I'm not salty but K&C is my jumping off point since Beta. I just don't really care for the mechanics and changes to the game. They didn't really address the core issues, just shifted them or in some cases created new ones. It just doesn't feel "fun" since K&C IMO.
I've been playing since beta and watching the meta never fully change in a general sense. Standard/Wild just shifts the cards but most of the same archetypes persist. My personal opinion is that it is because of the lack of interaction on the opponent's turn. It keeps the game faster and I understand the reasoning, but it is a problem and aside from secrets and taunt there isn't much.
An "Infection" mechanic would potentially change things up. It would work like this: A minion or spell would have "Infection" and when it damages a minion the minion would lose -1/-1 at the start of each turn. There would be a number of avenues this could take. Infection could spread to the minions next to it after each tick, or infection could hit the initial minion and the ones next to on the first attack. A minion or spell could have a higher infection rate -2, -3, etc.
It adds to decision points in regard to positioning and would shake up boards so things aren't as static except for AoE.
So I pulled one in packs today and have made multiple decks trying to actually use it... it isn't good. I had high hopes and the potential is there for some cool things but in practice it is just too expensive to end up being worthwhile or building a deck around. The only slightly viable option is murloc priest and even then it is so entirely underwhelming. If this card did something like resurrect 2-3 minions killed previously as 1/1s then it would be a solid legendary, but as it is I don't think this is going to pan out.
I'd love to be wrong but I have yet to find many cards that synergize with it well and actually can be pulled off in real matches.
I've been playing since beta and I have just about the worst pack opening luck imaginable... then this happened. Followed by a pack with two rares and an epic.
Logging didn't help :( I'm just trying to finish a quest and it has taken all night. Super frustrating. I'm on NA so there is no way no one is playing.
I've been getting a Wait Time counter trying to start a brawl and some have been 14-30 mins. It hasn't taken that long but most have been at least 3 minutes.
I don't see this as a nerf. Few, if any, play BGH as a minion so the mana cost was never the reason it is or isn't included in a deck. Also, there aren't any/many minions 7+ attack being played turn 3-4 (or even turn 5-6) so the cost is not relevant. BGH's effect is not that big of a deal overall. Most decks have multiple 7+ atk minions or else the majority of 7+ atk minions have some other battlecry or instant effect which mitigate the removal.
IMO, the better "nerf" would have been to have the card read: At the start of your turn destroy target minion with attack of 7 or more. That would accomplish a lot of things. It would be more like a hunter, he picks his prey and then kills it. But he has to be kept alive for a turn to accomplish his task.
Otherwise, leave BGH as-is. I don't think it is that big of a threat with all of the 7+ minions that will be available in Standard.
Four turns to actually activate and use, and you need to burn two turns to set up... if that happens that late in the game then you've likely already won. Feugen/Stalag rarely happen and when they do it is usually hard countered since anyone sees it coming. This is a big meh.
I'm not having a go at anyone. I presented a very reasonable and valid statement/opinion, and I mentioned that this is all based on what we know as of right now. It very well might change. There is no reason to be defensive, it is pretty clear that Blizzard has tried a couple times now to slow things down but it hasn't worked yet and I'm not entirely certain WoG will do it either. If you can't play your C'Thun and other heavy hitters, then they are slightly diminished as is the set with so much focus on them.
As new WoG cards are revealed I have been designing decks within the Standard format limits (all Standard sets plus what is known so far from WoG) and nothing yet has negated any aggro deck (Hunter, Paladin, and Rogue). You can see that Blizzard really wants to slow down the meta and impact of aggro, and has for the past two expansions, but it just doesn't seem possible without some new mechanic. I'd love to see the game slow down personally so this isn't a good thing IMO.
I have been playing a bunch of Standard decks with existing cards for a week or so now and consistently the aggro decks outperform the other options and beat a pretty wide variety of currently viable decks (up to about rank 9-10). Most of the games with Standard aggro decks have not made it to turn 10 so C'Thun and the other heavy legendaries wouldn't even see play unfortunately. I'm holding out hope that things will still slow down, but within limits. I don't want every match to be mill/fatigue either. However, 12-18 round games would be fine.
Wow, the teenage angst is real. I get that people dislike aggro, this had nothing to do with aggro. Aggro is a problem that has existed since the very beginning and was basically encouraged even with specific card design and continues to be. Having a properly costed card/mechanic has nothing to do with aggro. Continue your regularly scheduled circle-jerk.
Silence is definitely a taunt counter but it is mostly inefficient in that you are usually burning two cards to deal with a taunt or even bypass it. There are "counters" to just about everything but I meant direct/specific counter plays. As I mentioned it would be costed additionally so it is less of an aggro tool as it is a slight change to the game and usual plays/counterplays. Having more options in that regard is not a bad thing IMO.
1
I'm not salty but K&C is my jumping off point since Beta. I just don't really care for the mechanics and changes to the game. They didn't really address the core issues, just shifted them or in some cases created new ones. It just doesn't feel "fun" since K&C IMO.
