Board 8 > Hearthstone Topic:Madness at the Darkmoon Faire

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skullbone
02/25/21 6:33:46 PM
#404:


LiquidOshawott posted...
Oh we lose Huffer too

And Savage Roar

No more bloodlust either. Eliminate all of the board clears and then eliminate all of the reasons to go wide on a board.

BIG BRAIN

But there are so many changes I'm having a hard time remembering what is missing or what cards are returning from previous sets. Kinda wish they would show up the classic cards that are being removed in an easier list.

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#405
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skullbone
02/26/21 2:35:42 AM
#406:


Okay this is the best picture I've seen to see what cards are leaving:

https://i.imgur.com/QETRvgp.jpg

Red = not brought back
Green = new card
Violet = Returning old card
Violet with Cyan orb = Returning old changed card
Cyan = Changed card

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Camden
02/26/21 3:43:05 AM
#407:


I had a chance. I had Oh My Yogg in play. I had a second copy in my hand. I even got my opponent to accept the friend request in the middle of the match. He didn't know what the hell I was talking about at first when I mentioned the achievement but I got him to understand, and he put me to 1 health before casting a spell.

He used his hero power to put me to 1.

He had a random Dragonbane in play.

It killed me.

...it's going to take me at least another week of playing to get someone to accept another random friend request in the middle of the match.

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metroid composite
02/26/21 4:53:59 AM
#408:


skullbone posted...
Okay this is the best picture I've seen to see what cards are leaving:

My biggest takeaway from that picture is that the core set is much smaller than the original basic+classic.

Looks like we're going from 25 cards per class to 16 cards per class. (It'll probably have a similar overall impact on the meta cause like...most of the cards in the new core set are higher power on average than the cards from old basic+classic).

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azuarc
02/26/21 9:57:25 AM
#409:


Camden posted...
...it's going to take me at least another week of playing to get someone to accept another random friend request in the middle of the match.

How did you friend request someone mid-match? The only way I know of to get a person's ID is from your last played opponent.

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#410
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azuarc
02/26/21 10:20:38 AM
#411:


Okay, so what we ought to do is just talk about these classes one at a time. Going alpha, let's start with Demon Hunter.

In:
Battlefiend
Crimson Sigil Runner
Chaos Strike
Sightless Watcher
Spectral Sight
Feast of Souls
Eye Beam
Aldrachi Warblades
Coordinated Strike
Ashtongue Battlefiend
Chaos Nova
Raging Felscreamer
Warglaives of Azzinoth*

Out:
like everything...okay, um...
Thunderhoof Slayer
Satyr Overseer
Soul Cleave
Glaivebound Adept
Inner Demon
Blur
Consume Magic
Mana Burn
Twin Slice
Ur'Zul Horror
Illidari Felblade
Soul Split
Umberwing
Blade Dance
Wrathscale Naga
Altruis the Outcast
Command the Illidari
Wrathspike Brute
Flamereaper
Hulking Overfiend
Nethrandamus

New:
Kor'vas Bloodthorn (pen flinger legendary)
Gan'arg Glaivesmith (3/2 +3 attack this turn)
Illidari Inquisitor (King Krush demon)

*Warglaives are reduced to only 3 durability

.

And yeesh oh man is this overwhelming. Like, where to start...

I'm going to miss a lot of these cards from when I've played DH, like Umberwing, Satyr Overseer and Glaivebound Adept. I'm definitely NOT going to miss a lot of these cards from playing against, like Twin Slice and Blade Dance. A ton of major identity cards are gone, like Altruis, Inner Demon, and Wrathscale Naga.

Looking at what remains, we have...
3 outcast cards
5 card draw effects
2 cards with +hero attack
2 weapons
8 minions, 4 of which are demons and 1 is related to demons
1 board clear/multi-kill (not counting Coordinated Strike)
1 "big" card (6+)
4 medium cards (4-5)
11 small/early cards (1-3)

.

Without analyzing the rest, I feel like Demon Hunter will seem like the most changed in one sense -- it launched with a set that basically pushed it into existence, and so many of those cards feel like part of the class's identity (like where's Skull of Gul'dan?) -- and the least in another, because we've had the least time to have the effects become ingrained in our mind. (What do you mean, there's no Animal Companion or Kill Command?)

