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dapperdog

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

dapperdog's Comments

  • Show Spoiler
    Quote From Cheese

    As promised, I'm back.

    • I stand behind my nerf to Tundra Rhino and Charge cards in general. Not just because it's dangerous, but also because TR is one of those situtational cards that completely sucks most of the time, but will inevitably become part of a broken combo given time. This is the exact opposite of what the basic set should be. However, giving beasts Rush is an effect Hunter always benefits from, not as a combo effect but as a tempo one, hence the cost reduction. However it's true that it's still weak so I'll buff it again to a 2/6 in the next iteration of this set.
    • Savannah Highmane is definitely too powerful to be in the Classic set. Back in the day we joked that Hunter was the only class that can have 2x the same legendary in its deck because SH has legendary-tier power level. I could nerf it but I prefer Infested Wolf instead to avoid unnecessary nerfs.
    • Pressure Plate is also a defensive secret (and a spell counter). I disagree about Wandering Monster because it's too strong and random. Bear Trap could have been an alternative, unfortunately it's only triggered after the attack so it's not a defensive secret.
    • I will change the cost of Unleash the Hounds to 2 but not for this reason. Looking at french vanilla minions (= minions with only keywords in their text) you can see that Rush is actually worth MORE than Taunt in terms of Cost.
    • I think Terrorscale is better simply because Princess Huhuran is a legendary and her effect is too restrictive to be a Classic legendary.
    • It is true that I designed my core sets around expansion card but I should, because expansions give us an idea of what card/effect can become broken when the right cards are printed. I also designed this set around my (WIP) neutral core sets which contains a lot of good midrange beasts.

    Will modify it.

    I just wanted to have a conversation about TR and highmane, the only two things I have problems with in your attempted revamp.

    - Tundra Rhino has a very strong and potentially* problematic effect, by giving beasts the keyword charge. There isn't any argument that charge is a problem effect, and has in the past proven to be extremely powerful. But if we look into hearthstone's past we discover that nearly every time its a problem, its usually in rogue. Little wonder there since rogue (until dhunters came along) was the only class that can easily get rid of taunts and does not suffer from card draw.

    Now let's review the only other time I remember TR being a core card in hunterstone - the emergence of Master's Call. During that time, hunters can deal up to around 19 damage on 10, with double Timber Wolf, and a small set of Springpaws. A simple taunt will scupper that combo, and hunters never relied on that combo to begin with. TR is a one-off in that deck, and that's because like most hunter decks, early game tempo is the key. TR gives an out in control matches, but hunter's atrocious mid-late game makes it nearly impossible to ever take full advantage of TR, hence why its only a one-off.

    Fact of the matter is that hunters have never been able to take full advantage of TR simply because the class's identity makes it impossible. Combo hunter has never really been a thing (though that has never stopped me from trying), and your proposed revamp does not change that. Currently in standard, there's every reason to believe that some kind of TR combo hunter can work ([Hearthstone Card (scarlett webweaver) Not Found], Ramkahen Wildtamer, etc.), and still its just not happening.

    So how can we 'fix' this card, if at all. Your changes, while admirable, only makes it a worst off (and I do mean really badly compared to) Houndmaster Shaw. If we are getting rid of charge, then TR should cost somewhere around 3 mana, maybe as a 2/4. There's just no imaginable use for TR that only gives beast rush, whilst also costing too much and being poorly stated at that.

    ---

    - Highmane has not been a core card for a long time, if ever. We have to turn the clock to hearthstone's beginning to even contemplate this statement. The common wisdom you cited is different from what I remember. It used to be said that if highmane ever hit your face once, then you just lost the game. That still checks out. But there's a reason why its said that way - because highmane can almost never survive to hit face in the first place. There's a whole list of stuff from hunter I can remember being broken back then (unleash the hounds, undertaker, 1 mana flare, 2 mana starving buzzard), hell even houndmaster had its time under the sun, but highmane has never stuck to my memory of ever being one of them.

    I like your addition of infested wolf, but in this case I will still vote for highmane to stay in standard, if only because its interesting deck building with your addition of abominable bowman.

  • I like how your deck is categorized as 'unknown' simply because it isn't a pure list.

    I made an earlier version similar to yours but didn't enjoy the success you're getting. Is murgurgle and selhet's pride really that important in the list?

  • There's already an age-long discussion on this the last time I saw something like this pop up;

    https://outof.cards/forums/hearthstone/class-discussion/hearthstone-general/2311-suspicious-matchmaking?page=1

    Bottom line is that there's no conclusive proof, or even any motive for blizz to start screwing people with matchmaking.

    Its easy to put one and one together after a few matches and conclude you're being screwed, but unless you've got some major stats to show then its all speculation, and a poor one at that.

    In reply to Matching Algorithm
  • I admit that when the DR first came up in kobolds I was pretty hyped...until I started losing around 90% of all my runs in the last 2-3 bosses and nuking at least 1.5 hours down the drain. And why? Because those final 2 bosses are always where the shit hits the fan and they come at you hard with a 2 mana crystals advantage and unless you appropriately draw the nuts (i.e. specific treasures or builds) you're almost never going to win that match.

