This Deck is not only Great, but a fun to play too! I Started the Season with only 2 Bonus Star and withinno time i was at Platinum It takes some time to get used to the many Win Conditionsbut once you learn it you wil have so much fun Best Game so far was a Turn One Double FelWing, Tour Guide and a ShadowBomber
Dude, I appreciate the work you put into this website, but this really is not a fair attitude towards players. I understand that you invest a lot of time and love into this and that it feels terrible if people are purely negative about your passion, but they genuinely have a point. Blaming "the players" honestly sends a wrong message.
Here's why players are justifiedly upset:
The game has been very expensive for a very long time. They've normalised asking for the price of multiple AAA games every year. It took tremendous pressure from us - the players - to make sure they didn't make it even MORE expensive when they introduced the new rewards system last year. Player pressure is doing a lot of good.
The company as a whole is fucking up ethically in major ways. First Blitzchung and the casters there, and now an extremely toxic, misogynist culture at their company where women aren't remotely safe. This leads us, the players, to sit on our money, to be more critical, and to call on Blizzard to do better. That's honestly the least we can do.
Wild balancing seems to be done without any regard for player's feedback right now. It's been a month of a meta that's so utterly, completely warped that it feels hopeless and unfun. People who criticise immediately may be whiny. But if it hasn't been fixed after _two rounds of nerfs_, it's reasonable that people just leave. We invested a lot of time and money into this game. If we aren't having fun anymore, not because "wild gets crazier over time" - that's fine, that's why we love wild! - but because more than two thirds of the wild decks became unplayable overnight due to one broken card... then we will let ourselves be known. That's not whining. That's just criticism.
Arena. Do I even need to elaborate?
Instead of fixing the major problems or working on making the player experience better in general for existing players, it turns out that they've invested in a gacha game that's got nothing to do with hearthstone, while operating on an even more ridiculously expensive business model. In fact, a gambling one - there's a reason gacha games aren't legal everywhere - that's destructive and prays on players' psychological weaknesses to make them spend more and more.
At a certain point we get bitter. If you hear our bitterness, that's not a criticism of you, @Fluxflashor. But you don't need to defend Blizzard.
Mana increase on final Mercenaries is the best solution, and it could even be applied to just some mercenaries (Guff is already asymmetrical in body), like Tamsin and Tavish at the very least.
I don't think more nerfs would be necessary for Wild, at least on QLs, and mana nerfs would probably not be bad for Standard either.
I should add, and this is not secondary at all, that the bothersome component of current situation to me is that the powerlevel is crazy high in FROM-HAND synergies (REACH): very few decks rely heavily on going through the board to find lethal.
In Wild, we could say Shadow Priest is the fairest of the meta decks, and by far.
It also happened very rapidly, which made several decks simply unable to adjust. Rise in powerlevel was too fast and brutal, and this contributed a lot to the alienation of some part of the Wild playerbase, which was at least decently comfortable before Stormwind.
All this generates an "own thing" meta (it's not just a feeling) where interaction is indirect or concentrated into popoff turns for the most part. And I don't like it at all. Personally ofc, but it's fair to say this is pretty far from the old "fast&interactive" that I think made many of us fall in love with the game.
Anyway, I doubt any of them mercs will ever go beyond (6). We'd be lucky if Tamsin and Tavish did.
Finally, I'm afraid Wild just passed a threshold, even if we go back now, design policy is rampant on crazy levels right now, and more insane lightning-fast combo-ish stuff is bound to appear, at every release, especially on Druid, Mage, Warlock.
I think Wild reached its own 2.0 and there's no going back.
I had hoped at the start of the expansion that the quests would be similar to what they did with the Death Knight story. That was really fun at the time.
Each hero had a unique ability that was very strong in itself. But still, there was no deck that was as extremely dominant as it is today. The balancing was right back then. Today, as a warlock or mage, you just have to play your cards without having to use your head. (Somewhat extremely expressed)
In the past you really created the craziest combos.
I would like to see the changes to Flux go live like that. Some decks are just unfair. There should be at least one card for each mechanic (even if it's a quest) on how to counter certain effects. For example, that The Juggernaut from the Warrior Quest. Without using Silas Darkmoon, you can't get that card off the field. Even Mass Dispel or something like that doesn't work.