What remains maintains the class identity, but I feel like they've removed most of the bullshit people hate contending with against demon hunter. Outside of two cards that were nerfed (Battlefiend, Warglaives) I doubt there's anything on this list that people are going, "but oh god, I still have that to deal with." Overall my verdict is that the class feels incredibly neutered and will be super dependent on whatever cards are in rotation. However, since the most powerful card here is easily the new 8 mana 8/8 rush, maybe DH starts playing for longer games and then tags you in the face for 9 after rushing into your taunt. Just not sure they have the tools to get there.

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Camden
02/26/21 11:37:48 AM
#412:


azuarc posted...
How did you friend request someone mid-match? The only way I know of to get a person's ID is from your last played opponent.

Go into your Hearthstone logs folder and open up Power.log. You can search for # in there and find all of your recent opponents, including your current opponent. It either resets when you close Hearthstone or when you start it back up each time.

Edit: Just checked since I'm doing a quest for battlegrounds right now, doesn't seem to work there.

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metroid composite
02/26/21 7:01:30 PM
#413:


azuarc posted...
However, since the most powerful card here is easily the new 8 mana 8/8 rush, maybe DH starts playing for longer games and then tags you in the face for 9 after rushing into your taunt.
Eh, I think that card is overhyped.

DH has had a lot of big minions that just ended up doing nothing, including Ancient Void Hound and Coilfang Warlord.

Yeah, that card plus a hero power sure is 9 face damage for 9 mana, but you could say the same thing about Inner Demon, and it's not like aggro decks were running Inner Demon as a finisher. Inner Demon only got run when you could cast it for 0 mana with Kael'Thas.

I'm a lot more interested in the "pen flinger" legendary. Not because I think you're going to recur it a ton like Pen Flinger, but because it's basically Lifedrinker. Opponent loses 2 health, you gain 2 health, get a 2/2. Obviously Lifedrinker is gain/lose 3 and a 3/3, but it's also double the mana. Even one bounce is into very good territory (after one bounce, for the same mana as Lifedrinker, you've dealt 4 and gained 4 health).

Gan'arg Glaivesmith also looks...well it's a lot worse than Twin Slice, but what are you going to do, not run it? It gives your hero +3 attack. But god, it is a little underwhelming isn't it? Like...you need outcast for that? Pretty sure you could remove the outcast requirement, and Shaman's Stormstrike would still be the better card. Still, I would be genuinely surprised if DH aggro decks didn't run this.

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skullbone
02/26/21 7:12:38 PM
#414:


The difference with the 8/8 is that it can trade into a minion AND go face for 8 damage. Then if it survives a turn it basically has windfury. I mean I'm not completely convinced it will actually work that way but that's the idea at least.


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ShatteredElysium
02/26/21 7:28:53 PM
#415:


When do all these changes happen? As I'll lkely start playing again when they do
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LiquidOshawott
02/26/21 7:54:00 PM
#416:


Probably alongside the new set for year of the gryphon

Unless they want to give us a couple weeks of playing time before the new set

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skullbone
02/26/21 8:15:52 PM
#417:


Yeah Core set is live when the new set is unlocked. Classic mode will get released a few weeks earlier when the new cards actually get added to the game.

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Camden
02/27/21 1:36:27 PM
#418:


Hearthstone gods, I beg of you! Make my opponents accept friend requests!

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azuarc
02/27/21 3:47:29 PM
#419:


DRUID

Out:
Moonfire
Claw
Healing Touch
Savage Roar
Swipe
Starfire
Ironbark Protector
Savagery
Wrath
Mark of Nature
Bite
Keeper of the Grove
Force of Nature
Starfall
Ancient of Lore
Gift of the Wild

In:
Innervate
*Mark of the Wild
Power of the Wild
Wild Growth
Soul of the Forest
*Druid of the Claw
Nourish
Ancient of War
*Cenarius

From wild:
Pounce
Enchanted Raven
Landscaping
*Menagerie Warden

New:
Nordrassil Druid (4m 3/5, reduces next spell by 3)

That's a lot of staple stuff gone. Swipe, Wrath, Starfall, basically all the direct damage spells. In fact, there aren't *any* left in the core set. Also a bunch of chaff and icons of the past have been cut, like Claw, Ironbark, Savagery, Bite, Force, Savage, etc. Adjusting to all of that being out of the cycle is going to be jarring.

