I'm almost exclusively playing Wild and it looks like the meta is healing there. Shortly after release everybody was playing QL Warlock, now the ladder is full of hyper Aggro decks, we're even having our own version of Shadowpriest. The logical next step would be the return of Control lists that counter the aggro fiesta and voilà: we're back at rock-paper-scissors with Secret Mages laughing their asses off because they just don't care.
Weird though, I never face Flesh Giant in D10 rank and below. All I faced was Dark Glare, and Stealer of Souls discounted by Free Admission. (just like @dapperdog mentioned). And it still pretty much ruined my games on turn 6 or 7.
It seems Face Hunter and sometime Tempo Shaman is the only one fast enough to beat them since Warlock usually at their low health.
Been trying to complete the Rogue Masquerade achievement, and finally got it after many many attempts using a Masquerage Questline Rogue. Garrosh couldn't avoid me forever!
Anyway, that isn't important! What is important is that the final game was against a Questline Spell Mage, and my Wandmaker just happened to give me a Savory Deviate Delight right after this Mage completed their quest! So of course I played it, and of course Arcanist Dawngrasp was the only minion in their hand so it became a Prize Plunderer!
On the flip side, my Prize Plunderer transformed into a Southsea Scoundrel, which I used to gain a copy of Ignite from their deck, and add to the other copy I got off Wand Thief... It was a bit of an RNG Fiesta, but it sure was fun!
Combo with Stealer of Souls, Darkglare, and Free Admission would have been the best deck had it not been for the goddamned slow as hell animations of the quest itself. The number of times I've lost my games because the bs quest takes forever to flip between tiers. Otherwise, it's death by turn 5-6 one way or another. Turn off the animations and I can finish all 3 tiers and kill my opponent on turn 5-6 more consistently than it would otherwise.
Of course, another problem that's currently creeping up the corners is as pointed out, Battleground Battlemaster. I can see why you hate that card so much in this post: you're playing warlock, and you're zooming past all corners to get the giants out. Coincidentally, any deck that's not playing combo now has this one card in it that reads: deal double damage on turn 5 if your opponent ignores your minions on board.
The madness of how fast the combos tend to come out is countered by how fast minion based decks can scam wins with this one card. Its a near mandatory inclusion into any minion based deck right now, and unless nerfs happen, will continue for time to come.
I do think the giants are strong, but I don't think its going to get nerfed. Zoolock in the past has dropped giants on 3 before and no one batted an eye. The reason being that you're basically trading health away to do it so you're playing on a clock as well as they are. With turn 5 battleground battlemaster, and the notable lack of taunts, the only way zoolock steal wins is by double giants on 3-4, with a good existing board like Bloodbound Imp and Darkglare support. That's the equivalent of token druid turn 1 bs, and just about as consistent.
If team5 decides to slow combo down in the next change (maybe switch the quest reward mana cost from 5 to 7, or just straightup nuke Incanter's Flow) zoolock may well be killing themselves faster than they can scam that win out because no one needs to tech against mage anymore. Nerfing battleground battlemaster would be the correct choice, not flesh giant.
I accidently forgot to mention I was speaking of wild, lol. Anyways, yes, I do not think Mutanus itself was what lead to the meta we had pre-Stormwind. A combination of Brann, Dirty Rats, and Mutanus had seen a surge of play this month. If your combo required more than 3 cards, you could never get it off because of those cards which lead to more value oriented games. There is also the fact that every top tier deck has 1-2 neutral counters. As for standard? Yeah, there really isn't a lot of interaction.
I feel as though we have had the most counter play against swing turns than we have ever had. The Introduction of Mutanus has given a rise to hand disruption and Tealen and Polket has made it easier than ever to predict when the best time to disrupt your opponent is. I have faced at least 5 different unique (and seemingly viable?) ways to disrupt popular strategies this past month.
A single card is not, "rise to hand disruption". Dirty rat was more of a disruptive meta than Mutanus. And I can't even recall the last time I saw Polket played. Taelen sure, but Polket? Was Scholo.
And unique ways to disrupt doesn't always equate to viable. (you even questioned the viability yourself in the statement above!)
Jeez man you're really looking too deep into this and heavily exaggerating what I'm saying.