Even with Incanter's Flow or Stealer of Souls, I would have liked something like "The first card you play in your game costs 1 less mana or life instead of mana."
Crystallizer could convert 5 health to armor instead of dealing damage. That means it wouldn't help questline progression, but it would make the card more useful in other decks, for example when combined with Thekal.
Actually, you suggested exactly that in an earlier thread...
yes , they play questline reward and dont draw shard same turn , i then use Illucia , i got enemy deck and cards ,( Polket , Vendor , LH , Thalnos ) are now on enemy hand and i cant use them.
Yeah i can find those cards in opponend deck if im very luck , but that not explains why i put this cards on my deck recipe if i have to find them on the enemy hand.
Instant Gratification: Draw the Purified Shard the same turn you shuffle it into your deck.
The simplest way to do this is by waiting until they play the questline reward, then on your turn playing Mindrender Illucia + Lorekeeper Polkelt + Prize Vendor or any 'draw a card' effect like a Loot Hoarder or Bloodmage Thalnos deathrattle. Note that tutor effects of any kind ignore deck order, although they do not change Polkelt's ordering of the deck. This will of course only work if your opponent doesn't draw the shard the same turn they play their questline reward.
isn't this part wrong ? if you cast Illucia you have enemy cards .
VS is my go-to source, but yes their latest article is out of date. In my last post, I included updated data from HSReplay, which shows Quest decks locked out of T1 completely.
I don’t listen to the VS podcast. I just read a summary, and it does sound like Quest Shaman will be back on top of the pack in the next report. But they also talk up a lot of non-Quest decks.
Since Quests are one of the big features of the new expansion, I’m not surprised that they keep showing up in T1/T2. But the fact that they’re bouncing in and out of these tiers, and rarely making up more than 25% of each tier, tells me that it’s a matter of card balance and meta shifting. Quests are not fundamentally flawed. The first couple days of Quest Mage’s dominance did get boring, but Blizzard has been quick with the balance adjustments, and since then it’s more a more varied, fair meta than we usually get in the initial weeks of a new expansion.
Instant Gratification: Draw the Purified Shard the same turn you shuffle it into your deck.
The simplest way to do this is by waiting until they play the questline reward, then on your turn playing Mindrender Illucia + Lorekeeper Polkelt + Prize Vendor or any 'draw a card' effect like a Loot Hoarder or Bloodmage Thalnos deathrattle. Note that tutor effects of any kind ignore deck order, although they do not change Polkelt's ordering of the deck. This will of course only work if your opponent doesn't draw the shard the same turn they play their questline reward. Example deck: AAECAa0GBPvRA/bWA6iKBJegBA3LzQP73wOS5AOhoASY6gP44wPBnwSFnwS24QPXzgOZ6wPo7wPWoAQA
isn't this part wrong ? if you cast Illucia you have enemy cards .
Personally I have most trouble with the mage questline. I play it myself as well, but recently when I played with DH, my opponent had only 2 cards in his hands (quest was finished), but managed to draw like 8 and deal 22 damage to face. If there wasn't so much card draw, I think it would be fine, but the combination of card draw and low mana spells is too much.
The majority of the player base would appreciate these nerfs, but in reality, we know Team 5 would never nerf all the quests as that would (theoretically) break the economy with players dusting a total of 10 legendaries. Questlines are also the main focal point of the expansion, and changing all of them would mean Blizzard knew they were a mistake.
Our only hope is they change (at the very least) Blightborn Tamsin with any of the above changes mentioned in the article. I'm sure Blizzard know they effed up on this expansion, but they'll never publicly admit it.
Not really. Call to Arms turns are very important and you'd hurt the consistency of the deck very badly if you made it go highlander imho. Let me know if you get good results with your take on it though!
Hearthstone Grandmasters 2021 Season 2 - Week 3 Results, Decklists, and More! (Spoiler Free)
Broot me dood!
Legend Shadowburst Priest
This Deck is not only Great, but a fun to play too!
