• 0

    posted a message on Spectral Cutlass bug?

    So I've been playing this week's brawl and really enjoy Burgle Rogue. The build is surprisingly powerful and the class is very versatile. Most of the time I can find the answer to any opponent play using their own cards. In fact, I rarely needed to even play Tess to win - so I'm considering building a similar deck for myself even though I don't have Tess.

    However, I stumbled upon what seems like a bug with Cutlass (or if it's not a bug, it seems OP). If you manage to burgle a hero card from the opponent and play it, Cutlass starts thinking that you are them. From there on, any rogue cards you play increase the durability of your weapon. Similarly, cards from their class no longer affect the Cutlass. Here is a replay showing just that, where I killed a Shaman with a 6-7 Cutlass despite hitting something with it every turn:

    https://hsreplay.net/replay/9vvMixQDhyRwPuUb6B5wzG

    Posted in: General Discussion
  • 1

    posted a message on Custom 100+ cards expansion- Myths of the Pantheon- Need feedback

    Great work, really like the idea of per-class C'Thun-type gods. I also like the idea of a card that generates Deadly Poison for the weapon (Gorgon's Companion), since I was a big fan of the Kingsbane deck, hope Blizzard incorporates something similar into the next expansion while Kingsbane is still in standard (Cavern Poisonfinder?).

    Posted in: Fan Creations
  • 0

    posted a message on Balancing Wild mode without nerfing cards

     

    Quote from RavenSunHP >>

    #1 Fatigue MUST stay a relevant strategy in Wild. There is no reason to kill it, while it is arguably the most skillful way to play.

    Increasing health is also debatable. 40 would probably kill aggro, because you give other decks enough time to react on regular basis.

    Naga Sea Witch is annoying, but not as much as you would expect, and definitely requiring a fix on its own, not something that also kills a quantity of perfectly fair decks.

    #2 Wild population is currently a small minority of the playerbase. You can't really afford to split it further right now.

    While i agree that Wild risks to get broken, or already is, i still think the only way to fix it is by smart nerfing the correct cards (without killing them).

    On the other hand, Standard itself is increasingly a rock-paper-shissors mode. As much annoying as it may be, it grants balance on the long run. And that can easily apply to Wild itself, independently of the powerlevel.

    I agree with you on fatigue. My comment was simply stating that if HP in wild were upped to 40, fatigue would be more common, and hence the number of cards may need to be adjusted to compensate for increased HP (i.e. to 35).
    I also agree that increasing HP would make things harder for agro decks, but I believe the stronger card synergies in wild would compensate for this. As it stands, it seems like agro in wild is actually stronger than agro in standard. Even for face hunter, the win typically comes around turn 8 in standard, whereas in wild multiple decks are able to win by turn 5.
    Posted in: Wild Format
  • 0

    posted a message on Control Hunter

    I ended up crafting Rexxar, figured 1600 dust is worth a year of fun, there are a ton of decks it's used in, and I even built another control variant myself that's also fun to play: https://www.hearthpwn.com/decks/1101043-control-hunter

    Posted in: Control Hunter
  • -5

    posted a message on Most Popular Witchwood Decks of the Week From HearthPwn for April 22

    Really? Where is this list coming from? As far as I can see on the ladder, the most popular decks are Odd Paladin and Hadronox Druid, neither of which made this list apparently.

    Posted in: News
  • 1

    posted a message on Balancing Wild mode without nerfing cards

    Before I continue, I wanted to make a disclaimer that I mostly play standard, and my wild collection is still relatively small (which is why I'm not playing wild much), and it's quite possible that I have no idea what I'm talking about, but based on watching my friend's wild plays, and reading these forums, I'm seeing the following trends:

    • The power level of wild decks is significantly higher (common knowledge)
    • Some decks that used to be fun/powerful are no longer playable at all because they're too slow (example: C'Thun)
    • Many winning decks rely on creating a board state for opponent by turn 5 that he/she simply can't answer/counter (example: naga sea witch + giants)

    This will only get worse as more cards are released and it's a shame that some decks will never see play again simply because they're too slow/fragile against agro. I had a couple ideas about changes to wild mode that could improve deck diversity without card nerfs (and yes, I realize that these aren't official Blizzard forums, but I also know that Blizzard is aware of these forums too and people here seem more open-minded than the official forums). Either of these can be implemented independently:

    • Increase hero HP somewhat to make turn 5 checkmates harder to pull off (i.e. 40 HP instead of 30), possibly also increasing deck size to reduce the likelihood of fatigue.
    • In addition to regular wild mode, introduce timeframe tiers that function similar to rotated standard modes (i.e. Year of the Mammoth mode only allows decks that utilize any cards that were considered standard during that time frame). This would also allow newer players to experience older metas that they never got a chance to participate in because their decks were missing key cards at the time or they weren't around to play the game.

    What do you guys think?

    Posted in: Wild Format
  • 5

    posted a message on Silver Sword

    Too OP, should be nerfed to 9 mana... so that I can put it in my Odd Paladin deck :D

    Posted in: Silver Sword
  • 0

    posted a message on Control Hunter

    Missing Deathstalker Rexxar and Harrison Jones, I can probably substitute an Ooze for Jones or craft him since he's classic but Rexxar is rotating in a year so I'd rather save my dust. Can I do without him? Would really like to try this deck otherwise.

    Posted in: Control Hunter
  • 0

    posted a message on Need help getting past rank 8 with Odd Paladin

    Supposedly it's a tier 1 deck, but my winrate with it is lower than tier 3 hunter I played last month. Granted, I played my hunter a lot more and probably pilot it better, and I had to improvise with this pally build to replace cards I didn't have (so it's not the best version of the deck). Here is what my current build looks like: https://www.hearthpwn.com/decks/1098103-odd-paladin

    My winrate with hunter was 54%, my winrate with this deck is around 50%. It seems like everyone is teching against my deck, from running large taunts to board clears. I understand why I get owned by even paladin, their deck is just better (I start more agro, but I'm always just 1 consecrate + call to arms away from falling behind permanently, and once they take out silver sword it's like a mini Level Up every turn for them). What I don't understand is why I get owned so often by other decks, maybe I just suck.

