I am the lucid dream
Uulwi ifis halahs gag erh'ongg w'ssh
I'd quite like a Kharazan style adventure next, focused around spells adding a neutral pool of spells to the game. Rush is so rampant right now because fast answers to minion swarm don't exist, you're only real option is Wild Pyro and some cheap spells, even that is particularly slow and heavily card dependent.
Adding more spells designed around being efficient against minion swarm and poor elsewhere would be a lovely edition to the game.
I am the lucid dream
Uulwi ifis halahs gag erh'ongg w'ssh
Nerfs and buffs aren't the answer for card games. You just let the game grow on its own, eventually people are going to come up with something that beats what is popular and in turn that will gain popularity until someone else comes along with something else.
The fact is Hearthstone doesn't have enough mechanics in it, also 30 cards in a deck might have been fine before the expansions but right now it really shoehorns decks. By design, of course, they want short games.
I am the lucid dream
Uulwi ifis halahs gag erh'ongg w'ssh
Because they give one the chance to react, so even if they would be OP you feel like you made your decisions and maybe they were not optimal or you can still blame bad luck for you loss.
With rush decks its a different story. If they get the right opening hand it takes 0 skill to win. And you could have the super mega anti rush deck and still lose at turn 4. So it just ruins the game.
On the other hand i dont see why ppl play it. Someone said its because its "fast". Well, every game in HS is fast... i mean those few more mins, when you see how much time ppl spend on the game. I thought the fun apsect about a videogame is to have influence and control over a scenario. Rush decks dont apply to this..its just empty hand and lol. So if it woks out you win and the game was "yaaaaawn" and if you lose it was "double yaaaaawn". Thats why i deleted all rush decks again just after i tried them.
I rather lose with a funny deck then winning in braindead mode:P
Last edited by PPN; 2015-02-18 at 09:44 PM.
its useless simply because high legendary meta is changing every couple of hours. if freeze mage was strong thanks to the selection of decks yesterday and wa spopular, it will be tier3 the next day thanks to more people running control warrior... thats just how it is, ladder meta is alot more consistent that this, people arent switching decks every couple of games and the variance in the decks is alot bigger, thats why people play decks, that are consistently good on average against all kinds of decks, not just against couple of selected ones..
and again, if aggro mech shaman and oil rogue were super consistent to be tier1 decks, why nobody runs them on the ladder, when they arent any more expensive than mech mage to craft?
Uh, half my games are against oil rogue and mech shaman, what ...
(You'll note that's why there's the +/- system in the tier list as well, describing by how much and why they changed position since last week - they thought of everything!)
couldnt agree more
I am the lucid dream
Uulwi ifis halahs gag erh'ongg w'ssh
I play zoo lock and control warrior. Rush isn't AS big a problem as it was pre-GvG but IMO some rush decks need to be looked at.
Also Handlock *cough*.
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I disagree, without ongoing balancing you eventually wind up fighting over ridiculous turn 3 kill plays as the mana curve gets more and more out of whack due to niche cards that are OP in the right combinations.
I stick by my "make Kill Command only hit minions" suggestion
But yeah the Hunter hero power is insanely strong, especially since Blizzard also gave them so many cheap rush-compatible cards.
I found both those decks pretty middle of the pack for performance personally.
Maybe I'll try Oil Rogue, I haven't had a decent Rogue deck for like a year.
I would like Mech Warper to have its effect changed completely.
Leave him as 2/3 for 2
The card reads:
"Your other Mechs have a chance to receive Charge ( Less effective on powerful Mechs )"
The formula for the effect would be 100% - ((Mana Cost -2) x 20%)
So all Mechs up to 2-Cost would always have Charge if this minion is out
3-cost mech has 80% chance
4-cost mech has 60% chance
6-cost mech has 20% chance
7+ cost mech will never receive Charge from this card
I think this effect is more interesting than current one. Has some GvG RNG taste to it, doesn't make it possible to completely overrun the opponent on turn 3-4 by dumping your whole fucking hand and is actually combo card like tundra rhino (but cheaper and easier to combo)
I face almost nothing but mech mages on ladder lately. If they don't draw those in opening hand I can actually win but it's a struggle. The moment these fuckers pop up (at early turns) I might just concede to save time. It's silly.
Last edited by mmocd8b7f80d95; 2015-02-21 at 05:10 AM.
That's overly complicated. No card in HS is that complex.
I would just change Mechwarper so that the next Mech you play has its mana reduced by 1, instead of all mechs. So you no longer have that nightmare scenario where on turn 5 you flood the board with Mechwarper, Annoyotron, and double Snow Chugga.