• 0

    posted a message on Shudderwock combo nerf, without out Nerfiing Shudderwock.
    Quote from xSaiko >>

    Let me rephrase that "no one cares" about wild and expand on it since it clearly went over your head. Blizzard, or T5 rather, don't really care that much about wild. Sure, it every once in a while sees some kind of maintenance or nerf to a wild only card, but only very very rarely. Obviously there are going to be people who stream and post videos on YouTube regarding wild as a preference of play. That's blatantly obvious. My statement was more geared towards the fact that standard is really only the format we need to regard when nerfing a card. Since standard practically dictates when a card gets nerfed. Not the other way around. TL;DR: Standard dictates the nerfs and wild doesn't dictate whether it should or shouldn't be nerfed, since it can just be un-nerfed when it gets to wild. e.g. Molten Giant. Does that make sense to you or should I paraphrase it just for you?

    So no wild should not be considered when nerfing a card since it can be un-nerfed after it's rotated out of standard. Moving on.

    Infinite Value and Shudderwock breaking the mold, again, is not the problem. Sure, they break the mold. Yippe. Cool. Let's get over that. It's a different kind of OTK. Difference still being, one ends the game once it's played, and the other doesn't. Again, Quest Rogue wasn't on a ungodly status either. Can you make a more relevant comparison? Because honestly, it doesn't seem to be your strong suite.

    Let me paraphrase more for you, since explanations and to the actual point of the issue, goes over your head. If we're speaking on a "on the clock" type of situation until Shudderwock is played, Jade Idol is not a great comparison. Let's look at exhibit A.) Razakus Priest. Although nearing it's life expectancy, Raza was nerfed due to the combo. Why was that nerfed? Right, because once it was played, and having the DK, it was practically over. Just like, that's right you guessed it, Shudderwock. What was it's only counter? That's riiiight, aggro. Did it end games by turn 5? Nope. Was it still nerfed? Yeeeeeeeeeeeeeeesssss it was.

    More or less had a hidden win alternative? Quest Rogue? What? It was literally to finish the Quest and run your 5/5s to face. That was the main and only win condition. It was nerfed for reasons A.) unless you were playing aggro, you didn't beat Quest Rogue who finished their Quest. B.) the Quest was easy to complete by turn 5. Initially. Not because "it was overtuned". No. The reason was plain and simple. Once quest was complete, you had little to no chance of winning against it. It's the same reason it was nerfed a second time.

    I hope that made some sense to you because, it's really simple. TL;DR: Quest Rogue each time it was nerfed, in it's meta time, and Shudderwock in this meta, provide the same issue. I'm going to leave this discussion at that because apparently the point i'm making is lost on you.

    Since you seem to be misunderstanding most of the points I already re-explained I'll just leave it at this.

    Shudderwok should not be nerfed because it beats control. It is an OTK deck and ALL OTK decks are designed to win against control by playing against their slow greedy nature. This isn't just a Shudderwok problem. If we had a different powerful OTK it would still be beating control, especially since there is no dirty rat or soft counter in standard atm. This isn't a Shudderwok problem, it is a people complaining that an archtype that naturally counters that archtype problem.

    And considering the deck is not dominating the meta and T5 hasn't nerfed it it looks like you're not getting your way anyway.

     There's Druid Malygos OTK but no one is complaining bout that. Buuuut ok. Surely on archetype then. Quest Rogue wasn't dominating in it's meta, but, still nerfed twice. So yeah, let's use "not dominating meta" as a platform for an argument. Only a matter of time until it gets nerfed.

    Posted in: General Discussion
  • 0

    posted a message on Shudderwock combo nerf, without out Nerfiing Shudderwock.
    Quote from xSaiko >>

     Obviously Quest Rogue has nothing to do with OTKs. Did I ever make that comparison? No. I simply said that Shudderwock should be treated the same way Quest Rogue was. Because they both have the same issues. Once each card is played, there was almost literally nothing you can do.

