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    posted a message on Patch 20.4.2 - Stealer of Souls Removal - Battlegrounds Balance Changes

    The reason is expediency.  Getting the ban in now, maybe bringing it back with a nerf later, is good since it fixes games in the short term.

    I'd be great to see Stealer of Souls work like the Battlegrounds minion Prophet of the Boar, and that sort of once-per-turn triggered effect would be really cool to see in the game.  But I'm not coding these games.  The delay to decide on exactly which nerf, and implement it without bugs, might be longer than we'd prefer to wait for a broken (not necessarily OP, but certainly game-breaking) card.

    Posted in: News
  • 2

    posted a message on Stealer Of Souls In Wild Mode Will Be No More!

    While I think there are potential nerf options, getting an immediate ban so that it doesn't wreck the format before the nerfs can be implemented just makes sense.

    That's actually a great precedent.  If they know they have a problem with a card, a temporary ban followed by an eventual rework is the best of both worlds.  It puts a rapid end to games being ruined, while potentially coming up with more elegant solutions to problem cards.

    Posted in: News
  • 7

    posted a message on Stealer Of Souls In Wild Mode Will Be No More!

    Just make it work only once or twice per turn.  There's a few ways.

    • It could be like Pint-Sized Summoner, and only apply to the first draw each turn (thus being really bad the turn it's played--you've already drawn.
    • It could work almost like Tome of Origination from Supreme Archaeology, where it changes the cost from mana to health of cards drawn from Life Tap, maybe also extended to start-of-turn draws (but not draws from spells or creatures or such).  Or maybe it stays just Life Tap.  Getting free cards from the hero power is good for Warlock, but it's significantly more limited if it's *only* from the hero power.
    • Or just stick "once per turn" at the start, and open up a new class of cards--triggered effects that only happen once.  Imagine a version of Addled Grizzly that only worked once per turn, but was +3/+3 instead.  It'd almost be like Spellburst that comes back at the start of each turn.  That'd be a really fun mechanic, I think.  It allows for more potent triggered effects, since they can't be spammed, but still presents a recurring threat in a way that a Spellburst or Battlecry card doesn't.

    I'm not proposing an exact wording, but if it only works once, maybe twice per turn, that stops the massive cascade and doesn't trivialize OTKs.  It'd still be a good card for combo decks, since having a few 0-mana cards is really potent.

    Folks are acting like a nerf of this card is impossible, but it isn't.  Don't get me wrong, maybe these suggestions would be non-trivial to code, but the concepts behind them are easy to grasp, and probably short enough to write into card text.

    Posted in: News
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    posted a message on Battlegrounds Pepper Thread - Happy Moments

    Alex with an early Golden Selfless Hero for Imp Mama allows me to transition into a poison scam comp.  Not a huge thing to be proud of, but Mama was sweet, and it was one of those "should have been 8th place" games that just worked out well.  Ended 2nd place to some stacked Amalgadons, but the key to my opponent's win was the plants.

    I've been saying for ages that plants just win games.  They can be bad if you're trying to Macaw, but otherwise they'll often really impress me.  They break ties.  They pop shields.  They clean-up low HP scam poisons.  Plants.  Just.  Win.

    Anyhow, a nice game to end the night with.

    Posted in: Battlegrounds
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    posted a message on Anyone else feels sad wild is treated the way it is?
    Quote from LordCheesus >>

    No way. Warlock and mage need to take top nerf priorities. 

    Sorc apprentice needs to be nerfed to be spells can't cost less than 1.

    Flamewaker only targets minions. 

    Incanters flow to 5 mana.

    Spring Water to 6 mana and only refresh 1 mana crystal each spell.

    Stealer of Souls to 8 or 10 mana. 

    Mal Ganas changed to only friendly minions are buffed, no more hero immunity. 

    Fix those toxic cards first then we'll talk about the others. 

