People who think paladin is not hit hard do not understand how weak it is when pen flinger no longer goes face.
- samuellima91
- Registered User
-
Member for 6 years, 2 months, and 9 days
Last active Sun, Apr, 18 2021 11:14:28 -
- 6
- 23
- 74
- 1 Follower
- 315 Total Posts
- 410 Thanks
-
1
TwistedCardmaster posted a message on Darkmoon Prizes are gonePosted in: BattlegroundsQuote from Toribasher >>Quote from samuellima91 >>They did revert the buff on Elise but that's not a good thing. Elise was broken at 2 gold per discover but at 3 gold she is absolutely terrible.
Elise is terrible @ 3 mana? Are you kidding? Discover a Tier 2, Tier 3, Tier 4, Tier 5, Tier 6.
Those triples you are hoping to get do the same thing, except she gets whenever she levels up. You have to triple to try to get a Brann or a Goldrinn or a Kalegos, Elise levels up and maybe it just happens.
Spawn of Nzoth in the early game? For Elise, a lot of times you just get to pick it or you "low roll" and have to pick a bomb or scale dragon instead.
Elise: Buy tokens, maybe get the coin deathrattle minion or the 3 gold Pirate. Try to Level to Tier 4 on 8 mana and Tier 5 on 9 mana (if you have the board presence to support it) and the games are fine.
All they did was make it so she doesn't auto-play for bad players, good players prepare for future turns.
Yes, she was terrible (deep bottom of T4) before her buff (which reduced her map cost from 3 to 2 gold) and she is terrible after her recent nerf. By paying 2 gold per map, you were actually getting 2 gold coins for free. One, because obviously minion was cheaper by 1 gold, another one, because you've had access to minion pool from your current, recently upgraded tavern tier, without paying 1 gold for re-roll.
Now though, without minion discount, her value gain is rather meaningless (one free re-roll on every tavern upgrade which is far worse than even T3 Nozdormu). And no. it's not comparable to triple, because triple gives you minion from your current tavern tier +1 for free, while map "gives you" minion from your current tavern tier for 3 gold. It's simply bad.
-
2
LilianVoss posted a message on [Suggestion] Discover mechanic in pack opening.Posted in: General DiscussionIt's not about what we want, it's about being realistic with expectations. As a player, I would also want a whole lot of additional stuff for free so I can experience the game in full without spending any money. That would be perfect, but is it realistic? How long do you think game would last if money stopped coming in?
On the other hand, if it would be the way what Blizzard wants, then there wouldn't be any free stuff and one card pack would cost at least 10$. But they understand that's an unrealistic scenario for a game to exist, so we have a situation that's somewhere in the middle - you pay some and you get some for free.
I do believe that if Hearthstone was made by some small indie company, they would be satisfied with less revenue and we would be getting more free stuff. Instead, it's made by a large multi billion dollar corporation who's whole purpose of existing is to make as much money as possible. That's why when you say "I want more free stuff" mostly lands on a deaf ears, because more of "free" means less money.
In my opinion, main reason why positive changes come to Hearthstone slowly lies in it's playerbase behavior. People keep asking for a change, but at the same time change nothing themselves. Only way I see positive changes will come faster is if for both f2p and paying players start speaking to Blizzard language they will understand:
1. F2P players - instead of asking for more free stuff over and over again, but continuing to play the game every single day, just move away from the game for a while. When they start losing players in larger numbers, more free stuff will be coming.
2. Paying players - instead of constantly complaining how expensive Hearthstone is (and I do agree with you, it is very expensive), but at the same time continuing to spend money again and again, stop being a customer! Best way to vote for a change and make it count is to vote with your wallet.
-
13
Phoesias posted a message on UnplayablePosted in: General Discussionsign
DH is broken, no doubt.
And the class is not broken just because of one single card you should nerf.
The entire class is fucking powerfull. A DH Deck is full of 5 Star cards. Value, Damage, Heal, Carddraw, Removal, always mana efficient cause of 1 Mana Hero Power, there are so many things we should talk about when someone asks: „What makes DH so strong?“ answer: EVERYTHING
For me, HS is simply less fun to play since DH arrives. It always feels like your fighting a Boss with broken cards and mechanics. you need rly rly good cardraw and luck to beat these cards.
