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

    13 consecutive Druid at wild rank 2-3 and all of them based on either Star Aligner or King Togwaggle. Any other decks is unplayable at this point because the average turn they get the combo is around turn 9 and not even Zoo, can finish the Druid by turn 9. I don't think any deck can with all the armors and 1/5 taunts.

    It's actually hilarious at this point. According to my tracker, 29/41 (~71%) of Druid encounter in past 2 days. I played 11 games with Druid, with win rate is 7/11 (~64%), and 18 games with non-Druid, with win-rate of 6/18 (~33%). 

    I mean, I'm at ~64% win rate in Druid mirror and ~78% overall win rate with Star Aligner druid, so I can easily reach legend... but what's the point? Eh, I don't even know why I bother playing this game.

     

    Posted in: General Discussion
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    posted a message on Weekly Card Design Competition 8.07 - Discussion Topic

    • Intended to  limit your opponent's hand size but the effect is symmetrical and you can be affected as well.
    • Can be used by mill your opponent. For example, if your opponent has 8 cards, you just play this, pin it, and your opponent will burn a card next turn. And then, if your opponent play this again, it can potentially come back in double. If your opponent's just decide to hold it, he will have effective hand size of 8 instead of 10, and thus limiting late-game potentials. 
    • Can be countered by drawing cards until hand is full and then kill all forgotten dead so they will just burn, and then play a card so your next card won't burn. Or you know, silence, discard and stuff. 
    • You can build a deck around it. Like fill your opponent's hand infinitely so your opponent can't do anything. But then, so are you so you have to think a lot on how to utilize it.
    • You can also just have a copy or two to counter now ubiquitous combo deck.
    • Originally imagined to be an 1 mana 1/1 and then thought that would be too weak.
    • Originally imagined to be a legendary but the rule doesn't allow it, so...

    Thought? Too much potential to be abused? Not fun?

     

    Posted in: Fan Creations
  • 0

    posted a message on Autoplay Big Priest Players and Nerf

    Or, just make graveyard a thing and print cards that let player manage graveyard. 

    Posted in: General Discussion
  • 0

    posted a message on What makes aggro always reliable?

    A lot of things came into my mind but 4 reasons stand as most important.

    1. Dust cost. Not as much as MTG but Hearthstone is expensive. Aggro decks offers high win rate with relatively low dust cost. When you consider the dust investment and return, even in a meta where mid-range/control/combo deck dominates, aggro will still be a thing. In fact, I have playing Hearthstone since the season 3 (rainbow card-back), and I cannot remember meta of any season that had no aggro decks (though early aggro decks were less opressive). 

    2. The way ladder system works. Because your rank gain or loss is not a function your game length, given a two decks of equal win-rate, the deck with shorter average game length is superior than the deck with longer average game length. And yeah, aggro deck have shorter game length.  

    3. Consistency in game performance. Imagine there are two decks. One is a late-game deck designed to play an average 20 turn game, and the other is an early-game deck designed to play an average 6 turn game. And now imagine their mana-curve. Since late-game deck have to prepare for late games beyond turn 6, it has to dilute early game cards and that make late-game deck's early game always inconsistent in comparison to early-game deck. This can only be counter by Blizzard printing better early game cards for late-game decks without these cards being used by early-game deck, but Blizzard is just terrible at this. So many cards were printed to counter aggro-deck and got used by aggro-deck and it's not even funny at this point. 

    4.The nature of minion combat. Because by default, minion cannot attack for a turn after being played and combat is solely initiated by attacker during his turn. This give player who fill the board early with an advantage because he gets to initiate early. This is more or less a fundamental flaw that existed since the day one. Although rush mechanic was invented in an attempt to offset this, Blizzard was too conservative to print good rush cards. 

    Posted in: General Discussion
  • 0

    posted a message on Poll: Are you happy with what you got from your packs?

    Not at all.

    Only 6 legendary out of 138 packs (80 + 40 + 15 + 3). 

    Posted in: General Discussion
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    posted a message on New Warrior Minion - Town Crier

    Most powerful in currently revealed cards IMO. If you've at least 2 or 3 rush cards in deck, this is already worth it.

    Posted in: Card Discussion
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    posted a message on New Mage Legendary - Toki, Time-Tinker

    From wild !? Em, can we get a "I dunno but it sounds interesting" voting option?

    Posted in: Card Discussion
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    posted a message on New Paladin Minion - Cathedral Gargoyle

    No, Dragon Paladin will not be a thing. Not even close with all the cards revealed so far.

    Posted in: Card Discussion
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    posted a message on New Warrior Weapon - Woodcutter's Axe

    Not flashy, but is extremely good.  It's at pre-nerf Fiery War Axe level of power in a deck w/ couple rush minions. The deck does not have to be build around rush...just couple rush minions and this will be enough to control the early game. 

    Posted in: Card Discussion
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    posted a message on New Hunter Legendary - Emeriss

    Insane in class like Warlock or Druid, but for Hunter? It's unplayable. 

    Posted in: Card Discussion
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    posted a message on New Warrior Legendary - Darius Crowley

    Not good enough. It's a 5 mana 6/6 even if it was able to kill a minion and survive. Given average turn 5 power level in constructed, it's probably not even going to do that. 

    Posted in: Card Discussion
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    posted a message on New Paladin Spell - Sound the Bells!

    10 mana give a minion +5/+10, complete the paladin Quest and give Lynessa +5/+10. This actually makes Quest Paladin somewhat viable because you don't need a lot of buff card anymore. I'm going to say "meta-defining" for this one.

    Posted in: Card Discussion
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    posted a message on Why do people think aggro is easy or scummy?

     I am noticing that people who play non aggro decks think they are superior in play to aggro players, and they think aggro decks are easy.

    Not sure about the superiority part but for the easiness part, the answer is simple -- it is easier to play aggro deck simply because of the number of possible choices available. 

    Posted in: General Discussion
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    posted a message on If you still think this game is random you are insane

    It's perfectly possible, if not likely, for Blizzard to manipulate the match-making system to make players more addictive to the game.

    Given millions of match data Blizzard gathered over years, Blizzard could have discovered a consistent player behavior pattern and then shape the match-making system to exploit the pattern. This is nothing new. For example, in 2014, Facebook face government probe for an experiment to control user's emotions with news feed and publicly apologized later.

    Though, unfortunately, without statistically significant sample, you never know. 

    Posted in: General Discussion
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    posted a message on What was your First Legendary for each Expansion?

    Don't remember. Actually, it took a few moments to recall what my first legendary in K&C was and that was like a week ago. 

    Posted in: General Discussion
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