     

     Mal'Ganis nerfed to being immune only on your own turn, like Violet Illusionist.  Being able to tap and do other life-cost effects without a downside is really cool, but being invulnerable to the opponent is kinda silly.

    Posted in: General Discussion
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    posted a message on Wailing Caverns Mini Set - More New Cards

    Is it no support for Lady Anacondra and Deviate Dreadfang, or is it no payoff?  There's a lot of good Nature spells, and several free ones like Ironbark, so there's potential.  But I'm not sure where the "win" is.

    • DvDf builds a board (that's what Exotic Mountseller did), but there are easier ways to build a board.
    • There's nothing clear to me (even in Wild) where Lady A powers some absurd combo that just wins.  Maybe after Celestial Alignment you can use Lady A and Innervate/Lightning Bloom and get some huge turns, but I don't know that they'd be much better turns than what a Druid can already do after CelAl.
    Posted in: News
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    posted a message on Wailing Caverns Mini Set - More New Cards

    Could be, could be, @S0lus .  I see it almost as a 3rd early game play.  Ramp if you can, Overgrowth, Wild Growth, but then what if you don't draw them?  Maybe this helps bridge to the later game, since it's a semi-ramp that also gains life (sorta).

    You're right that it'd be wicked potent if this was also a beast.

    Again, I don't know if this really makes it.  But it's kind of interesting to me, that's it.

     

    Posted in: News
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    posted a message on Wailing Caverns Mini Set - More New Cards

    Fangbound Druid is interesting to me.  One flaw with the old Guardian Animals decks was when you drew your beasts rather than pulled them out with the spell.  FBD knocks the cost off beasts-in-hand, so it gets easier to play those you draw.  Seems like a somewhat reasonable fit.  Not sure it'd be enough to bring back the archetype, but it's interesting to me.

    Posted in: News
  • 7

    posted a message on Idea: Draw card at END of turn

    I think the benefits are slim (much of a turn can be planned ahead of time anyhow), but there's a few small flaws.

    • You miss a reasonably good signal that your turn is beginning.  I think it's kinda nice to have that process, and it might be easier to AFK through the first little bit of a turn without it.
    • Turn 1 is either disadvantaged since they don't start with a draw, but starting with an extra card in hand probably means +1 card to mulligan, and that might make a difference.
    • Mindrender Illucia and Toggwaggle and other sorts of hand or deck swap things could be a bit more awkward.
    • One niche issue is that it makes stream sniping even more powerful, since the sniper could now play around what would have been topdecked.

    None of those are that bad, but the more I think about it, I don't like it, because of one thing: it kills the thrill of the topdeck.  End-of-Turn draw means you'll have that answer already in hand, and maybe your opponent plays into it, maybe they don't.  It's not quite as exciting.  But there's a thrill of knowing "there's only one card in my deck that can answer this," having the Start-of-Turn draw, and getting the answer.  Losing that source of excitement probably hurts the fun, even if it doesn't really make a big competitive difference.

    Starting a turn with "One time, Fireball off the top!" is more fun than ending a turn with "Drew Fireball, so if they don't heal they're roasted."  One is a feeling of getting lucky (or not).  The other is either inevitability or disappointment.

    Posted in: General Discussion
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    posted a message on Honestly I don't understand why people play this game anymore.

    Powercreep has been so high that experimental decks are pretty trash.  If you want to win, you need well-honed decks.  That means either netdecking or using data.  However, data-driven results will converge towards netdecks, even if someone isn't copying a decklist.

     

    Posted in: General Discussion
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    posted a message on Dissatisfied with the nerfs...
    Quote from FortyDust >>
    Quote from thebitterfig >>

    I posit the key lesson: it's often ineffective to use targeted nerfs to fix widespread and determined power creep.

     I counterpose that that was never the intent, nor it is a desirable, achievable or realistic goal.

     Late reply, but... I think the source of what people are complaining about when decks get out of hand is a massively inflated baseline power level in Hearthstone.  Once this is the standard, a high power level makes anything close to balance almost impossible.  Healthy and interesting metas are the exception rather than the rule in the past two years of Hearthstone, and that's probably coming directly from the extent of power creep.

