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The latest comments from across the whole site. Jump into any conversation by clicking where it was posted.

  • Hearthstone Gets Druid & Priest Balance Changes This Week - Our Thoughts on the Potential Cards

    ROFL doubt you play this game enough then.

  • Make Room in Your Quest Log for Tomorrow - Nozdormu Day's First Quest is Coming!

    I'm really disappointed about that Nozdormu quest. I was expecting another quest besides regular daily ones. We have a special slot for legendary quests, so why not give us an additional quest once a month? Is that too much c'mon...

    It really seems greedy, all we get is +500 xp a month, which seems like a joke.

  • Control Isn't Control In Legends

    Why exactly do you want an outdated game concept being reintroduced to a game that knowingly avoided it so far?

    I am sure Riot never wanted control to resemble control from mtg because control in mtg is one of the least innovative and one of the most tiresome archetypes of the game.

    LoR goes the better way since it provides strong lategame cards that swing the game on their own but doesn't allow control to deny aggression that well that if control draws nuts early you don't stand a chance to ever get agency as the opponent. 

    Do we actually need the likes 3 mana Deny 5 mana Vengeance and 7 mana The Ruination and therefore a faster clock for control for control decks to be viable? 

    Control decks never struggled to win lategame in LoR but to stablelize (aka shutting down the game early)so why do we need to buff the archetype's intended weakness? 

    Let control decks in LoR be what they are: an archetype featuring big splashy units that take over the game on their own that you only get to play if you stabilize the game eaely enough.

    You are right: Lux is the only real control card and imo she could use a rework to make her less boring of a champion. 

  • Make Room in Your Quest Log for Tomorrow - Nozdormu Day's First Quest is Coming!

    Same.  Looked like it was going to be 1500XP = 50 gold a month extra at this point for most people.

    If we say this is 500XP extra then it's 16 gold a month extra.

    Ah well let's hope it leads to some fun games at least :)

  • Druids and Priests are Getting Nerfed! Blizzard Announces Card Nerfs for Gibberling, Apotheosis, and Renew

    I already stopped playing months ago, i said that in my first comment. The only reason why i still pay attention to anything that's going on and regularly visit this site for information is because i spent too much time and money to completely let go of the game. It feels terrible and it's my own fault. It's a learning experience. Never gonna make the same mistake again.

    I completely forgot what Dungar was. I had to look it up. It's the new legendary from the next expansion that was released early. Cool. Seems like a good tradition they will maintain. The card does a few neat things and one of them is 10 healing... after three turns of him sitting dead on the board doing nothing. Great. If you live long enough to see that healing then you probably don't need it by the time it activates. Three turns is an eternity against any sort of aggression and burst damage can finish you off in a single turn. Ooze (and the Viper thing) can prevent repeated damage but can't stop instant burst from Doomhammer. 

    Priest has too much generation, that is the absolute truth. But guess what? That's the only thing they have when it comes to obtaining resources. Priest has no card draw, only basic cycling. That is not enough for the insanely fast pace of the game. Shaman was saved recently because of a single decent card draw option from the mini-set. Until Priest gets some of that love, they will remain the class that has no choice but to rely on RNG clown fiesta generation to be able to compete. And no other archetype will flourish other than slow "kill the opponent out of boredom" Control until that happens. If they gut the resource generation too much without adding real card draw the class will become unplayable.

  • Druids and Priests are Getting Nerfed! Blizzard Announces Card Nerfs for Gibberling, Apotheosis, and Renew

    it should prevent overwhelming board states on turns 1-2 (maybe 3) though, which was the point. Shouldnt matter as much once the druid has ramped, which was the point.

  • Druids and Priests are Getting Nerfed! Blizzard Announces Card Nerfs for Gibberling, Apotheosis, and Renew

    If changing a common card (!!) had this much impact, maybe it was overtuned.

  • Druids and Priests are Getting Nerfed! Blizzard Announces Card Nerfs for Gibberling, Apotheosis, and Renew

    How dare you thoughtfully weigh the results of these changes?!?!!? I'd rather go into the comments and raaaaaaaage!

