• 3

    posted a message on Lunacy experience remains the same

    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).

    Posted in: General Discussion
  • 1

    posted a message on [Suggestion] Discover mechanic in pack opening.
    Quote from Shiny >>
    Quote from samuellima91 >>
    Quote from SinAscendant >>
    Quote from samuellima91 >>
    Quote from DeafKnight >>

    That literally goes against the whole point of finding cards in packs and growing a collection. 
    It's supposed to mirror actual card pack buying in real life - you don't get to give rare cards back at the shop when you open an MtG pack and demand a better choice, do you?
    Same applies here. This is simply more of the usual greed from players who don't want to put the work into growing and making a colleciton.

     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.

    Quote from LilianVoss >>

    That's like going to a Ferrari dealer and saying "You know what, I really want a Ferrari but I cannot afford it, so can you make it like way cheaper so I can buy one?" If you cannot afford Ferrari, you go and buy a Ford. If you cannot afford entire Hearthstone collection, you go with what you can have or move to a new game.

    Could Hearthstone be more affordable? Of course, always, but your request is just ridiculous.

     

     

     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?

     LoR also forces you to get 3 copies each of the hardest to get cards to have a playable deck. I played it for a few weeks and still didnt earn enough to make a full deck.

     

    Gwent has (or at least had) a 1% legendary droprate with no pity timer.

     

    https://forums.cdprojektred.com/index.php?threads/stats-kegs-ratio-and-drop-rate.6901480/

     

    in the first 100 hearthstone packs you are guaranteed at least 3 legendaries with an average of 5. 

     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. 

     Yes, but you're forgetting one thing. Runeterra is dull as dishwater. 

     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.

    Posted in: General Discussion
  • 1

    posted a message on [Suggestion] Discover mechanic in pack opening.
    Quote from SinAscendant >>
    Quote from samuellima91 >>
    Quote from DeafKnight >>

    That literally goes against the whole point of finding cards in packs and growing a collection. 
    It's supposed to mirror actual card pack buying in real life - you don't get to give rare cards back at the shop when you open an MtG pack and demand a better choice, do you?
    Same applies here. This is simply more of the usual greed from players who don't want to put the work into growing and making a colleciton.

     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.

    Quote from LilianVoss >>

    That's like going to a Ferrari dealer and saying "You know what, I really want a Ferrari but I cannot afford it, so can you make it like way cheaper so I can buy one?" If you cannot afford Ferrari, you go and buy a Ford. If you cannot afford entire Hearthstone collection, you go with what you can have or move to a new game.

    Could Hearthstone be more affordable? Of course, always, but your request is just ridiculous.

     

     

     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?

     LoR also forces you to get 3 copies each of the hardest to get cards to have a playable deck. I played it for a few weeks and still didnt earn enough to make a full deck.

     

    Gwent has (or at least had) a 1% legendary droprate with no pity timer.

     

    https://forums.cdprojektred.com/index.php?threads/stats-kegs-ratio-and-drop-rate.6901480/

     

    in the first 100 hearthstone packs you are guaranteed at least 3 legendaries with an average of 5. 

     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. 

    Posted in: General Discussion
  • 10

    posted a message on [Suggestion] Discover mechanic in pack opening.
    Quote from DeafKnight >>

    That literally goes against the whole point of finding cards in packs and growing a collection. 
    It's supposed to mirror actual card pack buying in real life - you don't get to give rare cards back at the shop when you open an MtG pack and demand a better choice, do you?
    Same applies here. This is simply more of the usual greed from players who don't want to put the work into growing and making a colleciton.

     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.

    Quote from LilianVoss >>

    That's like going to a Ferrari dealer and saying "You know what, I really want a Ferrari but I cannot afford it, so can you make it like way cheaper so I can buy one?" If you cannot afford Ferrari, you go and buy a Ford. If you cannot afford entire Hearthstone collection, you go with what you can have or move to a new game.

    Could Hearthstone be more affordable? Of course, always, but your request is just ridiculous.

     

     

     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?

    Posted in: General Discussion
  • 1

    posted a message on Incoming Mage Nerfs

    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.

    Posted in: General Discussion
  • 1

    posted a message on Patch 18.4 nerfs!!

    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.

    Posted in: General Discussion
  • 1

    posted a message on For everyone who was crying about how amazing Glide was pre-launch and how it needed to be nerfed immediately...

    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.

    Posted in: Card Discussion
  • 2

    posted a message on The Mega Wild Bundle - Containing 56 Packs In Total

    I got golden Whizbang... A little bit too late, i'd say. Probably dust.

    Posted in: News
  • 2

    posted a message on Issue against Bomb Warrior

    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.

    Posted in: Paladin
  • 3

    posted a message on Cards I would Nerf in Wild from each class and Neutral to make Wild more fun

    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. 

    Posted in: General Discussion
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