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On July 23 2015 16:47 Alaric wrote:Show nested quote +On July 23 2015 13:03 Marmy wrote: wtf you guys actually just talked about me and it's about me being ethnic............................... Sounds like a lack of ethic on their part. That Rogue weapon is weird. Certainly not mana-efficient, but the point is to let you dump "excess" mana in it while holding onto the charges I assume. 3 charges also gives you leeway to use it at least once w/o losing the attack face -> blade flurry burst/clearing combo, or else you'd just never dare to waste a charge. Still, in most cases isn't Assassin's Blade straight-up better? Its total crap. ass blade is 1 mana more and much much better. Its to slow and more advantageous to just add cycle card to finish the game than relying on that piece of crap to get you through dry turns.
On July 23 2015 17:34 Numy wrote: I'm guessing it's a harison bait? Hard to really judge cards without knowing all the options. They all seem pretty slow but aren't defensive so that means they worthless currently. That could all change if there are good cheap defensive options in the other cards. They aren't just slow they are not sticky. Some of them are excellent arena cards but most just get wiped bye AoE and lose to tempo.
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True. Cards now either have to be insanely sticky or insanely broken. None of those cards are either it seems. First impression is that they are rating the inspire mechanic way too highly so they have far lower stats than they should but we'll see what happens with the rest of the set. Hopefully they learn from BRM.
Almost all the high mana cost cards look garbage so far. I'm hoping that means there are a lot more cheap defensive options or we just going to have another bunch of really cool cards be unusable again.
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Do you get the inspire effect once, or every time you hero power?
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Every time, that's the point. Sarad + Drake = 2 mana random spell generator (+ ping).
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On July 23 2015 13:16 Requizen wrote:Show nested quote +On July 23 2015 12:34 phyvo wrote: This HS expansion is not going to lure be back. I'm done with CCGs and probably Blizzard too. Sounds like D E N I A L
If you want to watch for a time where I might be tempted you'll have to wait for the next PvE expansion. I never liked the GvG expansion style because when I was playing I wasn't satisfied with either my classic set completion or GvG completion. Adding a third thing set of things for me to grind at forever and ever? No thanks. I'm done with grinding in F2P games, it's more like doing dishes than having fun. Even the PvE expansion would be a stretch for me at this point considering how expensive they are for how much they give.
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On July 23 2015 20:23 phyvo wrote:Show nested quote +On July 23 2015 13:16 Requizen wrote:On July 23 2015 12:34 phyvo wrote: This HS expansion is not going to lure be back. I'm done with CCGs and probably Blizzard too. Sounds like D E N I A L If you want to watch for a time where I might be tempted you'll have to wait for the next PvE expansion. I never liked the GvG expansion style because when I was playing I wasn't satisfied with either my classic set completion or GvG completion. Adding a third thing set of things for me to grind at forever and ever? No thanks. I'm done with grinding in F2P games, it's more like doing dishes than having fun. Even the PvE expansion would be a stretch for me at this point considering how expensive they are for how much they give.
So, as mentioned before, it's a CCG first and foremost before it's a F2P. I can understand why the RNG would turn people off the game, but the fact that Blizz is continuously releasing cards for a CCG should surprise no one.
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On July 23 2015 17:56 Numy wrote: True. Cards now either have to be insanely sticky or insanely broken. None of those cards are either it seems. First impression is that they are rating the inspire mechanic way too highly so they have far lower stats than they should but we'll see what happens with the rest of the set. Hopefully they learn from BRM.
Almost all the high mana cost cards look garbage so far. I'm hoping that means there are a lot more cheap defensive options or we just going to have another bunch of really cool cards be unusable again.
I think you guys are underestimating the cards a bit.
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On July 23 2015 21:52 Seuss wrote:Show nested quote +On July 23 2015 17:56 Numy wrote: True. Cards now either have to be insanely sticky or insanely broken. None of those cards are either it seems. First impression is that they are rating the inspire mechanic way too highly so they have far lower stats than they should but we'll see what happens with the rest of the set. Hopefully they learn from BRM.
Almost all the high mana cost cards look garbage so far. I'm hoping that means there are a lot more cheap defensive options or we just going to have another bunch of really cool cards be unusable again. I think you guys are underestimating the cards a bit.
Most likely yes but I'd rather air on that side than the other based on prior results. The biggest mistake has obviously been the healbot but aside from that I think most of it was overestimating rather than underestimating. Anything that doesn't deal with aggro and is slow I'm going to say is bad for now.
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On July 23 2015 22:10 Numy wrote:Show nested quote +On July 23 2015 21:52 Seuss wrote:On July 23 2015 17:56 Numy wrote: True. Cards now either have to be insanely sticky or insanely broken. None of those cards are either it seems. First impression is that they are rating the inspire mechanic way too highly so they have far lower stats than they should but we'll see what happens with the rest of the set. Hopefully they learn from BRM.
