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dapperdog

Dragon Scholar
Joined 07/29/2019 Achieve Points 1890 Posts 5679

dapperdog's Comments

  • Alright, to anyone wondering, I got my first pack about 1.5 hours in. There might be at least one more, I'll stay for another 1.5 hours to find out

    Update: Stayed for another 1.5 but no second pack. According to reddit some person has stayed for 3 hours and got only 1, so I'll just assume there's just one to be had.

  • Yeah, there isn't any news anywhere. How many hours did it take you to earn a pack?

  • spiteful priest, quest warrior, keleseth rogue, those were good times. Fatigue warrior had a genuine win condition instead of boring the shit out of yourself and others back then.

    The ungoro-kobolds era was probably some of the best times I had in hearthstone. Its also perhaps the only time hunter has played something viable that's not aggro or midrange-aggro. I really miss those deathrattle hunter vs taunt druid matches. Only time I can remember having a board full of King Krush.

  • RR's time wasn't bad. The problem was RR's cards weren't really in it. If I remember correctly, most decks would have like 4 cards from RR at most, and even once Ungoro-Kobolds rotated most of its cards were generally unplayable. That's not to say its cards weren't interesting, simply passed over in terms of power level.

  • Quote From clawz161
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    I remember there was one interview of sorts that what we see in the RR adventure was sort of the initial idea for RR's core design, especially how the shrine works, but the dev then explained that this wasn't implemented cause' then every game would revolve around shrines. Its kinda a design balance; cards have to be good, but not too good or the next expansion would need to ramp the power levels every time just to keep up.

    I heard this rumor too, but i mean what is the difference really between a shine you based a deck around and a quest you base your deck around ala Corrupt the Waters or Making Mummies? And this was before they introduced those quests. I'm not saying that direction would have made the expansion better, i'm just saying that it would have made it more interesting. Make the shrine like a quest where it always starts in your hand. You can play it whenever you want instead of it just being on the board and then you can either save it for a combo turn or fight for board control like you do in rumble run. Or like i said have the rikkar Transfer Student thing. And i think if bloodwash medic was a neutral card, along with war heralder, i think those would be some pretty great control tools for neutral(i wouldn't give it to priest because priest got a ton of control tools this expansion Mass Hysteria Seance). (and obviously tune back how many spells they would give)

    I would like to agree with you over the bloodwash medic but its just not feasible for it to be available to all classes. Team5 specifically limits health gain cards for balance reasons (aggro wouldn't exist otherwise), so classes like rogue are limited by their health despite their value potential. I think we've seen enough of Antique Healbots and Zilliaxes to know how much they can carry metas.

    If soul fragment demon hunter exists where they can push massive damage and heal themselves at the same time exists then i think neutral healing can exist. Control still gets shafted the same variant of 4 mana 2 damage AOE since the game's inception but aggro gets voracious reader, if any archetype needed the help it's control. And i know the argument, blizzard doesn't like control because people play on their phones and they don't want games that go for more than 1 minute. If that's true then give us a gamemode to queue against control, or ban classes we queue against. I don't get to queue against demon hunter, shaman, or rogue, and you don't get to queue against priest or warrior. Everyone wins.

    I think we can all agree that dhunter is being designed like the blue eyed boy of hearthstone so comparisons is a bit redundant. I specifically think its bs that its the only tempo class that can heal efficiently. But that's the kinda thing we have to live with; like mage being designed like a slot machine, or shaman alternating between both ends of the tier list.

    But to be honest, if healing was more viable, it wouldn't make control better it would actually make it worse because then the meta would be filled with value decks. Spell mage, most rogue variants, and quest shaman will be top of the tier, and all these decks will practically destroy any control deck in standard.

  • Quote From clawz161
    Quote From dapperdog

    I remember there was one interview of sorts that what we see in the RR adventure was sort of the initial idea for RR's core design, especially how the shrine works, but the dev then explained that this wasn't implemented cause' then every game would revolve around shrines. Its kinda a design balance; cards have to be good, but not too good or the next expansion would need to ramp the power levels every time just to keep up.

    I heard this rumor too, but i mean what is the difference really between a shine you based a deck around and a quest you base your deck around ala Corrupt the Waters or Making Mummies? And this was before they introduced those quests. I'm not saying that direction would have made the expansion better, i'm just saying that it would have made it more interesting. Make the shrine like a quest where it always starts in your hand. You can play it whenever you want instead of it just being on the board and then you can either save it for a combo turn or fight for board control like you do in rumble run. Or like i said have the rikkar Transfer Student thing. And i think if bloodwash medic was a neutral card, along with war heralder, i think those would be some pretty great control tools for neutral(i wouldn't give it to priest because priest got a ton of control tools this expansion Mass Hysteria Seance). (and obviously tune back how many spells they would give)

    That's the main problem with the shrines. Unlike quests, the shrines have no real conditions other than their mana costs, whereas quests have been widely acknowledged to be somewhat of a liability both in terms of their quest conditions and the fact that they take up a mulligan slot as well as your first turn. That's why despite the power levels of the quests rewards, we rarely see anyone playing Making Mummies, for example. There's also the problem with the somewhat permanence of the shrine (they come back after 2 turns), and its soft taunt nature.