    I don't see power creep as a problem in terms of protecting value (HS isn't an investment, it's a subscription game), but that this kind of unbalanced meta, combined with the fact that decks have to be razor honed and focused, just makes the game less fun.  Opponents are all kinda samey, playing netdecks.  But folks have to netdeck and not experiment, since decks that aren't at that level get severely beaten.

    Posted in: General Discussion
  • 0

    posted a message on Dissatisfied with the nerfs...

    I posit the key lesson: it's often ineffective to use targeted nerfs to fix widespread and determined power creep.

    Posted in: General Discussion
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    posted a message on THE SHAMAN BUFFS

    One thing strikes me: I don't think Shaman would need a tonne more draw to become noticeably stronger.  Paladin might be awash with draw--three different two-of cards which replace themselves, plus the weapon to pull out secrets.  But that's not necessarily typical.  Some solid decks like Rush Warrior and Face Hunter can run as little as 3-5 total draw cards.

    Cagematch Custodian is a nice little card, and if Shaman got the equivalent of the old Mage card Bonfire Elemental, plus something kinda like Ringmaster Whatley or Barak Kodobane for a solid midgame reload (even if it requires specific deckbuilding), that might be enough to make a pretty reasonable Shaman deck.  Just getting a little bit more probably makes a big difference, even if Shaman draw never rivals Rogue draw.

    Posted in: General Discussion
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    posted a message on Patch 20.2.2 - Balance Changes, Quilboars In Battlegrounds Nerfed & More

    Buffs all seem OK, but it's hard to say whether they'll make a differences.  Fiendish Circle and Unbound Elemental brought up to essentially "fair" stats for their cost seem like the biggest two.  Circle is now the rough equivalent of Landscaping, and Unbound no longer having deficient stats might work out.  I don't know the rest of Shaman to be confident, however.

    Love the structure of the Crabrider nerf.  It's still going to be potent as a removal tool, but weak as a face-tool.  That's great.

    I don't really like the First Day of School nerf, but it's for the best.  Mostly, I liked how FDoS offered Wild Even Paladin something to do on odd amounts of mana other than hit the button, and that was pretty interesting to me.  But changing it to, say, only provide neutral 1-drops probably wouldn't be enough of a nerf.  I just kinda think that now, it's kinda boring and pointless.  Something kinda had to happen, I'm glad something did, I kinda don't love the solution, but I also can't really think of a better way.

    Other constructed nerfs seem fine and fair, but there's not really much to say about them.

    //

    Quillboar nerfs by and large seem pretty appropriate.  Weaker stats on the buffing units, and they no longer buff themselves as well, is going to make passive Blood Gem generation a lot costlier on board, and that's a good thing.

    Posted in: News
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    posted a message on How can blizzard make quilboars balanced in the current meta share your thoughts below

    It's tough, because there's essentially no useless quillboars.  Short Term:

    • Charlga at very least needs to not buff itself.  I know Kalecgos does, but Lightfang doesn't and because it doesn't scale it there's a real cost to keeping it for too long.  Holding Charlie for more buffs vs selling it to get room for a better unit should be a difficult choice.
    • Swapping Thorncaller and Tough Tusk help the early game some (maybe tweaking stats some) so that it's a bit harder to get great Blood Gem targets.
    • Also, one thing Quillboars do better than other tribes is splash menagerie units, so maybe if non-golden Necrolyte only could target quillboars it'd be nice.  Being able to shift a tonne of blood gems to a Cleave is huge, and if it required three Necrolytes to do that, it both becomes more rare, but also can bring a massive sense of accomplishment when someone pulls it off.

    Long run, while I'm not normally on the "buff not nerfs" train, but maybe it'd be best to add more scaling to early/mid builds from other tribes.

    Posted in: Battlegrounds
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