The real question is, when are we getting the mercenaries MODE? I'm tired of these single player storylines with book of heroes/book of mercenaries. I want the Roguelite mercenaries mode that they promised for Q1/Q2. :(
Lorewise, dormant is very fitting for Naralex. However, I thought this keyword was tied to Year of the Phoenix?
Discover was originally tied to the League of Explorers expansion, doesn't mean that they can't re-use mechanics or allow them to become "evergreen" keywords. At at certain point a keyword or mechanic lends itself to being useful and should be permanently included. (IMO they still technically have inspire in a lot of places but refuse to use the keyword, as a lazy example.
Eh, I don't think it's nearly as prevalent or as strong as lackey's Lackeys all had useful battlecries (some super strong like draconic or ethereal). These have slightly better stats (2/2 instead of 1/1) but the power of the lackey was their targeted battlecries, or their discover effects. Adventurers appear to be a purely random scenario, in which case I think the powerlevel is much less than a lackey provides.
Edit: Also just noticed there's no Druid or Priest adventurer representation. Wonder why. I guess they ran out of core mechanics, but still...
I have a feeling that they are sorely mistranslated in general. Wailing Caverns is filled with "Deviate" Snakes and "Deviate" Oozes. Not "fluffy winged".
I was going to say exactly this. Taunt druid is *almost* but not quite viable. It just needs a few key cards that will make it good. But it's sad that these days with druids its either "Ramp into GA, then spam 12/12 Clowns" or "spam gibbering and arbor up".
Decks like these make the game feel very polarizing for both the player and the opponent. Not something that is inherently healthy for a card game, where strategy is supposed to be the key factor for games.
Makes you wonder if it might be worth buying now but waiting to open until mini-set or even next expansion. Since it's standard it should in theory give you any cards, right?
How is this supposed to be solved by a single average gamer?
It's not. He said it was meant from the beginning to be solved by a small handful of people on reddit, then everyone else copies the solution and praises how "innovative" the puzzles were even though they never solved or were aware of any clues from the beginning.
FTFY. Don't care about disagreements, naysayers, or downvotes. As others in this thread have pointed out, this wasn't really engaging from an average player/user perspective. Hearthstone, a game meant to include as many people in the online card game genre as possible, then includes clues/puzzles that 99.99% of the community is never going to find, figure out, or solve; either on their own or even with a friend.
The riddle lab mini-expansion is a good way to engage the community with some mind-games. Including secret switch/button/clickable combinations on boards for little surprises is a good way to engage the community.
Making subtle hints from months back hidden inside random tweets (i.e. clues outside the game) isn't inclusive to a community.
This whole trend of "lets make meta community riddles that require people who should be (or are) in cryptography, or the skills in that area necessary in order solve them.
As an average player/user of hearthstone I just didn't find these puzzles OR clues engaging. The only puzzle that was actually fun to figure out was the river crossing puzzle with caravans. Other than that, the other 3 were just convoluted messes.
As I said before, 99.99% of this community (including myself) got the cardback by rote copying the solution. Rote copying is not engaging in any way, shape, or form.
Yea seems silly but maybe the Duo nerf was intended to hit it's immediate impact the turn it's bought (i.e. QuillBoar as a tribe is about growing with gems, so their base stats are slightly lower since their greatest asset is scaling)
Spring water - massive miss. The obvioos change was refresh 1 mana/spell. Making it 5 mana does almost nothing.
Negative ghost rider. The point of nerfs is to bring them in-line with relative power to other decks, not to kill them off completely. Why oh why do people think "nerf=nuke it from orbit"? Making it refresh 1 mana per spell makes the card an objectively worse cram session (since cram session scales with spell damage, can be discounted from 2 to 1 or even 0, and is almost never played without a spell damage activator.)
It's clear that this nerf is a light handed nerf. They most likely want to see how the mid-expansion set release shapes the meta, and if mage is still a *big* problem, then they'll probably nerf incanters.
Just want to point out, holistically they don't nerf cards for the state of Wild, so while you may be upset that "APM mage" didn't get touched, it's because unless something is EXTREMELY broken (like tiller/hysteria combo) they don't make those nerfs for wild.