  • The Duelist Burndown!

    When I first got the Omu deck I thought it would be the best, but there is an even crazier deck out there, with a completed Quel'Delar, a passive that starts you at 10 mana and a hero power that gives your hero windfury. If you draw any burn, it's a first turn kill. The only times I didn't get an OTK is when the opponent played a taunt and when I went second in the mirror match.

    At least it was a quick way to complete the 10 Shaman games for the Fire Festival questline.

  • Hearthstone's Developers Reveal the Top 5 Performing Deck Archetypes From the Top 1% of Players

    Thanks. I've hit that range twice and agree with your assessment.

  • Control Isn't Control In Legends

    Combo more so referring to decks that have their entire wincon based around one decisive turn and everything else is just stalling.

    Like dragons is midrange because you play Asol but you dont win that turn, usually it might not be till 2 turns after. 

    Ezreal always has a burst turn, lissandra has an overwhelm swing turn, Lee Sin has his flip turn.

    A better example of control is tf swain, or kegs...and again drawing a bit of a blank because as mentioned earlier removal spells arent great in this game so real control decks are rare.

    But something close is interaction heavy lists like the j4 one I built, like it or not single combat and it's 3 mana counterparts are the best way to "hard remove" things in this game. Because burst spells are so strong the only way to beat them.is to counter with your own tricks while your removal hangs on the stack.

  • New Custom Class - The Shapeshifter

    Update: Added the Core Set 2021, added the missing hero power for Orc Form, and fixed some small spelling mistakes, enjoy!

    Wow! This is amazing and easily one of the best custom classes I've ever seen! The flavor is on point and card design is varied and creative. Fantastic effort, well done!

    Thanks! I'm glad you've liked it.

  • Make Room in Your Quest Log for Tomorrow - Nozdormu Day's First Quest is Coming!

    Seems like the Noz quest doesn't give you an additional quest, it simply replaces the quest you'll be getting that day.

    Here I was thinking that we'll be getting two quests in one day. Oh well.

     

  • Druids and Priests are Getting Nerfed! Blizzard Announces Card Nerfs for Gibberling, Apotheosis, and Renew

    Before we start crying to the stars about how yet another control deck have been gutted because a one mana card have been nerfed to 2 mana while a card that up until Blademaster Samuro was printed was pretty much just an average card, let's have a short view of what this nerf actually means.

    - Priest must now build its deck less greedily because the apotheosis + samuro combo is less powerful without further buffs. That means they need to choose between making themselves less vulnerable against aggro but more against other control decks. You know, like what most other decks have to do. That means cthun is no longer a mandatory option.

    - Most decks are currently built to handle priest (Felsteel Executioner in dhunters, nzoth in rush warrior, the very existence of warlock/control warrior). With this change, they might switch to lighter builds to handle face hunter and paladin (which Im predicting will be rising further upwards from this set of nerfs). So in other words, priest is hopefully no longer getting hard targeted in the meta. Which will come as a small consolation if nothing else.

    - The true losers of this set of changes is not priest. Its actually mage and warlock, because they prey on priest more so than anything else. Winners are obviously hunters, shaman and paladin. Its not 100% certain that priest will suffer big from this, because if everyone techs against hunter, shaman and paladin, they might not be as effective against a control deck as they are now.

     

    Bottom line: Will priest suffer from this? Absolutely yes. Will that mean we won't be seeing priest until the next expansion? No. Because there are other archetypes that will still work even with these nerfs. Corrupt priest for example is a fairly good deck that does actually win games by relying on cards it puts in its own deck. Miracle builds can still manage insurmountable turns even against face hunter. Further refining of nzoth priest will hopefully reveal that the deck is actually good on its own, and need not rely on bs to win its games.

    During the scholomance meta, priest had to rely on 1 drops to ensure they don't get cheesed out of aggro games. They didn't have a bs reset option with samuro, and the 1 mana pool for wandmaker was wider. They didn't have Venomous Scorpid into Raise Dead. Double soul mirror was less common then. Pros didn't instinctively chose priest in their lineup. And yet it was still a good class that you can climb up to legend with (I did it, in case anyone needs to know). What I'm trying to say is that this change will not mean that priest is now literally unplayable (unlike say, warlock).