    Obviously you can't do anything once a deck has played it's OTK. But as i've stated many times, if you read my post, that there is LITERALLY NOTHING YOU CAN DO to stop just Shudderwock(One card btw). Uh, Malygos you can counter with counterspell to stop one of it's spells being casted. Also, playing Malygos requires to have all the combo pieces in your hand. Again, as I said, Shudderwock does not require all the combo pieces to be in hand to be played in one turn. Aviana is in wild. She doesn't matter. Whole different ball game of wild. Velen OTK still requires multiple cards to be in hand to do the OTK combo.

    Please don't drag wild into this as a counter. That's a weak argument. Find something else to argue with. And the reason why wild is a weak argument, is because all the answers and multiple expansions are there. No one cares about wild. It's simply not that important. And before you say "yes it is", do they hold world tournaments for wild? Prize, cash money? Do other card games allow banned cards to be playable in tournaments? No? Ok. Nuff with wild comparison.

    So, again, I use Quest Rogue as an example. Yet again. Let me break it down so you can understand better. Quest Rogue was Tier 2-3 pre-nerf the 1st time. What was it's counter? That's riiiiiiiiiiiight. You guessed it. Aggro. Did Quest Rogue have a high W/R? Nope. Did it get nerfed? Yep. Twice. Does it make sense yet? The problem isn't that it doesn't have an archetype to beat it. The problem is there is nothing you can do to stop Shudderwock once it's played. I don't know how many times I have to say that to make it apparent.

    Frost Lich Jaina, Deathstalker Rexxar, Dead Man's Hand, and Jade Idol are weak arguments. They did not and do not automatically end the game when they're played. There are still turns and still hope that the player, playing against the person who used those cards, still have a chance. So no to that. Next.

    Again, Quest Rogue was not Tier 1. Yet because of how polarizing the match became once the quest was played, was the reason for the initial nerf. Yes it was easy to finish the quest. Considering we're in a control meta, it's just as easy as Shudderwock Shaman to be able to prolong the match enough time to play a few battlecry minions then draw their Shudderwock. Hemet more so recently becoming a thing, making it that much easier to pull off.

    So you're fine with only one counter existing to counter Malygos decks (Counterspell), but you aren't fine with 2 cards countering Shudderwok (Gnomeferatu & Howlfiend)? Okay then, very flawed comparison.

    Nobody cares about wild? LMAO, plenty of wild streamers hated NSW and they were among the most prominent activists that got T5 to actually nerf a wild-only card? And just because wild isn't the prominent tournament scene that hands out cash prizes in Oprah Winfrey fashion doesn't mean there aren't tournaments and that people don't care about the format. That is a very naive statement and exposes just how little you know about the format. Dane, a wild streamer who even posts decks onto this website, actually was one of the participants in a tournament that progressed in chronological order through the various expansions and adventures that were released, having participants create decks that were only possible to construct during those various points in the game's life. How about we go to the very many youtube highlight channels. Ever see Hysteria, Happy, Towellie, etc showcasing a wide array of clips where they successfully carry out a crazy combo? Yep, obviously the format is so shunned that all of these wild-only clips aren't ending up on multiple youtube channels on a weekly, sometimes daily, basis. Next time keep your posts limited to what you actual have accurate knowledge of :)

    And yes, wild should be considered when balancing some cards, considering that we've already had a wild-only card that only saw play in meme decks just so that standard locks could get fed yet another board clear.

    The infinite value cards I mentioned earlier was in response to your complaints about Shudderwok breaking the mold of the traditional OTK model, not bringing them up to compare relative power between them and Shudderwok (Reading comprehension I know). The point was that those infinite value cards weren't nerfed for breaking the mold of the control archtype so why is Shudderwok breaking the mold of the OTK archtype so outrageous when it doesn't even boost the deck to an ungodly status.

