ErodosCrossroads Historian 9451019 PostsJoined 05/29/2019
Posted 4 years, 9 months ago
I feel which/how many draw engines to use is really something that depends on how the deck ends up playing, how the meta shapes up and what other cards are released. I agree with you that the early game is a hard hole to fill, and I hope that the cards yet to be released will be very exciting for Druid. It'll definitely be a fun deck to tinker with!
ErodosCrossroads Historian 9451019 PostsJoined 05/29/2019
Posted 4 years, 9 months ago
What is the point of the Dreampetal Florist in this deck? For the combo there is no minion it needs to necessarily hit, and I think you're better off just playing a strong minion in its stead in every scenario you might play it. Also, the Witchwood Grizzly package definitely seems inconsistent. You might make it better by including Amani War Bear, but I still feel you might be better off replacing it by a better draw engine to get to your combo. I also feel the Token shell with Dreamway Guardians and Power of the Wild is simply too small, I would either increase it to create a strong earlygame or remove it entirely. I thought up a similar deck to yours, and I feel both versions might be improved by taking some ideas from eachother:
ErodosCrossroads Historian 9451019 PostsJoined 05/29/2019
Posted 4 years, 10 months ago
In terms of Pokémon, gen 2. The designs were all very inspired, improving on the first generation which had a lot of "filler" Pokémon (Voltorb, Grimer, Ekans, etc.). Also, it introduced the Steel type, which has some of the coolest designed Pokémon in the entire series (Scizor, Steelix, Skarmory).
In terms of games, generation 4. HGSS are the pinnacle of Pokémon game design, with the physical/special split being absolutely necessary, more uniqueness between different Pokémon species (abilities) and individuals (natures) which they added in gen 3, and Pokémon following you were awesome. I don't feel like any addition post-generation 4 was as big as an improvement on the core gameplay as the physical/special split.
ErodosCrossroads Historian 9451019 PostsJoined 05/29/2019
Posted 4 years, 10 months ago
The Animal Companions are very strong. Besides what other people in this thread have already said, their beast-tag is very relevant in Hunter. It's less relevant now since Master's Call, but before that the best midrange curve would have Animal Companion on 3 followed by Houndmaster. Nowadays, getting Dire Frenzy on a Huffer can easily win you the game. The card is balanced around being random, since a 4 mana "Discover and summon an Animal Companion" would see play.
Squeamlish! I agree, she is definitely my favourite. Other contenders are the Shaman Sethrak and the Hunter Gnoll, but Squeamlish is definitely #1. We need more races as heroes, enough with all the Orcs, Elves and Humans.
I like the fact you feel like you facing the leaders of the Kirin Tor I would have liked more variety but not totally random. I don’t know the current lore for Dalaran but I would have liked Rhonin to have been one. Maybe Kalec in his dragon form as Kalecgos.
Yeah I feel like there are a lot more options they could've added. Even just other/previous members of the six like Aethas Sunreaver, Rhonin, Karlain, Modera, Ansirem or Krasus, or characters closely related to them like Vereesa Windrunner or Rommath.
ErodosCrossroads Historian 9451019 PostsJoined 05/29/2019
Posted 4 years, 10 months ago
Hey guys,
Does anyone else feel like Blizzard really missed a chance by having the same final 4 bosses every time on the final wing? When I first heard that the wing's gimmick would be 4 additional encounters, I figured it would work just like the other wings, just giving you more crazy bosses and time to build a crazy deck. However, it seems like the final 4 bosses are the same every time. One of the best things about this adventure is the great variety between all the bosses, and I feel like having the final bosses be the same every time reduces the replayability. Also, the fact that they are all Mages makes it even worse. What are your thoughts?
ErodosCrossroads Historian 9451019 PostsJoined 05/29/2019
Posted 4 years, 10 months ago
The buff to Thunderhead has given rise to a new version of Aggro Overload Shaman, and has improved Murloc and Control shaman with the Overload package.
ErodosCrossroads Historian 9451019 PostsJoined 05/29/2019
Posted 4 years, 11 months ago
This is a known issue:. Don't worry, it's only visual: https://twitter.com/PlayHearthstone/status/1135595769883324416https://twitter.com/PlayHearthstone/status/1135595769883324416https://twitter.com/PlayHearthstone/status/1135595769883324416https://twitter.com/PlayHearthstone/status/1135595769883324416htt
ErodosCrossroads Historian 9451019 PostsJoined 05/29/2019
Posted 4 years, 11 months ago
Thunderhead was already being played in some variations of both Murloc and Control shaman, and was a very good card in both. It's gonna be played more for sure, especially now that it will survive 5x Warpath.
ErodosCrossroads Historian 9451019 PostsJoined 05/29/2019
Posted 4 years, 11 months ago
I am having a lot of fun on Heroic, Normal I find too easy to have any kind of challenge. I am mainly looking forward to the last wing, since none of the gimmicks of the first 4 I really like, but 12 bosses seems very fun (more time to build a crazy deck). I do wish they'd fix some of the bugs, and that they'd nerf the Robes of Gaudiness since it's just too strong, but the different decks and hero powers and the different bosses are giving it a lot of replayability. I really hope they add the Hero skins and alternate hero powers to standard in some way.