    The next expansion is about 3 weeks away. Maybe team5 could've made this adjustment a week later, but I'm honestly okay if they decide to shake the meta up a bit. It has admitably gone a little stale for me.

  • Druids and Priests are Getting Nerfed! Blizzard Announces Card Nerfs for Gibberling, Apotheosis, and Renew

    If you think playing Apotheosis on mid-sized minions is what made the card playable then I have nothing else to say here.

    Samuro is literally a dead card without buffs and is one of the few things that handbuff (and board buff) centric decks have going for them in terms to actually swing the game around.

    Hell, it's one of the only reason why Rush Warrior doesn't just roll over to aggro. Their early game is crap, they need to actually get to conditioning to make proper use of most of their minions since an unbuffed Crabrider or Bumper Car doesn't do fucking anything. Samuro is their one gambit to actually have a chance if their opponent has a strong opening.

    Samuro is literally just a boardclear on a stick that usually requires way more investment to make him useful. Meanwhile Apotheosis turns him into Lifesteal Hellfire for 7-mana in a class that you cannot outvalue or even outpressure once the game gets to a certain point.

  • Druids and Priests are Getting Nerfed! Blizzard Announces Card Nerfs for Gibberling, Apotheosis, and Renew

    Southsea Scoundrel was also decent vs. Hunter as a way to prevent Warsong Wrangler buffs on Trampling Rhino or as a combo with Apotheosis. The turn before you needed to heal, you could use your Scoundrel to try to discover a Rhino and bait the removal with the opponent's Rhino (which would only damage you for 2), then mega-heal using your own Rhino + Apotheosis to overkill the Hunter's 1-health Rhino. I rarely hit the combo because it comes down too late in the game and is only effective as single-target removal (unlike Samuro's AOE effect), but I never lost a game when I pulled it off.

  • Druids and Priests are Getting Nerfed! Blizzard Announces Card Nerfs for Gibberling, Apotheosis, and Renew

    OH they are allowed to regenerate. They're also allowed to clear the board. They aren't allowed to do both for 7-mana while running a deck that is 50% made of cards that generate other card that generate other cards and then have lategame bombs like N'zoth, Ysera and whatever the fuck they magically manifest as well..

    My man, I have been playing mostly Priest for this expansion. I have played the Kazakus build, the Flesh Giant build and the current abomination and it is 100% not balanced and needed to be nerfed this hard.

    The only case you can make is that Renew should heal for 4 now at 2-mana but that's about it.

    And before you bring in MMR or some dumb shit: I used Priest, almost exclusively, to get to around 1200k Legend without even tryharding. I literally ended up at the top end of Legend purely by playing the class for fun (two months ago, just to be clear) and I ended up steamrolling any deck that wasn't Warlock. The actual competitive bracket and tournament players do not need to suffer from a Priest meta just because some casuals get upset that their favourite new RNG fiesta deck got nerfed. There's a reason why Priest is almost always banned in just about any tournament format, and it'S not because pro players got frustrated playing against it.

     

    Also, if Doomhammer is a problem then just fucking run Ooze, it's not that hard. And if that doesn't work, then wait for next expansion where Rustrot Viper will obliterate any weapons from the meta. And if you need more heal, run Dungar, he's awesome.

  • Ride And Die - Card Design Competition Discussion Thread

    Some more feedback:

    R
    I agree with others that Ancient Spirit is your coolest card. Besides changing the artwork as others suggested, I'd also change its watermark to something else, since it's a bit weird to have a card which is mechanically identical to Mounts but has a different flavor.

    AeroJulwin
    Very cool card for a first try! It took me a while to not make overly complicated cards, so your card is quite impressive. As others pointed out all artworks in your cards are already being used by existing cards, so I'd try to fix that.

    Demonxz95
    A change for the better, for sure. It also ties much better with the name :)

    Nirast
    The destroy based on cost looks like a Priest or Warlock effect more than a Hunter one. Also, the text is a bit too crammed for my taste.