Hunter is also super strong...but in a different way, it’s just a normal super strong aggro deck right now, ok i can deal with it, there should always be a cheap strong aggro deck to keep the balance and give f2p gamer a (good) chance to climb
DH is a different story imho.
-
2
Oroveso posted a message on What Is The Weakness Of DH?Posted in: Demon HunterThey are just a face-attack deck. They have a silence effects that is dirt cheap and also draws a card. They have the most broken legendary of all time, Kayn Sunfury that just ignores one of the core aspects of the game: taunt. And it doesn’t ignore a single taunt minion, and it’s not just Kayn that ignores the taunt, it literally removes the concept of taunt from your opponent’s board entirely. This card should be banned; it’s worse than Ragnaros or Sylvanas ever was.
-
7
angrychicken18 posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place! V2Posted in: General DiscussionHow many hearthstone devs does it take to fix a lightbulb? Doesn’t matter, they can’t balance the ladder
-
5
Daulphas posted a message on I have an issue with the game and...Posted in: General DiscussionThere it is again, you have an issue with something in hearthstone and decide to go to the forums and comment on it. Perhaps you are looking for feedback, perhaps you are just curious to see if you aren't alone with the issue, or perhaps it's a legitimate concern.
You make your post and then the same old troll comments come out:
- Go to the salt threads with this!
- Stop playing if you don't like it!Follow this up with the typical responses of:
- I do fine why can't you
- Play XYZ deck if you are having issues
- The meta/deck/class is fine - learn to playIt's rather sad the feedback from players in the community.
In an online community and game where it's the players who are the arbiters of what's fun, broken, fair, and obnoxious.Yet here you come 'Player - I know more than you', 'Player - righteous indignation', and 'Player - I think your post is pointless'. With no regard to understanding or common decency you throw your disdain and criticism at the OP. Your computer screen or phone screen as your shield and armor protecting you from having to be a decent person and giving you false pretense and permission to spew verbal vomit.
If a player suggests a plausible change to the game, it's ignored the majority of the time, or shunned.
If a player gathers as much data as they are capable of, they are told it's not bi-partisan or biased.
If a player put's forth both sides of an issue, they are met with highly polarized or highly focused retorts on a single topic in the post.
I understand that we all have the right to state our peace, but that is the part that the majority of this community are missing out on, stating our "PEACE" - you bring so much venom, chaos, and selfishness to these threads.
It's no wonder Blizzard hardly reacts to community involvement...
Be civilized, be constructive, work together to create a better play experience. Let's show blizzard that the community has the power to affect change and bring about the game-play that is deserved.
Stop tearing each other down just because you need to feel better about yourself. This isn't a High school popularity contest...
-
2
Tyk3 posted a message on Patch 18.4 nerfs!!Posted in: General DiscussionNot that anyone is running it in, but it is bullshit that the nerf effects hunter just because it's a ridiculous card in druid. I imagine if there ever was a chance of hunter running this card in future expansions that's now gone. It was a druid problem and it was the ramp cards that needed dealing with.
-
2
Deck_Fiend posted a message on The Mega Wild Bundle - Containing 56 Packs In TotalPosted in: Newsmight be good in wild? golden legendaries are the best cards to dust IMO though, as you get a nice bit for them. the other exchange rates are really stingy IMO. you should get more for dusting regular legendaries than 400 dust.
-
1
Crawver posted a message on Help me memePosted in: General Deck BuildingI can confirm that sphere of sapience doesn't force a reshuffle, it literally puts the card to the bottom of the deck. So if you hit a dragonhatcher before oakheart, you can skip hatcher and not ruin your stacked deck.
- To post a comment, please login or register a new account.
3
People don't seem to understand a pretty obvious thing. The nerfs weren't meant to make Lunacy Mage worse against its good matchups. They were meant to make sure that its bad matchups beat it even harder. The nerf to the Watch Posts should give some breathing room for Aggro decks to come back into the game. With more aggro decks populating the ladder, Lunacy Mage will start running into more bad matchups and those should bring its win rate down to a reasonable level where it's not utterly garbage but far from meta defining. They don't want the deck to die because a lot of people enjoy it but they also don't want ladder tryhards thinking that it's super competitive and that they should play it for maximum efficiency on their climb to the high ranks. This should diminish the total population of the deck and its win rate should come down to an okay number (not great but not terrible either).
