KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
It can be a buff or a nerf all depending on whether or not you want to play the other two cards later in the match. I don't imagine this change will impact the usage this card sees, but I am glad they adjusted the text to be cleaner and more straight forward.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
The way I understand it, we will be given an extra, non disenchantable version of the cards which will leave our collection as soon as they rotate out. So no, do not disenchant anything.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
I am very glad they are giving tribes to spells. When you think about it, there really is no reason for only giving minions tribes.
The thing about only giving minions tribes is that then any tribal deck is kind of forced to be aggro or midrange. But with tribal spells, now we can have more control/combo oriented tribal decks.
I never said it's unfair to veteran players. I said it's not a boon to veteran players, as it is so often being described in articles around the net. There's a huge difference between "unfair" (your words) and "not really a financial benefit" (my words).
Okay, so your point is that the new core set isn't saving anyone money. You don't think it's bad, you don't think it is unfair, you simply think that it isn't saving veteran players money.
I disagree with that statement, here is why.
The current basic/classic set contains very few useful cards. Which means in order to build a decent deck (50% winrate or above) you will have to rely heavily on expansion cards, which cost money. If the new rotating core set gives players useful, playable cards for free, then you will need fewer expansion cards to build a decent deck. Meaning that you can get by climbing the ladder and winning matches for fewer dollars.
I get where you are coming from since taking away cards from players collections just to add cards to their collection for free doesn't really gain you anything, and there are still just as many expansions and mini-sets to purchase. But if the new core set gives players useful, playable cards then it means that the average player (whether veteran or new) will be required to spend fewer dollars on expansion cards to stay competitive.
I think it is fine that some of the quests want you to play a specific mode. You get 3 quests and 7 chances to re-roll them, which makes it very easy to avoid doing any quests you don't want.
As I already pointed out, it is not "very easy." The pool of weekly quests is extremely small -- there are only nine of them if you don't count the permanent Ranked quest. Three of the nine have to do with Battlegrounds and/or other modes. That means every time you reroll, you have a 25% chance to get another Battlegrounds quest, and there's no failsafe in place to keep you from getting a quest you abandoned earlier in the week. So a string of slightly bad luck can leave you having to finish the entire weekly quest in just a few days.
The main point that I was trying to make is that you can choose to opt out of a weekly quest via the skip button. It can be inconvenient when you run into a quest you don't want multiple times in a row, but in my personal opinion I don't think we need extra skips just to make it easier to avoid quests we don't like. Every quest "forces" you to do something in order to complete it, I don't get why we would handle certain quests differently just because some players dislike the objective of some quests more than others.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
The rotating core set can help veteran players save money. If you are given a set of free, useful cards every year, then you won't be as obliged to buy expansion cards. Will you still need to buy expansion cards to stay competitive? Absolutely. But the average player will now be able to get buy playing decent decks for fewer dollars.
The Classic mode doesn't seem like an apology mode to me, I don't even know what they are apologizing for. The classic set is so bad that I really don't think anyone will miss it. Some people may be upset since they paid for those cards and now they aren't in standard anymore, but I imagine that is a very small group of people. Most players probably collected classic cards via tavern brawls and maybe a few hundred gold pieces when they were new. And even if you did spend money on the classic set, you'd still be happy with it being replaced by actually playable cards. My guess is that they made the Classic mode simply as a way of giving these otherwise useless cards a place to be used.
I don't know what you mean by "the reality behind Activision's PR propaganda as they try to spin this in a more celebratory direction". To most people, this is a genuinely good thing that should be celebrated. And again, the "virtual" removal of 373 useless cards in favor of 240 good cards is not a bad thing. Nobody will miss their classic collection. And if they really do, then they can always play one of the several modes where those cards are still playable.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
I think it is fine that some of the quests want you to play a specific mode. You get 3 quests and 7 chances to re-roll them, which makes it very easy to avoid doing any quests you don't want. It is difficult to reward players for playing a specific mode without also forcing everyone to play that mode to optimize their rewards, but I think the devs did a good job. There are only 3 quests that want you to play a mode other than regular constructed out of 10 quests total. And with one of your 3 quests always being the same, you should be able to easily avoid having to play other modes.
