Hearthstone QQ Therapy - Page 386
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ViZe
United States1513 Posts
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The_Templar
your Country52797 Posts
On May 26 2017 07:09 ViZe wrote: just died from 27 hp on turn 6. sometimes your priest opponent just draws silence pws divine spirit divine spirit inner fire Once I left a priest of the feast up because it required me to waste quite a bit to kill it and he only had something like 5-6 cards in hand. He proceeded to play radiant elemental, shadow visions (-> divine spirit), PW:Shield * 2, Divine Spirit * 2, inner fire. I think I also had 27HP. | ||
Melliflue
United Kingdom1389 Posts
(There are more cards that I dislike in Standard - such as Mana Wyrm, Murloc Warleader, and Thoughtsteal - but they could be potentially be fixed with slight changes to them, but the following cards would need to be fundamentally changed.) Neutral: Faceless Manipulator + Show Spoiler + This card has been used in several combos and I have not seen it used outside of doubling up charge damage. It contributed to the nerfs of Leeroy, Arcane Golem, and Charge. Gadgetzan Auctioneer + Show Spoiler + I have no problem with this card as a way to get extra value out of cheap, early-game spells in the late-game, when you would draw at most 2 or 3 cards with it. But it is not used that way. It is used to draw 5+ cards in a single turn. This has always been the case with miracle rogue and now it applies to jade druid as well. At the very least, the draw animation from Gadgetzan Auctioneer should be sped up so that the opponent does not have to wait so long watching several cards being drawn. Druid Innervate + Show Spoiler + Most of the druid ramp is about slower, permanent ramp - a sacrifice to the early game for better turns later on (see Wild Growth, Nourish, Astral Communion, Jade Blossom) but Innervate gives a one-off boost to the current turn. Great for combos. Great if you have it in your opening hand. Great for aggro decks that want to dump their hand quickly. Great for cycling with Gadgetzan Auctioneer. That doesn't fit the rest of the druid style and moreover can lead to some absurd openers. Hunter The entire hunter class is an appalling mess. The hero power, the necessity of beasts, the randomness of Animal Companion... Mage Ice Block + Show Spoiler + Cannot be played around. Needs one of a few specific cards to deal with (Flare, Kezan Mystic, Eater of Secrets) and those cards are bad against most decks. It is a 3-mana card that gives you an extra turn before you die. Paladin Divine Favor + Show Spoiler + Punishes the opponent for having card advantage. In an aggro deck it is quite easy to draw two or more cards, so even if the card continues to exist it should cost more to reflect how many cards it is likely to draw. Priest Inner Fire (or Divine Spirit) + Show Spoiler + Inner Fire might be okay without Divine Spirit, so I don’t know which should be given the Hall of Fame treatment. The Divine Spirit + Inner Fire combo can do a huge amount of damage from very little. As the posts above describe, leaving a single minion alive can be deadly. Trying to keep the opponents side of the board clear can be very inefficient, particularly if the minion is not very threatening on its own. It can also create some absurd games. A turn 3 Humungous Razorleaf followed on turn 4 by Silence, double Divine Spirit, and Coin Inner Fire is 32 damage on turn 4. And there is very little you can do about it besides playing a taunt minion or trying to kill the 4/8 on turn 4. Shaman Bloodlust + Show Spoiler + An excellent finisher in a class whose hero power puts minions on the board. If you don't constantly wipe away tokens and totems then you may simply die to those 4 minions with a combined 3 attack when Bloodlust turns that into 15. Warlock Jaraxxus + Show Spoiler + Single-handedly counters very slow decks. Any fatigue deck, or Elise deck, or other no-win-con deck will almost certainly lose to Jaraxxus. While I don't mind the card, I think it shouldn't be in Standard forever. | ||
ViZe
United States1513 Posts