1
That's your opinion. I find the game to be way more strategic than Hearthstone. Each Champion (the most expensive cards) is worth building a deck around and they all work consistently as a win condition. Not all of them are meta but all of them are worth playing with for fun. In HS, there are plenty of good cards but a lot of horrible useless garbage (including legendaries) that isn't worth even the effort of disenchanting. There's not as much randomness as well. They are adding that slowly but, for now, it's not as overwhelming as in HS.
1
Those 100 packs costs 10k gold which takes months to obtain or a bunch of money. I started playing Runeterra around two months ago. I play very casually. I only play the game every two days or so and i only do my quests and get the daily bonus exp. In that short time (compared to HS), i already gathered a huge amount of Wild Cards (90+ commons, 60+ rares, 10+ epics and 5 champions) and over 21k shards. And these are just my crafting resources. I got an absurd amount of random cards as well. Without spending a single dime. I can craft pretty much any top tier deck.
In HS, it took me more than a year to understand how to make the most out of my small amount of resources and i could only play with budget aggressive decks (which i'm not a fan of). Eventually, i got fed up and just started spending in order to obtain the cards needed for the archetypes that interested me. I have been screwed by the randomness in packs plenty of times. I have also had great luck several times. But, in the end, it's just gambling. It's a pay to have fun system where you need to starve yourself out of cards in order to save resources for the next expansion or just pay a lot of money to have only a chance of getting what you want.
10
There is no reason for a digital card game to follow the same rules as in physical card games. Digital card games should be a natural evolution of this game genre and not an imitation.
His request is not ridiculous. Gwent and Legends of Runeterra let you choose the cards you get from packs. Gwent does exactly what he suggests and shows three options you can pick after opening a pack. And Legends of Runeterra has both random champions in capsules and the Wild Card mechanic. Wild Cards are blank cards of any rarity that just let you choose any card of that rarity to add to your collection. Random cards obtained in capsules are occasionally upgraded into Wild Cards. And there are capsules with only Wild Cards in them. It's another way of obtaining cards that complements the usual crafting system. Why Hearthstone has to be so primitive when the competition is only evolving?
1
Cards like Mozaki, Master Duelist and Archmage Antonidas are probably the reason for their hesitation on nerfing Sorcerer's Apprentice. Mozaki can't really function without this kind of support and, although Antonidas is perfectly fine as a card, people simply doesn't care about generating Fireballs if they can't use them immediately. If Apprentice is nerfed, it is going to drag a bunch of other cards with it to limbo.
1
Much needed change to Tortollan Pilgrim but this will impact all other slower Mage decks as well. The fact that it now removes the spell instead of casting a copy makes it very bad in slower matchups. It will get you closer to fatigue and that's a big deal. I think this is going to have a really negative impact on HL Mage or any form of Control Mage. This change isn't as simple as it looks. The card might not even be worth playing in those decks anymore.
I think they could have just nerfed Twilight Runner to 6 or Overgrowth to 5 instead of Guardian Animals. It is also a Hunter card and this kills any chances of it being viable for the class.
1
Glide is just a victim of the current state of the meta. It's clearly bad when most of your matchups are against decks that just dump the hand really fast. If the meta was Control or Combo oriented then it would be much stronger. Ace Hunter Kreen and Star Student Stelina were highly overrated as well. Kreen isn't weak but he is more oriented toward board control and current Demon Hunter and Hunter decks only care about going face as much as possible. I played with Stelina once (randomly got her during a tavern brawl) and she felt fine. Lorekeeper Polkelt is one of the most played cards of the expansion and she directly counters him but there is no reason to mess with the opponent's deck when you can just kill them instead.
2
I got golden Whizbang... A little bit too late, i'd say. Probably dust.
2
You just do the exact same thing you do against other opponents: place minions on the board, make them big and hit them in the face. You can't stop them from disabling your pure cards so try to pressure them as much as possible. Don't go all in immediately. Create some mid sized threats to bait their removals. They have tons of ways of dealing with your stuff but you can still apply a ton of pressure and the damage from the bombs should come very slowly (unless you are really unlucky). If you have any of your Lightforged Zealots in hand by turn 4 and they haven't played Wrenchcalibur, you should play them before they are disabled. Lady Liadrin is your only refill so keep in mind how many buffs and Librams you played before you play her to get as much value as you can. Bomb Warrior came into the meta as an answer to Pure Paladin and Highlander decks so don't expect to be favored.