This is why I didn't reply to him earlier. I honestly just felt like I was talking to a hyperbolic brick wall. He's taking every comment to the extreme.
Yeah, seeing as you Discover cards of the class you are disguised as before turning back into a Rogue, you are actually that other class unless you play a Rogue card during the game. At least in terms of how the game views you until you turn into a Rogue, you are that class. So it makes sense that you'd gain XP to level that class instead of Rogue.
Doesn't mean it's intentional though, but maybe it is? I doubt it's something that they will address though even if it is unintentional.
Yeah, the giant seems to be the issue in standard, and is an issue in wild as well. After a week or two when balance changes are made, if mage is nerfed and the giant isn't I could see the meta shifting to an aggro/tempo meta because I cannot see a meta where control can exist where warlock can complete their quest while dropping threats that need to be killed.
I feel as though we have had the most counter play against swing turns than we have ever had. The Introduction of Mutanus has given a rise to hand disruption and Tealen and Polket has made it easier than ever to predict when the best time to disrupt your opponent is. I have faced at least 5 different unique (and seemingly viable?) ways to disrupt popular strategies this past month.
I've been playing a lot of the warrior quest since I have gotten it in golden. I have no idea what you are talking about- if anything, it needs to be buffed!
The payoff is often slightly better than [Hearthstone Card (lakarri sacrifice) Not Found] putting on board a 2/2, giving you a 1 attack weapon and dealing 4 damage randomly.
There is no clever way to cheat out pirates like the requirements of other quests have. Another issue is you want to run weapons since the first reward is to draw one, however once you have the Jugg in effect the weapon is more or less a dead card in hand (Gorehowl is an exception but not a great card).
Almost every game with QL Warrior is playing catch-up. It's so bad that often when you finally get Rokara you can't even play her because you need to address the board.
but I'm literally just responding to what you're saying.
You said you wanted a game wide decrease in power and I'm telling you why that is a really bad idea. If I've strawmanned you on something that you don't believe you can just tell me.
Alright, did I get your attention? Now let me explain this. Since I've opened The Demon Seed I've been working hard to farm the achievement, because initially I thought it would get nerfed hard and therefore it would be better to start grinding now.
However, after playing with all 3 different builds (the Control deck burn one, the Zoo one, and the combo one) I came to realize that all these decks suffer from the exact problem most people cited for why the Quest would fail. You die very fast and getting downn the Quest reward is much harder than it might look like...and yet, people get run over by the deck, growing increasingly frustrated.
This one card is the ONLY reason why Warlock is even playable at this stage. The Quest is not as fast as it seems. Sure, sometimes you draw the absolute nuts and get Tamsin by turn 5, but that's only possible in the Zoo variant and doesn't happen often. It absolutely cannot race Mage or any aggro deck in any capacity. Most board centric decks can run you down before you even get to complete your quests, and not even an abundance of healing will save you. However, the Quest, and most importantly it's mid-rewards, allow you to turbo out Flesh Giants that then proceed to run over your opponent (try running [Hearthstone Card (Battlegrounds Battlemaster) Not Found] and see how many more games you win just by way of Giant beatdown).
I'm serious by the way, I've been playing the deck basically non-stop to complete the quest and 90% of the time I either win or lose before completing it. It's actually kind of funny how the deck whose main gameplan should be winning through fatigue redirection and lategame burst, but instead the Quest functions more as a 1-mana deal 6/heal 6/discount Giants by 2.
Mark my words, if Warlock gets ANY nerfs at all it will be Flesh Giant up to 10 or higher and the whole deck just falls on its face and dies to aggro to the point where not even hard control will keep them alive long enough to finish it (or will have to run so many survival tools that you won't complete the quest fast enough for it to be a threat).
Oh yeah, and nerf [Hearthstone Card (Battlegrounds Battlemaster) Not Found] into the fucking ground, that card is a retarded abomination and whoever thought it was acceptable to print should be forced to find client bugs for the rest of his career, holy fucking shit.
With Darkglare and Stealer of Souls on, is that really surprising? Questlock and zoolock can get those giants out fairly reliably on turns 3-5 now since the gameplan is to hurt yourself anyway. But Im actually thinking the reason why they can get away with it so much is because every deck is teching against combo and an 8/8 early can easily change things, given that most players are running a light and fast deck if they aren't combo themselves.