    I've played and loved the Rumble run, but even I concede that it was just too much for standard. There was a tavern brawl that allowed us to basically play rumble run with real players and it got ugly pretty fast. Wouldn't want that to be a staple, that's for sure.

    Talking about shrines, the ones we got (spirits) eventually weren't really all that bad. Spirit of the Shark and frog were really powerful, Spirit of the Frog in particular will slot into just about any control or midrange shaman due to how bad shaman's draw was/is.

    I would like to agree with you over the bloodwash medic but its just not feasible for it to be available to all classes. Team5 specifically limits health gain cards for balance reasons (aggro wouldn't exist otherwise), so classes like rogue are limited by their health despite their value potential. I think we've seen enough of Antique Healbots and Zilliaxes to know how much they can carry metas.

  • I was actually hyped when Rastakhan's rumble released but it wasn't long before the entire set was deemed too weak for much consideration. The power level and the cards we're seeing in RR is likely intentionally weak, forming the triumvirate with Witchwood and boomsday as the weakest set of expansions ever released (perhaps only surpassed by TGT in weakness), as a reactionary follow up against the huge spike in power introduced during the Ungoro-Kobolds expansions.

    Could team5 have made better cards, especially given that overkill remains one of the weakest descriptions today? The answer is an obvious yes. The adventure in RR (which I feel is perhaps the best solo adventure ever released) is more than enough proof that it wasn't for the lack of ideas. But the consequences would have been severe to push it too far, as we have seen in KotFT, where death knights were so overwhelmingly good that they remain staples even in wild today. To put a small example, we can easily imagine bloodwash medic or war heralder as a 3 mana 2/3, and it will still be one of the best cards in their respective classes today.

    I remember there was one interview of sorts that what we see in the RR adventure was sort of the initial idea for RR's core design, especially how the shrine works, but the dev then explained that this wasn't implemented cause' then every game would revolve around shrines. Its kinda a design balance; cards have to be good, but not too good or the next expansion would need to ramp the power levels every time just to keep up.

  • It might be that they're playing it safe, since the midexpansion is likely to come after new year. Having just more or less quell the uprising it would be kinda bad to risk it by selling stuff like these when its obvious that a midexpansion 20 bucks package is likely to come by a few weeks later.

    Either way, I almost never buy these stuff. 6 packs from previous expansions, when 3 of them will be rotating in 3 months time? Not really my thing.

  • Its unfortunate that while I do feel like hearthstone is more or less tugging players towards specific cards that are just too good not to include (like the Aviana-Kun combo, or [Hearthstone Card (bloodreaver guldan) Not Found] who seem to be in every warlock built bar none), good cards are included for good reasons, and that's because they're proven good cards. Who'd craft Ysiel Windsinger when the Aviana-Kun combo is already more efficient, and a readily available substitute in Kael-Thas is free.

    This is often a problem inherent with turn-based games. There's always a set of things you can do that's just more efficient than other things. The excitement of the game, at least to me, is not its unpredictability, but precisely the opposite. Its more skill testing to create something to beat something that everyone else is playing.

    The only thing that can change the use of 'always include' cards is to nerf/change them, powercreep on the existing cards in future expansions, or just straight up retire cards. But wild, as we know, is about as balanced as a fish flopping up a tightrope and pretty much left on its own, so if you're waiting for the day Aviana-Kun, or any of those 'always include' cards burn in hell you'd better be packing a few extra tons of popcorn.

    There is always a chance that the limited wild system gets introduced at some point so maybe we'd have a meta where Aviana and Kun aren't together forever, or you'd have Aviana and Kun but without Ultimate Infestation or Juicy Psychmelon. But ever since duels got introduced I've only the slimmest hope this will be a thing any time soon.

  • The only significant un-nerf in the list is Tortollan Pilgrim while the rest is pretty much underpowered in a format that houses so many answers. Wild needs so much weeding that unnerfing cards at this point is basically adding work if they ever decide to balance the format.

  • Quote From AngryShuckie

    Perhaps the most important 2 words in the previous paragraph were "have to". The bombing of Theramore was not something that Jaina or Garrosh could skip. This is unlike the Siege of Orgimmar, which Thrall could reasonably skip, so reusing that fight would probably just be lazy.

    I'd imagine they'd need to insert that fight in since the story need to explain Thrall's dissapointment with Garrosh, and it would probably be unlikely they'd do that in a text box and basically skim past Mists of Pandaria. But as you said, Thrall's story is so much longer and, I'd add, significant than any other character that the real question is where to stop. It may very well end after Garrosh's first defeat, since there's just so much ground to cover, from his origins to Mannoroth's death, to deathwing's defeat, to the Ogrimmar siege.