Instead, what we still have includes minor mana cheats (Innervate, Nourish, Nordrassil Druid), buffs (improved Mark of the Wild, Power of the Wild, Soul of the Forest, Cenarius), and a very small collection of choose one cards (Power, Druid of the Claw, Nourish, Ancient of War, Cenarius). Maybe 5 isn't that small, but most of those cards haven't seen recent play. There's very little beast support outside of Raven -- is a 1 mana 2/2 that good in 2021? -- and Menagerie Warden. I'm honestly not sure what druid's identity is here. It certainly isn't treants. It's not mana ramp. It's not beasts. It's not...well, much of anything. Druid will be completely dependent on the sets of the current year, because these cards don't even seem like they're likely to augment an existing deck beyond maybe 1 or 2 cherrypicks. Making a core-set-only deck, though? Yeesh.

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#420
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Camden
02/28/21 12:01:18 AM
#421:


Bruh, if anyone says Hearthstone players are dumb they're giving them too much credit. Finally got a second guy to accept my request, ask him if he's willing to try to kill me through Oh My Yogg, and after explaining what that means he says sure.

He just attacks and kills me the next turn.

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ESY16
02/28/21 5:37:58 AM
#422:


I have missed out on the chance to face a ghost on the last THIRTEEN times I have qualified for it and it wasn't the final 3. The odds of that happening are about one half of one percent. You should face everyone in the lobby once before facing someone for a 2nd time, and ghosts should be handled like TFT. Blizzard just give us a PTR so we can try things out.

Camden posted...
Bruh, if anyone says Hearthstone players are dumb they're giving them too much credit. Finally got a second guy to accept my request, ask him if he's willing to try to kill me through Oh My Yogg, and after explaining what that means he says sure.

He just attacks and kills me the next turn.

Quests can only be done in ranked right?

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Camden
02/28/21 12:55:13 PM
#423:


Ranked or duels.

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metroid composite
02/28/21 10:43:32 PM
#424:


azuarc posted...


That's a lot of staple stuff gone. Swipe, Wrath, Starfall, basically all the direct damage spells. In fact, there aren't *any* left in the core set. Also a bunch of chaff and icons of the past have been cut, like Claw, Ironbark, Savagery, Bite, Force, Savage, etc. Adjusting to all of that being out of the cycle is going to be jarring.

Instead, what we still have includes minor mana cheats (Innervate, Nourish, Nordrassil Druid), buffs (improved Mark of the Wild, Power of the Wild, Soul of the Forest, Cenarius), and a very small collection of choose one cards (Power, Druid of the Claw, Nourish, Ancient of War, Cenarius). Maybe 5 isn't that small, but most of those cards haven't seen recent play. There's very little beast support outside of Raven -- is a 1 mana 2/2 that good in 2021? -- and Menagerie Warden. I'm honestly not sure what druid's identity is here. It certainly isn't treants. It's not mana ramp. It's not beasts. It's not...well, much of anything. Druid will be completely dependent on the sets of the current year, because these cards don't even seem like they're likely to augment an existing deck beyond maybe 1 or 2 cherrypicks. Making a core-set-only deck, though? Yeesh.
Worth noting most of the choose one stuff that hasn't seen recent play got a buff.

Druid of the Claw is now a 5/6 taunt (or 5/4 rush, which granted, is arguably a downgrade from 4/4 charge, but that was the weaker mode anyway). Cenarius now costs 8 mana (down from 9)

> "is a 1 mana 2/2 that good in 2021?"

Well, let's take a peek at how many decks are running blazing battlemage. It's...a decent number, although it's not a common include in Token Druid. (Token Druid has access to 1 mana for a 2/2 Treant, though, which they do run, and Treeinforcements is rotating, so maybe they do care about enchanted raven after rotation?)