Battleground battlemaster as a 5/5 on 5 is really too much. But I suspect that it'll be nerfed along with the rest as well. Its power to burst games early is fairly oppressive, but then again, without this thing there's just no other way for most decks (except face hunter) to finish games earlier than combo decks can anyway.
Blizzard is probably going to kill this, and from a security perspective, it makes sense. Hopefully this will push them to add official support that doesn't rely on arbitrary code injection that could be easily exploited.
[Game] Card Treasure Hunt (Hearthstone Riddles)
Evasive Wyrm
Scalding Hot Take: The Demon Seed is not the problem
I'm almost exclusively playing Wild and it looks like the meta is healing there. Shortly after release everybody was playing QL Warlock, now the ladder is full of hyper Aggro decks, we're even having our own version of Shadowpriest. The logical next step would be the return of Control lists that counter the aggro fiesta and voilà: we're back at rock-paper-scissors with Secret Mages laughing their asses off because they just don't care.
Hearthstone Access - A New Mod Improves Accessibility for Blind and Visually Impaired Players
Bots have already existed in Hearthstone for a very long time using similar methods. This doesn't change anything =)
Scalding Hot Take: The Demon Seed is not the problem
Weird though, I never face Flesh Giant in D10 rank and below. All I faced was Dark Glare, and Stealer of Souls discounted by Free Admission. (just like @dapperdog mentioned). And it still pretty much ruined my games on turn 6 or 7.
It seems Face Hunter and sometime Tempo Shaman is the only one fast enough to beat them since Warlock usually at their low health.
Stormwind's First Wild Deck Weekend Spotlight - Burgle Rogue, Highlander Demon Hunter, Divine Shield Paladin, & More
If you write text="Your Text" within the first card tag parentheses, you can change card names into whatever you wish.
If you're interested of all possible magic tricks we have, Sinti has made a great thread about them.
The Pepper Thread - Share Some Good Vibes!
Been trying to complete the Rogue Masquerade achievement, and finally got it after many many attempts using a Masquerage Questline Rogue. Garrosh couldn't avoid me forever!
Anyway, that isn't important! What is important is that the final game was against a Questline Spell Mage, and my Wandmaker just happened to give me a Savory Deviate Delight right after this Mage completed their quest! So of course I played it, and of course Arcanist Dawngrasp was the only minion in their hand so it became a Prize Plunderer!
On the flip side, my Prize Plunderer transformed into a Southsea Scoundrel, which I used to gain a copy of Ignite from their deck, and add to the other copy I got off Wand Thief... It was a bit of an RNG Fiesta, but it sure was fun!
Scalding Hot Take: The Demon Seed is not the problem
Combo with Stealer of Souls, Darkglare, and Free Admission would have been the best deck had it not been for the goddamned slow as hell animations of the quest itself. The number of times I've lost my games because the bs quest takes forever to flip between tiers. Otherwise, it's death by turn 5-6 one way or another. Turn off the animations and I can finish all 3 tiers and kill my opponent on turn 5-6 more consistently than it would otherwise.
Of course, another problem that's currently creeping up the corners is as pointed out, Battleground Battlemaster. I can see why you hate that card so much in this post: you're playing warlock, and you're zooming past all corners to get the giants out. Coincidentally, any deck that's not playing combo now has this one card in it that reads: deal double damage on turn 5 if your opponent ignores your minions on board.
The madness of how fast the combos tend to come out is countered by how fast minion based decks can scam wins with this one card. Its a near mandatory inclusion into any minion based deck right now, and unless nerfs happen, will continue for time to come.
I do think the giants are strong, but I don't think its going to get nerfed. Zoolock in the past has dropped giants on 3 before and no one batted an eye. The reason being that you're basically trading health away to do it so you're playing on a clock as well as they are. With turn 5 battleground battlemaster, and the notable lack of taunts, the only way zoolock steal wins is by double giants on 3-4, with a good existing board like Bloodbound Imp and Darkglare support. That's the equivalent of token druid turn 1 bs, and just about as consistent.