    This might be a hard concept so listen close; more control decks might win more often against Shudderwok if they actually either ran actual burst or stopped treating the match-up like a normal slow attrition-based game and instead shifted game plans early on to be aggressive. The exact same flaws in how to treat games where you are on a clock happened with Jade Druid back in the day. So many people complained that it killed control and yet many of those players still treated the match-up as a game where they would somehow win by playing slow. The actual successful control players beat many more Jade Druids as control by smorcing it up as best they could with their control cards (even if it meant playing minions less value efficiently and went for tempo minions instead). How do you think more control players beat Shudderwok decks in standard today? It isn't just the situations where the shaman has Shudderwok in the last 5 cards of their deck I can tell you that. It is all about not committing too much into volcano, but having enough pressure where the shaman can't always easily drop things like Grumble for a 7 mana do nothing turn.

    Back to the Quest Rogue and Shudderwok comparison. The two polarizing effects of those decks on their respective metas are very different. You can't just say; "Those both make control lose so obviously they both meet requirements for major reworking." Quest Rogue was nerfed because it was way overtuned for a mere combo deck that was not an OTK deck. In fact, as I mentioned, the deck was a combo that was was so good in its quest reward of creating 5/5s that it more or less had a hidden alternate win condition of a large burst combo if you had your resources. In addition, the combo was already active around turn 5, give or take a turn. That did not allow even tempo played minions in control decks to actually pressure the rogue player like you can pressure Shudderwok shamans. Shudderwok shamans in comparison have no burst outside of the OTK and can be pressurred by control. 

    TL;DR: Quest Rogue was nerfed due to the polarizing effects of being overtuned for what a non-OTK combo deck should be able to do by turn 5. Shudderwok is polarizing naturally because OTKs naturally counter control decks (and because the designers fail at balancing the standard format with appropriate soft counters after rotations).

    Let me rephrase that "no one cares" about wild and expand on it since it clearly went over your head. Blizzard, or T5 rather, don't really care that much about wild. Sure, it every once in a while sees some kind of maintenance or nerf to a wild only card, but only very very rarely. Obviously there are going to be people who stream and post videos on YouTube regarding wild as a preference of play. That's blatantly obvious. My statement was more geared towards the fact that standard is really only the format we need to regard when nerfing a card. Since standard practically dictates when a card gets nerfed. Not the other way around. TL;DR: Standard dictates the nerfs and wild doesn't dictate whether it should or shouldn't be nerfed, since it can just be un-nerfed when it gets to wild. e.g. Molten Giant. Does that make sense to you or should I paraphrase it just for you?

    So no wild should not be considered when nerfing a card since it can be un-nerfed after it's rotated out of standard. Moving on.

    Infinite Value and Shudderwock breaking the mold, again, is not the problem. Sure, they break the mold. Yippe. Cool. Let's get over that. It's a different kind of OTK. Difference still being, one ends the game once it's played, and the other doesn't. Again, Quest Rogue wasn't on a ungodly status either. Can you make a more relevant comparison? Because honestly, it doesn't seem to be your strong suite.

    Let me paraphrase more for you, since explanations and to the actual point of the issue, goes over your head. If we're speaking on a "on the clock" type of situation until Shudderwock is played, Jade Idol is not a great comparison. Let's look at exhibit A.) Razakus Priest. Although nearing it's life expectancy, Raza was nerfed due to the combo. Why was that nerfed? Right, because once it was played, and having the DK, it was practically over. Just like, that's right you guessed it, Shudderwock. What was it's only counter? That's riiiight, aggro. Did it end games by turn 5? Nope. Was it still nerfed? Yeeeeeeeeeeeeeeesssss it was.

    More or less had a hidden win alternative? Quest Rogue? What? It was literally to finish the Quest and run your 5/5s to face. That was the main and only win condition. It was nerfed for reasons A.) unless you were playing aggro, you didn't beat Quest Rogue who finished their Quest. B.) the Quest was easy to complete by turn 5. Initially. Not because "it was overtuned". No. The reason was plain and simple. Once quest was complete, you had little to no chance of winning against it. It's the same reason it was nerfed a second time.

    I hope that made some sense to you because, it's really simple. TL;DR: Quest Rogue each time it was nerfed, in it's meta time, and Shudderwock in this meta, provide the same issue. I'm going to leave this discussion at that because apparently the point i'm making is lost on you.