1
I've been playing since beta and watching the meta never fully change in a general sense. Standard/Wild just shifts the cards but most of the same archetypes persist. My personal opinion is that it is because of the lack of interaction on the opponent's turn. It keeps the game faster and I understand the reasoning, but it is a problem and aside from secrets and taunt there isn't much.
An "Infection" mechanic would potentially change things up. It would work like this: A minion or spell would have "Infection" and when it damages a minion the minion would lose -1/-1 at the start of each turn. There would be a number of avenues this could take. Infection could spread to the minions next to it after each tick, or infection could hit the initial minion and the ones next to on the first attack. A minion or spell could have a higher infection rate -2, -3, etc.
It adds to decision points in regard to positioning and would shake up boards so things aren't as static except for AoE.
1
So I pulled one in packs today and have made multiple decks trying to actually use it... it isn't good. I had high hopes and the potential is there for some cool things but in practice it is just too expensive to end up being worthwhile or building a deck around. The only slightly viable option is murloc priest and even then it is so entirely underwhelming. If this card did something like resurrect 2-3 minions killed previously as 1/1s then it would be a solid legendary, but as it is I don't think this is going to pan out.
I'd love to be wrong but I have yet to find many cards that synergize with it well and actually can be pulled off in real matches.
0
I've been playing since beta and I have just about the worst pack opening luck imaginable... then this happened. Followed by a pack with two rares and an epic.
0
Logging didn't help :( I'm just trying to finish a quest and it has taken all night. Super frustrating. I'm on NA so there is no way no one is playing.
0
I've been getting a Wait Time counter trying to start a brawl and some have been 14-30 mins. It hasn't taken that long but most have been at least 3 minutes.
0
I don't see this as a nerf. Few, if any, play BGH as a minion so the mana cost was never the reason it is or isn't included in a deck. Also, there aren't any/many minions 7+ attack being played turn 3-4 (or even turn 5-6) so the cost is not relevant. BGH's effect is not that big of a deal overall. Most decks have multiple 7+ atk minions or else the majority of 7+ atk minions have some other battlecry or instant effect which mitigate the removal.
IMO, the better "nerf" would have been to have the card read: At the start of your turn destroy target minion with attack of 7 or more.
That would accomplish a lot of things. It would be more like a hunter, he picks his prey and then kills it. But he has to be kept alive for a turn to accomplish his task.
Otherwise, leave BGH as-is. I don't think it is that big of a threat with all of the 7+ minions that will be available in Standard.
0
Four turns to actually activate and use, and you need to burn two turns to set up... if that happens that late in the game then you've likely already won. Feugen/Stalag rarely happen and when they do it is usually hard countered since anyone sees it coming. This is a big meh.
0
Scientist is really the only card I seem to miss most when deck building right now. The rest of the losses boost aggros viability.
Kezan, Shredder, and Dr. Balanced are it from GvG for me, and none of those are real aggro staples, so basically nothing.
1
I'm not having a go at anyone. I presented a very reasonable and valid statement/opinion, and I mentioned that this is all based on what we know as of right now. It very well might change. There is no reason to be defensive, it is pretty clear that Blizzard has tried a couple times now to slow things down but it hasn't worked yet and I'm not entirely certain WoG will do it either. If you can't play your C'Thun and other heavy hitters, then they are slightly diminished as is the set with so much focus on them.
0
As new WoG cards are revealed I have been designing decks within the Standard format limits (all Standard sets plus what is known so far from WoG) and nothing yet has negated any aggro deck (Hunter, Paladin, and Rogue). You can see that Blizzard really wants to slow down the meta and impact of aggro, and has for the past two expansions, but it just doesn't seem possible without some new mechanic. I'd love to see the game slow down personally so this isn't a good thing IMO.
I have been playing a bunch of Standard decks with existing cards for a week or so now and consistently the aggro decks outperform the other options and beat a pretty wide variety of currently viable decks (up to about rank 9-10). Most of the games with Standard aggro decks have not made it to turn 10 so C'Thun and the other heavy legendaries wouldn't even see play unfortunately. I'm holding out hope that things will still slow down, but within limits. I don't want every match to be mill/fatigue either. However, 12-18 round games would be fine.
0
I wish this had charge, then it would be a more formidable legendary and have tons of combo/synergy options.
0
Wow, the teenage angst is real. I get that people dislike aggro, this had nothing to do with aggro. Aggro is a problem that has existed since the very beginning and was basically encouraged even with specific card design and continues to be. Having a properly costed card/mechanic has nothing to do with aggro. Continue your regularly scheduled circle-jerk.
0
Truthfully this seems pointless. Instant fatigue, yay!?
0
Silence is definitely a taunt counter but it is mostly inefficient in that you are usually burning two cards to deal with a taunt or even bypass it. There are "counters" to just about everything but I meant direct/specific counter plays. As I mentioned it would be costed additionally so it is less of an aggro tool as it is a slight change to the game and usual plays/counterplays. Having more options in that regard is not a bad thing IMO.