nerf with the above nerf I suggested because it makes the package a bit less impactful and you can't do insane plays like prep>raiding party>6/6 Edwin/Evil miscreant

    You could also consider nerfing Miscreants health to 4.  The card already has a lot of value in it's combo so making it a little less sticky to buff with the lackeys would probably be fair.  I feel like bumping it's mana up to 4 is too harsh on that card.

    I think when a class like Rogue is strong, you start looking at so many cards and you're like "why the hell is sap so powerful?" and while sap is a super strong card, it only feels so powerful right now because of the amount of consistent burst Rogue are putting out.  I really like the way the current tempo rogue plays, it's super fun but it's way too strong.  I would like to nerf the cards in ways that makes them weaker but doesn't force you to just remove the nerf card and slap something else in.

    Outside of Rogue.  Dr. Boom/control warrior late game needs a nerf.  that is a lot more tricky than just lowering the tempo of a tempo deck.  You could consider changing the aura to "The first mech(s) you summon each turn have Rush" instead of all mechs.  So you could use the hero power to get 3 1/1s with rush, or you could play a dude from hand with rush, but you wouldn't be able to just omega assembly and spam the board with rush dudes.  A control deck shouldn't have the insane amounts of tempo late game that warrior has, the value is fine.  

    You could also consider dropping Omega Devestator's damage to 6.  A 4 mana 4/5 with rush that has battlecry deal 10 damage is a bit insane.  And with Dr. Boom/Omega assembly's mech generation, it's not uncommon to see this guy like 4 times in a game.  It could still deal 10 damage to a dude if Dr. Boom is up, but at least you would have to trade the thing into whatever you were hitting instead of going 2-1 for cheap so consistently.  

    Conjurer's calling getting a mana bump is reasonable.  It already has insane value with twin spell but the cheap cost allows you to play something and play it possibly twice all in one turn, and that is when it starts to feel bonkers.  

    Magic carpet to 4 mana or 1/5 stat line isn't a bad idea.  That thing is cheap and sticky as hell and pretty oppressive against board decks.  

    Cards i'd like to be left alone:

    Prep+Edwin - yes many Rogue decks use them but i feel like they're strong for class identity and many Rogue spells are overcosted because of prep so just randomly nerfing prep is not healthy.  If you want to hall of fame prep, do it next year while simultaneously releasing some cheap and good Rogue spells.  Edwin is only so strong right now because of the ammount of cheap resources you can generate in Rogue.  Lowering their tempo makes him less backbreaking and he has his downsides.  

    Elekk- I don't actually care if this is nerfed because it's so greedy that it's generally wack

    Hex- Leave shaman alone

    Posted in: News
  • 1

    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place! V2
    Quote from Solarsurge >>

    I've spent a significant amount of time compiling statistics of card values in Hearthstone after the new expansion. I have broken down stat lines, damage, restoration, battlecries, deathrattles, etc. on a per cost basis for every card in the standard set. I then took that a step further by calculating value if played "on curve" versus later in the game. I discovered quite a few cards that are surprisingly low average value that are played a lot and cards that are surprisingly high average value that nobody plays at all. I then took a deeper look into why such valuable cards were completely overlooked, and I discovered a common thread. Nearly ALL the high value "unplayed" cards are 8+ mana cards. After having this epiphony, I decided to compile statistics and data from various sources to ultimately determine why these cards aren't played and have finally, after weeks of research, discovered why...

    According to the data, 74.6% of all situations those cards would be playable, they are already dead to a Waggle Picked Leeroy Jenkins. 

     i'm not sure if this post is serious or memeing but either way it's hilarious.  

    Posted in: General Discussion
  • 2

    posted a message on Mid Range Hunter vs Control Warrior

    Dire Frenzy, Master's call, Zul'jin.

    You either dire frenzy a one mana thing, draw them, and burst with Rhino, or you dire frenzy the Rhino and continually burst them down.  Doesn't matter if they have rush when you have charge.  

    The early game is just about pushing some chip damage, maybe getting a Hyena play, and making sure they don't win the board.  

    You finish them with burst.  It's not a super easy matchup because you have to play around a lot of things and set things up, but it's favored for the hunter.  

    Posted in: Hunter
  • 2

    posted a message on How is Kalecgos for you ?

    It's not core to Summoner Mage, which is a very flexible deck with several different packages you can run.  The only thing that is truly core is Mountain Giant and Conjurer's Calling, even Khadgar is not core.

    It's a good card if you want to build the deck in the dragon / extended value direction.  Playing it with a conjurer's calling on 10 or power of creation is a ton of value, and it can also discover a clutch spell when you don't have any other outs sometimes.  Kribo played a list with it to #29  legend two days ago so it's definitely a strong inclusion.   

    As far as it's power on it's own, it's a good card.  Any deck that runs big spells going forward will probably play it.

    Posted in: General Discussion
  • 3

    posted a message on Turn limit too small.

    Turn limit is fine and necessary.  

    What they need to do is fix Elysiana so decks won't be reaching the turn limit.  

    I'm fine with decks having fatigue is a win condition, Elysian is just unhealthy for the game and unfun.  I don't like the card in general, but I can accept one play of the card, but when you start playing it more than once that is just toxic.  

    Posted in: General Discussion
  • 1

    posted a message on Golakka Crawler come back :(

    yeah that would be a great tech card in the current meta.  I'm confident rogue will be nerfed soon, though.  Something has to be done about the raiding party package.  Nerfing the weapon by one attack might fix it completely, but there are also options to bump something up one mana.  Rogue is all about the tempo so just bumping one thing by a mana crystal will have huge results.   

    Posted in: Card Discussion
  • To post a comment, please login or register a new account.