I....actually agree for the most part. I don't think this really hits Paladin that hard at all. Shaman still lacks the card draw or any cohesive gameplan outside of doomhammer/aggro to win.
I'm extremely dissapointed in the hysteria nerf. I know that it indirectly nerfs warlock, but it hits priests way harder with that nerf. For one, Kazakus priest is dead with a 4 cost Hysteria (priest can't really afford to drop hysteria, which means priests are now back to running Xyrella/Samuro.)
And to top things the Dark Inquisitor buff is neat, but corrupt priest wasn't exactly "top tier" in the meta. Nzoth seems like it's meant to help slam it down a turn earlier in order to close out games but honestly some of the best synergy with Nzoth are the 10 cost cards it "revives" making the 1 cost reduction pointless in a lot of scenarios.
It will be interesting to see if Deck of Chaos spawns a new warlock archetype that is viable, but I doubt it. Warlock is enjoying the Trifecta of Tickatus/Jarraxus/Y'shaarj too much for them to expand their minds outside that pure control archetype.
I was honestly expecting Paladin to take a much stronger direct hit. Perhaps blizz thinks that the miniset will shake the power level of the classes up enough and didn't want to go overboard with Paladin nerfs, that's my only real guess on why they weren't hit harder.
Agreed. At least now it won't feel like "quillboar or bust" in BG's. I'm a little concerned about hitting so many of the quillboar at once (read: the nerfs are definitely warranted, but wasn't expecting this many concurrent nerfs) that I feel like this is gonna relegate quillboar to a B tier comp.
Nerfing Duo AND Bonker seems heavy handed. One or the other should suffice. I do have to admit that right now it feels like every match of BG is force Quillboar or bust. Whoever gets Bannerboar and/or Bonker/Knight and/or Aggmaggan, the Great Boar and/or Chargla wins.
To be honest quillboar feel like elementals did on release, scaling super heavy, and if you dont' manage to force them you are pretty much bottom 4.
It plays out sorta like spell damage being your win condition. Protectors help tutor out your Tidal Waves (and give you effectively 2 big drops for the cost of one). Yogg is there for some "unbeatable" matchups and niche win scenarios.
Any word when we'll get the actual Mercenaries "rogue-like" mode and when we'll see a mid-expansion release? We've gotta be close-ish on either of those events don't we?
I'm not sure why you are this insistent on Priest being bad when the numbers are clearly on my side.
Priest is good
Warlock is really overrated
Once you make it to Legend Warlock is not an issue outside of being specifcally used to counter priest.
Something tells me you haven't actually played the deck because you are clearly underestimating how generally consistent Priest gets the cards they want.
Also, Hysteria is your go to for dealing with any small minions, there's not much else you even need. There is no single deck that wins by just using a single 4/4 for the entire game
And once again Private Nightmare comes to the 'rescue' insulting people because they disagree with his opinon.
Here, let me lend a machete to this intellectual thicket. I'm in legend (again) this season. I can assure you that warlocks are still very much there, just as much as they were in "lower ranks".
And then insinuating that they "haven't actually played the deck" is not only rude, but a stupid assumption at that.
Edit: if this came off a little stronger than necessary I apologize in advance. But it just annoys me to no end when people go "the deck I play is infallible, the deck you play sucks" or a summation of that point in their own words. And that's how your statements are coming across: "My deck with Kazakus is 100% grade A corn fed beef. Your deck with Xyrella/Samuro is downtown china-town ground chuck."
The truth is, both versions of the deck have clear strengths and weakness's. And while kazakus is a fun card, I've tested both variants myself. And I don't think one is a clear cut winner over the other.
Ticktakus would be less annoying if Warlock didnt have a bunch of bullshit infinite removals
Agreed. I can deal with Tickatus/Y'shaarj warlocks in the past. I can deal with 15 HP - Lord Jaraxxus warlocks in the past. What I can't ever possibly beat beyond a .5% Lunacy Mage or Rod of Roasting Yogg is Tickatus+Lord J+Y'shaarj.
All they did was remove the incredibly unbalanced ability to create up to 10 extra burn damage out of nowherefor decks that should not have that kind of reach.
Precisely. These decks had FAR more reach then they ever should have. And it took them WAY too long to nerf pen flinger. We've been dealing with him for 2+ expansions.
