• 1

    posted a message on Now can we talk about armor removal tech?

    Just a thought. 

    8 mana, Neutral Legendary, 1/6 Taunt. 

    Destroy your opponent's armor at end of turn.
    Your opponent takes two turns.   

    Extreme, yes. But destroying all armor is pretty extreme as well. 

    Posted in: General Discussion
  • 0

    posted a message on Possible Warlock DK Nerf

     

    Quote from Bardoca >>

    I dont understand why dont even one player from all those super smart "guldan dk is op" didnt mention fact that this card barely summon doomguards or voidlords most of the time and yes sometimes it summons 6 doomguards but 90% 6 from 7 minions are freakin voidwalkers 1/3 so tell me why the f***k blizz should nerf battlecry on this dk?

     

    P.S cry me a river palladins noobs <3

     
     Not saying the Dk needs nerfed ... but a top warlock player can and will control what Gul'Dan returns to the board. If you just toss every demon you have out there, and once they are all dead, pop your DK ... you are doing it wrong 
     
    Posted in: General Discussion
  • 3

    posted a message on Possible Warlock DK Nerf

    I don't mind the hero power. Yes, it's strong, but it should be. It is the most expensive DK card, so it should be strong. But, the res effect is too OP with the current batch of demons to pull from. 

    Which leads to the question ... does Gul'Dan need to be nerfed, or the demons? Personally, I would rather they start with changing Doomguard to Rush instead of charge. That change alone would probably be enough to settle down warlocks without destroying them. 

    Posted in: General Discussion
  • 1

    posted a message on Quest rogue, why do you want it destroyed?

     

    Quote from Sakurambou >>

    The real question is.

    Should Charge be replaced with Rush on all cards?

    Is the quest fine and it's the mana reduction cards like Shadowstep and Preperation that's the real problem?

    What's the point of Assassinate when Sap does the same thing but better for 3 mana less?

    Should your heroes health be increased from 30 to 40? It would give decks some more time to respond against aggresive decks and also make OTKs harder to pull off.

    And if rush is the way to go, should the same treatment happen to spells? Or do some people like facing burn mages that uses every spell to target face.

    Why are some of the most game winning cards in the game 1-drops? If I don't kill his Mana Wyrm, I lose, If I don't kill his Tunnel Trogg, I lose. Small-Time Buccaneer (unnerfed), Undertaker (unnerfed), is it ok that the game is decided on turn 1 based on if you have an answer to the opponents 1-drop?

    So many questions.

     Should your heroes health be increased from 30 to 40? It would give decks some more time to respond against aggresive decks and also make OTKs harder to pull off.
    This is actually something I have argued for for quite some time now. There really is no way to keep a game going for 5+ years without powercreep, so an obvious answer would be to increase the life total to offset it.  
    Posted in: General Discussion
  • 1

    posted a message on Quest rogue, why do you want it destroyed?

     

    Quote from Anatak89 >>

    A couple comments in here make me wonder if I should just include the quest in my miracle or tempo rogue decks.  Try to get some insta-concedes haha.

     
     lol .. i actually did a similar thing with Mage Quest while playing Control Mage. Toss the quest out, and players would generally start dropping everything they could trying to rush me down. Could usually set up a huge Dragon Fury clear on turn 5 :-) 
    Posted in: General Discussion
  • 1

    posted a message on Quest rogue, why do you want it destroyed?

    One possible change that I believe would be viable, without killing the deck completely would just be to have the minions react to silence and transform effects after the quest. 


    Posted in: General Discussion
  • 1

    posted a message on Searching for a piticular druid deck

     

    Quote from jxbarn >>

    This deck that I'm looking for is basically a druid deathrattle taunt with Hadronox and spiritsinger umbra with 2 Abomination.

    basically if your playing this deck and have 2 or more health/armor you win. cause it keeps summoning taunts of Abomination. and i cant remember the rest of the cards that was in the deck i just know  Spiritsinger umbra is invincible from another card.... damn i suck at this lmfao well if anyone could help me find or even inform me on that invincible card for a turn or some smackidy shoo sha card lol

     basically if your playing this deck and have 2 or more health/armor you win.
     Umm, that would be 41 health + armor. I play the deck as a fun meme every now and then. Your final lightshow does 40 damage to both you and your opponent. If you want to win, you need at least 41 combined health and armor. To be honest, I think I have won maybe 2 games with it ... but have had a lot of draws. Its a fun deck to mess around with in casual, but that's about it. 

    Oh, and FYI, if you play the Rotten Applebaum in the deck, you blow the final combo. To get the full effect, you want only Abominations to be resurrected. 
    Posted in: General Discussion
  • 0

    posted a message on Why I fear the meta after the nerfs...

     

    Quote from ColinthePyro >>

     

    Quote from Trikzen >>

     

    Quote from SlydE >>

    If the OP could be more specific, it would be nice!

