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lMarcusl

Joined 06/03/2019 Achieve Points 390 Posts 389

lMarcusl's Comments

  • lMarcusl's Avatar
    390 389 Posts Joined 06/03/2019
    Posted 1 month ago

    Surprised they didn't announce Draenei as a new tribe. Not that I necessarily want them to (we've been waiting for Totems for ages and they have worked on them in the past, so where are they?), but the usual MO has been, if a new tribe is getting introduced into the base game, an equivalent shows up in Battlegrounds in the same expansion. It was that way with Naga, Quillboar and Undead.

  • lMarcusl's Avatar
    390 389 Posts Joined 06/03/2019
    Posted 7 months, 2 weeks ago

    There's no way Mass Production doesn't break Wild's Demon Seed Warlock. That shit's getting banned by the end of the month.

  • lMarcusl's Avatar
    390 389 Posts Joined 06/03/2019
    Posted 8 months, 2 weeks ago

    Obviously I can't know before playing around with it but just from the looks of things I'm not sure these tribal changes are all that great. A lot of the tribes just get kinda worse for not much gain on other fronts. It seems they're trying to give each tribe two distinct ways to play but a lot of these new introductions feel like they're just straight outmatched by what is already available.

    The whole Start of Combat Dragon package will take so long to put together properly for middling results that a simple Battlecry Kalecgos build, which seems untouched, will outpace it in terms of permanent scaling.

    For some reason they're still convinced that Tavern scaling Elementals are a thing. Removing Master of Realities will not make that build any more palatable.

    They've once again kneecapped Menagerie both early and late by removing Yrel, Motley Phalanx and several Tavern Spell providers (the tier 6 dragon and the deathrattle Beast) for Nalaa the Redeemer. All the strategy gets in return is a pretty terrible tier 4 Chimera and a decent tier 5 Elemental. In a non-elemental game a Nalaa Menagerie has like 4 cards total that help you get more Tavern spells and they're all tier 5 and up. Maybe the Odd + Even build can do something but it seems pretty meh.

    I have no idea what Beasts are supposed to do now. Banana Slamma should have never been a card but with how they've reworked the tribe I don't see them keeping up with any of the others. The self-damage Beasts have all atrocious payoffs to scale off of, and while Goldrinn is still around, without Slamma, Mama Bear, Feathermane or the tier 6 bird I have no clue how that build is supposed to achieve anything. Reborn Goldrinn + Rivendare ain't cutting it and Octosari was never THAT good to carry a whole tribe.

    Overall, Murlocs, Nagas and Pirates seem the least affected, with Quillboar and Demons possibly gaining some interesting options. Tavern Elementals and Beasts overall are a mess though and I think a lot of the newly introduced cards seem pretty meh.

  • lMarcusl's Avatar
    390 389 Posts Joined 06/03/2019
    Posted 8 months, 3 weeks ago

    I find that hard to believe. Unless you're playing against nothing but Even Shamans, Shadow Priests and Pirate Rogues back to back, you will have seen a real player. Even Warriors, Reno decks of all varieties, Mine Rogues, Quest Mages, Shudderwock Shamans, Questline Warlocks, Big Shamans, these are all decks played by real people. Me go face is basically all bots are good for.

  • lMarcusl's Avatar
    390 389 Posts Joined 06/03/2019
    Posted 9 months, 1 week ago

    Gnomeregan Infantry actually saw a good bit of play as a finisher for Wild Inner Fire Priest. No need to rely on opponent leaving a minion on the board for you to steal with Potion of Madness, just drop this and charge them for 32. Also, Flying Machine was a frequent inclusion in Mech Decks, primarily in Paladin when it included handbuffing. If you didn't kill the Flying Machine the turn it came into play (often as a 2/5 or a 3/6), you were usually dead next turn. So for Wild, the list would look very, very different.

  • lMarcusl's Avatar
    390 389 Posts Joined 06/03/2019
    Posted 1 year ago

    Can someone enlighten me as to why they'd be nerfing Order in the Court? Is there something broken it's doing in Standard?