I Started the Season with only 2 Bonus Star and withinno time i was at Platinum
It takes some time to get used to the many Win Conditionsbut once you learn it you wil have so much fun
Best Game so far was a Turn One Double FelWing, Tour Guide and a ShadowBomber
Rant: Why Devs Making New Content Aren't Ruining the Game, Players Are
Dude, I appreciate the work you put into this website, but this really is not a fair attitude towards players. I understand that you invest a lot of time and love into this and that it feels terrible if people are purely negative about your passion, but they genuinely have a point. Blaming "the players" honestly sends a wrong message.
Here's why players are justifiedly upset:
At a certain point we get bitter. If you hear our bitterness, that's not a criticism of you, @Fluxflashor. But you don't need to defend Blizzard.
Hearthstone's Warlock Nerf Announced - Stealer of Souls & Flesh Giant Both Receiving Cost Increases
It doesn't - the most powerful list right now relies on cataclysm + hand of guldan to kill the opponent with your own fatigue damage.
偷啃德
Nice
Solving the "???" Gift of Elune Card Back Achievement in Hearthstone - Solve the Stormwind Mysteries
Well i did part two it was easy thanks to your......the stuff that tells you what to play
Hearthstone Grandmasters 2021 Season 2 - Week 3 Results, Decklists, and More! (Spoiler Free)
Is Paladin easy to play around or counter? Coz it's really interesting that the class is number 1 on HSReplay, but sees no play in GMs
Hearthstone Grandmasters 2021 Season 2 - Week 3 Results, Decklists, and More! (Spoiler Free)
Gaby is still the actual nuts. Frenetic is doing pretty well this season, and with the 5 bonus points is still equal to Gaby. Actually bonkers.
List of Runeterra Daily Quests
Deal Impact damage OR
Deal damage with spells
0/15 OR
0/45
Hearthstone's Stormwind Questline Cards Were a Mistake - Here's How We Can Fix Them
Mana increase on final Mercenaries is the best solution, and it could even be applied to just some mercenaries (Guff is already asymmetrical in body), like Tamsin and Tavish at the very least.
I don't think more nerfs would be necessary for Wild, at least on QLs, and mana nerfs would probably not be bad for Standard either.
I should add, and this is not secondary at all, that the bothersome component of current situation to me is that the powerlevel is crazy high in FROM-HAND synergies (REACH): very few decks rely heavily on going through the board to find lethal.
In Wild, we could say Shadow Priest is the fairest of the meta decks, and by far.
It also happened very rapidly, which made several decks simply unable to adjust. Rise in powerlevel was too fast and brutal, and this contributed a lot to the alienation of some part of the Wild playerbase, which was at least decently comfortable before Stormwind.
All this generates an "own thing" meta (it's not just a feeling) where interaction is indirect or concentrated into popoff turns for the most part. And I don't like it at all. Personally ofc, but it's fair to say this is pretty far from the old "fast&interactive" that I think made many of us fall in love with the game.
Anyway, I doubt any of them mercs will ever go beyond (6). We'd be lucky if Tamsin and Tavish did.
Finally, I'm afraid Wild just passed a threshold, even if we go back now, design policy is rampant on crazy levels right now, and more insane lightning-fast combo-ish stuff is bound to appear, at every release, especially on Druid, Mage, Warlock.
I think Wild reached its own 2.0 and there's no going back.
Hearthstone's Stormwind Questline Cards Were a Mistake - Here's How We Can Fix Them
I had hoped at the start of the expansion that the quests would be similar to what they did with the Death Knight story. That was really fun at the time.
Each hero had a unique ability that was very strong in itself. But still, there was no deck that was as extremely dominant as it is today. The balancing was right back then. Today, as a warlock or mage, you just have to play your cards without having to use your head. (Somewhat extremely expressed)
In the past you really created the craziest combos.
I would like to see the changes to Flux go live like that. Some decks are just unfair. There should be at least one card for each mechanic (even if it's a quest) on how to counter certain effects. For example, that The Juggernaut from the Warrior Quest. Without using Silas Darkmoon, you can't get that card off the field. Even Mass Dispel or something like that doesn't work.
Even with Incanter's Flow or Stealer of Souls, I would have liked something like "The first card you play in your game costs 1 less mana or life instead of mana."