    Posted in: General Discussion
  • 1

    posted a message on Shudderwock combo nerf, without out Nerfiing Shudderwock.
    Quote from xSaiko >>
    Quote from xSaiko >>
    Quote from split_and_push >>

    Or maybe learn to play and beat it easily, instead of crying on forum?

    What is that, tier 3 deck? If you loose against it you must play some super greedy control nad you get punished for your greediness.

     Did you read any of the previous posts? Quest Rogue was Tier 2-3 before. How many times did that get nerfed? Oh, right, twice. There isn't anything really to learn. It's play an aggro deck, and hope to go face before he can wipe you, or you lose. Control decks almost auto lose against it.

    The problem isn't that we can't kill it. The problem is that once it's played, you almost always lose. Just like how Quest Rogue was before it was nerfed the first time. Reiteration seems to be a thing on this forum since no one reads previous posts.

    Of course as a control player you typically lose to it. The deck is an OTK for crying out loud. How do people not get that ALL OTK decks by nature are intended to generally win against control. Most control decks don't run massive burst nor do they usually try to kill their opponents with burst, which ends up contributing to control generally losing to OTK further.

     

    It is almost like people are complaining about the nature of rock-paper-scissors in a card game of aggro, midrange, control, and control (OTK).

     If that's the case, why did they nerf Quest Rogue TWICE. What you are failing to understand is that there is literally NOTHING you can do once the card is played. Other OTKs at least have something that can counter it. If they put Dirty Rat back in, this wouldn't be that big an issue. But we literally have nothing that can stop it. Oh of course, aggro. Duh. Quest Rogue was the same issue. Shudderwock should be treated the same. Not sure what needs to happen to make it less polarizing vs control, but it needs to be done.

    This also isn't your regular "combo" deck either. Generally, you need to assemble all the combo pieces in hand to make the OTK combo work. In this case, you just have to play the cards, which, already happens throughout the match, then play Shudderwock. You don't have to play all the cards in one turn.

    Quest Rogue has nothing to do with OTKs being intended to beat most greedy decks with little to no burst. Quest Rogue isn't even an OTK deck, but a combo deck that could assemble an OTK if it held onto enough chargers and bounce effects. The deck was nerfed twice because it was polarzing due to the initial design of the card being too powerful and too easy to meet the requirements. It essentially was a miniature Naga Sea Witch deck, and it wasn't even an OTK deck.

    Yeah, you're not supposed to be able to do anything once Shudderwok is played... That is basically the point in time when traditional OTK decks kill you. Why do you think you should be able to stop the combo from killing you after it has fulfilled all of its requirements? That is like asking to have a Malygos, Aviana, or Velen combo to be preventable mid cast.

    So because standard is a fail format that doesn't place appropriate tech into the classic set, rotates out the only tech of its kind, and doesn't replace said tech in other expansions that means that decks that are manageable in wild should be nerfed in both formats? Pretty much sounds like you're wanting wild punished for what standard fails to do. Also, whose fault is it if there is an appropriate archtype that counters a single deck, but you simply don't want to play that archtype because of 'reasons'?

    Yeah, Shudderwok isn't your typical OTK deck because it doesn't need to hold onto most of its pieces for the whole game. However, Frost Lich Jaina, Deathstalker Rexxar, Double Dead Man's Hand, and Jade Idol, while not OTK cards, did all deviate significantly from what control used to be defined as (ie it created what a lot of players now call "infinite value". None of those cards were nerfed for significantly changing the control pattern, I see no reason why Shudderwok needs to be changed for breaking the OTK pattern. Now that doesn't mean I what most OTK decks to function like Shudderwok (An Aviana or Malygos style deck that worked like that could potentially be devastating), but considering that Shudderwok shaman is far from clawing its way up to tier 1 in either format I am fine with Shudderwok staying as is.

     Obviously Quest Rogue has nothing to do with OTKs. Did I ever make that comparison? No. I simply said that Shudderwock should be treated the same way Quest Rogue was. Because they both have the same issues. Once each card is played, there was almost literally nothing you can do. Shudderwock is just as easy to "meet the requirements".