  • Since this one event is rather important lorewise I doubt it would be passed on simply because it has been played out in the previous adventure. So them repeating this scene can hardly be said to be cheap, though I hesitate to call it smart. Since we're obviously going to be the winner of this match, I don't see why they didn't just ramp Jaina's power level and give you the mana bomb in hand (maybe 7 mana and can only be played once the walls are down) to end the match. Instead what transpired is a simple 'reduce your enemy hero to 0' match where its clear that you're being given the upper hand as Garrosh in this one. For example, the hero power is no longer defunct once the walls are down and can sometimes be even crucial in maintaining tempo. Also, Jaina's gameplan seems a little off. She would frequently play Kirin Tor Tricaster over her much more powerful hero power on 4 for some reason.

    I'd expect to see the same final match in Garrosh's story when Thrall's story comes along, but how'd they manage it is another thing entirely since he's supposed to lose to Garrosh the first time.

    Regarding the skins. I'm not really a collector though I really like Garrosh's hero skin in this one. Much more so than both Jaina's and Rexxar's. But 10 usd for 5 packs is not exactly what I call value. Not sure if there's any unique voicelines even, but the concede voiceline in the adventure made me laugh. 10 out of 10.

  • It could've ended with Garrosh's first loss, coincidentally at the same time he absorbed Ysharaaj's heart. I honestly thought it was a missed opportunity to design the matchup to show both horde and alliance ganging up on him. So the matchup would be you beating two heroes from both sides before finally being beaten yourself, in a sort of glorified supposed to lose match. Since we all know he lost at the end, it would halt our natural sense to press the concede button early.

    As it happens, Garrosh does transform at the end of this story (or at least I don't think its possible not to), but the story ends with him victorious over Thrall. Maybe its because he's already the dedicated villain in WoW lore so its strange to discuss his story without showing the true ending.

  • Yeah, I don't remember that option being available too. But it is available now, at least on Garrosh's adventure

  • Finished this in like 30 minutes. Most of the matches wasn't hard, but there's certainly some annoying ones, like Rehgar and the final match against Thrall. Thrall's matches are especially strange. Seems like completely random whether he will go face or trade with doomhammer. On that note, if he plays like nothing and just go face with doomhammer you're pretty much dead unless you can stall out with sheild block.

    The story stops right before his first defeat, so its in effect ignoring the fact that he's dead at the end. Even the final soliloquy brazenly boast his strength and how powerful he is, no one can stop him, Thrall's an idiot, etc. Ironic really.

  • Its just easier to downvote something than to spend 10 minutes writing up a disagreement. That's unfortunately how our society works after years of training from internet usage.

    I usually just ignore the upvotes and downvotes. I'll read through the other comments on the site to understand what is happening and that's about it. I do note however, that the upvotes/downvotes on decks are a different thing altogether since there's only limited slots available for the few chosen decks to get displayed on the front page, so much so that by not upvoting your own deck you face a distinct disadvantage in terms of views.

  • If ever theres a comment I must tearfully agree with, its this one.

  • To say that blade dance has only stood out as problematic in recent weeks is perhaps an understatement. It has been problematic since its inception, being a core card in both control dhunter and the late combo Kael'thas dhunter in the past and basically going to be slotted into anything midranged. Made worse by the Twin Slice change, and then went on to dominate much of Scholomance's meta, and then again in this meta. It's very efficiency basically created, as you say; a class with little to no weakness. This nerf is hardly going to push this card off the cliff, but then again, that's exactly the problem. If there's a card that deserves to be nuked its this one.

    I'm a little less enthusiastic about Shardshatter Mystic's nerf. Its easy to play around and fits dhunter's supposed weakness of having board clears but not for big minions. Perhaps the real reason this card is broken is because blade dance exists, and I would've been happier if the former have been spared the nerf hammer and the latter nerfed further.

     

    A small comment on Dinotamer Brann and highlander hunter's supposed strength. In all honesty, the deck would've been fine if polkelt didn't exist. The real problem was how easy it was to unleash king krush at turn 7 followed by Dragonbane or something like Kill Command. Unlike the other problems above, this one could've been solved simply by printing a good taunt minion, but I think team5 is still reeling from that brief Giggling Inventor meta to do it.

  • I doubt it. There's just so many cards that easily trumps Voracious Reader in wild that even at 2 mana its barely seen anywhere. Now at 3 there's even less reason to want it. Odd decks dont really need it, since they hp every turn and there's just better cards like Divine Favor

    I honestly think the card is effectively dead outside of hyper aggro and in standard that means face hunter, and in wild its perhaps only aggro druid. Both will play this cause there's just little else that can do to help, but it will surely be much less significant a card.

  • The whole core problem is really just how dhunters are being designed. Seems like team5 is trying to jam dhunters at all corners, from control to aggro and the resulting farce is a class that feels like it can do anything. At this point it hits face harder than hunter, heals better than priest and pally, and controls tempo better than rogue. Even the so called weaknesses of its initial design has been rendered a joke. The fact that Dreadlord's Bite is being targeted despite being a mostly midding weapon more or less shows there's something inherently wrong with the class on a balance point of view. Hopefully the Blade Dance nerf does something to reign in Illidan's bs, but I doubt it.