23 cards, two of which are neutral legendaries. That leaves us with 21 cards. We'lll have to assume that class cards (if there even are any) are equally split, meaning we'lll get either 9 or 18, leaving us with at least 3 more neutral cards (presumably legendaries, but who knows)
Maybe they'll do a 1 class legendary and 1 other impactful cards.
I also wonder if they considered the entirety of Wild or just the older sets (meaning we wouldn't see year of the Mammoth set on the basis that they're still in recent memory)
Either way, if they bring back Deathstalker Rexxar I'm out. Not gonna go through that one again, even in a limited event.
I mean it does make sense. If they just gave them away that would kind of devalue wild cards as a whole and it would actively discourage people from crafting Wild legendaries as you'd always have to worry that the legendary you just spent 1600 dust on came to you for free with the next event.
It's basically a free trial. Anyone who plays N'zoth and finds they like the idea might just craft him afterwards to use him in Wild.
This kind of makes me wonder...will Ragnaros even be as popular as he was when he rotated?
All things considered the pwoerlevel has increased by a lot. If you're playing against something like Quest Shaman or Aggro Warrior, is an 8/8 that randomly deals 8 damage and doesn't even have taunt be relevant at all?
I mean, yeah, we currently have no real 8-drop so he would fit quite well into most HIghlander decks as a play after Siamat, but other than that I don't think most decks will even want to slot him in there.
Highlander Hunter and maybe Paladin will probably run it, Mage probably not so much. Druid has no use for it, neither does Shaman. Aggro Warrior (particularly the Highlander version) might take out Grom for him, but even that seems like preference.
Also, if Sylvanas returns then Deathrattle Rogue will shit on everyone with extreme prejudice.
Rogue could work in theory. If you run double Shadowstep on N'zoth you can wall off most aggro decks, and with Anka you can vomit out your deathrattles quickly. Could even run Scheme to shuffle the bounced N'zoth afterwards....basically what Tess Rogue is doing now, but infinitely better in terms of consistency and defense. It might be a stretch, but Control DR Rogue might work as a gimmicky counter archetype. There's just the question of card draw.
60g always rerolls into 50g... I suppose I am never rerolling 60 even more so now...
Yeah this change has me disappointed. I like to reroll quests to see if I can get even better ones. I know the odds are low but I wish they didn't make this change.
you are literally making a minus in gold this way, they're actually doing you a favour
Yeah I thought for sure they would set it so you have to kill the plague lords in one run on heroic. Pretty surprising to me that they didn’t.
probably because it would ridiculously frustrating, since each of the boss phases requires a different type of strategy.
For example you can easily beat the Murloc's first two phases with a minion focussed deck, but the last phase ruins this strategy by just stealing your board and leaving you helpless
I'm genuinely puzzled by the hostility toward the suggestion that the weakening mechanic be made optional. If you like the way it works now, just don't hit the button, don't opt out. I don't see why you'd want to deny others the experience they want if it comes at no cost to your own. There's no reason it has to be one way or the other.
I'm not saying I don't want it. Obviously an optional button doesn't make a difference. I'm just trying to explain why they didn't do it in the first place. If you want it, take it to reddit.
why would you ever do that in the first place? Even if you sometimes were to rerolll into 100g you'd overall still lose more gold than you gain on average
have to say I am impressed, this is gonna do some crazy things to the meta for a limited time, Good thing I held onto most of the good Wild stuff.
1000 win portraits look awesome, now I finally have some motivation to take Hunter to ranked again....although it's gonna be a long grind with everything else...Jaina looks great but I'm only at 250 wins on Mage...and the meta isn't exactly favourable
Edit: just realised we're getting the Wild cards as free versions. Makes a lot more sense, there'd be backlash if they jsut brought back cards people already disenchanted
Yeah I thought for sure they would set it so you have to kill the plague lords in one run on heroic. Pretty surprising to me that they didn’t.
probably because it would ridiculously frustrating, since each of the boss phases requires a different type of strategy.