    Obviously you can't do anything once a deck has played it's OTK. But as i've stated many times, if you read my post, that there is LITERALLY NOTHING YOU CAN DO to stop just Shudderwock(One card btw). Uh, Malygos you can counter with counterspell to stop one of it's spells being casted. Also, playing Malygos requires to have all the combo pieces in your hand. Again, as I said, Shudderwock does not require all the combo pieces to be in hand to be played in one turn. Aviana is in wild. She doesn't matter. Whole different ball game of wild. Velen OTK still requires multiple cards to be in hand to do the OTK combo. Oh and about traditional OTKs, you're supposed to be able to be able to have some sort of answer before it's played. With Shudderwock, there is NO answer to stop it from being played, before it's played, and after it's played.

    Please don't drag wild into this as a counter. That's a weak argument. Find something else to argue with. And the reason why wild is a weak argument, is because all the answers and multiple expansions are there. No one cares about wild. It's simply not that important. And before you say "yes it is", do they hold world tournaments for wild? Prize, cash money? Do other card games allow banned cards to be playable in tournaments? No? Ok. Nuff with wild comparison.

    So, again, I use Quest Rogue as an example. Yet again. Let me break it down so you can understand better. Quest Rogue was Tier 2-3 pre-nerf the 1st time. What was it's counter? That's riiiiiiiiiiiight. You guessed it. Aggro. Did Quest Rogue have a high W/R? Nope. Did it get nerfed? Yep. Twice. Does it make sense yet? The problem isn't that it doesn't have an archetype to beat it. The problem is there is nothing you can do to stop Shudderwock once it's played. I don't know how many times I have to say that to make it apparent.

    Frost Lich Jaina, Deathstalker Rexxar, Dead Man's Hand, and Jade Idol are weak arguments. They did not and do not automatically end the game when they're played. There are still turns and still hope that the player, playing against the person who used those cards, still have a chance. So no to that. Next.

    Again, Quest Rogue was not Tier 1. Yet because of how polarizing the match became once the quest was played, was the reason for the initial nerf. Yes it was easy to finish the quest. Considering we're in a control meta, it's just as easy as Shudderwock Shaman to be able to prolong the match enough time to play a few battlecry minions then draw their Shudderwock. Hemet more so recently becoming a thing, making it that much easier to pull off.

    Posted in: General Discussion
  • 4

    posted a message on Shudderwock combo nerf, without out Nerfiing Shudderwock.
    Quote from xSaiko >>
    Quote from split_and_push >>

    Or maybe learn to play and beat it easily, instead of crying on forum?

    What is that, tier 3 deck? If you loose against it you must play some super greedy control nad you get punished for your greediness.

     Did you read any of the previous posts? Quest Rogue was Tier 2-3 before. How many times did that get nerfed? Oh, right, twice. There isn't anything really to learn. It's play an aggro deck, and hope to go face before he can wipe you, or you lose. Control decks almost auto lose against it.

    The problem isn't that we can't kill it. The problem is that once it's played, you almost always lose. Just like how Quest Rogue was before it was nerfed the first time. Reiteration seems to be a thing on this forum since no one reads previous posts.

    Of course as a control player you typically lose to it. The deck is an OTK for crying out loud. How do people not get that ALL OTK decks by nature are intended to generally win against control. Most control decks don't run massive burst nor do they usually try to kill their opponents with burst, which ends up contributing to control generally losing to OTK further.

     

    It is almost like people are complaining about the nature of rock-paper-scissors in a card game of aggro, midrange, control, and control (OTK).

     If that's the case, why did they nerf Quest Rogue TWICE. What you are failing to understand is that there is literally NOTHING you can do once the card is played. Other OTKs at least have something that can counter it. If they put Dirty Rat back in, this wouldn't be that big an issue. But we literally have nothing that can stop it. Oh of course, aggro. Duh. Quest Rogue was the same issue. Shudderwock should be treated the same. Not sure what needs to happen to make it less polarizing vs control, but it needs to be done.