I do agree though that the "win 5 games in ranked" quest is stupid. It makes sense having a quest that wants you to play ranked, and since you have all week I don't mind that you have to win, but it makes no sense whatsoever that this appears every week and can't be skipped. Again, it is fine that certain quests want you to play a specific mode. And as long as you can skip them it is no big deal. But this quest forces you not just to play ranked, but to win. Meaning that the average player will have to put 10 games a week playing a mode they may not like.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 10 months ago
I would like the weapon and hero power to be the same. The problem is that he is 9 mana which takes up your whole turn, and the 15 health is simply too low. Making him 8 mana and getting 20 health instead of 15 would probably be enough for him to be playable. But I imagine they are going to make bigger changes than that.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 10 months ago
I have always thought they should make it a 1/2 totem.
Every totem is an 0/2 with a special ability, Taunting, healing, spell damage, attack buffs. Searing Totem's special ability is that it can attack. So make it a 1/2. It just seems like the logical thing to do.
Again, I agree that it is good for the game overall but the snarky and sarcastic comments are not constructive, I was trying to point out an impact that the update has on a deck that many people in wild enjoy, I did not say that was a negative change to the game overall. It seems you are employing a straw man argument by implying that I was complaining about the change or saying it was a negative change when I did not do that, I merely stated an observation that might matter to certain players. If someone does like odd shaman, then they might not realize this change affects their deck so I was trying to be nice and point it out so that maybe they can get in a few more games with the deck before it is nerfed. I don’t think all these standard players’ snark and sarcasm is useful.
So you do not have a problem with Odd shaman being changed, what you have a problem with is people not taking that change seriously. Am I understanding you correctly?
I get that "snarky and sarcastic" comments can be frustrating, but you have to understand that odd shaman is a very obscure deck. You keep mentioning that it is the best deck shaman has currently, but that isn't saying much considering the prominence of the class overall. Just face it, people aren't upset about seeing the deck go.
If you'll look at your original post, you will notice that the current score is 0 meaning that people aren't hating on your original point about Odd Shaman being nerfed. All of the downvotes are on your responses to other peoples posts. People are downvoting you because you yourself come across as passive-agressive and "snarky". They are simply making jokes and there is no need to get offended.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 10 months ago
Look, a change to the game was made, and now different decks will be viable. That is just how these games work. I personally think overall this new totem will be better for the game, and if that means losing one good deck, then that's how it's gotta be.
From a strictly mechanical standpoint, the change makes sense. In a deck with little to no damaging spells, Wrath of Air Totem is useless. And in a deck like Odd shaman (or any other deck with a lot of damaging spells) Wrath of Air Totem is far and beyond the most powerful of them all. Now since all of the totems affect the your minions, Shaman's Hero Power should be much more consistent in it's utility and power level across all shaman archetypes.
It's like a wise alien once said: "The good of the many outweigh the good of the few". It is sad to see Odd Shaman get nerfed (I enjoyed that deck as well) but overall this is a positive change for shaman as a class.
Obviously, this is much more of a meme-y strategy, but even for a meme deck this will just be too slow and inconsistent to be played. There are simply too many hoops to jump through.
On the other hand, Dire Mole with a strict upside. I can't imagine Midrange Hunter not using this card.
Fair enough. I got a bit caught up in the possibility of infinite value and forgot to actually look at the card :P
One thing you have to consider when adding this to your deck is whether or not you actually want the second copy shuffled in. In some decks, drawing an extra vanilla minion, even one with good stats, isn't ideal later in the game. It all depends on what deck you are playing.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 10 months ago
This kind of reminds me of Loatheb or Boompistol Bully in the sense that it doesn't change the cards your opponent has access to, it just forces them to play those cards later. However, taking out only a single card for 5 mana is pretty slow, so I don't think this will see a lot of play.