I guess there's an outside chance of Druid of the Claw being a relevant beast with its stat buff? No, probably not, probably still need to get beasts from expansions.

Anyway, worth noting Druid is keeping almost all the cards they actually use in decks right now. They aren't using Wrath right now; Lunar Eclipse is better. Bogbeam is also better. They aren't using Swipe either. But they are using Power of the Wild. They are using Innervate. They are sometimes using Wild growth.

There is one massive exception that they are losing: Savage Roar is obviously a card they're using right now. But other than that it seems like they're keeping everything else important?

I don't want to declare any of the new cards as being on the power level of savage roar, cause I'm pretty sure they're not. But Druid looks like it should survive the rotation.

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ESY16
03/01/21 12:12:17 AM
#425:


Man, hunter and DH look so bad post rotation unless they get a lot of help from the new set.

I think I may be the only arena player here, but let me just say that the core rotation will be so good for Arena. Not only that, but not having to see another Mind Control or Polymorph is the good stuff.

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metroid composite
03/01/21 4:05:02 AM
#426:


ESY16 posted...
Man, hunter and DH look so bad post rotation unless they get a lot of help from the new set.
Yeah....

Hunter already had a LOT of cards rotating. Phase Stalker, Dragonbane, highlander hunter stuff, dragon hunter stuff, Dwarven Sharpshooter, Blazing Battlemage.

And then on top of that they're slapping on the loss of Animal Companion, Kill Command, and Eaglehorn Bow? Ouch.

At least they get Quickshot, great card.

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skullbone
03/01/21 3:39:49 PM
#427:


Had a game of battlegrounds last night where I queued into Kripp's game on accident. I was watching his stream and his game looked very similar to mine and then I realized it was the same game. A little surreal to see his chat making fun of my demons build but it's all I had offered!

I lost in 5th place

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metroid composite
03/04/21 3:24:28 AM
#428:


So...the tavern brawl is make a deck out of all basic, common, and rare cards (but it's also a wild TB). The obvious direction that most people are taking is aggro, which works pretty good. But when the meta is all aggro it's exploitable by dedicated control.

Problem is, most control wincons are legendaries (hero cards, quests, old gods etc). First one I could think of that's not legendary or epic was Jade Idol. So I made a deck with Jade Idol and a bunch of control cards. I think I'm like 6-0 with this list.

Brawl Deck
Class: Druid
Format: Wild
2x (1) Crystal Power
2x (1) Jade Idol
2x (1) Lesser Jasper Spellstone
2x (1) Nature Studies
2x (2) Lunar Eclipse
2x (2) Solar Eclipse
2x (3) Ferocious Howl
2x (3) Jade Blossom
2x (4) Hecklebot
2x (4) Oaken Summons
2x (4) Poison Seeds
2x (5) Starfall
2x (6) Jade Behemoth
2x (6) Spreading Plague
2x (7) Overflow
AAEBAbSKAwAPVooOtLsCy7wC3b4CoM0CmNIChOYCv/IClZQDuZQD26UDm84DieADiuADAA==

Normal wild jade druid lists cut even more jade cards than this (like only one copy of Jade Idol and no copies of Jade Behemoth) but eh, needed more cards in the deck; they're solid filler, Jade Idol is solid cause it costs 1, Jade Behemoth is solid cause it has taunt. (Aya on the other hand I don't think belongs in this deck, it's like an anti-control card). Loaded up on turn 1-2 removal to deal with hyper aggro stuff like board flood druid. Deck doesn't get outvalued by anything I've encountered, so extra early plays to stabilize seem fine.

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Camden
03/04/21 3:47:08 AM
#429:


I figured the brawl this week would just be aggro Druid/Rogue/Hunter, which is the route I took with Token Druid, but the one game I played was against Secret Mage. I don't know what all cards Secret Mage would lose in this format and I won fast enough that I didn't have to find out.

Spent most of my playing time today finally getting past Cho'Gall in the Rogue single player run. One shot the other seven bosses but I think I took a good ten attempts to beat CG.