    This also isn't your regular "combo" deck either. Generally, you need to assemble all the combo pieces in hand to make the OTK combo work. In this case, you just have to play the cards, which, already happens throughout the match, then play Shudderwock. You don't have to play all the cards in one turn.

    Posted in: General Discussion
  • 3

    posted a message on Shudderwock combo nerf, without out Nerfiing Shudderwock.
    Quote from split_and_push >>

    Or maybe learn to play and beat it easily, instead of crying on forum?

    What is that, tier 3 deck? If you loose against it you must play some super greedy control nad you get punished for your greediness.

     Did you read any of the previous posts? Quest Rogue was Tier 2-3 before. How many times did that get nerfed? Oh, right, twice. There isn't anything really to learn. It's play an aggro deck, and hope to go face before he can wipe you, or you lose. Control decks almost auto lose against it.

    The problem isn't that we can't kill it. The problem is that once it's played, you almost always lose. Just like how Quest Rogue was before it was nerfed the first time. Reiteration seems to be a thing on this forum since no one reads previous posts.

    Posted in: General Discussion
  • 11

    posted a message on MetaBreaker 76WR Rank 5-1

    I'd like to see stats before being able to claim 76%WR.

    Currently sitting at 2-5 now. This deck does not perform well against the top tier decks, such as Taunt Druid, or Even Shaman. And considering that's what is predominant on ladder, I have a hard time believing it's 76% W/R. Sure, against Mage it does good. Not surprising because Mage is not that great on ladder right now except for Murloc Mage.

    Things this deck suffers from. A.) Card draw. Sure 2 loot hoarders and and lay on hands. Other than that, it's slow. More times than not, I have an awkward hand or find myself without answers.

    B.) Board presence. What the deck was previously great at before the CtA nerf, this deck suffers from. More often than not, I found myself without a minion to play till turn 4 or coining out my 4 minion. Hero powering a 1/1 on turn 1,2 and maybe 3, is ridiculously slow. The rest of the game is dead turns until you draw the nuts. More often than not, the opponent can deal with your board.

    But alas, I digress, I'd like to be proven wrong with some stats to go off of.

    Posted in: MetaBreaker 76WR Rank 5-1
  • 0

    posted a message on Shudderwock combo nerf, without out Nerfiing Shudderwock.
    Quote from parzival2345 >>
    Quote from xSaiko >>
    Quote from Kaladin >>
    Quote from Skorrigan >>

    Exactly, the problem is that in Standard you HAVE NO WAY TO STOP THE COMBO. You have aboslutely no way to stop Shuderowck battle cry. You may try to have your opponent discard by letting your opponent overdraw (with Naturalize or Gnomferatu for example) but hey, good luck. The Suddrwock card itslef is OK, the problem is it stacks the battlecries from other cards, and you cant stop it.

     There is no way to guarantee you stop the combo, in Wild or in Standard.  A mechanic that does such a thing would be awful for the game.  No single card should be a hard counter to someone else's entire deck/win condition.  

     Did you forget that Skulking Geist wrecked Jade Druid right outta any tier list when it was released? I mean, that counts as a single card that hard counters someone else's entire deck/win condition.

     This is simply untrue. Do you not remember the meta of jade druid dominance in the start of frozen throne? It was by far the best deck, Skulking Geist in no way won you the game against it. Jade druid didnt fade until the nerfs. Infact, Skulking Geist was regarded as a flop, and was mostly teched because it could help against raza priest by removing the Holy Smite and lowering the OTK burst significantly. 

    I stand corrected on that aspect. It was the best deck due to Spreading Plague (un-nerfed), Ultimate Infestation and Innervate (un-nerfed). Skulking Geist was regarded as a flop, however, point still stands that Skulking Geist hard counters the Jade Idol win condition.

    Shudderwock should be nerfed in some way. Or, as many are asking for, for Dirty Rat to be put into the Classic set. One card should not swing so hard that it auto wins you the game. As i've stated before, it's in the same category of auto-win that Quest Rogue used to be, before it was nerfed the first time. I'm paraphrasing.

