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YourPrivateNightmare

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Joined 03/25/2019 Achieve Points 2010 Posts 4741

YourPrivateNightmare's Comments

  • WoW players: "the game is shit, do something about it"

    Blizz: "R A T"

  • Menagerie doesn't even need Mythrax. He's pretty much just the preamble until you find Aggem or Lightfang and he only makes sense if you start scaling him early.

  • that seems like a pipedream. You'd essentially put extra effort into beefing up a minion type that you're not going to use while also trying to cultivate another one when you could just...go Elementals and win straight up.

  • I'm going to miss tripling on 3 and getting to choose between virmen Sensei, Harbinger, and Bolvar.

  • Some of these seem a bit questionable but at least they're finally cutting all the useless junk. Not sure if I like the Avenge stuff seeing how it's already frustrating enough when your backline effects get randomly sniped. I guess Acolyte will be a true MVP in those builds.

    Rip to the Old Gods update, they lost like..half their stuff. I guess it's just that bad.

     

  • he specifically said "too many" not "none at all"

    There's plenty of generic legendaries now, like Instructor Fireheart and Tamsin Roame

  • the Vicious Syndicate report clearly states that the deck isn't actually very good and only really performs at the very top of Legend.

    The data here includes the 1%, which is far from top Legend.

  • COuld always reduce it to only give back 1 minion. That way it's value drastically decreases while still being a staple in Questlock because they want the self-damage

  • Raise Dead at 1 is a massive Tamsin buff. Now instead of rezzing 2 Giants, they get 4.

  • Except literally Priest last expansion (and Warrior would have done the same if it wasn't strictly worse at it than Priest).

    If your definition of midrange is literally just "plays minions every once in a while" then yeah, I guess it did something, but by that same logic Hunter is a control class because they sometimes play spells to remove minions.

    Control decks need an actual wincondtion and a way to put on pressure, not just spamming removal until their opponent loses the will to live.

  • Well, Quest MAge is an anti control deck, but it has weaknesses. It's not even close to being as good as it was before and folds easily to any kind of aggressive deck.

    Control decks don't need to be able to just beat every single deck, especially when their gameplan is to just do nothing until their opponent runs out of options.

  • Really hope they leave the Control version of Quest intact, that one seems balanced (outside of Flesh giant shenanigans)

  • Yay, finally a way to get free packs without having to sell your personal information on Youtube.

  • that's not true, Warlock Quest has the downside of sometimes not being able to play because every opponent insta concedes :^)

  • Quote From Sykomyke
    Quote From meisterz39

    I'll probably try it again eventually, but these achievements that rely on your opponent being thoughtful are all a huge nuisance.

    This is why I think achievements in games are generally a bad thing.  The first achievements as I recall from XBOX "gamerpoints" were first thought to have some indication of skill.  

    Just my 2 cents, but I honestly think gaming would be better off without achievement hunting.

    The achievements are not the problem, but the fact that they reward a decent amount of XP meaning that not doing the ones you can reasonably accomplish will always feel like you just lost out on free stuff.

    I'd honestly be happier if I didn't have to grind through a bunch of boring achievements each expansions just because they're technically worth a couple of extra levels and instead have them be entirely optional so that I can choose which ones I feel like completing (for whatever reason)

  • hold off on that one.

    The deck's decent, but it gasses out really quickly if you don't topdeck draw and it has no way to close the game outside of minion damage so any boardclear really fucks you up.

    It's also significantly less fun once you realize that the crazy dream combos only happen very rarely and most of the time you just have to rely on your opponent not being able to deal with Razormane Battelguard.

  • I built the deck with all the cards I had, then closed the deckbuild and clicked play. I queued up normally and the rest of my deck was filled with random cards from the available sets.

  • I mean, I like the idea, but I don't think you can rely on surviving until you empty your deck and then getting the perfect hand to recycle while also running the Warlock out of ressources completely.

    Pretty sure you're still better off just trying to race them with aggro, you're only setting yourself up for disappointment when the Warlock eventually just keeps dealin chip damage with the tiny Albatrosses to break your Bulwark while also emptying their deck faster than you can play Albatross. I mean, even with the perfect setup you'd still have at least one or two turns inbetween Albatrosses in the lategame whereas Warlock draws two cards per turn (and every Hero power deals damage as well). You'd have to have obscene amounts of armor at that point to even have the chance of boring them to death, otherwise they'll just play it out to spite you.