On May 27 2017 19:17 Melliflue wrote: Classic cards that I think are bad for the game, not because they are too strong but because of the kind of game-play they encourage, therefore I would like to see them removed from Standard (and in some cases removed from the game); (There are more cards that I dislike in Standard - such as Mana Wyrm, Murloc Warleader, and Thoughtsteal - but they could be potentially be fixed with slight changes to them, but the following cards would need to be fundamentally changed.) Neutral: Faceless Manipulator + Show Spoiler + This card has been used in several combos and I have not seen it used outside of doubling up charge damage. It contributed to the nerfs of Leeroy, Arcane Golem, and Charge. Gadgetzan Auctioneer + Show Spoiler + I have no problem with this card as a way to get extra value out of cheap, early-game spells in the late-game, when you would draw at most 2 or 3 cards with it. But it is not used that way. It is used to draw 5+ cards in a single turn. This has always been the case with miracle rogue and now it applies to jade druid as well. At the very least, the draw animation from Gadgetzan Auctioneer should be sped up so that the opponent does not have to wait so long watching several cards being drawn. Druid Innervate + Show Spoiler + Most of the druid ramp is about slower, permanent ramp - a sacrifice to the early game for better turns later on (see Wild Growth, Nourish, Astral Communion, Jade Blossom) but Innervate gives a one-off boost to the current turn. Great for combos. Great if you have it in your opening hand. Great for aggro decks that want to dump their hand quickly. Great for cycling with Gadgetzan Auctioneer. That doesn't fit the rest of the druid style and moreover can lead to some absurd openers. Hunter The entire hunter class is an appalling mess. The hero power, the necessity of beasts, the randomness of Animal Companion... Mage Ice Block + Show Spoiler + Cannot be played around. Needs one of a few specific cards to deal with (Flare, Kezan Mystic, Eater of Secrets) and those cards are bad against most decks. It is a 3-mana card that gives you an extra turn before you die. Paladin Divine Favor + Show Spoiler + Punishes the opponent for having card advantage. In an aggro deck it is quite easy to draw two or more cards, so even if the card continues to exist it should cost more to reflect how many cards it is likely to draw. Priest Inner Fire (or Divine Spirit) + Show Spoiler + Inner Fire might be okay without Divine Spirit, so I don’t know which should be given the Hall of Fame treatment. The Divine Spirit + Inner Fire combo can do a huge amount of damage from very little. As the posts above describe, leaving a single minion alive can be deadly. Trying to keep the opponents side of the board clear can be very inefficient, particularly if the minion is not very threatening on its own. It can also create some absurd games. A turn 3 Humungous Razorleaf followed on turn 4 by Silence, double Divine Spirit, and Coin Inner Fire is 32 damage on turn 4. And there is very little you can do about it besides playing a taunt minion or trying to kill the 4/8 on turn 4. Shaman Bloodlust + Show Spoiler + An excellent finisher in a class whose hero power puts minions on the board. If you don't constantly wipe away tokens and totems then you may simply die to those 4 minions with a combined 3 attack when Bloodlust turns that into 15. Warlock Jaraxxus + Show Spoiler + Single-handedly counters very slow decks. Any fatigue deck, or Elise deck, or other no-win-con deck will almost certainly lose to Jaraxxus. While I don't mind the card, I think it shouldn't be in Standard forever. Agree: Divine Favor is at the top of my shitlist and has been since I started playing. I hate that card and always will. Hunter is pretty poorly designed, I agree. There is nothing interesting about that class at all. I'd like to see Gadget moved to wild. I don't think it's particularly bad for the game, even when it does draw 5 cards. It's just gotten old for me. Faceless hasn't seen play in Standard since the removal of Emperor and PO, and it's a design space limitation, so I wouldn't mind that either. Disagree but understand the sentiment: Ice Block is dumb sometimes but IMO is important for making Rogue and certain tempo heavy decks worse. It's nice that not every deck has to be about bumping minions into each other ad nauseum, and Ice Block is a huge facilitator for that. Innervate is pretty broken sometimes but Druid would be pretty fucking boring without it. A class without good removal, so it can only really ever play stuff on curve...sounds a lot like Hunter tbh. Token oriented builds would be a lot worse without it, as would cycle heavy builds. They would really need to redesign Druid to make that class any fun to play without