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  • Mutanus vs Theotar: opinion on combo disruption

    Quote From doingtheobvious

    The apparent excuse is Team 5 does not give a single toss about constructed since it doesn't make dosh like Battlegrounds does.

    Congratulations, you just won the award for the wrongest statement I've seen on the internet in Q3. If you're gonna have a bias against something or be angry about something cause it's not what you wanted, that's fine. At least be open and honest about your bias instead of pulling statements out of your ass and passing them off as factual justification of your opinion.

    To elucidate just how stupid what you just said is: the reason the new battlepass for Battlegrounds was introduced is because Battlegrounds has become an immensely popular mode, to the point where allegedly about 50 % of the playerbase is playing it. When they introduced it it was a bit of a fun side project and they expected it to be about as popular as Arena. Because of that, they didn't put much thought to monetisation. When they then realised they're sitting on a gold mine, they were suddenly in a situation where they needed to overhaul the monetisation (i.e. wanted to make players pay more) cause it wasn't bringing Blizz the bucks to match the mode's popularity. Hence they introduced the (highly unpopular) battlepass to monetise the mode. The Battlepass was JUST introduced. The monetisation before that was shit (for Blizz, great for us). So the statement they only care about battlegrounds cause it's bringing in the big bucks is utter bullcrap cause Battlegrounds was essentially free until now (and arguably still is cause the 2 extra hero options aren't that big of a deal, I should know, I've been playing without them since they locked them behind a paywall).

    That's as much as I'm going to say on the matter, cause this is not what the topic is about.

  • Cast On, Cast Off - Card Design Competition Discussion Thread

    Good luck to everyone in the voting :)

  • Mutanus vs Theotar: opinion on combo disruption

    I can't speak for Standard but for Wild he's pretty necessary. Yes it's annoying to have your wincon gobbled up and dismantled like this with such reliability but given Hearthstone's limited level of player interaction combos can just run rampant without stuff like this. Theo and the rest keep combo sufficiently fringe (but still very playable) that the whole game doesn't become two guys playing solitaire against each other. Even with all these combo disruptors present (and quite common) in Wild there's a number OTKs occupying some of the top tier spots in the game mode. Without Theotar it would be Combo Central.

    Honestly the one thing that I wish Hearthstone did more of is redundancy so there's more back and forth between the combo player and the disrupting player. There's a whole bunch of combo decks out there that rely on legendaries, meaning if your wincon gets yanked out of your mitts, you have no fallback. To give an example of how other games handle this, in MtG you have a plethora of ways to deal with the matter. Firstly, opponents never yank your card to their hand, at best they get it on board. If you then kill it, it goes to your grave, since you're the owner. If they just have you discard it, it goes to your grave as well. And there are ways to retreive cards from grave. Plus, legendary or not, you can run 4 copies of any card in your deck, so if you lose one, you can get other copies to do the job. If your opponent plays something persistent that stops your combo (like preventing graveyard interaction if you're a graveyard combo deck), well, you just destroy the thing that does it and combo off. So it's a duel. In Hearthstone it's very one-sided. Either the combo player combos off and you can't do shit about it unless you run disruption (and if you run it, you have to draw it and if you draw it it has to hit the right target) or you get your disruption and the combo player is boned. If stuff like Theotar didn't exist, the combo player comboing off would happen a whole lot more than the combo player being boned. 

    My advice if you're a combo player: consider running disruption of your own to try to yank opposing Theotars, Rats and Mutas out before they become a problem. Recreate that back-and-forth in combo decks and the whole thing become a lot more interesting and satisfying for both sides, it stops being solitaire.

  • Early Expansion Impressions

    Quote From TheTriferianGeneral

    I mean does any LoR deck compare to the powerlevel of Kai'sa decks? 

    It would have needed absolute incompetence to design 2 decks of that sort in a row.

    Still: the new cards aren't weak imo and once we stop running non- optimal builds/cards I doubt the archetypes will still look rather weak

    I don't think that they are weak, and I have faced some pretty strong ones like Ornn/Trundle and Vi/Jax but if your are not playing the meta those deck feel a lot more fair than the likes Miss Fortune/TF, Mono Kai'sa or even Darkness.

    Equipe cards need to be played proactively and are heavily punished by fast speed removal even the portal mechanic (a mechanic that I dreaded when it was announced) is rather slow, it's not like pre-nerf Bard who can start hitting you with high rolls early in the game.

    Honestly it feel like they significantly toned down the power creep for this expansion and the only new card that seem busted to me is Heedless Resurrection.

  • Best LOR Player Confirms Awakening Problem

    https://youtu.be/QcoRqLCSXhA

    Says it in the first sentence, new Champs bad (aka) the fun and central mechanic of your game.

    New cards however are so strong they now cary entire archetypes, aka broken.

    Majin Bae may not be as vocal as me about why this is problematic but even a blind man can see the light, even if he doesn't recognize where it comming from.

    Aka why this is ******* awful for the game.

  • Runestones Have Arrived to Hearthstone's In-Game Shop Alongside New Pack Bundles and Magical Cosmetics

    Wait, is the new shop already open? It's been closed to me ever since the battlegrounds patch.

