Sometimes this game may be so frustrating... 4 consecutive games lost by Leeroy Jenkins being they're only winning option and always topdecked just the turn before I would have won.
I don't really like Conjurer Mage in Wild: while in Standard you have a very small pool of minions from which you'll summon your board, on Wild there are too many suboptimal option that will pop up making the deck's best play less powerfull. I'm not saying that the deck won't work, but I think it's more a Tier 3 than a 2.
Giggling Inventor is too slow against aggro: turn 7 never come sometimes (unlucky draw in the early turns are there, always too often).
Pyroblast is another card that will make you cry if drawn early in the match, becoming absolutly a dead weight.
A bit less than half deck are 1x cards, making it a bit less consistent without adding too much in terms of raw value.
Imho, you should put more early game removal against aggro by removing some of the 1x that have lesser synergy with your deck's plan (like Arcane Artificer).
The Innkeeper encounters twice per run are a really nice addiction that help refine our deck from some cluncky pick while also giving us the chance to add new minions or even buff what we already have. It's indeed a step in the right direction for a more flexible and replayable content. Also the three different Hero Power and deck archetypes have add tons of freshness to the solo content.
The randomness of cards pick can be mitigated probably by adding more occasional encounter that are not exactly boss fight but more of minigame (like the Boomproject's one) that will give us other chances of manipulate the structure of our current decklist.
In a competitive environment, in the age of Internet, people will always find somewhere what the best option is and will copy it. But it's ok, it's not something that can be avoided even if it leads to a meta. But if you're really a competitive player than you actually want to play against the best, so no problem here.
The good side of the situation is that those who are not interested in competitivness but are willing to find new and funny ideas can also search around for those. The issue here rise (on HS) because there isn't an environment that is not filled with netdecks, making that almost terrible to go out and actually have some fun. We need a real Casual mode where the top tier decks are not allowed.
You can reach Legend without any statistic informations, it's grindy anyway. Maybe it may help you a bit, but I don't think that in a game like HS where RNG weight so much in the outcome of a match some extra numbers on paper may give you an extra edge (unless you're a real pro player and want to rank high into Legend itself).
It will be great indeed, but I think that MTG will come at a second time after all the features for HS have been done.
Now that the board is "free" and will live on only with the support of the community it will indeed be good to gather MTG's players but - imho - before that it should take Out Of Cards to the same level of HearthPwn to avoid that people used to look there will search on other place instead of here.
Priest is actually pretty bad in Standard, with few uncompetitive option avaible at the moment. On Wild you have Big Priest as the most played option but it's such a boring deck (both to play with or against), but at last there are some other archetype around even if not so competitive.
In HS history the Class as rarely recieved some love and each time was with some clearly broken cards (like Drakonid Operative or Raza the Chained). The Basic set itself doesn't help much to the consistency of the Class through the years, since is one of the worst probably because they've given to Priest a duality between both is Holy and Shadow sides.
I would be happy to see a more costant support to the Class in each expansion set (since a rework of Basic is something that they're not considering actually), without the need to make it brokenly OP or terribly bad each time.
Chromaggus and Ysera are indeed my favourites Dragons, but speaking of synergies how could I not mention Drakonid Operative while being myself a Priest main?
I'm a bit worried about this new buffs trend, expecially for F2P players. Trash tier cards are a solid mine of dust for them and now they'll struggle if keep or disenchant bad epics and legendaries because they may get buffed someday and become viable.
At last they could have given the refound treatment also to the buffed cards, but it seems like they'll not in the end. And that's also sad.
As long as this site doesn't have the redirects to spam websites then I'm sold. ;)
Considering that OoC is not tied to Curse but it's an independant board I don't think that Fluxflashor and the others that are managing it will put that on here, at last for now. With some support from the community on Patreon and Twitch they should probably be fine considering how big the HearthPwn community was.
this card will go nuts in big priest. resurrecting minions that will resurrect other minions.
right now big priest has every tool that it needs. there are plenty of draw, removal, big minions, ways to cheat out big minions, ways to resurrect big minions, and ways to heal.
Yep, in Wild it can bring Ress Priest out of hand very fast. I hope that making it broken will force Team 5 to fix the resurrect mechanic when applied to copy of minions (imho it's ok in "normal" scenarios).
I know that they don't care much about Wild, but in the past we've seen some nerf made purely for that format (like the Raza the Chained and Patches the Pirate one) so maybe something good will come out.
From what I've understood, HearthStation is made by the same people of HearthPwn but it's totally indipendent from the old one (that was acquured by Curse).
So I don't think a merge or an official transfer will happen.
Sometimes this game may be so frustrating... 4 consecutive games lost by Leeroy Jenkins being they're only winning option and always topdecked just the turn before I would have won.