    When nerfs hit, tier 2 decks usually come up to shine, and the decks which specifically targetted old tier 1 decks take a hit with them. Some candidates for NEW tier 1 decks include:

    -Shudderwock/battlecry shaman
    -Even Shaman
    -Aggro mage
    -Big spell mage
    -Taunt druid
    -Odd rogue
    -Tempo rogue
    -Rush warrior
    -Control warrior

    Honestly, I don't see the potential problem at all!

     
     Many of those aren't Tier 2. Battlecry Shaman and Control Warrior aren't Tier 2. And some of those like Taunt Druid are pure counter decks. And that's the point.
     
    After the nerf hit and something like 60% winrate Tempo Rogue goes off, do we revert to a nerfed Knights of the Frozen Throne meta? Because Hand Druid and Dragon Hunter aren't countering a thing.
    Hooray for Big Priest?
     But Tempo Rogue is barely T2 at the moment and Big Priest is dead. You can't devalidate counter decks to those archetypes while simultaneously claiming that Battlecry Shaman and Control Warrior will never be good.
     
     I will also add that if you haven't played Control Warrior, you might be pretty surprised how good it really is. I would argue it is the best control deck out right now. I have no idea where it ranks as far a a tier goes, but I have been playing it fairly steady this season, and am sitting at just under 60% win rate with about 60 or so games played. Not bad considering it is auto concede against Quest Rogue. 
    Posted in: General Discussion
  • 0

    posted a message on Should quest rogue get rekt by nerf hammer?

     

    Quote from Fog_za >>

     

    Quote from zzAMBIENzz >>

     

    Quote from parzival2345 >>

     

    Quote from zzAMBIENzz >>

     

    Quote from Mynicka >>

    When I play against Quest Rogue it always feels like my opponent is playing solitaire. There seems little that I can do to influence whether or not they complete the quest, and if they do complete the quest it's usually game over. When i win think "guess this was one of the times the game decided I would win", when I lose I think "guess this was one of the times the game decided I would lose." Decks this uninteractive aren't fun to play against even if their win rates don't indicate that they are "op". 

     

     
     The only reason QR isn't a God Tier deck is because aggro is as powerful as it is. If we didn't have decks that can consistently kill by turn 6/7, QR would be insane.  
     
     This isnt even the case. Is not god tier because its hard to pilot, doesnt have the burst that it had with patches, and has an even matchup with the other decks of the 'midrange' archetype. 
    And frankly winning by turn 6/7 doesnt even really require an aggro deck, anything that can curve out (like dragon priest used to) can easily achieve a turn 7 lethal just by playing good cards at each stage of the game. 
    Its okay that it beats control. Its a midrange deck. its meant to. And anyway, I have beaten it in wild with aviana kun druid. 
    Just fyi, I dont play it. I packed the quest in un-goro, played it then, but just dusted it when it was nerfed and didnt craft it again now that its okay. 
     
     because its hard to pilot

    I see this come up a lot, and I am asking this as a serious question, not as a troll. 

    What is hard about it?

    Generally speaking, I see a few different ways it plays out, presumably depending on the draw. 

    1. Complete the quest with Elementals. This seems to be catching back on, where in earlier lists, I didn't see it as much. Lately, I have seen more Igneous Elemental showing back up. 

    2. Play freeze out with Glacial Shard

    3. Sonya and bounce boars. 

    Complete the quest, wreck the board with the Lifesteal / Rush minions, then smash face with Deckhands, remaining boars, ect while sitting behind 5/5 divine shield taunts. 

    I mean, the list is pretty simple. There aren't a ton of decisions to make. Pick a minion, draw bouncers, complete quest, profit. 

    And frankly winning by turn 6/7 doesnt even really require an aggro deck, anything that can curve out (like dragon priest used to) can easily achieve a turn 7 lethal just by playing good cards at each stage of the game. 

    Sure, most decks, even some control decks can pull off a Turn 6/7 lethal if everything curves out just right. The point missed is the consistency of current aggro decks. Unless they just get the literal worst draw possible, you are not going to survive 6 unanswered turns against a Paladin right now ... or a mage.  
     Thank you. I can't be the only one who doesn't think this deck is hard to play.
     
     
     I think it may just be you and me kid :-) 

    I see about half a dozen people in the thread saying how hard it is to pilot, but not one that gives an example or adds reasoning to that statement. 

    And like I said before, I am not trolling. I am genuinely interested in what makes it a skilled deck. I even admitted I haven't played it a lot. I will even admit that I am no where near "highly skilled" at Hearthstone. So I would be interested in some specifics, because the games I have played with it, I won easily in the matchups I should have won, and lost handily in the ones I should have lost. I can think of one match, against a Priest that I believe was Spiteful, or some homebrew Dragon list (I say that because he never played Summoner's) that I lost because I over committed, and he cleared the board with double Duskbreakers, and I just ran out of minions, allowing him to chip me down. That was the only game I felt I could have won if I had played "smarter". 