For example you can easily beat the Murloc's first two phases with a minion focussed deck, but the last phase ruins this strategy by just stealing your board and leaving you helpless
realistically speaking, Leeroy has been a staple for any deck that needs a finisher and dramatically imrpoves the winrate of any deck that uses it.
At best he will eventually be Hall of Famed, but I find that fairly unlikely considering how he has never been that much of an issue despite there being multiple ways to combo him for huge amounts of damage.
Either way it's dust well worth spending, especially if you like playing aggressive decks
I mean....to be completely fair, it's not like the deck is obscenely strong right now. It's quite clearly one of the best around, but far from eclipsing anything else.
Also I'd rather they take a bit more time to actually think about what they're doing instead of just slamming the nerfhammer down for a quick and easy fix (look at the recent nerfs on Priest and Mage, one did pretty much nothing and the other one completely crippled the class...all because they wouldn't consider reworking some base mechanics)
also, what do you mean "refuse to address"? They literally made a post talking about their plans, they just don't want to go "yeah sure, f*ck Divine Spirit, we'll rotate it next week and replace it with Power Word: Fart which gives a minion +1 Health this turn only" when they might just go about it a different way (Hint: possible classic set rework for Priest)
quote from the OP:
"We have some plans to remove DS, but it comes with some other sweeping changes. If we end up doing that (a big maybe) it will probably be around set rotation timeline"
In other words, 'we know people have been complaining about DS/IF and Priest hitting you in the face with a 28/28 because you couldn't kill off a 7-health minion on turn 5.....we MIGHT do something about it (a big might).....in the next set rotation in April, 6 months from now. fuck you guys, give us money."
where did they ask for money? also remember how they always talk like that when talking about nerfs? They never say "we're definitely doing this", they just say "we might change something, but in case we don't, refer back to this"
one of the craziest was getting the treasure that gives you +10 spell damage decaying each turn twice. With a deck that was already trying to just quickly burn them down ( wanted to rush the boss to set up to finish it with Finley). Let's just say it was a lot of damage and most bosses got oneshot within the first 3 turns (turns out a 2-mana spell that gives you 2 1-mana spell that deal 20 dammage each is pretty good)
Also went on a crazy oneshot run against the Death Plaguelord with Finley. Turns out Truesilver Lance with the hyper draw Elixir is pretty good....especially when you also get the passive that discounts your hand whenever you play an odd cost card.
It took a while, but that boss never even got close to hurting me (although I guess I got lucky to not have him play Hakkar)
Also I almost got the Death guy down from 300 to 13 with Elise despite having like 5 Hakkars die over the course of the game. Titanic Ring is pretty great if everything respawns and creates and unbreakable wall.
not that I want Cleric to get the axe, but there's always LIghtwarden, and thanks to Injured Tol'vir we actually have a good 2-drop as well, so it's not like their early game would be ruined.
Not to mention without Divine Spirit the Cleric wouldn't even be a problem...and they would have to give Priest way more draw to compensate anyways
i don't know what you're talking about. Rotating Divine spirit (if they go that route) is the best possible scenario for Wild Priest. Blizzard won't stop printing buff cards because of that. If anything they'll print more now that they don't have to worry that having cheap health buffs will result in immediate OTKs. The only reason why most of the buff cards are hot garbage is precisely because they have to make sure you can't make big minions too easily because DS still exists. In Wild this wouldn't nearly be as much of a problem.
Also, unnerfing Raza would be outright retarded. Reno decks are so much stronger now thanks to Zephrys and you want to bring back the most notorious OTK/anti-interaction deck we've ever seen? We're talking about a deck that doesn't even need to kill enemies in one turn, they can just burn you out over multiple turns and there'S nothing you can do about it. Remember that Mindblast is still around in Wild.
I mean....to be completely fair, it's not like the deck is obscenely strong right now. It's quite clearly one of the best around, but far from eclipsing anything else.