:(
I don't really like Conjurer Mage in Wild: while in Standard you have a very small pool of minions from which you'll summon your board, on Wild there are too many suboptimal option that will pop up making the deck's best play less powerfull. I'm not saying that the deck won't work, but I think it's more a Tier 3 than a 2.
Here some opinion on your decklist:
Imho, you should put more early game removal against aggro by removing some of the 1x that have lesser synergy with your deck's plan (like Arcane Artificer).
Always nice to see some love for Wild.
The Innkeeper encounters twice per run are a really nice addiction that help refine our deck from some cluncky pick while also giving us the chance to add new minions or even buff what we already have. It's indeed a step in the right direction for a more flexible and replayable content. Also the three different Hero Power and deck archetypes have add tons of freshness to the solo content.
The randomness of cards pick can be mitigated probably by adding more occasional encounter that are not exactly boss fight but more of minigame (like the Boomproject's one) that will give us other chances of manipulate the structure of our current decklist.
In a competitive environment, in the age of Internet, people will always find somewhere what the best option is and will copy it. But it's ok, it's not something that can be avoided even if it leads to a meta. But if you're really a competitive player than you actually want to play against the best, so no problem here.
The good side of the situation is that those who are not interested in competitivness but are willing to find new and funny ideas can also search around for those. The issue here rise (on HS) because there isn't an environment that is not filled with netdecks, making that almost terrible to go out and actually have some fun. We need a real Casual mode where the top tier decks are not allowed.
Roses are red.
Some of them are white.
Now that I'm in Suramar,
"Something is not quite right!"
You can reach Legend without any statistic informations, it's grindy anyway. Maybe it may help you a bit, but I don't think that in a game like HS where RNG weight so much in the outcome of a match some extra numbers on paper may give you an extra edge (unless you're a real pro player and want to rank high into Legend itself).
Probably the best solo content HS has ever had: so much replayability!
It will be great indeed, but I think that MTG will come at a second time after all the features for HS have been done.
Now that the board is "free" and will live on only with the support of the community it will indeed be good to gather MTG's players but - imho - before that it should take Out Of Cards to the same level of HearthPwn to avoid that people used to look there will search on other place instead of here.
Priest is actually pretty bad in Standard, with few uncompetitive option avaible at the moment. On Wild you have Big Priest as the most played option but it's such a boring deck (both to play with or against), but at last there are some other archetype around even if not so competitive.
In HS history the Class as rarely recieved some love and each time was with some clearly broken cards (like Drakonid Operative or Raza the Chained). The Basic set itself doesn't help much to the consistency of the Class through the years, since is one of the worst probably because they've given to Priest a duality between both is Holy and Shadow sides.
I would be happy to see a more costant support to the Class in each expansion set (since a rework of Basic is something that they're not considering actually), without the need to make it brokenly OP or terribly bad each time.
Piloted Shredder (keyword).
Both Whizbang the Wonderful and Zayle, Shadow Cloak are cards meant to be there for those who doesn't have a big collection but want to play with new decks.
They're not competitive cards that can give you top tier decks in order to have an easy climb on Standard Ladder.
Chromaggus and Ysera are indeed my favourites Dragons, but speaking of synergies how could I not mention Drakonid Operative while being myself a Priest main?
I'm a bit worried about this new buffs trend, expecially for F2P players. Trash tier cards are a solid mine of dust for them and now they'll struggle if keep or disenchant bad epics and legendaries because they may get buffed someday and become viable.
At last they could have given the refound treatment also to the buffed cards, but it seems like they'll not in the end. And that's also sad.
Considering that OoC is not tied to Curse but it's an independant board I don't think that Fluxflashor and the others that are managing it will put that on here, at last for now. With some support from the community on Patreon and Twitch they should probably be fine considering how big the HearthPwn community was.
I'm so happy to see this board online again! Nice job as always!
It's also so nice to discover that the community will no longer be limited only to HS, but will also cover MTG (and maybe other more in the future).
You did an amazing job with HearthStation, even if it's just an alpha! Can't wait to see its final release!
Yep, in Wild it can bring Ress Priest out of hand very fast. I hope that making it broken will force Team 5 to fix the resurrect mechanic when applied to copy of minions (imho it's ok in "normal" scenarios).
I know that they don't care much about Wild, but in the past we've seen some nerf made purely for that format (like the Raza the Chained and Patches the Pirate one) so maybe something good will come out.
I was waiting for this!
From what I've understood, HearthStation is made by the same people of HearthPwn but it's totally indipendent from the old one (that was acquured by Curse).
So I don't think a merge or an official transfer will happen.