Winrates were also for people who mulliganed for it, and then jammed it down on two because the options were "hero power" or play lunacy.
Let me put it another way. The deck functions just fine without lunacy. Lunacy just allows the deck to highroll and win certain unwinnable matchups. Turn 4 will slow it down which makes it more vulnerable to hyper aggro decks, which means the deck can't just mulligan for incanters/deck of lunacy any more, it'll have to mulligan for early game removal which means the deck functionally plays out differently.
The real question is, when are we getting the mercenaries MODE? I'm tired of these single player storylines with book of heroes/book of mercenaries. I want the Roguelite mercenaries mode that they promised for Q1/Q2. :(
Discover was originally tied to the League of Explorers expansion, doesn't mean that they can't re-use mechanics or allow them to become "evergreen" keywords. At at certain point a keyword or mechanic lends itself to being useful and should be permanently included. (IMO they still technically have inspire in a lot of places but refuse to use the keyword, as a lazy example.
Eh, I don't think it's nearly as prevalent or as strong as lackey's Lackeys all had useful battlecries (some super strong like draconic or ethereal). These have slightly better stats (2/2 instead of 1/1) but the power of the lackey was their targeted battlecries, or their discover effects. Adventurers appear to be a purely random scenario, in which case I think the powerlevel is much less than a lackey provides.
Edit: Also just noticed there's no Druid or Priest adventurer representation. Wonder why. I guess they ran out of core mechanics, but still...
I have a feeling that they are sorely mistranslated in general. Wailing Caverns is filled with "Deviate" Snakes and "Deviate" Oozes. Not "fluffy winged".
I was going to say exactly this. Taunt druid is *almost* but not quite viable. It just needs a few key cards that will make it good. But it's sad that these days with druids its either "Ramp into GA, then spam 12/12 Clowns" or "spam gibbering and arbor up".
Decks like these make the game feel very polarizing for both the player and the opponent. Not something that is inherently healthy for a card game, where strategy is supposed to be the key factor for games.
https://getyarn.io/yarn-clip/479c3715-4cf8-4c04-b7a7-613025183a2d
That's all I got to say about that. (and your opinion of Blizzard). Enjoy
Makes you wonder if it might be worth buying now but waiting to open until mini-set or even next expansion. Since it's standard it should in theory give you any cards, right?
FTFY. Don't care about disagreements, naysayers, or downvotes. As others in this thread have pointed out, this wasn't really engaging from an average player/user perspective. Hearthstone, a game meant to include as many people in the online card game genre as possible, then includes clues/puzzles that 99.99% of the community is never going to find, figure out, or solve; either on their own or even with a friend.
The riddle lab mini-expansion is a good way to engage the community with some mind-games. Including secret switch/button/clickable combinations on boards for little surprises is a good way to engage the community.
Making subtle hints from months back hidden inside random tweets (i.e. clues outside the game) isn't inclusive to a community.
This whole trend of "lets make meta community riddles that require people who should be (or are) in cryptography, or the skills in that area necessary in order solve them.
As an average player/user of hearthstone I just didn't find these puzzles OR clues engaging. The only puzzle that was actually fun to figure out was the river crossing puzzle with caravans. Other than that, the other 3 were just convoluted messes.
As I said before, 99.99% of this community (including myself) got the cardback by rote copying the solution. Rote copying is not engaging in any way, shape, or form.
Yea seems silly but maybe the Duo nerf was intended to hit it's immediate impact the turn it's bought (i.e. QuillBoar as a tribe is about growing with gems, so their base stats are slightly lower since their greatest asset is scaling)
Negative ghost rider. The point of nerfs is to bring them in-line with relative power to other decks, not to kill them off completely. Why oh why do people think "nerf=nuke it from orbit"? Making it refresh 1 mana per spell makes the card an objectively worse cram session (since cram session scales with spell damage, can be discounted from 2 to 1 or even 0, and is almost never played without a spell damage activator.)
It's clear that this nerf is a light handed nerf. They most likely want to see how the mid-expansion set release shapes the meta, and if mage is still a *big* problem, then they'll probably nerf incanters.
Just want to point out, holistically they don't nerf cards for the state of Wild, so while you may be upset that "APM mage" didn't get touched, it's because unless something is EXTREMELY broken (like tiller/hysteria combo) they don't make those nerfs for wild.