Almost all the high mana cost cards look garbage so far. I'm hoping that means there are a lot more cheap defensive options or we just going to have another bunch of really cool cards be unusable again. I think you guys are underestimating the cards a bit. Most likely yes but I'd rather air on that side than the other based on prior results. The biggest mistake has obviously been the healbot but aside from that I think most of it was overestimating rather than underestimating. Anything that doesn't deal with aggro and is slow I'm going to say is bad for now.
http://www.liquidlegends.net/forum/shopkeepers-inn/426393-off-topic-general-discussion?page=4498#89956
=)
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On July 23 2015 22:12 jcarlsoniv wrote:Show nested quote +On July 23 2015 22:10 Numy wrote:On July 23 2015 21:52 Seuss wrote:On July 23 2015 17:56 Numy wrote: True. Cards now either have to be insanely sticky or insanely broken. None of those cards are either it seems. First impression is that they are rating the inspire mechanic way too highly so they have far lower stats than they should but we'll see what happens with the rest of the set. Hopefully they learn from BRM.
Almost all the high mana cost cards look garbage so far. I'm hoping that means there are a lot more cheap defensive options or we just going to have another bunch of really cool cards be unusable again. I think you guys are underestimating the cards a bit. Most likely yes but I'd rather air on that side than the other based on prior results. The biggest mistake has obviously been the healbot but aside from that I think most of it was overestimating rather than underestimating. Anything that doesn't deal with aggro and is slow I'm going to say is bad for now. http://www.liquidlegends.net/forum/shopkeepers-inn/426393-off-topic-general-discussion?page=4498#89956=)
I was kind of right though. It is in some hilarious warrior deck and it is too costly for everyone else. Just didn't realize how hilariously broken that deck would be :D. I think patron is a bit of an outlier as the warsong change hadn't come through yet. If math warrior wasn't bugged then maybe would have realized how broken patron is but by that stage math warrior had been bugged for too long for people to remember.
Look I'm prob wrong about all these cards but shit BRM had like 2 viable cards in the set so arg.
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On July 23 2015 22:15 Numy wrote:Show nested quote +On July 23 2015 22:12 jcarlsoniv wrote:On July 23 2015 22:10 Numy wrote:On July 23 2015 21:52 Seuss wrote:On July 23 2015 17:56 Numy wrote: True. Cards now either have to be insanely sticky or insanely broken. None of those cards are either it seems. First impression is that they are rating the inspire mechanic way too highly so they have far lower stats than they should but we'll see what happens with the rest of the set. Hopefully they learn from BRM.
Almost all the high mana cost cards look garbage so far. I'm hoping that means there are a lot more cheap defensive options or we just going to have another bunch of really cool cards be unusable again. I think you guys are underestimating the cards a bit. Most likely yes but I'd rather air on that side than the other based on prior results. The biggest mistake has obviously been the healbot but aside from that I think most of it was overestimating rather than underestimating. Anything that doesn't deal with aggro and is slow I'm going to say is bad for now. http://www.liquidlegends.net/forum/shopkeepers-inn/426393-off-topic-general-discussion?page=4498#89956=) I was kind of right though. It is in some hilarious warrior deck and it is too costly for everyone else. Just didn't realize how hilariously broken that deck would be :D. I think patron is a bit of an outlier as the warsong change hadn't come through yet. If math warrior wasn't bugged then maybe would have realized how broken patron is but by that stage math warrior had been bugged for too long for people to remember. Look I'm prob wrong about all these cards but shit BRM had like 2 viable cards in the set so arg.
I agree that unless there are cards to manage against aggro decks, it could be hard to run new decks. Inspire, inherently as a mechanic, looks like it will slow decks down and just have some wicked effects. But if you die by turn 5 anyway, it won't matter. That said, I'll be surprised if they don't have something to address it.
What was the warsong change? I'm not sure I realized it ever changed.
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It wouldn't give charge to anything that wasn't played from your hand or battlecry effects. So bloodsail if buffed wouldn't get charged and extra patrons when summoned wouldn't change charge either. This got fixed on the BRM patch I think. Before any deathrattle stuff wouldn't get charge I believe.
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Most importantly I'd like to see good control cards as commons or rares so beginners, F2P, people who don't play often, etc. wouldn't rely on aggro for efficient/strong decks (if they want to do their whole win 7 games quest in 20 minutes they'll still go face hunter or zoo sure). That'd let people try out more archetypes too, slow the game a bit and reduce the amount of face stuff (people would obviously get frustrated by control, but whatever).
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Back from NYC/Canadia guys.