    The formula for DR in kobolds were atrocious (and this is coming from someone who proudly wears that famed cardback reward and haven't taken it down since). It got slightly better in witchwood since the end bosses were fixed and therefore predictable so there's some form of control in mind. It reached its zenith with Rastakhan's, where all the bosses were predictable and the all important shrines means there's always lots of fireworks. In RoS and Uldum it was an okay affair (not least because you only needed to beat Khadgar once to get all the prizes), but it was clear that some fatigue has set in by Uldum, not helped by the fact that the content in Uldum is a tremendous grind: multiple tier rewards for each hero, to be earned for each end boss win. Each boss having 300 health and 3 tiers. Yeah. I grinded up with Sir Finley (easily the best and most consistent hero) and never bothered with the others, beating Tekhan only with him.

    ---

    Its pretty easy to point out why DRs have stopped: Because they require a team to design, balance, and then price the damn thing to please their overlords in Activision's finance department. Clearly many players were not desperate enough to label this content feature a must have, and without their 20 bucks Activision-Blizz collectively decided to bin it.

    ---

    But to get back to the question on whether this pitifully small 'adventure' is bad, or at least worse than the others before it. The answer is yes, both for how ludicrously designed the bosses were, and also because its largely insignificant. What does finishing this small historical tale brings us? One pack. Can we feel proud to have finished it? No. A sense of accomplishment? Only if you're playing it on a massive self-imposed handicap. Does it perhaps educate us on the histories of Warcraft? About as much as relying on a 15 minute chat on trenches to educate us about WW1 (I really wondered if Jaina beating Thrall to a pulp and then later needing Kalec to persuade her to let him go is actually canon. Hmmmmm).

    Honestly, the most merciful thing about this adventure is that its short, easy, and you'd have to have a hole in your head to need to do this more than once to finish the whole damn thing to earn your pack, easily the sole motivation for finishing it in the first place.

    Again, the adventure pulls absolutely no punches and in my opinion, can be properly rated as a side product, to be shipped out along with an expansion simply because of tradition. But perhaps that's not so small, or indeed bad, a thing in the grand scheme of things. Its easy to say that DRs have been going on for too long a stretch and this represented a way to cool things down a bit, in the same way of witchwood-rastakhan's lower power levels against Ungoro-Kobolds' brilliance. And hey its free, so its one pack up for 45 minutes of your time. That's still more remarkable than paying 20 bucks for a useless card you can never dust -ehem cough cough- Zayle, Shadow Cloak

  • A shame that the bundle up for offer are mage packs. Had that been scholomance packs at a good price it would've been a no brainer. But much like Jaina's covered up jigglies we just can't have nice things can we?

  • BG is unfortunately, more luck based than skill. If there's any skill involved, its usually either positioning, or the ability to tell when its time to start switching strats (like transitioning from menagerie to murlocs, pirates etc.). Just be aware that there's a limit to the minions available, so if there's like some person going murlocs hard I usually start avoiding that tribe until I see him die. That's really the extend, in my opinion, of your control over the game.

    There is no cunning strats. If RNG starts giving you murlocs then you play murlocs. If it shits on you then I guess you lose. Its not worth it to try and break this game. Most of the time the best way to end up in top 4 is to not get into a coma midgame and hold on tight to your lucky monkey paw or rabbits foot.

  • Quote From AngryShuckie

    Over-sexualisation and objectification of women doesn't have that sort of protection: society is divided over the issue and what people see in-game sometimes gets treated as affirmation that it is OK and influences behaviour outside the game. 

    So while the two things look comparable within the game, the wider context is completely different, leading to sexualised imagery actually being potentially much worse than any amount of violence is. 

    All of this censorship is in aid of nothing more than satisfying ratings so as to rope in as many people as possible without any angry grandmas getting upset at little Timmy being exposed to something, which quite frankly, is about as easy as googling an innocent enough word like 'grinding'.

    On the opinion of people seeing in-game treatment of women and then generalizing it in real life. The answer is simply absurd. The poor treatment of women is, among many other things, likely a result of culture, poor economic status, lack of legal protection, and (very) poor attempts by schools to promote positive intermingling between males and females especially in youth.

    If all attempts are being made to ensure that women in entertainment show nothing but the blandest poses with mountains of padding on their fronts, it will never be because of 'safeguarding' or reducing objectification. After all, if I needed was to see girls in skimpy outfits, all I need to do is to take a short walk to the mall.

  • The best part is that the felosophy bundle was better value for money, both on a per pack basis and because it comes with an unprecedented 2 legendaries in a bundle.

  • Some custom lines against certain heroes would be a good start.

  • The first one's on sale so its safe to say that you don't get the portraits itself for finishing the adventure.

