• 6

    posted a message on Free vectus!

    Ah but the beauty of a digital game is that the card just does what it does, you don't need to bother with what the text actually says. 

    You misinterpreted the card when you first read it. But now you know how it works, you have learned the interaction, and can play accordingly. 

    Hearthstone is well known for inconsistencies and misleading text, but its not really a problem because all you have to do is play the card a few times to figure it out. 

    Posted in: Card Discussion
  • 6

    posted a message on Need advice on how to best get dust.

    Wait for nerfs :)

    In all seriousness, if you are f2p just chill and make do with the cards you currently have. Don't fall into the trap of thinking that the next netdeck will magically make you a better player or that you'll suddenly start winning more games. From my experience, even f2p players build their collection much faster than they actually get good at the game. 

    If you're willing to spend money on hearthstone, then that's the quickest and easiest way to get dust. 

    If you're impatient and f2p, dust your goldens. But be aware, dusting your collection now just makes more problems for the future. 

     

    Posted in: General Discussion
  • 2

    posted a message on Galakrond shaman is still amazing, why is nobody playing it?

    Classic case of random player gets stomped by mediocre deck and decides its broken. 

    Jambre (gala evolve) shaman is a very recent development and is pretty okay, but certainly not OP and as far as I am aware has only been played by a select few people in high legend. 

    Posted in: General Discussion
  • 1

    posted a message on SA Sleeper Card?

    Mentioned before, but Intrepid Initiate looks to be the biggest sleeper thus far. Others include Devolving Missiles (somehow no one seems to have learned from Devolve), Double Jump, and Cram Session

    My personal pick for 'most underrated' is Blessing of Authority. As far as I have seen, everybody thinks this is crap. But to me it has shades of Cryostasis, and although that card was ridiculed (and rightfully so) as part of the 'freeze shaman' package, it has found a place as a strong card in even shaman. 5 mana for 8/8 in stats is insane, and although buffs are typically good because the stats come with 'charge', 5 mana for 8/8 of stats with rush still seems awesome. 

    Posted in: General Discussion
  • 1

    posted a message on How do we draw with Priest now?
    Quote from Daulphas >>

    I love it - I think priest is the most talked-about class. And with what I've seen here I can only repeat what I've said in previous threads.

    FIrst - There are generally only 2 states of priest within hearthstone.
    Priest is viable Nerf it!!!
    or
    Priest isn't viable Fix it!!

    Second (set in a spoiler to save space):

    So, I was in the middle of cataloging all of the cards that can be used for:

    Minion Damage/Removal - directly damages a minion or removes it
    Potential Removal - 'damage to enemies' or just direct damage
    Card creation - Cards that generate the above-mentioned cards (this includes the "theft" mechanic)
    Other - this is a category for things like Hero power manipulation, polymorph effects, and in the case of priests, the ability to change the mechanics of spells (healing into damage)

    The reason I started this project is due to the consistent argument that "priest is the king of removal".

    I had only gotten through:
    Class          Direct Removal          Potential Removal          Card Creation          Other
    DH              5                                   4                                        N/A                            N/A
    Druid          16                                3                                        2                                 N/A
    Hunter       23                                10                                      5                                 1
    Mage          29                                22                                      27                               4
    Priest          28                                4                                       15                                13

    The view here is that priest isn't the only class with removal in abundance. It's just the one that people dislike the most due to the accompanying kit behind it. And this list doesn't include Neutral cards this is just class-specific cards

    I will probably still do this just for comparison's sake but put it in a different thread.

    Creating an overview of the classes to show the differences, getting data, this can help show what is fact and what is opinion.
    Opinions matter, but when a majority of the community bands together for a single cause, it's best to have some data behind it.

     Card draw for priest is a flaw in the class, on purpose, I think it's fine. Having to rely on top draw and RNG creates a difference in the class which is fine.

    The fact that games take forever, well go figure, the class is based of control/gimmicks and one card drawn every turn. if you want the game faster with priest - give it aggro/tempo/card draw to keep up with the faster decks.