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metroid composite
03/04/21 8:03:07 PM
#430:


Camden posted...
I figured the brawl this week would just be aggro Druid/Rogue/Hunter, which is the route I took with Token Druid, but the one game I played was against Secret Mage. I don't know what all cards Secret Mage would lose in this format and I won fast enough that I didn't have to find out.
Secret Mage is one of the obviously pretty good options in this tavern brawl.

It loses Rigged Faire Game (and turn 1 Kabal Lackey into Rigged Faire game is the thing that really turbo charged Secret Mage in wild).

It loses Sayge, Seer of Darkmoon. (Or for a slightly more oldschool version of the deck, it would lose Aluneth). So basically between Rigged Faire Game, Sayge, and Aluneth all of its big card draw options are gone.

It also loses Ice Block, which...not every list runs in wild, but might get run in this tavern brawl to give you an extra turn to burn your opponent to death. Although...maybe all the missing card draw means you can't run this.

It loses Occult Conjurer (the 4/4 that summons another 4/4 if you have a secret equipped). This isn't the end of the world, but a 4 mana 8/8 is still pretty nice.

So basically, it's not losing very many cards, but the cards it does lose kind of open up a weakness with the deck since it's losing most of its card draw.

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ESY16
03/05/21 4:56:38 AM
#431:


I know I keep harping on this, but this game is unplayable for new players. I started keeping track the last couple of days, and 85% of players I face have 500 or 1000 wins on their hero and 80% are playing fully fleshed out tier 1 decks. I generally only play enough to finish the weekly quest which gets me around Gold 5. I just can't fathom how apparently a huge chunk of the player base have played this game forever, have every resource they could ever want, but are somehow hard-stuck gold.

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ESY16
03/05/21 8:09:56 AM
#432:


On another note, in terms of BGs what tracker do people here prefer between the HSReplay one and Firestone?

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#433
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Camden
03/05/21 12:09:54 PM
#434:


Stuck in gold? After losing three stars over the last two months I'll probably finish in silver now.

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metroid composite
03/06/21 3:34:06 AM
#435:


ESY16 posted...
I know I keep harping on this, but this game is unplayable for new players. I started keeping track the last couple of days, and 85% of players I face have 500 or 1000 wins on their hero and 80% are playing fully fleshed out tier 1 decks. I generally only play enough to finish the weekly quest which gets me around Gold 5. I just can't fathom how apparently a huge chunk of the player base have played this game forever, have every resource they could ever want, but are somehow hard-stuck gold.
I mean, they have been steadily ramping up how much they give new players.

First they introduced the newbie ranks where you only play other new accounts, and you get packs frequently just for ranking up.

Then they introduced a full free deck you get when you get out of newbie ranks (or if you return after taking 4 months off).

They also introduced duplicate protection for commons and rares making it pretty easy for ongoing players to get all the rares, and for new players to get all the commons. End of season rewards also seem to be reworked to provide much more benefit to new players (Up to 7 guaranteed rares that you don't have--not a big deal for people who open all the rares on day 1, but that's a lot of rares if you are missing rares).

The rewards track is...about the same value for veterans as the old quest system, but rewards like packs from old sets which are fairly low value for vets are quite useful for new players.

And coming up soon everyone will be able to use the entire core set for free. No more needing to collect/craft classic set cards for new players (when a lot of veteran players never needed to worry about that due to having full classic sets).

I mean, prior to all these changes, the new player experience was hot garbage. And maybe these changes still aren't enough. But I'm glad they've made like...5-6 changes that at least move in the right direction.

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ESY16
03/06/21 9:04:11 AM
#436:


metroid composite posted...


Don't get me wrong, I think the direction they are taking with the things you posted are great - that is not at all the core of my complaint. Quickly regarding what you said: The apprentice ranks are a truly miserable grind that I wouldn't wish on anyone, but the packs and free deck at the end are indeed quite helpful. The core set has been a desperately needed addition that apparently has been asked for for years and it's good that it is finally happening. Duplicate protection honestly feels like some bare minimum stuff but sure if you want to call that a positive that's fine. HS is indeed moving in a better direction for resource acquisition!