    Lundy
    Hawkstrider Mount is probably my favorite cards amongst the ones that try to replicate Stormwind Mounts. I wouldn't change the name of the token, btw, since it fits the existing convention.

    Mechanostrider Mount, on the other hand, doesn't have such a neat effect (Rogue isn't known for using Rush) and has an awful art.

    CheeseEtc
    I really like Repair Bots, it might be my favorite card so far. The flavor is off-the-charts.

    Also, I wouldn't go with Wooden Steed, since Shaman+Rogue wasn't a class combination in Scholomance.

  • Druids and Priests are Getting Nerfed! Blizzard Announces Card Nerfs for Gibberling, Apotheosis, and Renew

    I'm just kinda sad but I get you. Time to try Warrior control I guess.

  • [Game] Card Treasure Hunt (The Resurrection Attempt)

    Quote From R

    First, second and third line is a different Minions

     

  • Druids and Priests are Getting Nerfed! Blizzard Announces Card Nerfs for Gibberling, Apotheosis, and Renew

    Control decks are supposed to control the board and avoid dying in order to achieve whatever late game win condition the deck was built-around. Control decks need something to beat other types of decks. Controlling the board and not dying is only viable as a win condition against aggro but there will always be other decks that you must take into account even during an aggro meta. N'Zoth can be considered a win condition since the deck is built to get the most value from its battlecry. I always hear people complaining that Priest has no win conditions other than stalling/card generation but this particular deck seemed different. Also, aggro can deal 20+ damage in only a few turns with good draw and some even have instant burst win conditions (Like Doomhammer) but a Control deck from a healing class isn't allowed to regenerate that amount despite the fact that Control should have an edge against aggro?

  • Control Isn't Control In Legends

    The way I see it any deck that aims to control the board in the early/mid game with non combat removal before finishing off the opponent in the late game is a control deck. 

    I don't consider combo to be a unique deck type in Runeterra because pretty much any deck is capable of some form of combo. Jinx/Draven is considered an aggro yet it has so many combos available Spinning Axe or Get Excited! into Vision for example,Trash/Nasus is a midrange but it also have combo like Ravenous Butcher into Cursed Keeper. 

  • Control Isn't Control In Legends

    Yeah, the main issue I feel is that you are heavily encouraged by the game to play combat centric decks. All removal options are grossly inferior to combat tricks of similar cost. Even some of the best ones like Mystic Shot are sad when you compare them to things like Troll Chant or the newly buffed Twin Disciplines. Such makes it extremely hard to remove a target and punishes you aggressively for playing from behind because for every spell you use to remove their stuff they have a more efficient card that protects it. I don't really see that being fixed any time soon either, so I've been drifting away from the game recently because I just get tired of how snowbally the game feels. 

    I could be wrong about all of this, but its the way I feel on the subject at the very least. 

  • Druids and Priests are Getting Nerfed! Blizzard Announces Card Nerfs for Gibberling, Apotheosis, and Renew

    Sorry what? Control decks are supposed to control the board and avoid dying. The greed part is only applicable in a control meta where the point is to outressource their opponents. Meanwhile Priest just walks into a full on aggro meta and gets to just pack half their deck with late-game value because a single two card combo takes care of all their aggro worries.

    It's complete horseshit to believe that just because aggressive decks are allowed to have a fightning chance that control is just dead in its entirety.

  • Druids and Priests are Getting Nerfed! Blizzard Announces Card Nerfs for Gibberling, Apotheosis, and Renew

    If a Control deck isn't allowed to be greedy then what is the point of playing them? I like (or rather, used to like as i already stopped playing months ago) playing with big cards that do flashy plays and N'Zoth is one of them. Why print big 10 mana cards if the game is always going to be skewed towards aggro and why whenever a Control deck starts to show signs of dominance it must be stopped at all costs? The nerfs to aggro are never meant to make them unplayable but to make them more fair against the other aggro decks. But nerfs to Control and Combo are pretty much always a killing blow.