    And last but not least:

    If you are playing to win and the conditions aren't favorable, it's your choice to continue or concede. If an opponent decides to play priest and you don't like the class, it's your choice to continue or concede.

    If you don't like something that exists within hearthstone - it's your right to complain about it. BUT don't expect everyone to agree with you.

     Nah the real reason why we all hate priest is that the color scheme reminds us of Real Madrid. Visca el Barca! 

    People just get frustrated by removal based control decks, because it can feel like they 'always have the answers' and nothing you put on board will stick. And because priest (almost) always functions as removal based control, people (including myself) dislike playing against it. 

    However, it is also healthy for the game for there to be a strong removal based control deck. A balance of different archetypes helps create a healthy and diverse meta. 

    Posted in: General Discussion
  • 1

    posted a message on Why I hate Rez Priest

    First things first: this is not a salt post, nor does it have anything to do with the current power level of Rez priest, in wild or standard. 

    At this current time, Rez priest is non existent in Standard and trash in Wild, as it has been since the Barnes nerf. 

    I see a lot of people talking about hating the rez mechanics in the game, and specifically about hating Resurrect Priest. I am a person who hates playing against Rez priest, but not for the reason that I see most people posting about. Many people talk about hating the 'graveyard' mechanic in hearthstone that allows for multiple copies of a single minion, or simply just hating the RNG of them ALWAYS hitting "Greetings, fellow humans" even though you already sheeped 2 minions. 

    However, I also see people commenting 'but Mass Resurrection is similar to cards like Eye of the Storm, no one has any problem with that.' 

    But the real issue (for me at least) with Rez priest is NOT the infinite 'minions from nothing.' I hate Rez priest because I hate losing to 2 and 3 attack minions. The problem is that even though we understand that getting 5 copies of Convincing Infiltrator is going to win the game against most decks, it just feels terrible dying over 8-10 turns to 2/6s and 3/4s. 

    I also accept that stabilization tools are necessary, and I don't have any issue with control decks being able to stabilize. I just want them to actually kill me instead of just putting up a wall and waiting. 

    In wild, Obsidian Statue is similar. I accept that it's a god tier stabilization tool, what I hate is bashing my way through 4 attack minions. I am genuinely okay with big priest when they run Ragnaros the Firelord and you get killed by DIE, INSECT! because you accept that if they fill the board with Ragnaros the FirelordThe Lich KingY'Shaarj, Rage Unbound, and Kel'Thuzad, you will lose the following turn. What I hate is when your opponent fills the board with 3 Archmage Vargoth and 4 Convincing Infiltrator, and you cry as you slog your way through a million taunts. 

    How blizzard should solve this problem is giving Rez Priest an actual win condition that ends the game. They don't need to do away with resurrection mechanics, nor change the graveyard, or do anything like that. They just need to encourage rezzing cards like Rag instead of forcing the win condition to be Convincing Infiltrator or Bad Luck Albatross

    TLDR: The reason you hate Rez Priest is because losing to 2/6's sucks. 

    Posted in: General Discussion
  • 2

    posted a message on Megasaur on a lobby without beasts?
    Quote from Devilseye >>

    It has a "beast" tribe tag and if it was considered a Murloc it would have Murloc synergy which it doesnt. So i dont think thats the case. Seems like a bug to me.

     He just means its included in the murloc 'bucket' for tribe exclusion/inclusion purposes. 

    This is pretty intuitive. 

    The real question is what happens with zoobot and other cards like that. 

    Posted in: Battlegrounds
  • 1

    posted a message on Legend has become to easy to hit
    Quote from MeatThrob >>

    Also has a lot to do with how much cash you throw down to get all the cards you need. There’s some very good F2P players out there that just lack the right cards... 

    so, it’s not just a skill thing. 

     I mean, I'm not gonna disagree with you, but this isn't entirely true either. 

    As a F2P player, I have pretty much always been able to play at least a few real decks. 