Also, this effect was done twice in the custom card design competitions. Just think that is a little funny.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 10 months ago
This is a very interesting direction for the burgle mechanic. Before the game, this will effectively be giving you a random card, but during the game you will always know what this will give you before you play it. I think this will be a lot of fun for the rogue players.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 10 months ago
I like this. It is cheap, good stats, has a fair amount of overload, cool art, and spell damage is always fun. I imagine this will be a staple in Aggro and Midrange shaman decks moving forward.
Seems like a fair change. 2 mana was too little, 4 mana was too much. This just seems like the next logical step.
It still may be a smidgen too slow at 9 mana, but the health change is big enough that it may see play.
Not bad. Not great, but I am sure it will see a fair amount of play.
It can be a buff or a nerf all depending on whether or not you want to play the other two cards later in the match. I don't imagine this change will impact the usage this card sees, but I am glad they adjusted the text to be cleaner and more straight forward.
The way I understand it, we will be given an extra, non disenchantable version of the cards which will leave our collection as soon as they rotate out. So no, do not disenchant anything.
I am very glad they are giving tribes to spells. When you think about it, there really is no reason for only giving minions tribes.
The thing about only giving minions tribes is that then any tribal deck is kind of forced to be aggro or midrange. But with tribal spells, now we can have more control/combo oriented tribal decks.
Okay, so your point is that the new core set isn't saving anyone money. You don't think it's bad, you don't think it is unfair, you simply think that it isn't saving veteran players money.
I disagree with that statement, here is why.
The current basic/classic set contains very few useful cards. Which means in order to build a decent deck (50% winrate or above) you will have to rely heavily on expansion cards, which cost money. If the new rotating core set gives players useful, playable cards for free, then you will need fewer expansion cards to build a decent deck. Meaning that you can get by climbing the ladder and winning matches for fewer dollars.
I get where you are coming from since taking away cards from players collections just to add cards to their collection for free doesn't really gain you anything, and there are still just as many expansions and mini-sets to purchase. But if the new core set gives players useful, playable cards then it means that the average player (whether veteran or new) will be required to spend fewer dollars on expansion cards to stay competitive.
The main point that I was trying to make is that you can choose to opt out of a weekly quest via the skip button. It can be inconvenient when you run into a quest you don't want multiple times in a row, but in my personal opinion I don't think we need extra skips just to make it easier to avoid quests we don't like. Every quest "forces" you to do something in order to complete it, I don't get why we would handle certain quests differently just because some players dislike the objective of some quests more than others.
I imagine the raptors will continue to grow over time. Otherwise they wouldn't say "Permanent +2/+1".
The rotating core set can help veteran players save money. If you are given a set of free, useful cards every year, then you won't be as obliged to buy expansion cards. Will you still need to buy expansion cards to stay competitive? Absolutely. But the average player will now be able to get buy playing decent decks for fewer dollars.
The Classic mode doesn't seem like an apology mode to me, I don't even know what they are apologizing for. The classic set is so bad that I really don't think anyone will miss it. Some people may be upset since they paid for those cards and now they aren't in standard anymore, but I imagine that is a very small group of people. Most players probably collected classic cards via tavern brawls and maybe a few hundred gold pieces when they were new. And even if you did spend money on the classic set, you'd still be happy with it being replaced by actually playable cards. My guess is that they made the Classic mode simply as a way of giving these otherwise useless cards a place to be used.
I don't know what you mean by "the reality behind Activision's PR propaganda as they try to spin this in a more celebratory direction". To most people, this is a genuinely good thing that should be celebrated. And again, the "virtual" removal of 373 useless cards in favor of 240 good cards is not a bad thing. Nobody will miss their classic collection. And if they really do, then they can always play one of the several modes where those cards are still playable.
