Rush essentially gave every class removal, and gave classes that had real removal (via spells or battelcries) even more. Too much removal means not a lot of board presence and minion battling, which is what HS used to be about. It seems HS tried to counter this by ramping up token mechanics to flood the board, so now games are just crazy swingy and overly match-up dependent. I do miss the days when it was acceptable---even worth---including vanillas in the deck.
I almost quit my brawl during the final match because I thought it had gotten stuck in an infinite loop. I used Stone Fox Statue to play 5 Lei Flamepaw and then played Orb of the Untold. After the opponent died, and I got the dialogue from Reno, the game proceeded to continue pinging the dead opponent with Orb hits, slowly, one at time. It went on for a at least 3-4 minutes, and I was about to quit out of the app, when it finally stopped and moved on. I wish I had a video.
It's the most broken and clearly in need of a nerf deck i've ever seen personally since i've started playing in witchwood. I'm curious if any other deck thats been nerfed in hearthstones history is more clearly erroneous out the gate than this. I seriously question their playtesting team that thought this was fine.
Yes. Undertaker Hunter way back in the day, but this is probably the worst since then, which was over 5 years ago.
I know this is technically not ramp Druid, but I have had a ton of fun with this deck and some decent success. The win condition is Ysera, Unleashed, and (if played right) the deck cycles very fast so you'll end up playing Ysera with few cards left in your deck which will summon you a whole lot of dragons quickly. All the attack cards are great at keeping the board clear while also amassing armor. Classic Deathwing is great after you play Ysera, Unleashed, since you'll be getting board presence from the portals. Plus this might be the only deck ever where I have found a solid use for Savagery.
And you don't have to do anything to get these overpowered cards. They are no-brainer includes. Al5so kind of pissed that my only remaining 500-win heros are mage and druid, so no Galakrond for me.
Frankly, I'm a little shocked they nerfed AFK, Patchwerk and Rat King but left Brann untouched. He's better than those other three, and in the top 4 in just about every match I play.
Does anyone know how your opponents are selected inside the match (not MMR)? It seems totally random (except no playing the same player twice in a row), but don't know if it's ever been stated. Recently I had match where all 8 players were alive and I played the same player 3 times in 6 matches. I feel like I sometime go an entire match without ever playing one of the players. The worst is facing AFK on turns 3 and 5. Seems crazy that there is not some sort of round-robin format
This is like Novice Engineer but without the card draw, and instead having a +4/+4 stats for only three more mana, plus it has a Flamestrike attached, but it deals 1 less damage and hits both players' minions and the heros. Oh, and it has the restriction like Weaponized Wasp, excepts its dragons and in hand instead of Lackeys on the board. Based on that, it seems good.
How is this not broken? What am I missing? If you play this on turn 4 against anything but another greedy deck, you win. Your opponent is going to have a hand full of garbage mid range. They are going to have to empty their hand to deal with the 8/8 you just dropped on TURN 4. Meanwhile, you have a hand full of bigs to throw down every turn. This card just seems like a terrible idea. It's like Astral Communion, except instead of throwing out your hand, you get an 8/8 minion. WTF? I really hope I'm wrong.
I've picked Sindra twice and finished #1 both times. The key is not to level up as quickly, but to amass stats on lower-tier minions and catch up later.
On turns where you have just enough coins to level up and buy one minion, you can get a minion from the new tier, rather than having to buy a minion from the old tier first
Next time you play, look how many minions you're offered from your current tier on each roll---at higher tiers its frequently 0 and almost never more than 1. Elise basically gives a roll of three minions all at your current tier, which is insane compared to what you are usually offered.
I suggested in another thread taking amalgams out of the minion pool and instead offering them as rewards for triples, tavern level-ups, or something else. Being offered an early amalgam is by far the biggest determining factor in where I finish each game, which seems silly.
Not putting sold minions back in the pool would create a heavy 'first came first served problem' where who was offered key minions first would likely win the whole thing leaving no comeback mechanic.
Isn't this what happens now with later game cards like Mama Bear, Junkbot, and Soul Juggler? I agree maybe that when players are killed their cards should go back, but the big comeback cards are never being sold. The sold cards are buffs and early minions, and the early minions really dilute the late-game pool when they go back in.
I would't mind seeing one card per tribe that when on your board slightly increases your chance of rolling cards of (or relating to) that tribe. You would have to sacrifice buying and keeping an otherwise weak minion on your board to get the benefit, so it would be an interesting strategy choice.
I'd also like to see dragons added, especially since right now certain cards can only get full benefit with an amalgam (like Zoobot)
I also agree on poor mobile experience, though I also get that increasing the timer would just make it worse for everyone else. Not sure the solution there.
One final thing is that I'd like to see some slight preference for higher-tier minions at higher tiers. Nothing is worse than spending most of your gold to upgrade to tier 5, saving just enough to reroll once and get a sick minion, and then you roll five tier-1 minions. Maybe that's a little extreme, but I find often at higher tiers have a hard time actually getting offered decent minions. Maybe the solution is to not put sold minions back into the pool, so that end game rolls are not filled with Murloc Tidehunters and Alleycats
Battlegrounds is really not well designed for mobile. I've been playing on my commute and found that often times a weak connection will result in a 5-10 second period where none of the actions work (can't buy, re-roll, freeze, rearrange, etc.). It often causes me to miss opportunities. Also, unlike normal mode where I can almost always recover from a minor disconnect, and even get back into the game without missing a full turn, one disconnect in Battlegrounds almost always causes me to miss a tavern session, and sometimes two. And missing even one is usually devastating. It does not help the there seems to be issues with the reconnect protocol and often have to restart the app 2-3 times to get back in.