If team5 decides to slow combo down in the next change (maybe switch the quest reward mana cost from 5 to 7, or just straightup nuke Incanter's Flow) zoolock may well be killing themselves faster than they can scam that win out because no one needs to tech against mage anymore. Nerfing battleground battlemaster would be the correct choice, not flesh giant.
Dean Ayala's Hearthstone Community Q&A #24 - Revisiting Balance Next Week, Emote Wheel, Bring Back a Friend, Mass Nerf
I accidently forgot to mention I was speaking of wild, lol. Anyways, yes, I do not think Mutanus itself was what lead to the meta we had pre-Stormwind. A combination of Brann, Dirty Rats, and Mutanus had seen a surge of play this month. If your combo required more than 3 cards, you could never get it off because of those cards which lead to more value oriented games. There is also the fact that every top tier deck has 1-2 neutral counters. As for standard? Yeah, there really isn't a lot of interaction.
[Game] Card Treasure Hunt (Hearthstone Riddles)
So, um, if you want to solve this riddle and many others simply run a word or two through an online thesaurus....
Dean Ayala's Hearthstone Community Q&A #24 - Revisiting Balance Next Week, Emote Wheel, Bring Back a Friend, Mass Nerf
A single card is not, "rise to hand disruption". Dirty rat was more of a disruptive meta than Mutanus. And I can't even recall the last time I saw Polket played. Taelen sure, but Polket? Was Scholo.
And unique ways to disrupt doesn't always equate to viable. (you even questioned the viability yourself in the statement above!)
Dean Ayala's Hearthstone Community Q&A #24 - Revisiting Balance Next Week, Emote Wheel, Bring Back a Friend, Mass Nerf
This is why I didn't reply to him earlier. I honestly just felt like I was talking to a hyperbolic brick wall. He's taking every comment to the extreme.
Maestra of the Masquerade levels other classes up
Yeah, seeing as you Discover cards of the class you are disguised as before turning back into a Rogue, you are actually that other class unless you play a Rogue card during the game. At least in terms of how the game views you until you turn into a Rogue, you are that class. So it makes sense that you'd gain XP to level that class instead of Rogue.
Doesn't mean it's intentional though, but maybe it is? I doubt it's something that they will address though even if it is unintentional.
Masquerade Ball
Dane played an Even Reno deck just like this, and one of the clips on his YouTube video of the deck he's Demon Hunter. EVEN Demon Hunter... LOL
Scalding Hot Take: The Demon Seed is not the problem
Yeah, the giant seems to be the issue in standard, and is an issue in wild as well. After a week or two when balance changes are made, if mage is nerfed and the giant isn't I could see the meta shifting to an aggro/tempo meta because I cannot see a meta where control can exist where warlock can complete their quest while dropping threats that need to be killed.
Stormwind's First Wild Deck Weekend Spotlight - Burgle Rogue, Highlander Demon Hunter, Divine Shield Paladin, & More
How do you write Bolvar Fordragon while referencing Highlord Fordragon? What kind of trickery is this?
An Odd Feral Druid, Lost in the Park
I replaced 2x Starfall by 1x Naturalize and 1x Guidance. I'm not sure yet about Guidance, but Naturalize has been useful.
Dean Ayala's Hearthstone Community Q&A #24 - Revisiting Balance Next Week, Emote Wheel, Bring Back a Friend, Mass Nerf
I feel as though we have had the most counter play against swing turns than we have ever had. The Introduction of Mutanus has given a rise to hand disruption and Tealen and Polket has made it easier than ever to predict when the best time to disrupt your opponent is. I have faced at least 5 different unique (and seemingly viable?) ways to disrupt popular strategies this past month.
Dean Ayala's Hearthstone Community Q&A #24 - Revisiting Balance Next Week, Emote Wheel, Bring Back a Friend, Mass Nerf
Pretty much how I feel whenever they mention new formats.
Hunter and Warrior Quests are Total Nerf Targets
I've been playing a lot of the warrior quest since I have gotten it in golden. I have no idea what you are talking about- if anything, it needs to be buffed!
The payoff is often slightly better than [Hearthstone Card (lakarri sacrifice) Not Found] putting on board a 2/2, giving you a 1 attack weapon and dealing 4 damage randomly.