My problem is specifically with the matchmaking system in constructed. Imagine you are new to BGs, your MMR is let's say 4000 and you've never been above 4500, yet 80% of all games you play are against long-time players at 7000 MMR who all have the perks and you don't. Now imagine you couldn't even play some of the heroes until you unlocked them, and the only ways to unlock them were to grind (against players with more resources which puts you at a disadvantage) or pay money. I barely play, don't do all that well, but for 1 month the game decides I should have a star bonus that makes no sense so now I get to go on an 11 game loss streak just because I want to finish a quest that can't be re-rolled so I can maybe get the resources to actually complete a full competitive deck.

tl;dr, the matchmaking/MMR system in constructed is awful and unlike any I've experienced in gaming. It's compounded by the fact that the new-ish player base seems to be so small that I hit them rather infrequently. I've never played a game that puts you in a matchmaking tier on the backend (via hidden MMR) that you have not once ever hit officially (outside of initial placements, etc).

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Forceful_Dragon
03/06/21 12:08:47 PM
#437:


Ehhh, the BG grind is honestly not a great example. It is not difficult to rank even with only 2 heroes to select from. Most people are just not very good at optimizing their chances in BGs so it's one of the easier rankings to level up.

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metroid composite
03/06/21 1:19:54 PM
#438:


I mean, having a new collection and playing against people with full collections was a problem from back when the game was in beta. I remember being annoyed when playing against people who had 10 legendaries when I had 0.

It's definitely possible to compete with a relatively small collection as long as you are fine with playing certain kinds of budget decks, though (mostly aggro decks, a bunch of them only use commons and rares).

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#439
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LiquidOshawott
03/06/21 3:02:17 PM
#440:


Forceful_Dragon posted...
Ehhh, the BG grind is honestly not a great example. It is not difficult to rank even with only 2 heroes to select from. Most people are just not very good at optimizing their chances in BGs so it's one of the easier rankings to level up.

Honestly theyve done a pretty good job balancing lately, a lot of stuff is viable now

I finally did the Scallywag comp, its fun.

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metroid composite
03/06/21 3:05:05 PM
#441:


UltimaterializerX posted...
Kotick is a great CEO.
As someone who's worked for Kotick...he's...good at making money and pushing the company in a more greedy direction. I don't think his approach leads to better videogames, though.

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#442
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#443
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metroid composite
03/08/21 6:58:01 PM
#444:


They're spoiling wild un-nerfs in batches of 3 classes at a time:

https://twitter.com/GW_Alec/status/1369013190034550784

Druid:
Keeper of the Grove
Ancient of Lore

Hunter:
Starving Buzzard
Flare
Dinotamer Brann
Hunter's Mark (costs 1)

Mage:
Mana Wyrm (1 mana, 1/2)
Conjurer's Calling
Dragoncaster

As part of this Wyrm Weaver moves down to a 4 mana, 3/5 and summons two 1/2 Mana Wyrms.

Biggest one by far is 2 mana Starving Buzzard. Hunter has been dead in wild for a long time, but this might just breathe life into wild hunter decks, cause 2 mana Buzzard is absolutely bonkers.

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azuarc
03/08/21 7:43:07 PM
#445:


metroid composite posted...
Biggest one by far is 2 mana Starving Buzzard. Hunter has been dead in wild for a long time, but this might just breathe life into wild hunter decks, cause 2 mana Buzzard is absolutely bonkers.

omg

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LiquidOshawott
03/08/21 9:00:29 PM
#446:


hm theres wolpertinger and I guess the locusts

unleash doesnt seem particularly great this meta

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Camden
03/09/21 2:30:15 PM
#447:


I haven't played battlegrounds much lately, kind of surprised I won with this.



Took 20 or so damage two turns before I won because my opponent had two taunt elementals that were each 100/250 or something else absolutely ridiculous, but I bought one poison buddy each turn after that and they weren't able to counter with anything.