    I really hope that the "skill" everyone is talking about is "don't play your minions until you have a clear path towards completing the quest", because that isn't skill, that is common sense.  
    Posted in: General Discussion
  • 0

    posted a message on Should quest rogue get rekt by nerf hammer?

     

    Quote from A_Flagrants >>

     

    Quote from zzAMBIENzz >>

     

    Quote from parzival2345 >>

     

    Quote from zzAMBIENzz >>

     

    Quote from Mynicka >>

    When I play against Quest Rogue it always feels like my opponent is playing solitaire. There seems little that I can do to influence whether or not they complete the quest, and if they do complete the quest it's usually game over. When i win think "guess this was one of the times the game decided I would win", when I lose I think "guess this was one of the times the game decided I would lose." Decks this uninteractive aren't fun to play against even if their win rates don't indicate that they are "op". 

     

     
     The only reason QR isn't a God Tier deck is because aggro is as powerful as it is. If we didn't have decks that can consistently kill by turn 6/7, QR would be insane.  
     
     This isnt even the case. Is not god tier because its hard to pilot, doesnt have the burst that it had with patches, and has an even matchup with the other decks of the 'midrange' archetype. 
    And frankly winning by turn 6/7 doesnt even really require an aggro deck, anything that can curve out (like dragon priest used to) can easily achieve a turn 7 lethal just by playing good cards at each stage of the game. 
    Its okay that it beats control. Its a midrange deck. its meant to. And anyway, I have beaten it in wild with aviana kun druid. 
    Just fyi, I dont play it. I packed the quest in un-goro, played it then, but just dusted it when it was nerfed and didnt craft it again now that its okay. 
     
     because its hard to pilot

    I see this come up a lot, and I am asking this as a serious question, not as a troll. 

    What is hard about it?

    Generally speaking, I see a few different ways it plays out, presumably depending on the draw. 

    1. Complete the quest with Elementals. This seems to be catching back on, where in earlier lists, I didn't see it as much. Lately, I have seen more Igneous Elemental showing back up. 

    2. Play freeze out with Glacial Shard

    3. Sonya and bounce boars. 

    Complete the quest, wreck the board with the Lifesteal / Rush minions, then smash face with Deckhands, remaining boars, ect while sitting behind 5/5 divine shield taunts. 

    I mean, the list is pretty simple. There aren't a ton of decisions to make. Pick a minion, draw bouncers, complete quest, profit. 

    And frankly winning by turn 6/7 doesnt even really require an aggro deck, anything that can curve out (like dragon priest used to) can easily achieve a turn 7 lethal just by playing good cards at each stage of the game. 

    Sure, most decks, even some control decks can pull off a Turn 6/7 lethal if everything curves out just right. The point missed is the consistency of current aggro decks. Unless they just get the literal worst draw possible, you are not going to survive 6 unanswered turns against a Paladin right now ... or a mage.  
     I do not know if you are joking or if you haven’t played with QR ever. 
     
     
     
    No, it is a serious question. I played it a little pre-nerf, but have played only played a handful of games with it since the comeback. But of those games, I have won the ones I should win, and lost the ones I should lose ... and I can honestly say I don't think there was a damn thing I could have done differently in any of them. 

    But, I have faced it plenty of times. And I know the deck. 

    But again ... what is so difficult about it? You have a finite number if minions you want to bounce, and a finite number of ways to bounce them. Either you get the cards, or you don't. The deck is very similar to how Quest Mage played out. It is solitaire. Biggest difference is, with Quest mage, you were controlling your opponents minions. With QR, you are just literally hoping you draw the cards required to complete the quest before you die. It's not like you really control anything with a handful of 1HP minions, and a Sap.    
    Posted in: General Discussion
  • 2

    posted a message on Should quest rogue get rekt by nerf hammer?

     

    Quote from parzival2345 >>

     

    Quote from zzAMBIENzz >>

     

    Quote from Mynicka >>

    When I play against Quest Rogue it always feels like my opponent is playing solitaire. There seems little that I can do to influence whether or not they complete the quest, and if they do complete the quest it's usually game over. When i win think "guess this was one of the times the game decided I would win", when I lose I think "guess this was one of the times the game decided I would lose." Decks this uninteractive aren't fun to play against even if their win rates don't indicate that they are "op". 

     

     
     The only reason QR isn't a God Tier deck is because aggro is as powerful as it is. If we didn't have decks that can consistently kill by turn 6/7, QR would be insane.  
     