There is no clever way to cheat out pirates like the requirements of other quests have. Another issue is you want to run weapons since the first reward is to draw one, however once you have the Jugg in effect the weapon is more or less a dead card in hand (Gorehowl is an exception but not a great card).
Almost every game with QL Warrior is playing catch-up. It's so bad that often when you finally get Rokara you can't even play her because you need to address the board.
How to buy the pre-order (or anything) cheaper within Blizzard Shop without any problems/illegal actions?
i have argentina account and i want buy it because i want to spend many 60 packs xD so mad cheap.. hate europe for it cost 69 eur for 60 packs..
so any way u can help or any tips for it then? :D thank you
Dean Ayala's Hearthstone Community Q&A #24 - Revisiting Balance Next Week, Emote Wheel, Bring Back a Friend, Mass Nerf
but I'm literally just responding to what you're saying.
You said you wanted a game wide decrease in power and I'm telling you why that is a really bad idea. If I've strawmanned you on something that you don't believe you can just tell me.
Dean Ayala's Hearthstone Community Q&A #24 - Revisiting Balance Next Week, Emote Wheel, Bring Back a Friend, Mass Nerf
Jeez man you're really looking too deep into this and heavily exaggerating what I'm saying.
Scalding Hot Take: The Demon Seed is not the problem
Alright, did I get your attention? Now let me explain this. Since I've opened The Demon Seed I've been working hard to farm the achievement, because initially I thought it would get nerfed hard and therefore it would be better to start grinding now.
However, after playing with all 3 different builds (the Control deck burn one, the Zoo one, and the combo one) I came to realize that all these decks suffer from the exact problem most people cited for why the Quest would fail. You die very fast and getting downn the Quest reward is much harder than it might look like...and yet, people get run over by the deck, growing increasingly frustrated.
So how does that work?
Flesh Giant
Flesh Giant is how that works.
This one card is the ONLY reason why Warlock is even playable at this stage. The Quest is not as fast as it seems. Sure, sometimes you draw the absolute nuts and get Tamsin by turn 5, but that's only possible in the Zoo variant and doesn't happen often. It absolutely cannot race Mage or any aggro deck in any capacity. Most board centric decks can run you down before you even get to complete your quests, and not even an abundance of healing will save you. However, the Quest, and most importantly it's mid-rewards, allow you to turbo out Flesh Giants that then proceed to run over your opponent (try running [Hearthstone Card (Battlegrounds Battlemaster) Not Found] and see how many more games you win just by way of Giant beatdown).
I'm serious by the way, I've been playing the deck basically non-stop to complete the quest and 90% of the time I either win or lose before completing it. It's actually kind of funny how the deck whose main gameplan should be winning through fatigue redirection and lategame burst, but instead the Quest functions more as a 1-mana deal 6/heal 6/discount Giants by 2.
Mark my words, if Warlock gets ANY nerfs at all it will be Flesh Giant up to 10 or higher and the whole deck just falls on its face and dies to aggro to the point where not even hard control will keep them alive long enough to finish it (or will have to run so many survival tools that you won't complete the quest fast enough for it to be a threat).
Oh yeah, and nerf [Hearthstone Card (Battlegrounds Battlemaster) Not Found] into the fucking ground, that card is a retarded abomination and whoever thought it was acceptable to print should be forced to find client bugs for the rest of his career, holy fucking shit.
Quest Hate
With Darkglare and Stealer of Souls on, is that really surprising? Questlock and zoolock can get those giants out fairly reliably on turns 3-5 now since the gameplan is to hurt yourself anyway. But Im actually thinking the reason why they can get away with it so much is because every deck is teching against combo and an 8/8 early can easily change things, given that most players are running a light and fast deck if they aren't combo themselves.
Battleground battlemaster as a 5/5 on 5 is really too much. But I suspect that it'll be nerfed along with the rest as well. Its power to burst games early is fairly oppressive, but then again, without this thing there's just no other way for most decks (except face hunter) to finish games earlier than combo decks can anyway.
Hearthstone Access - A New Mod Improves Accessibility for Blind and Visually Impaired Players
Blizzard is probably going to kill this, and from a security perspective, it makes sense. Hopefully this will push them to add official support that doesn't rely on arbitrary code injection that could be easily exploited.