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    posted a message on Casual Mode Etiquette.
    Quote from Joshbuckler >>
    Quote from Krishno_NL >>

    My take on the point... 

    Blizzard should create a new format... for people who want to play fundecks... and they can do this by banning certain cards in the format, being wild, or standard... and every month the banlist gets extended with most played cards in this format... and unbanning cards from a class that is very little played... a dynamic banlist so to speak...

     I'd never use that mode, though, because when I feel like playing a casual game of Hearthstone with whatever deck I feel like playing and no ranks to be gained or lost there's already a mode for that. 

    I'm aware that some players have created their own set of informal rules about what I should and shouldn't play in casual, and that those players might be upset when I break their rules. Some might even send me a friend request and try to explain their headcanon to me after the game, and others will just tell me to die of cancer, but I really couldn't care less about that. 

    To engage with your point a bit more seriously, though, I don't think that would work. 

    For example, I've mainly played variations of Curse of Agony warlock since that card came out I think during Barrens. 

    It's a bad deck, the sort that I think no one would disapprove of it I was to play it in Casual, but I just think that card is cool and I've had a lot of fun with it. 

    Key cards are Brann, School Teacher, Lady Darkvein, Tamsin Roame, Dreadlich Tamsin. Removing any one of those cards would tank its already poor win rate. Those are all super strong cards though, the sort that might get banned under your system.

    Even bad, fun, memey strategies need good cards.

    So even if I accepted in principle that it's wrong to play whatever deck you want in casual, I wouldn't even be able to play my crappy home-brew decks in your proposed format. 

     Just to Play Devils advocat, there would be a way around this "Problem", though it would be very Labor intensiv to implement and even then it might Not yield the results you would hope it to get: Blizzard would need to make there own statistik Public, in the Form of something Like hsrplay, where you can See the top Decks even in standart listed with exact Decklist. Then they make it so, that If you Press Play with a Decklist of the say top 20 Decks/Variations that are in the Ranking, you will get a Message: "Not possible because of meta resistrictions in casual, your Decklist needs to differ in at least 5 cards from one of the top 20 lists at this Moment. As Seen on -link to website-"

    But even If you did this complicated silution, which they wont, and which also obvious from this thread ist Not what everyone wants, you will still Run into other Problems. Because it will nor Take Long and there will be while seperaten Meta und this new Gamemode, where ofc there are then other imbalanced overpowerd decks.like a new Tier S for casual. For example lets say Mine warlock ist Not in the top 20 Decks of Standart cause it geht's farmed be other decks/Variations from the top 20 to hard. Now without those Decks people will Play it in casual to Farm all those homebrews people dream of playing...

    So all in all, I dont really See a solution aswell, might aswell keep it is...

    Posted in: Wild Format
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    posted a message on Death Knight currently 64% winrate in Arena LOL
    Quote from lv426a11 >>

    With the rune system (and the fact it's a new class) it was obvious DK was going to be broken in arena and have a massive advantage over any other class.

    1) Any rune immediately limits card options which helps with the synergy of the cards you've already got

    2) All the class are all pretty good because they all come from the new power-creeped Hearthstone and they all currently feature the undead synergy.

    3) If you get a triple rune early you basically end up with a constructed style deck because there arent enough cards for it to not end up that way.

    4) Discover effects are much more powerful and consistent (see 2).

     

     

     While you are correct with your Points, it wasnt THAT obvious bevorehand that it would be Like this.knowing what you posted, they could have easyly pre-adjusted the drop rates of certain cards,or class cards vs. Neutral in genaral, for DK. Something they have done with multiple classes in the past... But come to think of it, maybe it was obvious after all, considering we are talking about Blizzard. I doubt that they even did a single Test draft with DK, Just to get a feel with what Kind of Decks you end Up in DK Arena... 

    While the obove fix (adjusting drop rates for DK) ist easy enough, I kinda agree with certain streamers: it IS alot of fun to Play auch DK Decks, even If you face other Overpowered DKs. There ist Just alot going ob in a Match, much much netter then the Last boring Arena meta. So what they actually need to do is heavyly adjust the rates for all the other 9 classes...

    Posted in: General Discussion
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    posted a message on Death Knight currently 64% winrate in Arena LOL

    There ist also the fact, that If you Copy/generate DK cards, they often have a Lot less value, since you cant generate corpses. I noticed this while playing priest, where it actually makes kind of an impact in the matchup. Dont know from the top of my head If this has simillar impact in other matchups this Rotation 

    Posted in: General Discussion
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    posted a message on Death Knight currently 64% winrate in Arena LOL

    I played 3 arenas Yesterday, got offered DK once and Made it to 5 wins (I am Infinite Arena Player as well, but my DK Deck lost 3 Games to even stronger DKs...) I can confirm that you dont get to choose runes before a Run. But I am still uncertain how it works exactly. Is there any Info Out? unfortunately I didnt pay to much attention, but as far as I remember it, I got offered offered 1-rune cards from all 3 runes. I did also not pay attention If any of my DK oppenents had Decks of 2-1-0 or 3-0-0 runes.

