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    posted a message on Brawls that suck

    Encourages deck building with a challenge, keeps brawl cheap for F2P, has its own meta instead of mirroring ranked play.

    yeah I guess it's bad all around [kappa]

    Posted in: General Discussion
  • 0

    posted a message on The Pepper Thread - Share your good vibes!

    Salt adds are a personal favorite of mine, but this one was great. 

    Playing brawl to fill out my 30 priest cards daily quest. I had just a few cards to go and I had a clear lethal already on the board, so I dropped all the priest cards I could as fast as I could click and clearly it looked like a ridiculous BM, but I got my gold.

    Sure enough, I get the salt add. Apparently, he runs things over at Blizzard, because I should expect a ban... since yesterday.

    I would have explained that I was going for the daily had he not deleted me from his friends list, but I can't say I was particularly concerned in the first place.

    Guess I should go check the salt thread to see if he wants to add me again. He was adorable.

    Posted in: General Discussion
  • 0

    posted a message on 15.2 update
    Quote from DSchu102285 >>

    Now the whiners will stop complaining about how unskilled and brain-dead control warrior is, in favor of bitching about how unskillful and brain-dead aggro decks are.

     This is such an optimistic view of the HS and Pwn community [kappa]

    But seriously, no one will ever stop complaining about CW until it's T3 or lower again, and only then will thy complain about unfun, non-interactive T1 decks like murloc pally. People hate control more than they hate aggro imbalance

    Posted in: General Discussion
  • 0

    posted a message on Roping as a strategy?
    Quote from I_Feel_Ur_Pain >>
    Quote from sicknantos >>

    I don't think this is quantifiable without input from the community. 

    Move played matches where I barely spend 30 seconds on my turn, while others have seen me working turns out until the end of the rope 7-10 turns in a row. 

    Other times, I've faced people who only started roping once they were in a losing position, where before they were timely in their turns and playing decks that don't usually require a lot of time to work plays out.

    It's a case-by-case thing, but it is a real thing people do intentionally from time to time.

    Time to time huh 👌 if u say So I gonna ROPE every one Because it only happens Time to time. You’re so full shit I can smell coming out of ur mouth. 

     I'm not sure if it's a translation thing or what, but I can't understand what you're saying beyond saying I smell bad. Are you going to rope everyone? Are you saying I rope people? Do you think I condone it because I used the phrase "from time to time"?

    I'll try and answer you here: I don't condone intentional roping to grief opponents, but my point was that seeing the rope doesn't immediately mean that's what's happening. There are plenty of reasons that are normal and acceptable.

    Posted in: General Discussion
  • 0

    posted a message on Roping as a strategy?

    I don't think this is quantifiable without input from the community. 

    Move played matches where I barely spend 30 seconds on my turn, while others have seen me working turns out until the end of the rope 7-10 turns in a row. 

    Other times, I've faced people who only started roping once they were in a losing position, where before they were timely in their turns and playing decks that don't usually require a lot of time to work plays out.

    It's a case-by-case thing, but it is a real thing people do intentionally from time to time.

    Posted in: General Discussion
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    posted a message on Next needed nerf > hunter

    I would have agreed with this when hunter had 3 tier 1 decks, but the meta is handling hunter juuuuust fine.

    If anything, Zul'jin is the closest to needing a nerf that hunter has right now. He's a massive swing with huge value if you don't force him out too soon. Dinotamer Brann isn't broken, just strong. You still have to draw it for the card to matter, and it's a 1/30, which is as fair the odds can get in a 30-card deck.

    Nerfing Rat Trap is a wild suggestion. It's powerful, but easy to play around and simple enough to deal with if you test for it and figure out that it's up and active.

    Posted in: General Discussion
  • 1

    posted a message on Is Zul'jin still craft worthy?
    Quote from FortyDust >>

    Even if you're only going to "rent" him for the next 7 months and dust him when he rotates out, he's worth it.

     ^^^^ this. He's not necessary, but he is totally worth it

    His effect only gains more power with the next expansion in December, too. Hunter is poised to remain powerful up until rotation unless the next expansion surprises us.

    Posted in: Card Discussion
  • 0

    posted a message on Cards should not discover themselves
    Quote from user-100409395 >>

    It is a very valid thing to discuss if something like this should be "part of the game". 