Thoughts on this one?
Rush essentially gave every class removal, and gave classes that had real removal (via spells or battelcries) even more. Too much removal means not a lot of board presence and minion battling, which is what HS used to be about. It seems HS tried to counter this by ramping up token mechanics to flood the board, so now games are just crazy swingy and overly match-up dependent. I do miss the days when it was acceptable---even worth---including vanillas in the deck.
I almost quit my brawl during the final match because I thought it had gotten stuck in an infinite loop. I used Stone Fox Statue to play 5 Lei Flamepaw and then played Orb of the Untold. After the opponent died, and I got the dialogue from Reno, the game proceeded to continue pinging the dead opponent with Orb hits, slowly, one at time. It went on for a at least 3-4 minutes, and I was about to quit out of the app, when it finally stopped and moved on. I wish I had a video.
This is sad. Guess I'll keep playing Battlegrounds until nerf round 2
Yes. Undertaker Hunter way back in the day, but this is probably the worst since then, which was over 5 years ago.
I know this is technically not ramp Druid, but I have had a ton of fun with this deck and some decent success. The win condition is Ysera, Unleashed, and (if played right) the deck cycles very fast so you'll end up playing Ysera with few cards left in your deck which will summon you a whole lot of dragons quickly. All the attack cards are great at keeping the board clear while also amassing armor. Classic Deathwing is great after you play Ysera, Unleashed, since you'll be getting board presence from the portals. Plus this might be the only deck ever where I have found a solid use for Savagery.
I've played a day and I'm ready to go back to battlegrounds. Shaman's Galakrond is stupid powerful. Every invoke card they play has insane value.
And you don't have to do anything to get these overpowered cards. They are no-brainer includes. Al5so kind of pissed that my only remaining 500-win heros are mage and druid, so no Galakrond for me.
Frankly, I'm a little shocked they nerfed AFK, Patchwerk and Rat King but left Brann untouched. He's better than those other three, and in the top 4 in just about every match I play.
They should rename this expansion "Wild Nerf."
Does anyone know how your opponents are selected inside the match (not MMR)? It seems totally random (except no playing the same player twice in a row), but don't know if it's ever been stated. Recently I had match where all 8 players were alive and I played the same player 3 times in 6 matches. I feel like I sometime go an entire match without ever playing one of the players. The worst is facing AFK on turns 3 and 5. Seems crazy that there is not some sort of round-robin format
This is like Novice Engineer but without the card draw, and instead having a +4/+4 stats for only three more mana, plus it has a Flamestrike attached, but it deals 1 less damage and hits both players' minions and the heros. Oh, and it has the restriction like Weaponized Wasp, excepts its dragons and in hand instead of Lackeys on the board. Based on that, it seems good.
What ladder? You mean Shamanville? 40% at legend right now. Disgusting.
This. Don't like this card for that reason. What happened to sticking to Class core themes? Priest always had conditional removal...
How is this not broken? What am I missing? If you play this on turn 4 against anything but another greedy deck, you win. Your opponent is going to have a hand full of garbage mid range. They are going to have to empty their hand to deal with the 8/8 you just dropped on TURN 4. Meanwhile, you have a hand full of bigs to throw down every turn. This card just seems like a terrible idea. It's like Astral Communion, except instead of throwing out your hand, you get an 8/8 minion. WTF? I really hope I'm wrong.
I've picked Sindra twice and finished #1 both times. The key is not to level up as quickly, but to amass stats on lower-tier minions and catch up later.
Elise is great for two reasons:
I suggested in another thread taking amalgams out of the minion pool and instead offering them as rewards for triples, tavern level-ups, or something else. Being offered an early amalgam is by far the biggest determining factor in where I finish each game, which seems silly.
Isn't this what happens now with later game cards like Mama Bear, Junkbot, and Soul Juggler? I agree maybe that when players are killed their cards should go back, but the big comeback cards are never being sold. The sold cards are buffs and early minions, and the early minions really dilute the late-game pool when they go back in.
I would't mind seeing one card per tribe that when on your board slightly increases your chance of rolling cards of (or relating to) that tribe. You would have to sacrifice buying and keeping an otherwise weak minion on your board to get the benefit, so it would be an interesting strategy choice.
I'd also like to see dragons added, especially since right now certain cards can only get full benefit with an amalgam (like Zoobot)
I also agree on poor mobile experience, though I also get that increasing the timer would just make it worse for everyone else. Not sure the solution there.
One final thing is that I'd like to see some slight preference for higher-tier minions at higher tiers. Nothing is worse than spending most of your gold to upgrade to tier 5, saving just enough to reroll once and get a sick minion, and then you roll five tier-1 minions. Maybe that's a little extreme, but I find often at higher tiers have a hard time actually getting offered decent minions. Maybe the solution is to not put sold minions back into the pool, so that end game rolls are not filled with Murloc Tidehunters and Alleycats
Battlegrounds is really not well designed for mobile. I've been playing on my commute and found that often times a weak connection will result in a 5-10 second period where none of the actions work (can't buy, re-roll, freeze, rearrange, etc.). It often causes me to miss opportunities. Also, unlike normal mode where I can almost always recover from a minor disconnect, and even get back into the game without missing a full turn, one disconnect in Battlegrounds almost always causes me to miss a tavern session, and sometimes two. And missing even one is usually devastating. It does not help the there seems to be issues with the reconnect protocol and often have to restart the app 2-3 times to get back in.