    I'll admit that I've only been playing a couple days now, but I seem to be stuck around rank 8.

    Here is what I noticed, and my thoughts on this deck:

    • Marsh Drake isn't as good as it seems on paper, I usually play him around turn 3-5 and sacrifice a 1-1 into the poison. I can't play him when enemy has a taunt up, and often the opponent is able to remove him before I can get a hit in. I'm considering replacing him with Muck HunterFrostwolf Warlord is another alternative I'm considering, or even Boisterous Bard, which would allow me to trade with mirror matchups without losing my dudes.
    • Best versions of this deck all seem to be running Corridor Creepers, which I don't have and I'm not wasting 800 dust on a card that's been nerfed so bad that it can only be played in this one deck anyway. I do see a drop in winrate on HSReplay between decks that run them and those that don't but it's not 10% win rate drop that I'm experiencing.
    • I don't have Divine Favor but can craft it if needed, although I don't see it as a key card in this deck. I rarely see it played, and my Witch's Cauldron seems more useful, it also has an anti-synergy with Divine Favor.
    • I did run Azalina Soulthief in earlier versions of the deck, and while I didn't play her much because of the higher cost, I never regretted when I did. Most people see her as a meme, but I've had some nice saves with her, from stealing a warrior's Sulfuras to warlock's Voidlord. She really shines against control decks. The best thing about having her in this deck is that my turn 10 hand is usually trash, while theirs is usually full of the cards they saved for their win condition. I'm considering putting her back in, but since I didn't play her that frequently I'm still on the fence.
    • I don't have Glacial Shard and unless it's a must-have, I would prefer not to craft situational cards.
    • I see some variants run Tar Creepers, which seems like a good card worth crafting to me. However, I really like my Stonehill Defenders, they've saved me way too many times by discovering Tarim.

    How do you recommend I tweak the deck? Or do you recommend I just leave it alone and play more games? Admittedly it has only been 50 games so far according to HSReplay, so it's possible my winrate will normalize. Looking at the history, most of my losses do seem to be against mirror matchups. Other decks that I find hard to play against are Prince Keleseth decks.

    EDIT: Looks like I just had a bad starting streak, sorry for starting this thread, doesn't look like I can delete it. I got off work early today and in a couple hours climbed up to rank 5. Overall win rate is now 56% for this deck for me according to HSReplay. I did make a couple changes to the deck:

    • replaced Marsh Drake with Boisterous Bard, this allows me more favorable trades in mirror match ups, where most of my losses were coming from (yesterday I was 0-8 vs other paladins, today I seem to be doing better)
    • replaced MCT with Azalina, MCT was mainly for Keleseth decks and I noticed that overall I could usually keep up simply by trading better because I have more minions. Overall, neither MCT nor Azalina does much in most games, but Azalina did win me a couple games I had no business winning. Just today, I was losing to spiteful druid after he respawned his taunt wall via Hadronox, I decided to grab his hand. At first it seemed useless, but then I played a couple of his Rotten Applebaums, next turn cubed one and destroyed the cube via his Naturalize. I thought I was still in losing position, but he conceded.
    Posted in: Paladin
  • 1

    posted a message on Why Greymane is OP

    Odd Paladin: better at flooding the board (hero power, divine favor, 1-drops)

    Even Paladin: better removal/buffs (consecration, Tarim, Silver Sword, Stegodon), you also get call to arms, which makes up for lack of divine favor

    Overall, people sacrifice good buffs FOR odd paladin hero power, because it's good. Even paladin hero power is worse, but the fact that you don't need as big of a sacrifice is what makes even paladin better. Before odd paladin was a thing, cards like Level Up! weren't even considered good, now it's a must-have.

    Posted in: Card Discussion
  • 0

    posted a message on Odd Cost Paladin: Wild format

    If you're running Steward of Darkshire, why not run Rallying Blade instead of Unidentified Maul?

    Posted in: Odd Cost Paladin: Wild format
  • 0

    posted a message on Odd Cost Paladin: Wild format

    That's why I never trust these win rates, most people play 3 games and then claim 67% win rate. You shouldn't even be talking win rates until 100+ games.

    Posted in: Odd Cost Paladin: Wild format
  • 0

    posted a message on Why Greymane is OP

    Agreed, even pally does seem to beat odd pally. Odd pally is better at flooding the board, but even currently has the best silver-hand buffs. With that said, odd pally is still tier 1. I wonder if it does better in wild, with cards like Steward of Darkshire, Rallying Blade, and Quartermaster or if it gets overwhelmed by stronger wild decks.

    Baku is better than Genn IMO, because Genn is really only useful in pally deck, and perhaps in Shaman (which isn't competitive enough). As far as Baku, I've already seen strong pally, warrior, rogue, and hunter decks with him (in theory odd mage should be strong too but I'm not seeing them played).

    Posted in: Card Discussion
  • 0

    posted a message on Legendary Tier List & Crafting Guide

    I crafted Baku the Mooneater and don't regret it. Got Azalina Soulthief from a cardpack, and while it does seem gimmicky on the surface, it actually does well in my odd paladin deck as a finisher if the game drags on too long.

    Posted in: Card Discussion
  • 0

    posted a message on Top Five Highest Win-Rate Witchwood Decks

    That's pretty common for every expansion, and even wild decks typically only run 3-4 wild cards. It's more about the synergy.

    Posted in: News
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