What was the purpose of the priest changes? Are the changes a success? A failure? Neither? Seems like the class hasn't changed at all with the changes or with the expansion.
It's not war (the card game). I've said it before - it's Candy Crush. Just quick pattern recognition and a lot of swiping. It's a mindless mode, which appeals to a lot of people.
Control paladin has needed a win condition forever.
Agree. Top tier decks nowadays need to either be very fast or they need some ridiculous mana-cheating supermove. Paladin doesn't have the supermove that most other classes have.
In addition to what others have said, I will add that quest paladin gets boring pretty quickly. There is not much going on there in terms of strategy or decision making or even variability from game to game.
It's fun to try something different, but there just isn't enough face damage among Mage spells. You have Fireball, Frostbolt, and Cinderstorm. That's it. If even 1 more Mage spell could go face, it might tip the scales enough. Oh well, it's still fun when it works.
It's very niche, though. 90% of the time, this is a vanilla 5 cost, 5/5 that does nothing. It will see play if there is an armor deck in tier 1. Otherwise, it's just another tech card that doesn't make it into the deck.
Seems like an alright card. There's only one, and it costs 7 mana. Handlock needs to drop giants/drakes on turn 4, and even that is slow. The card draw seems much more useful than the 12 card max.
"anyone can make all the perfect decisions if they have all day, everyone looks like Magnus Carlsen without a time limit".
But more than that, it's not just about thinking and decision-making. There are some decks in Hearthstone that simply require a lot of clicks and animations. It would be a shame to penalize them -- or even make them just slightly harder to play -- only because some people get impatient. If your attention span is so short that you cannot afford your opponent the courtesy of a 75-second turn, maybe Hearthstone isn't the game for you.
I think you could make it extend a turn if you actually play something. Up to a total limit, of course. That actually adds to strategy.
Turn time is a problem, and it's a problem that can be solved if people are willing to be creative.
There are a lot of things to balance. I would love more weapons, more whirlwind/self damage, and another wasp and other rush minions. Upgrade would be nice too. And more card draw. There just isn't enough room for everything. I haven't found the right mix, if one exists. But, the deck does alright, and it's fun when it works.
I do really like the spiteful smith combo with the whip. Sometimes, I can protect the smith with taunts and really do a lot of damage with the whip over a few turns.
I'm not sure there's enough power to make this really work for ladder. To compete nowadays, you really need crazy overpowered decks.
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What was the purpose of the priest changes? Are the changes a success? A failure? Neither? Seems like the class hasn't changed at all with the changes or with the expansion.
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In hsreplay, warlock Galakrond has the 2nd highest win rate. They are all 50% or better, though. It goes
Rogue, Warlock, Warrior, Priest, Shaman
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I thought it was the Year of the Bandersmosh?
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It's not war (the card game). I've said it before - it's Candy Crush. Just quick pattern recognition and a lot of swiping. It's a mindless mode, which appeals to a lot of people.
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Agree. Top tier decks nowadays need to either be very fast or they need some ridiculous mana-cheating supermove. Paladin doesn't have the supermove that most other classes have.
1
In addition to what others have said, I will add that quest paladin gets boring pretty quickly. There is not much going on there in terms of strategy or decision making or even variability from game to game.
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When I play BG, I feel like I'm playing Candy Crush. Match and swipe, match and swipe. Why is this mode so popular?
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nvm
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It's fun to try something different, but there just isn't enough face damage among Mage spells. You have Fireball, Frostbolt, and Cinderstorm. That's it. If even 1 more Mage spell could go face, it might tip the scales enough. Oh well, it's still fun when it works.
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This our town, scrub.
Yeah, beat it.
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It's very niche, though. 90% of the time, this is a vanilla 5 cost, 5/5 that does nothing. It will see play if there is an armor deck in tier 1. Otherwise, it's just another tech card that doesn't make it into the deck.
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Seems like an alright card. There's only one, and it costs 7 mana. Handlock needs to drop giants/drakes on turn 4, and even that is slow. The card draw seems much more useful than the 12 card max.
1
I think you use all the 1/1s in Hunter instead of Explosive Trap. Unleash the Hounds, Springmaw, the weapon, the bug collector, the twinspell...
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I think you could make it extend a turn if you actually play something. Up to a total limit, of course. That actually adds to strategy.
Turn time is a problem, and it's a problem that can be solved if people are willing to be creative.
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I've tried. Here's a current deck
There are a lot of things to balance. I would love more weapons, more whirlwind/self damage, and another wasp and other rush minions. Upgrade would be nice too. And more card draw. There just isn't enough room for everything. I haven't found the right mix, if one exists. But, the deck does alright, and it's fun when it works.
I do really like the spiteful smith combo with the whip. Sometimes, I can protect the smith with taunts and really do a lot of damage with the whip over a few turns.
I'm not sure there's enough power to make this really work for ladder. To compete nowadays, you really need crazy overpowered decks.