    Posted in: General Discussion
  • 0

    posted a message on Shudderwock combo nerf, without out Nerfiing Shudderwock.
    Quote from Kaladin >>
    Quote from Skorrigan >>

    Exactly, the problem is that in Standard you HAVE NO WAY TO STOP THE COMBO. You have aboslutely no way to stop Shuderowck battle cry. You may try to have your opponent discard by letting your opponent overdraw (with Naturalize or Gnomferatu for example) but hey, good luck. The Suddrwock card itslef is OK, the problem is it stacks the battlecries from other cards, and you cant stop it.

     There is no way to guarantee you stop the combo, in Wild or in Standard.  A mechanic that does such a thing would be awful for the game.  No single card should be a hard counter to someone else's entire deck/win condition.  

     Did you forget that Skulking Geist wrecked Jade Druid right outta any tier list when it was released? I mean, that counts as a single card that hard counters someone else's entire deck/win condition.

    Posted in: General Discussion
  • 0

    posted a message on Shudderwock combo nerf, without out Nerfiing Shudderwock.

    I think I need to make a serious comparison here because we're now having the same issue we once had before. Quest Rogue. Although Tier 3, and the W/R not being that high, once completed, you knew it was basically over for you. All the "just play aggro" arguments is moot because it shuts out everything else that isn't aggro. Quest Rogue was eventually nerfed. TWICE. Because once the quest was obtained, you basically lost.

    This seems to be prevalent issue with Shudderwock as well now. Once played, you automatically lose. You almost always lose once it's played. What can you do once it's played? Nothing. Besides lay down a couple taunt minions, hero power, and wait for the next 5-10 Shudderwocks next turn. It's literally the same issue that Quest Rogue posed before. Almost always losing once it's played. I don't know how or if Blizzard will nerf it, but, I can see this being dealt with in the same manner.

    Posted in: General Discussion
  • 0

    posted a message on Imo why people have complaints about this meta
    Quote from Krafulu >>

    I feel like the core reason people don’t like this meta, despite it having a huge variety of decks that can be played, is that theres nearly nothing new. There’s no new decks. Except for things like shudderwok shaman (which in general is not liked) and recruit hunter, all the nerfs did was bring the return of old decks like miracle rogue and taunt warrior. Nothing new. 

    So it feels like we’ve played everything before. 

     We literally have a newer meta because of the nerfs. Decks are always "boring" a month or two after the release of an expansion. Why? Because there's thousands of players to figure out what's good and what's not and it gets figured out quick. In the first 2-3 weeks. Obviously there won't be anything new months afterwards.

    Quote from Berkheim >>

    Because the meta is only about drawing good and snowballing,  There is no other meta or game depending on luck like Hearthstone thanks to developers finally it's a gambling game.

     Every card game is draw dependent derp. Which can similarly be compared to RNG. (IE: Yugioh, MtG) Not really luck, more like odds. Example: Spiteful summoning a Tyrantus is high now because the odds are much smaller due to a smaller card pool.

    Posted in: General Discussion
  • 1

    posted a message on Wanting to record my games to watch back to learn from my mistakes.

    What you can do is get the Hearthstone deck tracker from HSreplay.net. It records your wins/losses, as well as the game play. All you have to do, is start hearthstone with the deck tracker, sign into battlenet and it'll start from there. It also has many other features.

     

    EDIT: Unless you plan on posting it on YouTube, then that would be a different story. You would need a screen recorder program, as well as a mic if you plan on talking. Headset with a mic works.

    Posted in: General Discussion
  • 6

    posted a message on Is Hearthstone balanced now?
    Quote from adlerauge1978 >>

    Balanced 😂😂😂 hahahahaaaa

    Sorry dude. As always, plenty of cancer decks all over. Blizzard refuses to fix the real problems and adds more cancer to cancer.

     Because you lack the ability to provide a constructive, valid argument as to why it's not balanced, we're going to have to assume you're rank 20+ and lose to OTK angry chicken decks. Please type something coherent next time.