    I kind of like it usually. It creates interesting corner case scenarios, some which are just high rolls. High rolls are fun if they are not very likely. Sometimes you can make plays that are only ways to win based on getting an extra spell. Things like that actually reward good play because many players won´t consider that possibility.

    All of this said, there is maybe a sweet spot when a card is too likely to discover itself. It shouldn´t happen that often, I agree (which is almost never the case anyway). I guess if the discover pool is very small it can start being a bit awkward. But then you could say that the discover mechanic works best when there is a fairly large pool to choose from. 

     I think there are more interesting interactions in matches when cards that generate value don't generate themselves. This pseudo-infinite scenario creates scenarios in which someone who is out-played suddenly gets to hunt for a solution multiple times based on a single card looping itself. For example, Warriors creating 3-5 Flunkys isn't a feel-good swing turn. If that's your swing turn, it's based solely on your discovery pool giving you an answer you either didn't have in your deck or your first round of discovery, or you used it earlier in the match.

    RNG is fine, but when your options include "Eh, the first time didn't work, here's another go at it," it tends to feel pretty bad. And players feeling bad was reason enough for Blizzard to nerf a few cards recently.

    Posted in: General Discussion
  • 0

    posted a message on Cards should not discover themselves
    Quote from 1xbenx1 >>

    This wouldn't be at the top of the list of things that bother me about the game right now.

    Then wouldn't those find a better audience in a post about those things? I wouldn't deny there are bigger problems, but that's not really the point of the thread.

    Posted in: General Discussion
  • 1

    posted a message on Cards should not discover themselves
    Quote from TardisGreen >>

    It's part of the game.  Also has been.  Always will.

    Plenty of things have been part of the game that have changed. Charge minions stopped getting made. Cards have been nerfed every year. Change is as much a part of the game as anything else.

    Posted in: General Discussion
  • 1

    posted a message on Cards should not discover themselves

    Discovery is a powerful mechanic and the ability for every class to utilize it is important, regardless of how saturated the meta is or is not by the discover mechanic at the moment.

    Cards that discover themselves perpetuate an incredibly toxic experience for players. Primordial Glyph is when I first noticed the "try try again" method of discovering cards: if at first you don't succeed, just do it again. Mages in desperate need of a board clear or freeze suddenly had the chance of getting a redo at no cost to hunt for that needed spell, and there was always the chance of getting a second (or if you were really luck, a third) chance. Shadow Visions was a bit less of a cheat in finding itself for a redo, as there was no mana cheat and it was based solely on your deck, but it was toxic for its own separate reasons. Haunting Visions is the new Primordial Glyph with an aura, allowing a self-discovery loop (again, if you're lucky) that discounts any spell played after Visions in that turn, an easy decision to hunt for Plague of Murlocs or Hex is worth jumping through 3 Haunting Visions when you're behind and gambling on a discover (I have faced this more than a handful of times; it's never fun). Marked Shot into Marked Shot into the next turn's Marked Shot isn't a rare occurrence. Frightened Flunky now offers up to 5 2/2 taunts for warrior, with the last offering another target for Armagedillo.

    Yadda yadda yadda, long story short: cards shouldn't be able to discover themselves. I think it's a bad design and offers nothing rewarding or fun to the opponent.

    Thoughts?

    Posted in: General Discussion
  • 0

    posted a message on Is subject 9 really needed in Highlander Hunter?

    highlander hunter helped me hit 5 after the nerfs. Even beat a CW for the final win to hit 5. Playing Dr. Boom on curve didn't help him, neither did repeatedly discovering Flunkies

    Posted in: General Discussion
  • 2

    posted a message on Dr. Boom nerf hasn’t changed sh.t

    *gasp*

    Posted in: General Discussion
  • 2

    posted a message on Dr 9 or Dr 7 does it really matter?

    So many people had issues with the cost, the hero power rotation, and the rush aura for mechs. Personally, I think the card is just good, not broken, but they should have taken away Blast Shield. Boom isn't affected by a 2-mana nerf in the majority of matches.

    This will eliminate Boom from all the galaxy brain players who default kept him off the mulligan and prove the power level of control warrior lies in it's excellent cards... which still net it a completely reasonable win rate. No deck in tier 1 is more than 2% apart from another. Compare that to a few expansions ago with druid at 60%+ and the next best at sub 58%.

    Posted in: General Discussion
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