  • Zephrys cant see what secrets your opponent's got, and will only offer flare if there are multiple secrets up. Otherwise he will just offer you SI:7 Infiltrator.

    It might be that:

    - Your board is full so offering infiltrator isn't an option. The way the code prioritizes secrets is a bit weird since it will not offer up flare if there aren't multiple secrets on board.

    - Your opponent is threatening lethal, so he gives you a board clear

    - Your board is not frozen, so the AI thinks you can win with your board, not understanding that an ice block is in the way. So it offers you something like bloodlust

    - There is a taunt in the way so it offers you removal

    - And lastly, you didn't narrow your mana to at least 4, so indirectly you allowed the AI to offer you more options. Zep will always try to offer you something to do the same turn he's played.

    Zephrys is not perfect, I think its safe to say that the number of follies from this card is enough to spawn several meme videos on its own. Funnily enough I seem to remember something similar happening on grandmasters when the player was obviously fishing for frost nova but didn't get it. Best thing you can do now is to screenshot it, post it up reddit and hope some dev sees it.

  • The amount of dialogue is literally the scariest thing here. Imagine losing to one of these guys and having to restart the ENTIRE dialogue all over again.

    Also, I like how the second portrait matches the censorship of the one we got now. Wonder if blizz will actually retcon all of Jaina's appearances in WoW so her fronts are properly covered too.

  • So...can we take this as a preview to the supposed skin rewards from the battlepass?

    Without any new voicelines this is nothing more than a glorified entrance with a new portrait. If I wanted a new portrait so badly blizz, I would've just drawn my own and paste it on my desktop screen.

  • If there's anything I love more than seeing someone give, in OldenGolden's words, a "Sermon on the Mount", is someone else giving another "Sermon on the Mount" on the first person's "Sermon on the Mount", whilst completely unaware that pointing out sermons in a forum also necessarily requires giving a sermon themselves.

  • Hearthstone can be tiring at times, but then all I do is just finish up my quests and go do the things I want to do, coming back when inspirations hit me.

    The nature of card games is back and forth, but not since the first 2 years have fatigue ever mattered, so I guess your assessment is right. Then again, what makes hearthstone fun is essentially about me playing broken things and my opponent doing the same, and the best player is the one that can play them - not necessarily first - but play them at the exact moment to turn the tide that demands an answer you think your opponent don't have.

  • Agreed that Totem Goliath buff probably wouldn't change anything. Shaman's lack of viability is simply that they don't do anything unfair, and they can't draw for shit. Its been a long 2 weeks since I decided that I wanted to make control-midrange shaman work, and in nearly every occasion I find myself with cards that either don't turn the tide, or I simply don't draw the answers when I need it. So if team5 really wanted shaman to work? for god's sake give them some card draw, that will be a good start.

    Secret Passage may be strong, but considering that we've been seeing galakrond rogue in tier 2-1 for the last two expansion, and that this card single handedly brought that to a halt, I'm more than willing to let it slide until the next expansion. The nerf it received is pretty big to be honest, just perhaps not enough to kill it, and I'm okay with that.

    Willow buff is tempting me to try making controlock work again (and not just because I opened this in a pack and have to somehow make it work). There's some hope to be honest, that at 8 she's just good enough to make it, since essentially she also pulls out Fel Lord Betrug so I can close my eyes and pretend I'm just playing betrug sometimes.

  • For cards where the effect is clearly powerful, mana buffs mean more than stats. If I could play willow out on turn 4, even as a 0/1, its still going to be objectively better than as a 7/7 on 9 in a vast majority of cases.

  • The reason why darkglare was broken was because you can tap for free, generate free mana without setup, and generally dump your hand. In many cases, this will come together in conjunction with getting the Hand of Gul'dan effect out without spending any extra mana, then proceed to dump your hand. Take that away, and darkglare literally does nothing. There's only so many cards you can play before you run out of stuff. Now that there's only 2 ways to gain a net positive of mana (and you need both to get expired merchant out for no loss of mana), it reduces darkglare's power considerably.

    The only reason why its been changed to 2 mana is to leave a chance* (and a very low one at that) that you can have both out on turn 4 and proceed with the usual business. But from my experience, even with hand of guldan drawing like the wind you will only very rarely have that option available on turn 4-5, and theres no chance you dont play cards like tour guide until you draw them both.

  • Quote From DoubleSummon
    Secret Passage is still busted, even at 3 cards it's still would be meta defining... dunno why they think Rogue needs such a powerful card.

    Because otherwise there's no reason to play any rogue deck without galakrond being in it.

    Without any decent finisher like leeroy in the mix, rogue decks can't really do much outside of galakrond honestly.

    And darkglare is dead. The only reason in standard to play him is because you can strategically dump your hand on turn 3 and play a flesh giant. Now its only application is to dump 2 cards or rely on a turn 5 play with 2 of em'

  • True. I don't get why everyone's pointing out how bad the stats changes are when its obvious that she's going to be pulling out at least 10/14 worth of stats in most cases.

    5/5 is still respectable in any case.