Might post some photo's but too tired right now. Also my checkin luggage is still in Reykjavik -.- Luckily the transport guys said they'll deliver it to my house tomorrow. Life without electric toothbrush sucks D:
On Canada: Family there was wonderful. Went to Toronto with PanAm Games, had a day of mountainbiking at a nearby Nature Park (Fanshawe), did the trail at Elora Gorge, Barhopped in London, day of beach at Grand Bend. All around a great success. And the people are so nice! Nearly every Canadian was interested in where we came from and what we were doing. I think I might be in love. Even though the internets sucked ass. 300 kbps from a rural house is saddening.
On NYC: I definitely understand 'the city that never sleeps' now. We had an AirBnB in Jersey City, 20min with the bus to PABT (Midtown Manhattan). Went for all the sightseeing things and had some fun chilling in the parks too (sunbathing in Central Park, playing chess in Bryant Park). I was kinda disappointed with the food in Manhattan though. Prices are high and waiting staff is not that great. Jersey City/Hoboken on the other hand, loads of Mexican/Italian heritage so great food everywhere. Didn't go clubbing in Manhattan because the prices were off the chain. When we went to the Hudson waterfront at Hoboken on the first day I looked at the skyline and from all the media I have consumed in my life I still miss the Twin Towers in what I saw there. Empire State Building was larger than I expected too. Adding on to this, the 9/11 memorial was pretty impressive and felt really un-American in a way. Not filled with grandeur or commercialism, it's just a place of remembrance. No vendors trying to sell you discounts on tour/musea tickets there. I liked that, a place like that should have a sense of serenity. Oh and the first place I felt like it could be Europe was the St. Patrick's Cathedral. Apparently it copied a lot of the Cathedral of Cologne, where I've been before .
All in all a very successfull vacation.
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Hello friends! Today is a great day! I hope you are all doing well!
I'm primarily looking at the new cards as they apply to my favored decks - Face Hunter, Ramp Druid, and Handlock.
Frost Giant is the easy choice for Handlock, but it depends on a couple things. Does the price reduce even if it was in your deck or only when you Life Tap and it's in your hand? If it has to be in your hand, worthless. It's also a good card for Hunter, thanks to face shooting. Not great for Ramp Druid.
Nexus Champion Saraad is just a good Legendary. I don't know how great it would be for specific decks, but it has the potential to be really nice for midrange/control Hunters. Turn 7+, you bop this guy out, shoot face, and then next turn Lock n Load and you have a guaranteed spell thanks to him. But, it's obviously better for classes that can make use of spells later on, so Ramp and Handlock (who are just going to continue playing huge dudes) probably won't be making massive use of him.
Maiden is freaking nuts. Sticky body, good for basically any class, combos with other cards.
I'm really interested in Kodo Rider, but 6 mana is rough. Still, 3/5 is pretty sticky, so there's a decent chance you can play it on 6 and have it survive. But.... probably not great?
How are you all doing today?
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Hey req im doing swell. Thats awesome dr. B sounds like a sweet vacation.
I just had a conversation that went something like "we want the returned results to include <yada>" - "oh well <yada> isnt actually used or calculated for the purpose you originally asked for this" - "can you include it" - "you mean like add the features to also get everything required to calculate <yada>?" - "yes" - "ok"
how can some people not understand the way it works like... make me something that will give me a. great now just add giving me b to it. those are separate things
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On July 23 2015 23:47 ComaDose wrote: Hey req im doing swell. Thats awesome dr. B sounds like a sweet vacation.
I just had a conversation that went something like "we want the returned results to include <yada>" - "oh well <yada> isnt actually used or calculated for the purpose you originally asked for this" - "can you include it" - "you mean like add the features to also get everything required to calculate <yada>?" - "yes" - "ok"
how can some people not understand the way it works like... make me something that will give me a. great now just add giving me b to it. those are separate things
I've been experiencing a lot of the same lately, although from a BA perspective. I generally fight pretty hard against scope creep, and fortunately my department/bosses support me in that. But it's pretty astounding how people don't "get it".
Like, no, you can't have this extra functionality because you didn't ask for it, I have 5 emails documenting and confirming exactly what you did ask for, and you are not our only customer. I'm sorry you didn't have the foresight to think to ask for this before.
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On July 23 2015 22:10 Numy wrote:Show nested quote +On July 23 2015 21:52 Seuss wrote:On July 23 2015 17:56 Numy wrote: True. Cards now either have to be insanely sticky or insanely broken. None of those cards are either it seems. First impression is that they are rating the inspire mechanic way too highly so they have far lower stats than they should but we'll see what happens with the rest of the set. Hopefully they learn from BRM.