If you are playing a non pure version then you can use Kobold Stickyfinger to steal the weapon from them but they are going to inevitably shuffle bombs in your deck. The only thing you can do is make the most out of your tempo cards and buffs and pressure them. Libram/Pure Paladin is too much of a straightforward deck and it doesn't have much room for different strategies.
3
Out of all the cards you talked about, i'm only going to mention the ones that i disagree with.
Glaivebound Adept: This one is a little weird because it's certainly too strong in standard but it's not a big deal in Wild. Right now, DH is a little more tame in standard so i believe this one can wait a bit longer before another change.
Spreading Plague: This card has been nerfed already. Against most of the super fast board based aggressive decks in Wild it can win the game instantly but what allows Druid to live long enough to play this card is the insane amount of armor gain they have. Without the armor, this card would probably be too slow at 6 mana so i don't believe it needs another nerf.
Phase Stalker: You yourself said the card isn't oppressive. Just because you have a hard time playing around all the secrets available doesn't mean the card needs to be nerfed.
Dinotamer Brann: Your suggestion pretty much kills the card. The 2/4 body is irrelevant. What matters is the current 2 mana discount. At 8 mana, it's not worth restricting the deck to no duplicates just to have a 1 mana discount on King Krush. And Dragonqueen Alexstrasza became too slow for Highlander Hunter after the nerf. So, the only pay off card would be Zephrys. I don't believe it would be worth it. You might as well just run regular Krush with Beastmaster Leoroxx or Scarlet Webweaver.
Arcanologist: This is the least problematic card in Secret Mage. The issue with Secret Mage is the mana cheating. They can play way too many secrets for free and that easily enable all of their synergy cards. Arcanologist acts as a filter but it doesn't apply any discounts. The 2/3 body was really relevant when Secret Mage had a hard time fighting against opposing enemy boards but that's not the case anymore.
Cloud Prince: Again, what easily enables this card is the mana cheating (and Ice Block). Without a ton of mana cheating it wouldn't be a big deal, at all. It sees no play in standard because it's not easy to keep your secrets up to activate it on curve. What Secret Mage needs is some adjustments to their mana cheating cards.
Crystology: I would agree with this if we were talking about a limited environment like Standard but Wild has way more problematic things. The card that needs to be changed to slow down Mech Paladin is Mechwarper.
Muster for Battle: I started playing Wild only a few months ago so i haven't played enough against this card to feel it's power level. I'm listing it here mostly because i still can't feel if it's truly broken or not. I know it sees a ton of play. It's in almost all Paladin decks so it's certainly extremely powerful considering how old it is.
Raza the Chained: Raza was never the issue. It's Shadowreaper Anduin. A 0-cost hero power isn't a big deal when it only heals or add value to hand (Galakrond). But a hero power that deals damage AND can be refreshed for no cost is absolutely broken. Shadowreaper Anduin should have been the target for nerfs and not Raza.
Mass Hysteria: A 1 mana increase is devastating for a card that aims to control early/mid game boards. This card isn't reliable at all and requires a good setup or a lot of luck to fully work in your favor. Also, the 6 mana slot for Priest is already cluttered with removal spells. It doesn't need another one.
Cavern Shinyfinder: This thing can be killed with literally anything. You won't always have an immediate way to deal with it but it's not game ending or game breaking in any way.
Wrenchcalibur: The bomb mechanic isn't reliable, at all. There have been tons of times where i shuffle 5+ bombs in my opponent's deck and they don't draw any of them and i end up cornered at some point. Diminishing the damage is going to kill the archetype completely. I don't know if you will like this card costing 5 mana, either. Odd Warrior will be able to take advantage of the full package.
Patches the Pirate and Ship's Cannon: I'm listing these two here because they are usually together. Patches is still a staple of aggro decks in Wild but i don't think it's oppressive. When it could start the game chipping away at your health (when it had Charge), it was bonkers. Nowadays, it's mostly just a filter for aggro decks. And nerfing Ship's Cannon would directly affect Patches, almost an indirect nerf. I don't like aggro decks but i would be very cautious about these two cards because changing them could completely kill the pirate tribe.