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metroid composite
03/09/21 3:12:42 PM
#448:


Second round of buffs revealed:

Paladin:
Call to Arms (4 mana)

Priest:
Power Word: Shield (1 mana, draws a card)

Rogue:
Blade Flurry (2 mana, no face dmg)
Caverns Below (4 minions, 5/5 stats)
Necrium Apothecary (4 mana)
Galakrond (cards cost 0)
Edwin (3 mana)

The one that scares me is Necrium Apothecary, since there's already a wild deck that uses it to draw Deathwing Dragonlord and then summon a hand full of dragons.

Caverns Below is going to get an initial flurry of play and then I expect fade away as people realize it still loses to aggro. Maybe it fucks up Big Priest or something though by outvaluing them in the mean time; we can hope.

I'm excited about Call to Arms for Even Paladin, maybe it will finally be a real deck again; it's been getting a lot of great tools like First Day of School and Hand of A'dal. Is this the card that pushes it back into viability? Eh, don't know, but maybe!

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Camden
03/09/21 3:39:05 PM
#449:


Fuck The Caverns Below. Worst card they've ever printed and it doesn't deserve to be unnerfed. If anything, they should nerf it again just to teach it a lesson.

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VeryInsane
03/09/21 4:44:41 PM
#450:


Prep honestly is what does it in I think but idk maybe it'll be entertaining (oh wait they're killing boar nevermind)

Leaves Shaman, Warlock, and Warrior huh? I'm guessing most of the galakrond stuff for Shaman gets unnerfed, Mogu might go to 7, Fiendish goes back to 3, bloodsworn's stats go back up. I doubt they unnerf Ancharr.

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#451
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metroid composite
03/09/21 8:58:16 PM
#452:


VeryInsane posted...
Prep honestly is what does it in I think but idk maybe it'll be entertaining
I think it might have a place as just a high value deck, since it probably can just out-muscle res priest. Obviously I'm very skeptical about the deck against aggro; that's a given. And yeah, prep only reducing by 2 instead of 3 is a big problem for the deck.

VeryInsane posted...
Leaves Shaman, Warlock, and Warrior huh? I'm guessing most of the galakrond stuff for Shaman gets unnerfed, Mogu might go to 7, Fiendish goes back to 3, bloodsworn's stats go back up. I doubt they unnerf Ancharr.

I expect all of those, except maybe for Mogu, not sure about that one. But I also expect to see Scion of Ruin back at 3 mana.

They also hinted that we're getting a partial un-nerf of Flametongue totem since it's a card they might bring back to standard (kind of like the hunter's mark to 1 mana but not 0 mana). I'm not quite sure what to expect here, but I'm guessing it costs 2 mana still but is a 0/2 instead of a 0/3.

I don't think we'll see a Dark Pact rollback, Warlock is good enough in wild, doesn't also need a 1 mana heal for 8.

We could see a Posessed Lackey rollback. It does help some already decent decks, but meh, cubelock is already really tight on cards, and doesn't run Lackey currently; what's it going to cut for Lackey?

Dreadsteed...I don't think they will do it. Like...they've definitely done a few I thought were on the outside range of ones they could un-nerf like Buzzard and Apothecary, but Dreadsteed I think is a whole tier above those cards when paired with wild tools like Defile.

Spirit Claws...huh. Yeah, they might. Especially with the removal of spell damage totem from the hero power pool.

Charge. Yeah, they probably will actually. Wild can handle raging worgen combos.

Tuskarr Totemic. Man, fuck this card, nobody liked it when it was an RNG fest, and nobody really wants to see it summoning 4/5 amalgams and Grand Totem Eye'sor. Powerlevel wise they...could, but I hope they don't.

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metroid composite
03/10/21 2:12:29 PM
#453:


And here are the warrior/shaman/warlock un-nerfs:

https://old.reddit.com/r/hearthstone/comments/m23l0i/bufflist_shaman_warlock_warrior_visuals_tomorrow/

I was right about Tuskarr Totemic, Dreadsteed, and Dark Pact staying nerfed.

I was right about Charge being reverted.

The ones I was unsure about

Mogu Fleshshaper = stay nerfed

Posessed Lackey = stay nerfed

Spirit Claws = reverted

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