Almost all the high mana cost cards look garbage so far. I'm hoping that means there are a lot more cheap defensive options or we just going to have another bunch of really cool cards be unusable again. I think you guys are underestimating the cards a bit. Most likely yes but I'd rather air on that side than the other based on prior results. The biggest mistake has obviously been the healbot but aside from that I think most of it was overestimating rather than underestimating. Anything that doesn't deal with aggro and is slow I'm going to say is bad for now.
I believe you meant err.
One of the reasons I'm taking issue is that generalizing the entire expansion as slow and bad kills discussion. If we were singling out a card (e.g. the Rogue Weapon) there could be more back and forth. Although I guess red_ appreciates your efforts.
So in the interest of discussion, I'm going to evaluate all the cards: + Show Spoiler +Coldarra Drake: Even if Inspire completely fails as a mechanic this card will still be good; being able to spam your Hero Power is simply powerful (unless you're a Rogue, sucks to be you!). If you opponent doesn't clear it then there are all sorts of combos that can punish them immediately thereafter. It's close to Thaurissan in terms of pressure, though it differs in that it doesn't have immediate impact.
Poisoned Blade: This is basically the Rogue booby prize for not being able to spam Hero Power. Harrison/Ooze basically kill the "play this early and slowly build it up" pattern, leaving the Coldarra Drake/Maiden of the Lake combo as it's only saving grace. Maybe it sees play in some Oil Rogue variant, but I think it's just underwhelming.
Maiden of the Lake: 2/6 for 4 mana is interesting. It won't easily kill your opponent's 3 or 4 drops, but more importantly it won't easily be killed. It's a combo card first and foremost, and part of what makes Coldarra Drake terrifying. It really doesn't have any potential outside of combos with Inspire or Hero Power modifiers, but it might see play simply because Coldarra Drake exists.
Nexus-Champion Saraad: 4/5 for 5 mana is fairly weak, and there's a big RNG factor here. I don't think I'd play him turn 5 unless I wanted him to eat my opponent's removal. Realistically you want to play him later in the game after the board's reset. He's very reliant on board control to be good; if your opponent is ahead it's not likely you'll catch up by playing him.
Skycap'n Kragg: I'm expecting to see Pirate Miracle Rogue. I don't know if it will be competitive, but it will happen. That's the only context in which this card will be good.
Thunder Bluff Valiant: This card doesn't look like much. 3/6 for 5 mana is going to have problems dealing with an opponent's 6 drop, and chances are any totems you'd been building up have been or will be cleared by AoE. This feels like the weakest of the new Totem tribal cards.
Ball of Spiders: It'll be situationally good in arena since it gives huge card value, but in constructed it feels waaaaay too slow for what it does. It's basically Hunter Sprint, only it doesn't actually draw cards and thus you're relying on RNG rather than anything you know is in your deck if you need a specific answer to something.
Draenei Totemcaller: This card is pretty good, but not amazing. It's not uncommon to have a totem or two in place on turn 4, so she can end up beefy enough to trade evenly with Piloted Shredder. She'll see play in some Shaman decks, particularly those making use of Tuskarr Totemic and Totem Golem.
Effigy: A great card for Giants/Echo Mage. I'm not sure it'll see much play outside of that archetype. This would have been great to have for the current brawl.
Fallen Hero: Arguably as good as or better than Sorcerer's Apprentice. It's like a mini Auchenai Soulpriest, only it stacks. Have fun with Duplicate!
Frost Giant: This is a late-game closer. The earliest it can theoretically be played is turn 6, but if you actually used your Hero Power turns 1-5 you're probably losing. This might be a good card for control decks, but I'm not sure there's room for it.
Kodorider: Two 3/5s for 8 is technically value, but it's two 3/5s. Depending on your opponent's board that can be good or it can be useless. This will be useful in Arena but probably not elsewhere.
Lock and Load: Even though this card is random it's super strong value. Hunters run and cast fair number of spells, so you're pretty much guaranteed to get 2+ cards if you play this right.
Lowly Squire: Iffy. If you have a good Turn 2 Hero Power he can be good value since he can trade up, but outside of that specific scenario he's meh. Probably won't be seen much outside of Inspire decks (as late-game he's a dead card unless you can Coldarra him to relevance).
Tuskar Totemic: Value. The potential to get a 3/2 and a 3/4 out of this is real. Vitality, Flametongue, and Mana Tide are also strong outcomes, and if you end up with one of the standard totems it isn't awful.
Totem Golem: This is a fantastic card, and almost singlehandedly makes Tuskar Totemic and Dranei Totemcaller good cards.
There's basically an even distribution of good cards, fair cards, and bad cards.
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Coldarra Drake is mage-specific (notice the blue background).
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I just got corrected on that point on two forums simultaneously. Whelp.
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