I....actually agree for the most part. I don't think this really hits Paladin that hard at all. Shaman still lacks the card draw or any cohesive gameplan outside of doomhammer/aggro to win.
I'm extremely dissapointed in the hysteria nerf. I know that it indirectly nerfs warlock, but it hits priests way harder with that nerf. For one, Kazakus priest is dead with a 4 cost Hysteria (priest can't really afford to drop hysteria, which means priests are now back to running Xyrella/Samuro.)
And to top things the Dark Inquisitor buff is neat, but corrupt priest wasn't exactly "top tier" in the meta. Nzoth seems like it's meant to help slam it down a turn earlier in order to close out games but honestly some of the best synergy with Nzoth are the 10 cost cards it "revives" making the 1 cost reduction pointless in a lot of scenarios.
It will be interesting to see if Deck of Chaos spawns a new warlock archetype that is viable, but I doubt it. Warlock is enjoying the Trifecta of Tickatus/Jarraxus/Y'shaarj too much for them to expand their minds outside that pure control archetype.
I was honestly expecting Paladin to take a much stronger direct hit. Perhaps blizz thinks that the miniset will shake the power level of the classes up enough and didn't want to go overboard with Paladin nerfs, that's my only real guess on why they weren't hit harder.
Agreed. At least now it won't feel like "quillboar or bust" in BG's. I'm a little concerned about hitting so many of the quillboar at once (read: the nerfs are definitely warranted, but wasn't expecting this many concurrent nerfs) that I feel like this is gonna relegate quillboar to a B tier comp.
Nerfing Duo AND Bonker seems heavy handed. One or the other should suffice. I do have to admit that right now it feels like every match of BG is force Quillboar or bust. Whoever gets Bannerboar and/or Bonker/Knight and/or Aggmaggan, the Great Boar and/or Chargla wins.
To be honest quillboar feel like elementals did on release, scaling super heavy, and if you dont' manage to force them you are pretty much bottom 4.
I know Shaman isn't great right now but I've had fun in legend with this deck (granted I'm not in the top 3k or anywhere close, so FWIW...)
It plays out sorta like spell damage being your win condition. Protectors help tutor out your Tidal Waves (and give you effectively 2 big drops for the cost of one). Yogg is there for some "unbeatable" matchups and niche win scenarios.
Any word when we'll get the actual Mercenaries "rogue-like" mode and when we'll see a mid-expansion release? We've gotta be close-ish on either of those events don't we?
And once again Private Nightmare comes to the 'rescue' insulting people because they disagree with his opinon.
Here, let me lend a machete to this intellectual thicket. I'm in legend (again) this season. I can assure you that warlocks are still very much there, just as much as they were in "lower ranks".
And then insinuating that they "haven't actually played the deck" is not only rude, but a stupid assumption at that.
Edit: if this came off a little stronger than necessary I apologize in advance. But it just annoys me to no end when people go "the deck I play is infallible, the deck you play sucks" or a summation of that point in their own words. And that's how your statements are coming across: "My deck with Kazakus is 100% grade A corn fed beef. Your deck with Xyrella/Samuro is downtown china-town ground chuck."
The truth is, both versions of the deck have clear strengths and weakness's. And while kazakus is a fun card, I've tested both variants myself. And I don't think one is a clear cut winner over the other.
Agreed. I can deal with Tickatus/Y'shaarj warlocks in the past. I can deal with 15 HP - Lord Jaraxxus warlocks in the past. What I can't ever possibly beat beyond a .5% Lunacy Mage or Rod of Roasting Yogg is Tickatus+Lord J+Y'shaarj.
Precisely. These decks had FAR more reach then they ever should have. And it took them WAY too long to nerf pen flinger. We've been dealing with him for 2+ expansions.
Winrates were also for people who mulliganed for it, and then jammed it down on two because the options were "hero power" or play lunacy.
Let me put it another way. The deck functions just fine without lunacy. Lunacy just allows the deck to highroll and win certain unwinnable matchups. Turn 4 will slow it down which makes it more vulnerable to hyper aggro decks, which means the deck can't just mulligan for incanters/deck of lunacy any more, it'll have to mulligan for early game removal which means the deck functionally plays out differently.