Innervate. Jaraxxus: Jaraxxus has a huge downside. Since removal of Emperor, it's hard to see it ever even being playable. so I wouldn't mind them removing it. It's just such a uniquely Warlock card, I think it would suck if it got removed. Lakkari Sacrifice/Nether Portal sort of serves the same purpose as it but discard is a pretty poorly conceived mechanic. Straight up disagree: Bloodlust: Bloodlust is pretty much just a worse savage roar. Shaman hero power was also like...the worst in the game before Thing From Below. If now is Bloodlust's time to shine as a win condition...I can get over it. I've been dying to Fireballs and Frost Bolts to the face for way longer than that. DS/IF: These cards were never a problem before Shadow Visions. Its prevalence also coincides with the removal of Mulch and nerfs to Silence effects. I feel the same way about this as Bloodlust. It sucks dying to both early in the game but ultimately they are high rolls, and their significance of late has only become a recent thing. -- I'm gonna put in my vote for Frothing Berzerker. | ||
Stancel
Singapore15360 Posts
honestly i could make bank off a fucking youtube series about how fucking bad everything is | ||
lestye
United States4135 Posts
On May 31 2017 21:55 Stancel wrote: i'm genuinely triggered from how fucking trash my last few arena drafts have been honestly i could make bank off a fucking youtube series about how fucking bad everything is How bad we talkin'? | ||
ViZe
United States1513 Posts
i concede friend him to tell him thanks for helping motivate me to uninstall this game. but he doesnt accept for me at this point there is no such thing as winning in hearthstone. only not losing see you guys. my mental health needs this | ||
WindWolf
Sweden11767 Posts
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sacrilegious
Canada863 Posts
![]() And just like that, after a good almost 4 years since closed beta, I am out. The amount of time I spent on this game, with progressively less enjoyment ever since GvG, I probably should have told myself to get out sooner, but it was honestly such a great time killer at times. But do the majority of the player base really enjoy this game after playing it for so long as I have, or are you all lying to yourselves? I read /r/hearthstone and I still see the same cycle that occurs every expansion of how the community behaves towards the game and team 5, and yet stick to this game like a fly on glue paper. I'm amazed to hear people say this expansion has been great because of a "diverse meta", but how do you really ignore how stupid the design of a lot of cards and decks and call it a great and enjoyable balanced meta. Quest Rogue and Taunt Warrior are good for the game? Priests still with the ability to piss you off playing cards via your own deck and using such an absurdly cheap value card in Potion of Madness to steal your shit like Loot Hoarder or your 1/1 deathrattle. Hunters still constricted with the design of playing either the face game or high value mid range minions from turn 1 to turn 6 (highmane) to either stomp you by then or lose because they have no board control. Oh and let's not forget the biggest culprit in today's game with the usual RNG within RNG type effects, with the likes of Mage and Primordial Glyph. There's a million things I could mention of past issues of certain cards and decks that really should have been addressed, instead of letting things play through, that would take me forever to go over. But you know what, if these things truly are imbalanced, all we have to do is wait a couple of months or down the road before the nerf hammer, to suddenly make these cards completely unplayable (remember Undertaker, Warsong, Bladeflurry, Yogg, Buccaneer, etc). Same usual shit these last 4 years. Again I dunno how or why I stuck with all of this that long, which is probably my frustration instead of walking away in silence. Not worth it anymore... forget the monthly card backs, potential free packs or other rewards, or other content. The time and frustration of wins or losses isn't worth it anymore. Peace out | ||
pNRG
United States333 Posts
LOL! | ||
WindWolf
Sweden11767 Posts
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K5
Slovenia22 Posts
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WindWolf
Sweden11767 Posts
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Ansinjunger
United States2451 Posts