Also I'd rather they take a bit more time to actually think about what they're doing instead of just slamming the nerfhammer down for a quick and easy fix (look at the recent nerfs on Priest and Mage, one did pretty much nothing and the other one completely crippled the class...all because they wouldn't consider reworking some base mechanics)
also, what do you mean "refuse to address"? They literally made a post talking about their plans, they just don't want to go "yeah sure, f*ck Divine Spirit, we'll rotate it next week and replace it with Power Word: Fart which gives a minion +1 Health this turn only" when they might just go about it a different way (Hint: possible classic set rework for Priest)
that's just wrong. Circle and Cleric are just the support that keeps the problem alive, but the actual proble is still the combo itself.
If you keep nerfing the support cards (extra arms style) all you're doing is pushing the problem away until it eventually comes back when new cards are released.
I wonder what the ratio will be though
23 cards, two of which are neutral legendaries. That leaves us with 21 cards. We'lll have to assume that class cards (if there even are any) are equally split, meaning we'lll get either 9 or 18, leaving us with at least 3 more neutral cards (presumably legendaries, but who knows)
Maybe they'll do a 1 class legendary and 1 other impactful cards.
I also wonder if they considered the entirety of Wild or just the older sets (meaning we wouldn't see year of the Mammoth set on the basis that they're still in recent memory)
Either way, if they bring back Deathstalker Rexxar I'm out. Not gonna go through that one again, even in a limited event.
I mean it does make sense. If they just gave them away that would kind of devalue wild cards as a whole and it would actively discourage people from crafting Wild legendaries as you'd always have to worry that the legendary you just spent 1600 dust on came to you for free with the next event.
It's basically a free trial. Anyone who plays N'zoth and finds they like the idea might just craft him afterwards to use him in Wild.
no Manduin for you then :^)
This kind of makes me wonder...will Ragnaros even be as popular as he was when he rotated?
All things considered the pwoerlevel has increased by a lot. If you're playing against something like Quest Shaman or Aggro Warrior, is an 8/8 that randomly deals 8 damage and doesn't even have taunt be relevant at all?
I mean, yeah, we currently have no real 8-drop so he would fit quite well into most HIghlander decks as a play after Siamat, but other than that I don't think most decks will even want to slot him in there.
Highlander Hunter and maybe Paladin will probably run it, Mage probably not so much. Druid has no use for it, neither does Shaman. Aggro Warrior (particularly the Highlander version) might take out Grom for him, but even that seems like preference.
Also, if Sylvanas returns then Deathrattle Rogue will shit on everyone with extreme prejudice.
Rogue could work in theory. If you run double Shadowstep on N'zoth you can wall off most aggro decks, and with Anka you can vomit out your deathrattles quickly. Could even run Scheme to shuffle the bounced N'zoth afterwards....basically what Tess Rogue is doing now, but infinitely better in terms of consistency and defense. It might be a stretch, but Control DR Rogue might work as a gimmicky counter archetype. There's just the question of card draw.
you are literally making a minus in gold this way, they're actually doing you a favour
I'm not saying I don't want it. Obviously an optional button doesn't make a difference. I'm just trying to explain why they didn't do it in the first place. If you want it, take it to reddit.
why would you ever do that in the first place? Even if you sometimes were to rerolll into 100g you'd overall still lose more gold than you gain on average
Control Warlock might actually be back with this. Just slam down Kartut Defnders and Applebaums and you get a nice taunt wall that heals you.
that clickbait though.
have to say I am impressed, this is gonna do some crazy things to the meta for a limited time, Good thing I held onto most of the good Wild stuff.
1000 win portraits look awesome, now I finally have some motivation to take Hunter to ranked again....although it's gonna be a long grind with everything else...Jaina looks great but I'm only at 250 wins on Mage...and the meta isn't exactly favourable
Edit: just realised we're getting the Wild cards as free versions. Makes a lot more sense, there'd be backlash if they jsut brought back cards people already disenchanted
I'm just gonna leave this here:
Anomaly: summon a minion for the cost of a spell
double Sorcerer's Apprentice, Mana Addict, Cheap Shot
easy infinite damage
probably because it would ridiculously frustrating, since each of the boss phases requires a different type of strategy.
