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dapperdog

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

dapperdog's Comments

  • I dont think I ever met a single mage that isnt highlander throughout DoD. I must be the only quest mage playing around in standard. And no, its not good.

    I dont have anything against The Amazing Reno. Its obviously intended HP was to balance out the ridiculous battlecry. But I cant help feeling like matches are determined solely because Reno swung in/against your favor.

     

  • Meta is healthy. As for fun, can't say for sure. Its either I get blown out by BM happy face/dragon hunters, or enduring that spectacle that is Reno's random spells going against me and costing me the game.

    The Amazing Reno is in particularly problematic, not because the card is OP but because nearly every turn is an unpredictable mess that literally decides games on a basis of a coin toss.

    Looking forward to Year of the Phoenix already.

  • Lol, I didn't even get a chance with him. Can anyone say if he's too good, or just trash?

  • Havent actually tried out the new Galakrond resurrect priest yet. But from early impressions, it doesnt seem better than quest res.

    Anyone able to detail why Galakrond is a better fit than quest? Especially since it only destroys 2 minions max, and random priest minions are still generally garbage compared to a decent +3/3 hero power.

  • As have been mentioned, there's no need for an endorsement system since its not a team game at heart. It wouldn't matter to me if I won/lost to someone who racked up 100 endorsements vs one that has -100. Unless there's a consequence to having more endorsement to less, there's just no reason to want one other than conceit.

    On the subject of BMs, the game needs:

    - Auto squelch (don't see why this is a difficult implementation)
    - take a page from runeterra or BG, just remove the spoken emotes in favor of images. I think getting a thumbs up image from an overconfident face hunter at 10hp is a lot less BM than hearing "thanks" for the umpteen time

    Don't think the worst of the lot, rope trolls, are quite prevalent for measures to be taken against them. The last I had this was about 10 months ago, and all I did was just surf the net while he persist with this idiocy in his world where it is no doubt just a very funny joke.

  • The only time I get rattled by the characters is when they insist on speaking their overly long lines even after I've restarted the match for the tenth time in a roll.

    Other than that, Ive always like new spins on old characters. Maybe someday they will drag up the MsoG characters back.

  • Quote From Meteorite12

    They specifically said a little while ago that they were gonna wait awhile before doing another set of connected expansions.

    Must have missed that one. Would be such a shame though. I like the connected expansions idea, so much potential.

  • Thanks for the confirm. Guess the wording "your other minions have rush" means if he dies then the other minions loses their rush.

    On the other hand if the wording was "give your other minions rush" then it wouldnt matter if he dies.

    Makes me wonder what the interaction would be for minions with a dying Shaw with Spirit of the Rhino around.

  • Fairly certain that's how Shaw works. I can vaguely recall a time where I had two Shaws up and both had rush despite one dying after an attack. Copying a minion Shaw has given rush to also allows it to rush. As far as I know its not an aura effect that goes away after he's gone.

    Not sure about the Bladed Gauntlet interaction. I thought Mayor Noggenfogger allows only valid attacks to happen, so by right this should not be the case.

  • Judging by how the expansions story line are tied into one, and the fact that we saw no dragons for the first two expansions, I'm guessing that the year of the phoenix will likely not feature any actual relation with the subject until year end as well.

    We had a somewhat cartoony good vs evil theme in the year of the dragon, perhaps they will mix it up a little and have a more darker, serious theme this year.

  • Dr boom = 3 mana all mechs have charge

    There's way too many mechs from deathrattles. With Omega Assembly it allows warrior to play out a full control deck and still be able to burst out opponents after playing dr boom.

  • Some of the nerfs seems redundant now. Like Keeper of the Grove, Hunter's Mark, Ancient of Lore, and crucially Blade Flurry, which even back then I thought the mana nerf was unnecessary.

    Would be nice if they were reverted back, even if for a short time.

  • I think its one of those moments where I agree with the devs that a change in mechanics like that can make the game needlessly complicated.

    If the effect is given when its played, then it should stick. Kinda like how if something is given rush, lifesteal, etc. then copies of it should also gain it. Like Houndmaster Shaw, even after hes gone midway attack so long as it already gives out rush then the other minions don't automatically lose it.

  • Perfect time to try off metas to be honest. Will be tanking mine with quest mage all day until tomorrow.

  • I dont want to drag this any further, but your statement that the same results can be achieved with similar, but non flawed cards is bold, very much indeed .

    Your argument rests on someone being able to introduce better card design that achieves the same goals as team5 has set, but without the flaws. I look forward to seeing some examples of this myself.