    I started during Gadgetzan. My first 'meta deck' was quest rogue. I admittedly got lucky by packing the quest, but it took about half an expansion for me to play a real deck. At this time, I was still definitely a bad player. I had to struggle for rank 15, and don't think I ever hit rank 10. For me, a meta deck predated skill. 

    I played trash during KoFT, but my F2P friend who started about a month after me was playing Raza priest. 

    When K&C dropped, I was able to craft the standard cubelock list. From then onward, I was able to play pretty much any meta deck I wanted. 

    I took a year and a half break starting during Boomsday, coming back a month before AoO dropped. And in my first season back, I was able to hit rank 5 playing mech shaman, mech shaman being the easiest thing I could scrap together not having cards from the past year. 

    From my experience, a 'very good F2P player' WILL have the right cards as long as they have been playing for a few expansions. And if they haven't been playing for more than an expansion or two, they likely are just a bad player anyway. 

    In circumstances that the same 'very good F2P player' has no cards (like if they took a 2 year hiatus), they likely would only take an expansion to scrounge together the dust for a meta deck. Or, they can switch to wild (as I have done and highly recommend to anyone, but longtime F2P players especially). 

    There is the argument of 'but things have changed, the game is more expensive now.' This does have some truth. However, Spell Druid is extremely cheap (Kael'thas Sunstrideras only legendary, few epics), and IMO is tier 1. Although this may no longer be the preferred version of the deck (I believe that the dragon version gaining in popularity), it is still a very strong deck. DH, which is kinda the 'deck to beat' for most of the ladder, is also relatively cheap because many of the cards are given for free. Additionally, the new player decks are reasonably strong (at least far stronger than what most new players could put together), making it easier for future F2P players. 

    You are correct, both skill and card collection are necessary. But because both skill and card collection are directly correlated to time spent playing, by the time you are skilled enough to hit legend you likely also have the collection to do so. 

    Posted in: General Discussion
  • 55

    posted a message on Legend has become to easy to hit

    Well, the short answer is yes, legend has become easier to achieve. 

    However, this is greatly exaggerated. Essentially what has happened is that a lot of the people who were rank 5 regulars in the old system have managed to get to legend. This is because the grind has become much less. Essentially, all of the people who are 'good enough' to hit legend are now able to. In the past, the consensus was if you could hit rank 5 every season with ease, if you grinded enough you would make it to legend. Most people just weren't willing to make that grind. 

    However, now many less games are required. The star bonus quickly accelerates you to Diamond (Typically 10 or 5), and you only have to have to be 15 games positive from D5, as opposed to the 25 from rank 5. 

    Essentially, it takes less games to hit D5 then it did to hit rank 5, and it takes less games to hit legend from D5 than it did from rank 5. As such, legend is unmistakably easier to achieve. 

    HOWEVER: I see lots of players saying 'everyone can hit legend now, its so easy, hurr hurr.' These people are simply incorrect. Bad players are still 'skill capped' at whatever level of play they are. The reason people get stuck in gold, platinum, or diamond is because they aren't skilled enough to climb further. These players will not climb and will not hit legend until they improve. 

    The difference is that the good players are no longer 'grind capped' (I just made that term up) by the sheer number of games it used to take to hit legend. For 'legend worthy' players who have a positive winrate against other players from D5 to legend, legend is now much easier to achieve. For bad players, it is still impossible. 

    This is in absolutely no way a bad thing. The game has become less grindy, and everyone should be happy about this. 

    Posted in: General Discussion
  • 3

    posted a message on Why is Ooze being picked over Harrison Jones even in Slower decks?

    As everyone said, ooze is cheaper and has better stats for the cost

    HOWEVER

    Right now, ooze is kinda like a noob trap. This is because it is NOT good enough to keep in the opening hand, even against a weapon class. An on curve ooze is never gonna hit a weapon, with the current weapons being 3 cost for warrior and 5 cost for DH. If you count the galakrond claw, that's also super late in the game. 

    This is why people are experimenting with Kobold Stickyfinger

    I'm not recommending that people start doing that, but be careful about teching ooze

    Posted in: General Discussion
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