     This isnt even the case. Is not god tier because its hard to pilot, doesnt have the burst that it had with patches, and has an even matchup with the other decks of the 'midrange' archetype. 
    And frankly winning by turn 6/7 doesnt even really require an aggro deck, anything that can curve out (like dragon priest used to) can easily achieve a turn 7 lethal just by playing good cards at each stage of the game. 
    Its okay that it beats control. Its a midrange deck. its meant to. And anyway, I have beaten it in wild with aviana kun druid. 
    Just fyi, I dont play it. I packed the quest in un-goro, played it then, but just dusted it when it was nerfed and didnt craft it again now that its okay. 
     
     because its hard to pilot

    I see this come up a lot, and I am asking this as a serious question, not as a troll. 

    What is hard about it?

    Generally speaking, I see a few different ways it plays out, presumably depending on the draw. 

    1. Complete the quest with Elementals. This seems to be catching back on, where in earlier lists, I didn't see it as much. Lately, I have seen more Igneous Elemental showing back up. 

    2. Play freeze out with Glacial Shard

    3. Sonya and bounce boars. 

    Complete the quest, wreck the board with the Lifesteal / Rush minions, then smash face with Deckhands, remaining boars, ect while sitting behind 5/5 divine shield taunts. 

    I mean, the list is pretty simple. There aren't a ton of decisions to make. Pick a minion, draw bouncers, complete quest, profit. 

    And frankly winning by turn 6/7 doesnt even really require an aggro deck, anything that can curve out (like dragon priest used to) can easily achieve a turn 7 lethal just by playing good cards at each stage of the game. 

    Sure, most decks, even some control decks can pull off a Turn 6/7 lethal if everything curves out just right. The point missed is the consistency of current aggro decks. Unless they just get the literal worst draw possible, you are not going to survive 6 unanswered turns against a Paladin right now ... or a mage.  
    Posted in: General Discussion
  • 0

    posted a message on Should quest rogue get rekt by nerf hammer?

     

    Quote from Mynicka >>

    When I play against Quest Rogue it always feels like my opponent is playing solitaire. There seems little that I can do to influence whether or not they complete the quest, and if they do complete the quest it's usually game over. When i win think "guess this was one of the times the game decided I would win", when I lose I think "guess this was one of the times the game decided I would lose." Decks this uninteractive aren't fun to play against even if their win rates don't indicate that they are "op". 

     

     
     The only reason QR isn't a God Tier deck is because aggro is as powerful as it is. If we didn't have decks that can consistently kill by turn 6/7, QR would be insane.  
    Posted in: General Discussion
  • 0

    posted a message on Should quest rogue get rekt by nerf hammer?

     

    Quote from GrillaGamingYT >>

     

    Quote from zzAMBIENzz >>

    This is a tough one to answer. My first inclination is "Yes", because it's only real counter is just Face aggro. The fact that any other deck stands no chance against it unless it just draws horribly is bad. 

    Plenty of reasons to answer "No" as well. And those reasons are all the other busted decks we have right now. But when you look at those decks, you at least have a shot at controlling them, or tech cards, ect. Quest Rogue is flat out an auto loss if you cannot rush them down before they complete the quest. 


     I haven't played any quest rogues yet so this should be interesting
     
     
     I dont see a lot of them. Just enough to make playing Control even more of a pain to ladder with than it already is. You already have to deal with 10-15 minute games, so streaks are that much more important. And it seems to never fail, as soon as I get a streak going, there is the Quest Rogue. And against control, its just auto concede. 
    Posted in: General Discussion
  • 1

    posted a message on Should quest rogue get rekt by nerf hammer?

    This is a tough one to answer. My first inclination is "Yes", because it's only real counter is just Face aggro. The fact that any other deck stands no chance against it unless it just draws horribly is bad. 

    Plenty of reasons to answer "No" as well. And those reasons are all the other busted decks we have right now. But when you look at those decks, you at least have a shot at controlling them, or tech cards, ect. Quest Rogue is flat out an auto loss if you cannot rush them down before they complete the quest. 


    Posted in: General Discussion
  • 2

    posted a message on Nerfing Decks and Dust Refund Policy

    It is a problem, especially for F2P players. And it has a fairly simple solution, but one that I doubt Blizzard would ever do. Refund full dust value for the actual nerfed cards, plus an additional 1600 dust. 

    It may not quite make up for all the dust spent to craft a deck, but it's better than nothing, and may be enough to get a player started on making another deck. 

    The big problem is that when Blizzard nerfs cards, they tend to not balance them, but kill them (and the deck they were associated with) completely. And we all know the other problem ... when one deck is knocked off the top of the pile, another one just takes its place. For those with a fairly complete collection, there isn't a problem at all, as they will just craft the next top deck, but for a F2P player that spent all their resources on building a deck to be able to compete, having that deck destroyed can be game ending. 

    Posted in: General Discussion
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