  • lMarcusl's Avatar
    390 389 Posts Joined 06/03/2019
    Posted 1 year, 1 month ago

    Well, good thing I got my Wild Excavate Warlock games in now, I knew before release the playstyle wasn't going to last the month but I didn't expect it to go this fast.

    On the plus side they can't exactly kill the card without killing Warlock in Standard (I imagine) so the nerf might be fairly tame. But, pretty much any nerf in Wild is likely to kill the deck there.

  • lMarcusl's Avatar
    390 389 Posts Joined 06/03/2019
    Posted 1 year, 2 months ago

    Kinda wish they banned Thaddius alongside it. What it's doing in Questline Warlock is not particularly healthy. The deck may not be top of the meta but that's definitely a bannable gameplay pattern.

  • lMarcusl's Avatar
    390 389 Posts Joined 06/03/2019
    Posted 1 year, 2 months ago

    Wait wait wait. Are you telling me Wild is almost becoming fair with one patch? With Mechwarper FINALLY gone all mech decks actually have to pay mana for their shit instead of spamming out 8+ mana worth of stuff on turn 3. Gadgetzan and Frog removal/nerf should force people to again pay fair mana for card draw. Flurgle and Scargil, depending on the way they're nerfed, should stop giving Shaman just free wins and complete board dominance off of a single universal package. And Discardlock (hopefully) gets obliterated. Not sure what's gonna happen to Res Priest, depends heavily on how they nerf Shadow Essence. Might kill Res Priest, might at least slow it down enough that strategies other than absurd aggro get to have a shot against them. So many design mistakes fixed, assuming those nerfs are actually done in a meaningful way. Off the top of my head, the only major decks unaffected by these are Kingsbane (which should make a comeback after these nerfs) and Secret Mage, which will depend on how the Kabal Lackey nerf goes. We might just have a brand new meta overnight.

    Edit: ooph, forgot about Totem Shaman. That might be the new meta overlord.

  • lMarcusl's Avatar
    390 389 Posts Joined 06/03/2019
    Posted 1 year, 3 months ago

    I don't see how this effect can possibly bring in new players. Hearthstone is already notorious among CCGs as an RNGfest, and this just doubles down on that. People who weren't interested in the shitshow that is Hearthstone RNG definitely won't be interested now. People who are interested in Hearthstone and want to try and learn it will be getting swamped by random effects screwing with their learning experience. And if, god forbid, they run into an actual good deck and that deck happens to get a favourable Anomaly to boot, those new people are gone, uninstalling, never coming back. Entrenched players, in the meantime, will be losing every single ounce of their shit when their decks randomly turn off. Forget "competitive play", some of these effects straight up make "play" a problem.

    I think team5 misjudged this massively. They wanted to bring more excitement to the launch, possibly because they're aware the miniset itself might not be all that exciting. Instead, I think people will be actively avoiding playing the game after miniset lauch just so they don't have to flip tables because of Anomalies.

  • lMarcusl's Avatar
    390 389 Posts Joined 06/03/2019
    Posted 1 year, 3 months ago

    I'm calling it now, the Anomalies will not last until patch 28.0. They'll either scrap them entirely way sooner, or massively rebalance them. Cause right now...holy shit. Let's go over some of the juiciest examples:

    Light in the DarkBoth players’ Hero Powers cost (1) less.
    Surging InspirationBoth heroes start with upgraded Hero Powers.
    Driven to GreedWhenever a player ends their turn with unspent Mana, they get a Coin.
    Driven to ExcessWhenever a player ends their turn with unspent Mana, they draw a card.
    Unimaginable HorrorsBoth players Discover a new basic Hero Power on their first turn.

    Light in the Dark: against Even Shaman. Good luck.

    Upgraded hero power: hard to say how that interacts with Genn. Might completely screw over some even decks if it overrides the discount.

    Driven to Greed and Driven to Excess: Tony Druid's wet dream. They don't have much to do early, so they sit back for 2 turns, and then OTK you with ease with the extra mana/cards.