  • Early Expansion Impressions

    honestly, I think the one sided Shurima ruination is it for me.

    Like the game is essentially unplayable outside of Ionia, and Shurima right now.

    They have the best burst spells, counter spells, the best card advantage engines, like before I was like shurima is fine it was just a tempo region

    But now it literally does it all, even has better buffs then any other option. (bone club costs 5 in freijord, costs 1 in shurima)

    Not sure if streamers or "pro" players consulted on this expansion just like with Annie Bards initial release

    But it has that same broken on release flavor, that made the game unplayable for me till we got that game fixing patch.

  • Early Expansion Impressions

    I've played transform, I can't say anyone has used it to rank highly on ladder it is fun though.

    The new set is actually insane, 1 mana burst that can be an elixir of iron or wrath depending on need and causes 2 spell procs for akshan and Lee Sin.

    An infinite 1 mana cycle for guaranteed card advantage in any Ionia deck.

    1 mana equipments that double as late game threats.

    Being able to simultaneously play an equipment creature and transform it to any other creature of the same mana cost 

    The reality is that all the Champs of the new set minus sythe boy aren't that great, but the epic slot specifically the 1 mana cards are powercreeped so hard that control is a dead archetype now.

    Also I haven't seen a single Kaisa deck, pirate aggro, darkness control. Like if you just jam a treasure of the sands on Akshan he becomes a Kaisa at mana 3, like why bother leveling Champs at all if they don't cycle when you can just buff smaller ones.

  • Early Expansion Impressions

    I mean does any LoR deck compare to the powerlevel of Kai'sa decks? 

    It would have needed absolute incompetence to design 2 decks of that sort in a row.

    Still: the new cards aren't weak imo and once we stop running non- optimal builds/cards I doubt the archetypes will still look rather weak

  • kalyanjewellers

     

     

    We are one of the oldest business families in India with a family legacy of 112 years in business. Started for the noble cause of nation-building and self-sustenance in a pre-independent India, the forefathers believed ethical, honest and transparent business practices should form the foundation of the group.

     

    Gold rate in Pune | Gold rate in Jaipur

  • Early Expansion Impressions

    Well yeah, if you're a net decker you shouldn't net deck till the decks are netted.

    The reality is a lot of the new decks are so strong they require hard counters.

    I have been using a Sejuani/Gnar deck based around the transform mechanic and I have a far better win rate against deck from current patch than the ones from the previous meta, the reality a lot of the new decks aren't as strong as your making them out to be.

  • Hearthstone's Battlegrounds Lobby Legends - Magic of Azeroth Takes Place This Weekend! Survival Guide

    Staff

    Not in these Battlegrounds tournaments.

  • Hearthstone's Battlegrounds Lobby Legends - Magic of Azeroth Takes Place This Weekend! Survival Guide

    free packs?

  • Hearthstone Rolls Out Hotfix Patch 24.2.1 - Various Battlegrounds Quests Changes, Duels Buckets Adjusted, Bug Fixes

    Awesome, thanks!

  • Cast On, Cast Off - Card Design Competition Discussion Thread

    Less than 19 hours to go!

  • Hearthstone Rolls Out Hotfix Patch 24.2.1 - Various Battlegrounds Quests Changes, Duels Buckets Adjusted, Bug Fixes

    I feel that point about quests polarizing the game. Especially as Sire Denathrius, sometimes the quests you draft are it. Getting the quest that upgrades when you buy a minion plus the quest that puts sold minions' stats into the Tavern - it doesn't matter what you buy after that!

    That's a highroll, obviously, but there are very obvious differences in power from one reward to another. Because you're only offered them once, it feels bad to continue after getting three mediocre quest options.

  • Hearthstone Rolls Out Hotfix Patch 24.2.1 - Various Battlegrounds Quests Changes, Duels Buckets Adjusted, Bug Fixes

    I've added both the link and the relevant quote now in the Armor section (sorry, it's been on my mind to do so and must've slipped) listing all the tiers and their values.

    Probably a good idea to include this in the future whenever such changes take place, who can even remember all these numbers off the top of their head! (Okay, apparently MurlocAggroB could at least some) 

  • Hearthstone Rolls Out Hotfix Patch 24.2.1 - Various Battlegrounds Quests Changes, Duels Buckets Adjusted, Bug Fixes

    Higher the tier, the lower the armor. Tier 1 is no armor.

  • Hearthstone Rolls Out Hotfix Patch 24.2.1 - Various Battlegrounds Quests Changes, Duels Buckets Adjusted, Bug Fixes

    Where do I find info on armor tiers again? I know that was explained a long time ago, but I didn't really pay attention. . . is Tier one a lot of armor, or no armor?

  • The Highest Winrate Card Post Awakening

    So this should really surprise no one but the highest winrate card post expansion isn't a champion like bard or Annie.

    Its a 1 mana follower.

    Simon wind is a 2 mana cycle on paper this balanced.

    Zoe cycles at 2 mana right? 

    Wrong she cycles at 4 because dog costs 2

    So monkey is a better Zoe.

