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    posted a message on New Demon Hunter Card Revealed - Cycle of Hatred

    7 mana for 3 AoE isn't great but the summoning part is interesting. It's hard to say how good this is until we can play with it. I don't think this will be enough to push a Control DH though.

    Posted in: News
  • 8

    posted a message on New Rogue Legendary Card Revealed - Infiltrator Lilian

    It's okay. Good for those stealth synergy cards but the deathrattle isn't going to be all that great without further support. At least, she isn't a RNG Yeti this time.

    Posted in: News
  • 2

    posted a message on Murlocs

    The main problem with Murlocs in my opinion is how one dimensional they are. They have only one build and they either win hard or get completely destroyed. It's frustrating to lose to exact same build again and again. It's also frustrating trying to make them work and not getting any of the needed pieces. It would be nice if they had a different build path like tokens or something else.

    Posted in: Battlegrounds
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    posted a message on Your favorite game of all time?

    Sonic 3 & Knuckles, The Binding of Isaac: Rebirth (with all DLCs), Tales of the Abyss and Grim Dawn. I also like Castlevania: Symphony of the Night but i just finished Ori and the Will of the Wisps and it's absolutely fantastic. It's flawless in almost every way possible and a better mix between platforming, action and the exploration aspects of a Metroidvania.

    Posted in: Other Games
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    posted a message on I'm just so sick and tired playing against Murlocs
    Quote from C_A_W >>

    They need to remove Megasaur and add Scalelord instead. 

     That's a terrible idea imo. Megasaur provides a bunch of random options for adaptation and that makes it inconsistent for finding Divine Shield. They get it frequently because of Brann. Without Brann it becomes pretty difficult to get Poison and Divine Shied. Shield is the strongest option always and adding Scalelord is going to make Divine Shield Murlocs extremely consistent. With big stats (through Brann) and consistent shields even Poison is going to become irrelevant. Just removing Poison from Megasaur is enough. The poison should only be obtained manually through Toxfin.

    Posted in: Battlegrounds
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    posted a message on Balance change for July 14th

    Well... These are some huge nerfs... I wasn't expecting such big changes. Now i can no longer say that nothing will change. Things are going to change. Drastically. My thoughts:

    DQ Alex wasn't the most consistent card to mount a comeback. She could highroll sometimes and save you (or win instantly) but she wasn't really a reliable way of turning the tides in your favor. Now she is really bad for this. Basically, she is a win more card now. You can't afford to play her when you are behind and hope for a miracle anymore. Also, she is one turn slower. That means she is only playable in the greediest, slowest and mostly defensive highlander decks. HL Hunter will most likely cut her.

    Dragoncaster is a fair nerf. Mages can't get away with Puzzle Boxes all the time. It also slows down some of their power plays like Power of Creation though. This may be a big blow to HL Mage. Also, DQ Alex...

    Corsair Cache is interesting because it keeps its role as a value generator (you still get more lackeys and bombs from your weapons) but it doesn't promote heavy aggression anymore. It's also weaker for board control. I'm fine with that.

    I wasn't expecting another change to Spell Druid. The deck is extremely highrolly and it depends a lot on ramp to get going. Fungal Fortunes is one of their biggest RNG cards. I have seem it discarding minions very often. Now they draw a little more slowly (while still having to deal with the potential discards) which makes them more susceptible to aggro.

    The change to Galakrond, the Nightmare is perfectly fair. People keeps talking about how they run these low cost cards and how they can low roll on their draws. However, you were still drawing 4 cards for 0 mana and getting a 5/2 weapon alongside. That's good draw and damage. And when it draws stuff like Flik Skyshiv, Edwin VanCleef, Heistbaron Togwaggle and Kronx Dragonhoof then it becomes ridiculous. This change will stop Rogues from instantly running away with the game with highrolls. They still have access to infinite value and resource generation. Also, Backstab and Shadowstep are anti synergistic with it now.

    And DH gets nerfed again. And probably will survive again. These changes are much more relevant than the "nerf" to Twin Slice. Warglaives of Azzinoth is one of their strongest cards and slowing it down will make them have a harder time controlling the board. The change to Kayn Sunfury is irrelevant as it is mostly used to finish the game. Tempo Kayn is usually pretty bad. This nerf is similar to the one suffered by Glaivebound Adept. Pretty meaningless. And their burst and finishing potential are going to become slightly weaker with the change to Metamorphosis. Overall, this will certainly impact the class. Odd DH in wild is going to suffer a lot more than Tempo DH in standard but both are going to feel these changes. Tempo DH will still find a way to recover though. I'm certain of it.