    Discover a new basic Hero Power: every single Genn/Baku deck immediately concedes. If you have any deck with major synergy with your hero power, you're done. Questline Druid, Questline Hunter, every single Warlock deck, any dude Paladin enjoyers, Control Warriors.

    This will generate so many non-games I wouldn't be surprised if the one week 100 % anomaly chance doesn't even last the week.

    EDIT: forgot to mention a big one:

    The first card drawn on a player’s turn is one they can afford to play.

    If you're playing a deck reliant on a specific high cost card to go off, like Rommath or Odyn, you will NEVER even have a chance to draw the card before the turn you can play it. Not unless you play additional card draw. So aggro decks will be rolling you with their curve-out plays, while control and combo decks will not even have a chance to draw their key combo pieces or board clears until they have the mana to play them. Imagine only getting the first chance to draw Hysteria against an aggro deck on turn 4. And only a chance. You're not guaranteed to start drawing 4 mana cards on 4 mana. You can draw your 1 mana trash. This is mind-bogglingly dumb design.

  • lMarcusl's Avatar
    390 389 Posts Joined 06/03/2019
    Posted 1 year, 3 months ago

    Keeper's Strength is definitely interesting, if nothing else. If buff Paladin akin to Libram Pally ever becomes a thing, this could be really fun in there, especially with Lynessa Sunsorrow, which becomes both a massive threat and a boardclear for 7 mana. As a standalone, it ain't awful but you need to be ahead on the board for it to do much, or need enough mana to play it alongside the target minion. AoE that requires board advantage is not exactly a great thing, so a proactive buff Paladin that's just trying to sweep away taunts/opposition so that it doesn't have to trade seems like the only viable option.

  • lMarcusl's Avatar
    390 389 Posts Joined 06/03/2019
    Posted 1 year, 3 months ago

    Are you implying that Druid will bother ramping to 10 mana and beyond in Wild when they're already OTKing people on turn 4?

  • lMarcusl's Avatar
    390 389 Posts Joined 06/03/2019
    Posted 1 year, 3 months ago

    Huh, that's just a better Reckless Flurry and arguably a better Bloodsworn Mercenary for OTKs (where the Mercenary body is irrelevant and in fact may take up valuable space on the board).

  • lMarcusl's Avatar
    390 389 Posts Joined 06/03/2019
    Posted 1 year, 3 months ago

    The anomalies sound like fun little Yoggy bit of randomness at first glance, but I think it's actually going to get really, really old, really fast. Because while the effects are symmetrical, the playstyles and win cons of the two opposing decks won't be. Some decks will benefit massively from some anomalies while they'll do barely anything for the opponent. A few illustrative examples for wild:

    2 extra cards for both players. The Even Warrior or whatever attempt at a control deck someone might be playing won't benefit nearly as much as the aggro/tempo deck that tends to vomit its hand out by turn 3. Giving that deck extra fuel makes it much more dangerous than getting the Warrior a small shot at an additional piece of removal. Same goes for combo decks, like Thaddius Treachery Warlock or Frog Shaman. They'll be able to land their early combos much more reliably than honest decks.

    Yogg in hand. Absolutely, completely irrelevant in Wild as an actual card. But, clogs the hand for draw heavy decks, absolutely fucking annihilates DH trying to get Outcast off (jesus fucking christ), provides some degree of protection against Dirty Rat/Mutanus for toxic combo decks such as Tony Druid. There is zero upside to having a Yogg in hand for anyone other than OTKs that run just one or two key minions.

    Reduction of starting hand by 1 mana: Tony Druid now kills you on turn 3 with the right hand. Mech Paladins no longer pay for anything after turn 2 if their opener is Radar Detector, Mech Warper + Galvanizer, which is what they mulli for. Frog Shaman kills on turn 3, turn 2 with coin, Discard Warlock snowballs Tiny Knight starting turn 1. Anything slow like Even Warrior looks like an absolute idiot in the meantime, cause their efficiency doesn't increase nearly as much as aggro decks getting their 1 drops for free and being able to developing snowballing 2 drops right at the start of the game.