  • Quote From RavenSunHS
    Quote From dapperdog
    Those cards you cited are very situational, and while they do produce an amazing effect, it cannot be jammed into just about any deck.

    Its not just nerfing strong cards, its about making sure that the balance of the classes are within acceptable ranges. Its a hard task, admitably, hence why the results of nerfs aren't always what it should be.

    Nerfing those cards as you cited, will pull down an already down class in standard.

    Situational? Those cards situational? Have you ever played Wild?

    Also, your final argument: if a class is weak in Standard, then it's a good idea to print broken cards for it, as long as said class stays weak in Standard: congratulations! You haven't improved the Standard class by an inch, while making it a meta tyrant in Wild! 

    Don't you see this is EXACTLY the devilish policy i am denouncing?

    The devs already said, for ill or good, that they have no intention of balancing wild. If we take that at face value then cards are created and designed for standard and not with strong consideration of wild decks.

    My argument for standard sticks. If you nerf those cards then the class or archetype will sink even lower into the mud than it is now. I can't imagine playing Galakrond warlock without Plague of Flames, and Crystology is probably the most important card in all archetypes of paladin in standard, good or bad. And whenever I play quest secret mage (yes its not very good), Ancient Mysteries would be my first pick.

  • Quote From Meteorite12

    Eh, you still find Control decks here and there from 10-5 in wild, I met a good few of them when I was climbing earlier this month. A lot of the meta is aggro and combo, but it’s not that unusual really to meet some off meta deck high up in the ranks.

    If anything though, when I was climbing there were less secret mages than last month, made mulligans a bit awkward since it’s a bit more of a toss up on whether it’s secret mage or quest mage (whether combo or control)

    Cant say I can confirm it, since I've only touch upon rank 15 in wild at best. Its not the most fun to be destroyed in seconds when all you're trying to do is to have fun. And this may be a personal opinion, but I find wild players to be more trigger-happy with bms.

  • Quote From RavenSunHS
    Quote From dapperdog

    I honestly think team5 should just straight up admit that balancing wild is easier said than done, since its a vast amount of cards and complexity. 

    [...]

    Please, tell me how Crystology, Ancient Mysteries, or Plague of Flames (just to name a few) are hard to balance. Please tell me how releasing those cards with a fair mana cost (1-2 higher) would be hard to implement.

    Let's be honest: it's just that they don't care about releasing flawed cards, as long as they are in check in Standard.

    Those cards you cited are very situational, and while they do produce an amazing effect, it cannot be jammed into just about any deck.

    Its not just nerfing strong cards, its about making sure that the balance of the classes are within acceptable ranges. Its a hard task, admitably, hence why the results of nerfs aren't always what it should be.

    Nerfing those cards as you cited, will pull down an already down class in standard.

  • The factors to winning with Dark Pharaoh Tekahn for rogue;

    - Draw Dragon's Hoard - No easy feat in of itself. Literally highrolling every turn to get it

    - Get Dark Pharaoh Tekahn from the discover - Another highroll

    - Actually have lackeys - Easy enough, but no one hoards their lackeys for a possible tekahn

    - Not die - Most rogue games don't go the distance. And rogue has the worst healing among the 9 classes. So this is yet another tall order for rogue

    - Your opponent is an aggro-midrange deck that cannot kill you fast enough - From my experience most rogue games are decided around turn 7

     

    So highroll to highroll, with the greatest highroll being that you face an opponent who isn't playing an aggro deck. Sums up that the only tier 1-2 deck you're gonna realistically have a chance to beat with tekahn as your win condition is highlander mage and highlander control warrior, or control warrior.

    Yep, definitely no problems here.

  • I honestly think team5 should just straight up admit that balancing wild is easier said than done, since its a vast amount of cards and complexity. The point that wild is supposed to be that place you go to to enjoy cards you used to enjoy is only relevant at the very bottom of the ranks where you don't see quest mages and warlock creeping everywhere. I can only image that the top ranks are filled with combo and aggro decks with control and midrange being completely outclassed.

    Ideally the wild cards should rotate back to standard so we get to enjoy some of the cards of old without pulling our hair out after seeing quest mage for the umpteen time.

    If team5 needs a reference, wasn't there a tavern brawl that restricts use of cards to certain expansions, like a year ago? As I remembered that was the one time I actually cared about the tavern brawl experience. That's a useful testing ground, and will undoubtedly make tavern brawl more interesting than the usual 'get your pack and get out, see you next week' kind of mentality.

    Looking forward to Carnivorous Cube being in standard again. Make it happen blizzard.