ErodosCrossroads Historian 9451019 PostsJoined 05/29/2019
Posted 4 years, 11 months ago
I climbed to Rank 4 for the second time ever (first time was last month) since starting to play in closed Beta. Been having a lot of fun with multiple different decks, but didn't feel like trying to grind to legend. Hopefully the buffs in June will spice up the game even more.
I feel which/how many draw engines to use is really something that depends on how the deck ends up playing, how the meta shapes up and what other cards are released. I agree with you that the early game is a hard hole to fill, and I hope that the cards yet to be released will be very exciting for Druid. It'll definitely be a fun deck to tinker with!
What is the point of the Dreampetal Florist in this deck? For the combo there is no minion it needs to necessarily hit, and I think you're better off just playing a strong minion in its stead in every scenario you might play it. Also, the Witchwood Grizzly package definitely seems inconsistent. You might make it better by including Amani War Bear, but I still feel you might be better off replacing it by a better draw engine to get to your combo. I also feel the Token shell with Dreamway Guardians and Power of the Wild is simply too small, I would either increase it to create a strong earlygame or remove it entirely. I thought up a similar deck to yours, and I feel both versions might be improved by taking some ideas from eachother:
It activates on your own turn, whether the Overkill minion is the attacker or not.
Now this is spicy. Seems like it just rolls over to aggro decks though.
Not only do they not thematically fit with the expansion at all, the first card has an obvious misspelling on it.
In terms of Pokémon, gen 2. The designs were all very inspired, improving on the first generation which had a lot of "filler" Pokémon (Voltorb, Grimer, Ekans, etc.). Also, it introduced the Steel type, which has some of the coolest designed Pokémon in the entire series (Scizor, Steelix, Skarmory).
In terms of games, generation 4. HGSS are the pinnacle of Pokémon game design, with the physical/special split being absolutely necessary, more uniqueness between different Pokémon species (abilities) and individuals (natures) which they added in gen 3, and Pokémon following you were awesome. I don't feel like any addition post-generation 4 was as big as an improvement on the core gameplay as the physical/special split.
The Animal Companions are very strong. Besides what other people in this thread have already said, their beast-tag is very relevant in Hunter. It's less relevant now since Master's Call, but before that the best midrange curve would have Animal Companion on 3 followed by Houndmaster. Nowadays, getting Dire Frenzy on a Huffer can easily win you the game. The card is balanced around being random, since a 4 mana "Discover and summon an Animal Companion" would see play.
Sea Giant. See? Giant.
No Hagatha?
I wanted something vaguely ancient Greek sounding for this awesome game called TitanQuest, and this was the best I could come up with.
Squeamlish! I agree, she is definitely my favourite. Other contenders are the Shaman Sethrak and the Hunter Gnoll, but Squeamlish is definitely #1. We need more races as heroes, enough with all the Orcs, Elves and Humans.
Yeah I feel like there are a lot more options they could've added. Even just other/previous members of the six like Aethas Sunreaver, Rhonin, Karlain, Modera, Ansirem or Krasus, or characters closely related to them like Vereesa Windrunner or Rommath.
Hey guys,
Does anyone else feel like Blizzard really missed a chance by having the same final 4 bosses every time on the final wing? When I first heard that the wing's gimmick would be 4 additional encounters, I figured it would work just like the other wings, just giving you more crazy bosses and time to build a crazy deck. However, it seems like the final 4 bosses are the same every time. One of the best things about this adventure is the great variety between all the bosses, and I feel like having the final bosses be the same every time reduces the replayability. Also, the fact that they are all Mages makes it even worse. What are your thoughts?
The buff to Thunderhead has given rise to a new version of Aggro Overload Shaman, and has improved Murloc and Control shaman with the Overload package.
This is a known issue:. Don't worry, it's only visual: https://twitter.com/PlayHearthstone/status/1135595769883324416https://twitter.com/PlayHearthstone/status/1135595769883324416https://twitter.com/PlayHearthstone/status/1135595769883324416https://twitter.com/PlayHearthstone/status/1135595769883324416htt
Thunderhead was already being played in some variations of both Murloc and Control shaman, and was a very good card in both. It's gonna be played more for sure, especially now that it will survive 5x Warpath.
I am having a lot of fun on Heroic, Normal I find too easy to have any kind of challenge. I am mainly looking forward to the last wing, since none of the gimmicks of the first 4 I really like, but 12 bosses seems very fun (more time to build a crazy deck). I do wish they'd fix some of the bugs, and that they'd nerf the Robes of Gaudiness since it's just too strong, but the different decks and hero powers and the different bosses are giving it a lot of replayability. I really hope they add the Hero skins and alternate hero powers to standard in some way.
I climbed to Rank 4 for the second time ever (first time was last month) since starting to play in closed Beta. Been having a lot of fun with multiple different decks, but didn't feel like trying to grind to legend. Hopefully the buffs in June will spice up the game even more.