    This is really bad, like really really bad.

    Like we've seen cards like shadow assassin break the format and she costs 3 freaking mana.

    Because when card advantage costs too little tempo, like say 1 mana, then 2 mana at burst over and over you essentially negate tempo loss with Dragonling and can just bounce and stun everything else.

    Idk it's a head scratcher it's like if the 1 mana cycle in bilgewater could go infinite by design.

    Like its not a question of if nerfed to 2 mana plus 2 mana to put under par with Zoe (buffed to a 2/1 to compensate) but when.

    But like I just dont get it Riot like ask any card game player hey should we print an Infinite cycle at 1 mana at the equivalent of a common card, you would say plz God God plz God no.

    You would say 2 mana plus 2 mana with the spell proc is fair plz maths oh God I'm having an aneurysm. So to sum up Riot less stupids more card counting plz go ask a blackjack player.

  • What happened to MTG:Arena and its support on the site ?

    Echo's amazing math brain is and will be missed! Best regards to her. 

  • High Roll City

    https://youtu.be/0M2ObL9QAeM

    Here's a pretty good example of Majin Bae showing off in game 1 how old school removal decks ie Katarina and ezreal can not beat Ionia currently regardless of what they do.

    Now valid he is either A an excellent meta abuser which allows him to be one of the best players at the game  but B he also has a track record for being terrible with any deck that isn't meta across the board.

    So typically if he running something day 1 it's pretty much guarteed to be brokenly competitive.

  • High Roll City

    Here are all the big problematic cards.

    1. Ionia gets a infinite 1 mana card generator that unlike droplet does not require synergy or allow room for interaction.

    2. 1 mana burst spells hard buffed, don't try to remove or answer things ever 

    3. Tempo tempo everywhere playing an equipment card that tutors a sheperds crook and becomes a batista with overwhelm something like 7/5 overwhelm stats on 3 is game breaking from a control perspective.

    4. Akshan essentially playing the roll of the infinite card generator for shurima, with equipment providing infinite landmark procs, swap 1 mana equipment for 1 mana equipment etc.

    5. Bounces being the only in curve answer to equipment in the game, further solidifying Ionia as the only valid control region.

    6. Removal nerfs across the board killing freijord and shadow and noxious

    7. Champs are bad again, essentially have no place in the game other then to tutor and draw and cycle

    Like I have to laugh that pre-expansion the most broken thing in the game was "darkness" aka I play dmg spells to remove your stuff.

    Now the most broken stuff in the game is I draw infinite cards (A) or deck (B) I play infinitely power creeped on curve threats.

    Like come on guys I can't be the only person who sees when World Waker and now Awakening comes out with this broken stuff its basically dumbs down the game to hearthstone levels, with only 2 valid play patterns.

  • Cast On, Cast Off - Card Design Competition Discussion Thread

    Staff

    Late feedback.

    BloodMefist

    Grand Apothecary Putress is cool. I thought some Poisons were way better than others at first, but the more I think about it, the more I realize that they're all pretty good and could in a vacuum, be seen as relatively close to equal in value. It is also a long-term value card which is not as powerful in Rogue as it could be in other classes, so I'm tempted to say that it's fine.

    Lord Blackhand is definitely easier to use. Warrior doesn't have that many ways of enchanting weapons, but the re-equip effect enough is easy enough to get value of it, so I think this is good.

    Whichever one is the better of the two to go with is not quite so clear.

    Wailor
    Well you've already submitted it, so I can't help you further. Unfortunately, I do feel like the "add a Banana to your hand and cast it" effect almost sounds like a way to circumnavigate the rules of having your card play a card. The way the card is phrased in relation to the way the effect works is a bit too weird.

    FooBars

    My favorite of the three is Stormlash Totem. I like the way it makes you consider how you design your deck to take advantage of it optimally and the plays you can make with the proper deck are pretty cool.

    I don't like Goblin Dealer because of how much it limits design space and can create lots of potential swing turns. Admittedly Warlock doesn't have a lot of spells that can become problematic with this, but that doesn't mean that they won't get more later. Even just casting Shadow Waltz with this thing on turn 1 or 2 is incredibly good.

    Bazaar Plunderer is quite solid. It's not as overpowered in Rogue as it could be in other classes since Rogue doesn't have the huge spells to take advantage of it by itself (which is the same reason why Swiftscale Trickster is not overpowered in Rogue even though it absolutely would be in other classes), so you're mostly relying on either copying something incredibly specific that you play, or on your opponent to cast something huge that you can safely take advantage of.

    BasilAnguis
    A "cute" idea flavorwise, but I feel like it has too much text and also just generally doesn't interest me that much.

  • High Roll City

    So similar to world waker when it first came out ladder is basically a complete mess.

    Not sure if internal testing basically doesn't exist at Riot anymore.

    But its getting a little tiring having to wait 3 months for a new set to get balanced just so I can climb to diamond.

    Things like concurrent timelines, the infinite amount of Ionia running around, equipment decks everywhere, basically makes the game unplayable.

    So here we go wake me up for the next major game fixing patch and I'll see you guys in diamond.

    Zzzzzzz