I think it is fine that some of the quests want you to play a specific mode. You get 3 quests and 7 chances to re-roll them, which makes it very easy to avoid doing any quests you don't want. It is difficult to reward players for playing a specific mode without also forcing everyone to play that mode to optimize their rewards, but I think the devs did a good job. There are only 3 quests that want you to play a mode other than regular constructed out of 10 quests total. And with one of your 3 quests always being the same, you should be able to easily avoid having to play other modes.
I do agree though that the "win 5 games in ranked" quest is stupid. It makes sense having a quest that wants you to play ranked, and since you have all week I don't mind that you have to win, but it makes no sense whatsoever that this appears every week and can't be skipped. Again, it is fine that certain quests want you to play a specific mode. And as long as you can skip them it is no big deal. But this quest forces you not just to play ranked, but to win. Meaning that the average player will have to put 10 games a week playing a mode they may not like.
I would like the weapon and hero power to be the same. The problem is that he is 9 mana which takes up your whole turn, and the 15 health is simply too low. Making him 8 mana and getting 20 health instead of 15 would probably be enough for him to be playable. But I imagine they are going to make bigger changes than that.
I have always thought they should make it a 1/2 totem.
Every totem is an 0/2 with a special ability, Taunting, healing, spell damage, attack buffs. Searing Totem's special ability is that it can attack. So make it a 1/2. It just seems like the logical thing to do.
So you do not have a problem with Odd shaman being changed, what you have a problem with is people not taking that change seriously. Am I understanding you correctly?
I get that "snarky and sarcastic" comments can be frustrating, but you have to understand that odd shaman is a very obscure deck. You keep mentioning that it is the best deck shaman has currently, but that isn't saying much considering the prominence of the class overall. Just face it, people aren't upset about seeing the deck go.
If you'll look at your original post, you will notice that the current score is 0 meaning that people aren't hating on your original point about Odd Shaman being nerfed. All of the downvotes are on your responses to other peoples posts. People are downvoting you because you yourself come across as passive-agressive and "snarky". They are simply making jokes and there is no need to get offended.
Look, a change to the game was made, and now different decks will be viable. That is just how these games work. I personally think overall this new totem will be better for the game, and if that means losing one good deck, then that's how it's gotta be.
From a strictly mechanical standpoint, the change makes sense. In a deck with little to no damaging spells, Wrath of Air Totem is useless. And in a deck like Odd shaman (or any other deck with a lot of damaging spells) Wrath of Air Totem is far and beyond the most powerful of them all. Now since all of the totems affect the your minions, Shaman's Hero Power should be much more consistent in it's utility and power level across all shaman archetypes.
It's like a wise alien once said: "The good of the many outweigh the good of the few". It is sad to see Odd Shaman get nerfed (I enjoyed that deck as well) but overall this is a positive change for shaman as a class.
Fair enough. I got a bit caught up in the possibility of infinite value and forgot to actually look at the card :P
One thing you have to consider when adding this to your deck is whether or not you actually want the second copy shuffled in. In some decks, drawing an extra vanilla minion, even one with good stats, isn't ideal later in the game. It all depends on what deck you are playing.
A nice card to add to your Dude Paladin. It won't be game breaking or anything, but a fun card to mess around with.
This kind of reminds me of Loatheb or Boompistol Bully in the sense that it doesn't change the cards your opponent has access to, it just forces them to play those cards later. However, taking out only a single card for 5 mana is pretty slow, so I don't think this will see a lot of play.
Also, this effect was done twice in the custom card design competitions. Just think that is a little funny.
This is a very interesting direction for the burgle mechanic. Before the game, this will effectively be giving you a random card, but during the game you will always know what this will give you before you play it. I think this will be a lot of fun for the rogue players.
I like this. It is cheap, good stats, has a fair amount of overload, cool art, and spell damage is always fun. I imagine this will be a staple in Aggro and Midrange shaman decks moving forward.