Hearthstone's Stormwind Questline Cards Were a Mistake - Here's How We Can Fix Them
Crystallizer could convert 5 health to armor instead of dealing damage. That means it wouldn't help questline progression, but it would make the card more useful in other decks, for example when combined with Thekal.
Actually, you suggested exactly that in an earlier thread...
Achievement Hunting: United in Stormwind edition
yes , they play questline reward and dont draw shard same turn , i then use Illucia , i got enemy deck and cards ,( Polket , Vendor , LH , Thalnos ) are now on enemy hand and i cant use them.
Yeah i can find those cards in opponend deck if im very luck , but that not explains why i put this cards on my deck recipe if i have to find them on the enemy hand.
This combo can work only with King Togwaggle not with Mindrender Illucia
Solving the "???" Gift of Elune Card Back Achievement in Hearthstone - Solve the Stormwind Mysteries
Did the first part thanks to you guys and it was fucked up,goooooooooooooood damnnnnnnnnnnn fuck
Going Forward, Characters in Hearthstone Won't be Named After Employees
well i dont care but pitty the people for the hard work they deserve a name in game
Achievement Hunting: United in Stormwind edition
Hearthstone's Stormwind Questline Cards Were a Mistake - Here's How We Can Fix Them
VS is my go-to source, but yes their latest article is out of date. In my last post, I included updated data from HSReplay, which shows Quest decks locked out of T1 completely.
I don’t listen to the VS podcast. I just read a summary, and it does sound like Quest Shaman will be back on top of the pack in the next report. But they also talk up a lot of non-Quest decks.
Since Quests are one of the big features of the new expansion, I’m not surprised that they keep showing up in T1/T2. But the fact that they’re bouncing in and out of these tiers, and rarely making up more than 25% of each tier, tells me that it’s a matter of card balance and meta shifting. Quests are not fundamentally flawed. The first couple days of Quest Mage’s dominance did get boring, but Blizzard has been quick with the balance adjustments, and since then it’s more a more varied, fair meta than we usually get in the initial weeks of a new expansion.
Achievement Hunting: United in Stormwind edition
isn't this part wrong ? if you cast Illucia you have enemy cards .
Avalon's 12 Wins Questline Mage
Battle Totem is certainly spicy, but with Duels synergies you can consistently get Lightborn Cariel on board by turn 5.
It's going to be even better once Miracle Priest will be nerfed.
Hearthstone's Stormwind Questline Cards Were a Mistake - Here's How We Can Fix Them
Personally I have most trouble with the mage questline. I play it myself as well, but recently when I played with DH, my opponent had only 2 cards in his hands (quest was finished), but managed to draw like 8 and deal 22 damage to face. If there wasn't so much card draw, I think it would be fine, but the combination of card draw and low mana spells is too much.
Rewards Track: Current progress 3.0
I am at level 106. In the meantime, I also got 1000 wins with Demon Hunter which was my last hero to reach 1K wins.
Besides doing daily/weekly quests, I guess there is nothing else for me to do except to wait for the mini-set to release.
The new Mercenaries game mode does not look like my cup of tea and seems expensive from a collectors point of view.
How are you doing so far?
Hearthstone's Stormwind Questline Cards Were a Mistake - Here's How We Can Fix Them
The majority of the player base would appreciate these nerfs, but in reality, we know Team 5 would never nerf all the quests as that would (theoretically) break the economy with players dusting a total of 10 legendaries. Questlines are also the main focal point of the expansion, and changing all of them would mean Blizzard knew they were a mistake.
Our only hope is they change (at the very least) Blightborn Tamsin with any of the above changes mentioned in the article. I'm sure Blizzard know they effed up on this expansion, but they'll never publicly admit it.
[Game] Card Treasure Hunt (Hearthstone Riddles)
Not really. Call to Arms turns are very important and you'd hurt the consistency of the deck very badly if you made it go highlander imho. Let me know if you get good results with your take on it though!
Golden Hero Portrait - Completionist & Grind
Congrats, this Class Progress table looks sick! And Demonic Illidan is a super cool Hero skin :)
Suggestion for your next goal: 1337 wins for each class :D
Hearthstone's Stormwind Questline Cards Were a Mistake - Here's How We Can Fix Them
Losing armor is considered as health changing for Flesh Giant, isn't it?