July update: Played another token druid Went all in on trolling these token decks so far as Shadow Word: Horror/Pint Sized Potion with a full wild pyro group of 1 cost spells and auchenai circle. Face my first handlock in 2 months who plays on curve Twilight Drake | ||
WindWolf
Sweden11767 Posts
On June 07 2017 02:31 WindWolf wrote: Priest continues to be OP in the late game, and Malchezaar continues to give my opponent the perfect legendaries I don't understand how other classes is supposed to compete with priest in the late game unless they draw their nuts Priest early game weakness is compensated by a long shot by their late-game strength Kabal Courier into Solia for a Reno deck, which gives Free from Ember into Soggoth | ||
Nakara
United States0 Posts
On June 29 2017 02:57 WindWolf wrote: I don't understand how other classes is supposed to compete with priest in the late game unless they draw their nuts Priest early game weakness is compensated by a long shot by their late-game strength Kabal Courier into Solia for a Reno deck, which gives Free from Ember into Soggoth Priest late games really not that great it loses hard to jades, and has no way to win a long game against the rag hero power of taunt warrior, mage is a pretty easy win for priests and paladin about 50/50 but priest best role is really anti-aggro and usually struggles against other control decks because it has no inevitability win condition like jades, Jaraxxus, Sulfurus, or Justicar Trueheart was for paladin prerotation only reason its able to see play now is because control warlock decks are dead and priest vs any controlling warlock is just the priest deck one sidedly losing then facing Jaraxxus and being put out of their misery. | ||
WindWolf
Sweden11767 Posts
On June 29 2017 12:29 Nakara wrote: Priest late games really not that great it loses hard to jades, and has no way to win a long game against the rag hero power of taunt warrior, mage is a pretty easy win for priests and paladin about 50/50 but priest best role is really anti-aggro and usually struggles against other control decks because it has no inevitability win condition like jades, Jaraxxus, Sulfurus, or Justicar Trueheart was for paladin prerotation only reason its able to see play now is because control warlock decks are dead and priest vs any controlling warlock is just the priest deck one sidedly losing then facing Jaraxxus and being put out of their misery. Because Lightbomb, Entomb, Shadow Word: Death, Raza, Mind Control are all terrible late-game cards. I still believe that people are overrating Jade Druid by far. Jade Shaman is a far better deck. Druid as a whole (not just Jades) has weaknesses that control decks can take advantage of (like limited removal outside of Swipe) | ||
Nakara
United States0 Posts
On July 03 2017 13:26 WindWolf wrote: Because Lightbomb, Entomb, Shadow Word: Death, Raza, Mind Control are all terrible late-game cards. I still believe that people are overrating Jade Druid by far. Jade Shaman is a far better deck. Druid as a whole (not just Jades) has weaknesses that control decks can take advantage of (like limited removal outside of Swipe) When your opponent has infinite cheap threats yes all removal is quite bad... Obviously jade shaman is a stronger deck overall but against control decks druid is much better because the longer the game goes on the higher their chance of winning - in order to beat them other control decks have to try and zerg them down before the jades get up and priest is quite terrible at rushing down other decks barring a perfect draw and the opponent drawing weak. Also two of those are wild and Mind Control is frequently bad in control match ups only being great against paladin since taking a jade does little since the next one out kills it for free, spending 10 mana to steal a 2 mana 6/6 from Jaraxxus is game losing 90% of the time, Die Insect undoes half your 10 mana card for just 2. So that leaves Raza and Death as strong anti control cards? Raza being very weak at the moment and it being just better to run 2 of your other cards like death which brings us full circle to the only card listed that actually helps against control consistently. You can look at any tier list and it will show priest is unfavored against every control deck except mage. | ||
WindWolf
Sweden11767 Posts
(Hero cards is a new type of card coming with the next expansion) | ||
Stancel
Singapore15360 Posts
if you're still rank 23 with quest rogue, just quit immediately | ||
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