I wonder how many HS devs we regularly engage with on these forums without knowing it (if they use the forum/comments at all)? There has to be at least one person checking up on this place for this to have been sent, right?
I accidently forgot to mention I was speaking of wild, lol. Anyways, yes, I do not think Mutanus itself was what lead to the meta we had pre-Stormwind. A combination of Brann, Dirty Rats, and Mutanus had seen a surge of play this month. If your combo required more than 3 cards, you could never get it off because of those cards which lead to more value oriented games. There is also the fact that every top tier deck has 1-2 neutral counters. As for standard? Yeah, there really isn't a lot of interaction.
Yeah, the giant seems to be the issue in standard, and is an issue in wild as well. After a week or two when balance changes are made, if mage is nerfed and the giant isn't I could see the meta shifting to an aggro/tempo meta because I cannot see a meta where control can exist where warlock can complete their quest while dropping threats that need to be killed.
I feel as though we have had the most counter play against swing turns than we have ever had. The Introduction of Mutanus has given a rise to hand disruption and Tealen and Polket has made it easier than ever to predict when the best time to disrupt your opponent is. I have faced at least 5 different unique (and seemingly viable?) ways to disrupt popular strategies this past month.
These decks would be great fun if the meta didn't settle day 1 in wild. I think the best way to nerf quest warlock would be to reduce the damage taken and armor gain from crystallizer and make Dark Glare require a certain amount of damage to be taken before it triggers. Maybe 3?
It always boggles my mind when people try and win in a competitive game by doing everything they can to win. Kind of reminds me of the Olympics. Why do they try so hard?
I also thought of serial killer rapist when I saw it
I agree with your take on Battleground Battlemaster. The thing needs a bigger nerf.
I think you are looking too deeply into it and taking it too personally.
I personally am not to keen on social systems. If I wanted to discuss the game more, I would simply use OoC or a discord server.
I feel like this will just polarize the meta more, but most importantly add an extra layer of complication that really doesn't need to be added.
From the most recent Card Design Conversation:
this has happened for the past two years?
8/10 classes, not bad.
I wonder how many HS devs we regularly engage with on these forums without knowing it (if they use the forum/comments at all)? There has to be at least one person checking up on this place for this to have been sent, right?
I accidently forgot to mention I was speaking of wild, lol. Anyways, yes, I do not think Mutanus itself was what lead to the meta we had pre-Stormwind. A combination of Brann, Dirty Rats, and Mutanus had seen a surge of play this month. If your combo required more than 3 cards, you could never get it off because of those cards which lead to more value oriented games. There is also the fact that every top tier deck has 1-2 neutral counters. As for standard? Yeah, there really isn't a lot of interaction.
Yeah, the giant seems to be the issue in standard, and is an issue in wild as well. After a week or two when balance changes are made, if mage is nerfed and the giant isn't I could see the meta shifting to an aggro/tempo meta because I cannot see a meta where control can exist where warlock can complete their quest while dropping threats that need to be killed.
I feel as though we have had the most counter play against swing turns than we have ever had. The Introduction of Mutanus has given a rise to hand disruption and Tealen and Polket has made it easier than ever to predict when the best time to disrupt your opponent is. I have faced at least 5 different unique (and seemingly viable?) ways to disrupt popular strategies this past month.
These decks would be great fun if the meta didn't settle day 1 in wild. I think the best way to nerf quest warlock would be to reduce the damage taken and armor gain from crystallizer and make Dark Glare require a certain amount of damage to be taken before it triggers. Maybe 3?
You could always ask him yourself next week.
I cannot be the only one who doesn't want cross over content? I feel like it is never done well and only weakens the vibe from an ip.
Also I find it super funny how hard T5 has been trying to create a vehicle card that replaces your hand. I know we will get it one day.
It always boggles my mind when people try and win in a competitive game by doing everything they can to win. Kind of reminds me of the Olympics. Why do they try so hard?
This is awesome. I can finally share the game with a few of my friends who wanted to play but never could.
Face hunter wont be a thing when people don't want to win anymore.
I have been comboing this with Starving buzzard, Wolpentinger and alleycat. Absolutely awesome card.
I can't say whether or not it is intentional, but it is inline with how playing a hero card from another class works so I wouldn't call it a bug.