For example you can easily beat the Murloc's first two phases with a minion focussed deck, but the last phase ruins this strategy by just stealing your board and leaving you helpless
realistically speaking, Leeroy has been a staple for any deck that needs a finisher and dramatically imrpoves the winrate of any deck that uses it.
At best he will eventually be Hall of Famed, but I find that fairly unlikely considering how he has never been that much of an issue despite there being multiple ways to combo him for huge amounts of damage.
Either way it's dust well worth spending, especially if you like playing aggressive decks
where did they ask for money? also remember how they always talk like that when talking about nerfs? They never say "we're definitely doing this", they just say "we might change something, but in case we don't, refer back to this"
one of the craziest was getting the treasure that gives you +10 spell damage decaying each turn twice. With a deck that was already trying to just quickly burn them down ( wanted to rush the boss to set up to finish it with Finley). Let's just say it was a lot of damage and most bosses got oneshot within the first 3 turns (turns out a 2-mana spell that gives you 2 1-mana spell that deal 20 dammage each is pretty good)
Also went on a crazy oneshot run against the Death Plaguelord with Finley. Turns out Truesilver Lance with the hyper draw Elixir is pretty good....especially when you also get the passive that discounts your hand whenever you play an odd cost card.
It took a while, but that boss never even got close to hurting me (although I guess I got lucky to not have him play Hakkar)
Also I almost got the Death guy down from 300 to 13 with Elise despite having like 5 Hakkars die over the course of the game. Titanic Ring is pretty great if everything respawns and creates and unbreakable wall.
not that I want Cleric to get the axe, but there's always LIghtwarden, and thanks to Injured Tol'vir we actually have a good 2-drop as well, so it's not like their early game would be ruined.
Not to mention without Divine Spirit the Cleric wouldn't even be a problem...and they would have to give Priest way more draw to compensate anyways
i don't know what you're talking about. Rotating Divine spirit (if they go that route) is the best possible scenario for Wild Priest. Blizzard won't stop printing buff cards because of that. If anything they'll print more now that they don't have to worry that having cheap health buffs will result in immediate OTKs. The only reason why most of the buff cards are hot garbage is precisely because they have to make sure you can't make big minions too easily because DS still exists. In Wild this wouldn't nearly be as much of a problem.
Also, unnerfing Raza would be outright retarded. Reno decks are so much stronger now thanks to Zephrys and you want to bring back the most notorious OTK/anti-interaction deck we've ever seen? We're talking about a deck that doesn't even need to kill enemies in one turn, they can just burn you out over multiple turns and there'S nothing you can do about it. Remember that Mindblast is still around in Wild.
I mean....to be completely fair, it's not like the deck is obscenely strong right now. It's quite clearly one of the best around, but far from eclipsing anything else.
Also I'd rather they take a bit more time to actually think about what they're doing instead of just slamming the nerfhammer down for a quick and easy fix (look at the recent nerfs on Priest and Mage, one did pretty much nothing and the other one completely crippled the class...all because they wouldn't consider reworking some base mechanics)
also, what do you mean "refuse to address"? They literally made a post talking about their plans, they just don't want to go "yeah sure, f*ck Divine Spirit, we'll rotate it next week and replace it with Power Word: Fart which gives a minion +1 Health this turn only" when they might just go about it a different way (Hint: possible classic set rework for Priest)
that's just wrong. Circle and Cleric are just the support that keeps the problem alive, but the actual proble is still the combo itself.
If you keep nerfing the support cards (extra arms style) all you're doing is pushing the problem away until it eventually comes back when new cards are released.
Circle has never been a problem by itself
why? they are only a problem for Standard. Wild is where even more broken stuff is anyways, so what's the point of balancing something for Standard?