    Posted in: General Discussion
  • 9

    posted a message on Is Hearthstone balanced now?

    I would definitely say it is. Considering each class has multiple decks to be able to play with. This would be the most balanced since Un'Goro launch.

    Druid: Maly/Taunt/Togg/Spiteful. Rogue: Miracle/Odd. Shaman: Even/Shudderwock. Warlock: Cube/Even/Zoo. Priest: Combo/Quest/Control. Pally: Odd/Murlocs. Mage: Big Spell/Aggro/Murloc. Warrior: Quest/Rush. Hunter: Recruit/Spell/Midrange.

    Insane that all the classes have multiple decks to play. Very fun nowadays.

    Posted in: General Discussion
  • 2

    posted a message on Tess Drama, DreamHack Austin, Latest Meta, Unique Decks - Value Town #171

    Why does everything seem funny to Chanman? Also, he seems to ramble on and on and on while Gaara sits there bored. Please reduce length of ValueTown to 3 to 5 minutes. Everything else they talk about is nonsense.

    Posted in: News
  • 0

    posted a message on Suggestions to make Hearthstone a little better
    Quote from SirLincolln >>

    After a couple of years of playing Hearthstone I've figured out that game needs to be more rewarding for the players. I don't play this game 24/7 but I managed to get a decent card collection so it's possible for me to craft 2-3 meta decks at the beginning of the new expansion. If only I stopped playing HS for a 1-2 months I would have fallen behind and I would need to grind. Considering that I don't play Arena I don't have a lot of gold (usually around 7k at the release of the new set). Isn't Conctructed the main Play Mode in HS? For me it is. So why we get only 500 dust at the end of the month? And why we only get dust from one format. I play both Wild and Standard (more focused on Wild) reaching Legend in Wild and around Rank 5 in Standard. It seems not to be rewarding at all for players who are simply good at the game but who don't want to grind every month. I don't know if any of HS Devs would ever see my post - but for me it's a good idea to increase rewards for playing Constructed (more Dust or maybe packs). Let's not forget that after long time of playing the game Dust becomes real HS currency.

    Another issue that needs to be fixed is Classic Set and Basic Set. What's wrong with it? All these cards available for everyone make Standard boring and make gameplay feel a little bit stale. Nourish, Wild Growth, Shadow Word: Pain and so on. So what to do? I think that the best sollution is to make cards from Basic Set Rotate every year. Every class has ten cards available for reaching lvl 20 on given hero. Current Basic cards rotate out - players get dust refund (considering that every card is a common it's not a lot of dust, so it's not a big problem). New cards come in, maybe some older cards become part of Basic set (which needs to include more cards (why? - read the next step). Then we remove such thing as Classic Set (can you imagine playing Magic: the Gathering for 25 Years with cards from Alpha?), make packs from the current sets rewards from Tavern Brawls and everyone will be happy. New players will have big card pool at the begining - they still will need to aquire cards from the new sets - but they will not need to waste gold on Classic packs.

    What do you think about my ideas and solutions?

     

     I'm not sure as to why some people don't realize the draw backs of removing/rotating out Basic/Classic card set. While understandably it's "boring", it sets in the identity of each class that the developers can build off of.

    The biggest issue with rotating/removing Basic/Classic card set is now, each expansion will need to offer MORE cards per expansion, making it already harder to pull cards you want. Not only will they need to offer more cards, the game now becomes very unfriendly to players that are free to play. Players that start with nothing due to removing basic/classic sets, will in turn have to cash in order to have some kind of card set. This game automatically becomes a pay to play at that point. Making free to play, players, do solo adventures to earn packs will be undoubtedly slow and not rewarding enough to offset having a somewhat viable deck. New players won't have a big card pool at the beginning if there's less being offered for free considering the Basic/Classic sets will either be rotated or removed. This isn't a physical TCG. You can't borrow or get free cards from your friends. This is a free online CCG that I believe needs to be handled differently from it's other predecessors.

    Posted in: General Discussion
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