  • lMarcusl's Avatar
    390 389 Posts Joined 06/03/2019
    Posted 1 year, 4 months ago

    I sincerely hope that this isn't the long awaited Wild-focused patch we were promised cause wow does it feel out of touch. Have the people designing the Wild changes actually played Wild recently? In what universe is C'Thun, even with all these minor buffs, even remotely a consideration? Who in their right mind is even going to experiment with the Grimy Goons cards for Hunter and Warrior in the current meta? Or with Jades, outside of Jade Druid playing Jade Idol to avoid fatigue? Even with things as they are currently these changes would bring no new decks into the meta. But it's worse. Cause they also buffed several of the most oppressive decks in the format at the same time. Secret Mage is getting a buff on one of its most annoying cards, Shadow Priest is getting a buff on Shadowbomber, like it needed that, Even Shaman is getting a new option in Tuskarr Totemic, so that's a totem along with a 3/2 for early board presence, Small-Time Buccaneer is likely joining the Pirate Rogue roster. So all the aggressive decks are getting buffed for some insane reason. And here we are with Grimy Goons or Beast Druid cards stuck in our hand. The newly added cards would have to be absolutely gamechanging for these "returning" playstyles to be anything other than free wins for the opponent. And they only have 31 cards to do it because the 3 they showcased here don't do anything useful.

    As for the Battlegrounds changes, I get the same feeling. When the last big minion dump came in with the tribe overhaul it was very exciting, almost every tribe was getting a whole new playstyle to work with. But this feels like changes for the sake of changes with no clear goal in mind. Like, how are Dragons going to be playable when Nadina the Red is leaving the pool for endgame and Tarecgosa + Promo Drake is leaving the pool for midgame? They're not actually getting anything good to replace what they're losing. Razorgore doesn't count, he's been here with Nadina for a long time. And what in the world is Niuzao supposed to do for Beasts when the only playstyle they have is tokenbuffing? There's no stats to be had on it. You're not gonna play it in Murlocs with Bassgill, not when you'll have a big Bream Counter in hand since tier 4. If you're instead supposed to include Bassgill in beasts for Niuzao to get buffed by Banana Slamma, then you have a tier 6 for beasts that only does anything when Murlocs are in the game. Huh? No other tier 6 is this conditional. They've also entirely killed any hope of Menagerie maybe making a comeback cause without Lightfang there's nothing to work with. Single minion stacking with Mythrax has been dead for a long time. The removal of Menagerie makes Niuzao even more questionable cause now it's not even useful as a pseudo cleave for that. They should have buffed Lightfang if they wanted Menagerie to stay, instead they removed it entirely.

    I wasn't expecting a big Battlegrounds shakeup to begin with and even then I'm kinda disappointed by it. I was expecting a major Wild shakeup this expansion, and if this is it, then disappointed doesn't even begin to cover it.

  • lMarcusl's Avatar
    390 389 Posts Joined 06/03/2019
    Posted 1 year, 4 months ago

    I think they'll just nerf its cost. When it becomes slow enough the effect is no longer such an issue as it can't snowball without instantly running into an effective answer.

  • lMarcusl's Avatar
    390 389 Posts Joined 06/03/2019
    Posted 1 year, 4 months ago

    I'm pretty sure they've always been at least one week late. I've been keeping an eye out for that for the last year and a half at least.

    In reply to TITANS Recipe!
  • lMarcusl's Avatar
    390 389 Posts Joined 06/03/2019
    Posted 1 year, 4 months ago

    Wow, we finally got there! After so many years and so many expansions, we made it. Recipe Brawl on the same week as the release of the set and not like, 2-3 weeks later when the meta is already solved.

    In reply to TITANS Recipe!
  • lMarcusl's Avatar
    390 389 Posts Joined 06/03/2019
    Posted 1 year, 7 months ago

    A much better way to give Blitz Hearthstone some play time than that stupid Noz quest we get on 15th every month. Nobody I ever play against has Noz in their deck so whenever I try to do the quest I'm the idiot with a dead card while my opponent plays a T1-2 netdeck.