    Posted in: General Discussion
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    posted a message on The Meta is sooooooo stale and boring right now

    There's no point in complaining about the state of the meta at this point. Even if they drop a patch, it's very likely that things won't change as people are just not interested in trying new things anymore. They will always go back to the same highly effective decks that can be easily adjusted after any changes. If you are tired and bored then take a break. That's what i'm doing right now. I don't like this meta either and i have fully abandoned Standard since i'm so sick of Hunter and DH. Worst meta ever? No. Least fun i had with this game in years? Certainly. Since i'm not having fun with the game, i'm just playing other (better) games until next expansion. 

    Posted in: General Discussion
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    posted a message on Predictions for the next balance patch
    Quote from Boulderfist_ogre >>

    Apparently Iksar AKA Dean Ayala, has confirmed on a Japanese interview that we will have a last balance patch before the next expansion comes out. In kinda hard to read because it is Japanese (https://beerbrick.com/2020/07/03/news-20200703/)  but it talks about cards that reduce cost of other cards to zero are being a little problematic (the skull, dragon caster, Rogue´s galakrond , etc), about the randomness issue that cards like yogg saron puzzle box brings to pro play and zeph and alex who likely will get changed if they continue to be dominate post next expansion. 

     Finally, What do you think? what do you think could get changed next patch?

     Personally thinking that warrior will get nerfed, i don't know how but is so strong that a nerf to some cards like skipper or battle rage is inevitable, for DH i still think Skull its too god for its cost so is likely that they change it and lastly i would personally like more buffs there a lot of shaman and especially paladin cards form last year that feel either to weak or directly "pack filler"

     

     They can nerf Risky Skipper but they shouldn't. That's the most important card for Warrior in standard at the moment. Too many of their other cards are enabled by this one pirate. If they nerf it then Warrior will crash, burn and crumble to ashes since it relies so much on this card. And then DH (who managed to shrug off the last nerf) will just dominate completely because Warrior is the only class that challenges it. 

    Posted in: General Discussion
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    posted a message on Quest Mage is STILL Broken and here is why

    The main issue is Sorcerer's Apprentice. The cost reduction just allows them to play way too many spells for free. The result of this is some extremely powerful Flamewaker and Mana Cyclone turns which leads to more 0-cost spells which allows them to complete the quest very easily. If the effect of Apprentice is changed to prevent spells from costing less than 1 then it will stop them completely. It will probably kill every single combo mage though. Not that i care.

    Posted in: General Discussion
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    posted a message on How is wand into 0 mana rogue gala balanced?
    Quote from soundofbutthurt >>
    TQuote from TwistedCardmaster >>

    Too much randomness always suck. Why do you even give weakness to a class, if randomness can fix it? For example Rogue is pretty good at removing single targets, but he can't deal with wide boards, so it's not bad idea to go wide, instead of playing single threat each turn, right? Well, not anymore, since he can answer with randomly generated Twisting NetherPlague of Death or Brawl...

    It's especially annoying and frustrating, when your class can't do the same thing and is rather predictable, so your enemy can play around anything you have (if he only knows the matchup), while you have to rely on luck and can't really think ahead.

    Except you just made this scenario up because ethereal lackey can only discover class cards. Brawl and Twisting Nether can be offered by Zephrys if Highlander but Plague of Death is not a thing for rogue. If there’s some way for rogue to actually access it, it involves ridiculous sequencing like cobalt spellkin from draconic lackey into pilfer into plague of death. it just doesn’t happen.

    Also every salty soul in here seems to remember only the times where wand/galakrond draws were the absolute nuts and they got steamrolled and not a single game were the draws from a fully invoked Galakrond were Pharaoh Cat, Praise Galakrond, Backstab and Shadowstep and they got the win. It happens far more often than you’d think.

    If your class feels boring and predictable, switch decks. There are plenty of decks out there that can do some really nutty sequencing.

    Questlock can have a 0 mana draw every turn and blow you out of the game cheating out far bigger threats than rogue (malygos, dqa) whilst zoo can just kill you by turn 5 if they hit imp and your hand is slow.

    Druid can kill you by turn 4.

    Priest does stuff that is far more ******** than what rogue will ever be able to do.

    Too much randomness doesn’t suck, people that can’t deal with it do. If your opponent hasn’t used his Zephrys yes you should play around it and each of its possible outcomes. The same goes with Dragonqueen. 

    If Galakrond is about to come down you have to accept the fact you may have your board completely flipped by them drawing into faceless/flik/kronx or all three of them because it happens far less than you think. Just look at rogue decklist and work out if there’s more chance of them drawing and discounting their 6+ cards or the other way around.

     

     

     

     

     You totally forgot about Hench-Clan Burglar. That's probably what he's talking about. It doesn't see play in any common decks atm but it does allow Rogue to discover literally ANY spell in the game. I have been screwed by that card quite a few times because it's simply impossible to play around any of its outcomes.

    Posted in: Rogue
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