    Posted in: General Discussion
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    posted a message on Right Arrow in Weekly Quest

    Yep, it is just a quality of live change to save you from a few clicks through the menu If you want to directly start working on this particular Quest...

    Posted in: General Discussion
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    posted a message on Ranked needs a class ban system

    You allready posted a more suitable solution for you "Problem" which is just bottom-righting angainst any Class or Deck you have no fun playing angainst. This way you can even "Ban" multiple classes or Decks. You dont really waste that much time either, ist Just one cue time plus Mulligan. You even get the adventage of beeing able to Tech your Deck differntly,knowing you wont play a specific Class. Now of cource that luxury Domes with a price, and that ist, your Overall winrate or abbilty to climb goes down a bit, but IMO its a fair price to pay, nothing comes for free, you have to make a call If this ist worth for you personally. Actually hard-banning a Class will Not fix your Problem either by the way. The Meta will adjust quickly and before you know it there ist a new Deck/Class that you find tidious to Play against, and dont worry, If you Ban that Class next Game, you will surly face the First one exactly next Game, the world ist unfair :D

    Posted in: General Discussion
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    posted a message on Barbaric_Sorceress bugged?

    Might be it got "swapped" with a spell of the exact same cost? Since it is randomly chosen, this can and will happen.

    Posted in: Card Discussion
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    posted a message on New Demon Hunter Legendary Card Revealed - Final Showdown

    I don´t know why so many people here are so certain that it is garbage, when not even the whole expansion is revealed, let alone got tested a few weeks in-game...

    Many, if not almost all, of the top decks in recent history rely/relied heavily on either great card draw or great "manacheat" (ramp and or cost reduction). If you even combine both, you can end up with such absurd abominations as pre-nerf lunacy mage. Even after nerf it is still a good enough deck, and just to give some more examples look at current or recent decks like from like priest, rogue, libram paladin,all forms of druid, DH (deathrattle has alot of "manacheat", otk relies on draw an reduction) etc.

    All I´m saying is: You should never disregard any card that has some form of "card-draw" or "mana-cheat" in the text, cause those always have the chance to create -what feels like- "unfair and overpowered plays"

    Posted in: News
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    posted a message on New Hero Cards in 3rd Expansion this year?

    That´s interesting, something I overlooked. Well with Quests, Sidequests and now Questlines, they have shown that they can think of ways to slightly alternate on mechanics to keep it different and fresh. Might well be that they have something similar prepared for the next set of hero cards

    Posted in: General Discussion
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    posted a message on New Hero Cards in 3rd Expansion this year?

    I´m sorry if this has been discussed before and I can not be the only one who thought about this. But given what Blizzard said and how the first to expansions seem to play out, it should be a reasonable assumption that we get hero cards again for the 3rd expansion end of year:

    It would fit both thematically as well as from  "rotation  standpoint". Blizzard said, that this year we will be following the mercenaries on their path and adventures and they will return throughout, having gained more experience each time.

    The first expansion, Barrens, was a relatively bland/vanilla expansion. No major new or old mechanics were introduced. We got to know the mercenaries at the start of their endeavor, dipping their little feet into the water so to say... This is shown by them having rather low mana cost and stats. Also their effects are relatively small/specific from an overall view on the game. [note that I am not necessarily talking  about the actual in-game powerlevel or viability of the cards, but from a design/thematic standpoint] The cards can be strong obviously, but the mercenaries are still a mere part of your army and not the center of it.
    Wailing Caverns Miniset then was their first raid if you will.

    With Stormwind things get spiced up. We have one of the major mechanics, Quest(line)s, return. And through that we get to see the mercs again,even following their path in-game. The actual reward cards themselves show us more experienced and lvled up characters. They have higher cost, higher stats and their effects can be huge, to the point where it will outright win you the game on spot (priest). The mercs have grown to the point where they now ARE the center of your army/deck and you build around them.

    But what could top that of in the last expansion?
    It would only be fitting, for the mercenaries to have gathered enough power and experience over the year, that now they become leaders of the army themselves and are able to replace "you" in form of new hero-cards. It would fit thematically and the last time we saw hero cards was galakrond, which at that time will be far enough in the past for Blizzard to reintroduce the mechanic.

    Posted in: General Discussion
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