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Zyella

Valeera
Joined 10/16/2020 Achieve Points 590 Posts 586

Zyella's Comments

  • Quote From TheDarkLord

    Do we know if Spirit Claws will proc off of any type of spell damage (i.e. nature spell damage) or will it have to be just plain old "Spell Damage"?

    SHould be any spell damage as doesnt say Requires nature spell damage or such

    And if was nature only spell dmg i feel like he wouldve mentioned it.

  • Little sad totem is 0/2 instead of 0/3 but i gues thats becasue theyre gonna bring it back in future to core set.

    But im happy abotu unnerfs, and neutrals are tommrooww so hopefulyl bonemare,chain gang and alexstraza.

     

    But charge is the1card i never expected them to unnerf espcially after nerfing bluegill and boar.

  • Quote From sense124

    Also nobody talks about Call to Arms? It's the most worrying one IMO. Call to Arms while not as effective, still feels very powerful at 5. It has the potential to create a tier one deck at 4.

    Its not worrying at all. Wild has far more nasty stuff then 4 mana call to arms;
    Aslo currently its not good at all in wild, 5mana for 3 2drops is far from amazing or very powerfull in wild.

    Are alot more taunts,healing and (aoe) removals then back then.

     

    And other dekcs just do alot more powerfull stuff then even pally with call to arms, like the mana cheating of secretmage/discard lock/darkglare, the giant weapon dmg from kingsbane, the power of odd rogue, the constant swarm of odd pally. Or crazy starts and board from token Druid.

    Or the constant ressurects of bigpriest(that with coin can happen on turn 4 aswell),or mana heating taunts of cubelock aslo with great anti aggro tools.

     

    OR warlock/priest/warrior(odd) just being amazing anti aggro, and reno and Zeph in general

     

    And even if it becomes tier 1, its like so what? its just another tier 1deck then and more variety and a extra deck which sees play which is good and always welcome.

  • Quote From FortyDust

    Was the original Caverns oppressive in Wild? If it wasn't back then, it surely won't be now.

    It never was.

    And its arguable weaker (compared to other decks atleast) then back then still.

    prep reduces by 2 not 3

    boar doesnt have chagre anymore

    sonya doesnt work with quest anymore,they stay 1/1's not 5/5.

    Oh and giggling is 6mana not 5mana which when youre areayd VERY weak vs aggro is a big big deal.

  • Quote From shky

    finally i will be able to play quest rogue on wild again! :D (I think I am the only one happy here lol)

    Nah im really happy with the unnerfs here aswell. (still hopinh for the galakrond unnerfs, bonemare,chain gang and flametonque though tomorow

  • Quote From Morthasa

    I'm slightly worried what The Caverns Below might now do with Pen Flinger.

    Then again, they've removed charge from Boar Control, so that's one less charger at least...

    no patches with chagre, no boar with charge, no pre reducing by 3, sonya copes are 1/1 not 5/5's.

    And quest rogue is Very minion dense, and doesnt run to many spells for pen flinger.

  • Quote From Fluxflashor

    They don't use reddit as a single point of community sentiment.

    They have stated in the past they read feedback across many platforms and use that alongside data to make changes. Data is still going to be the biggest part of that equation though. With that said though, why don't people below Diamon 5 matter as much? The game is not only ultra-competitive, people play it at all kinds of ranks. Sometimes, there might be some stuff that ultra stomps the low-end of the ladder but not the high-end, does that not deserve balancing?

    I trust the Hearthstone team to make the right balance choices. As much as I've disagreed with many of their choices over the years, I don't believe they've done a particularly bad job at it, and, it's not like we really have another option. There are more card games out there that are just as fun and I'll play those if they start making bad decisions :D

    IMO for under diamond 5 not mattering as much , its worse players that make  more mistakes generly, dont really want change decks or edit them.(not using tech even if see a certian deck alot ) and  and alot of i lost to X deck/card therefore shoudl be nerfed NOW! ANd aslo no taking into acoutn what would happen to other decks/meta as whole if x was deleted/nerfed.

     

    And if isnt acutal balance problem at ranks where it matters IMO it shouldnt be changed/nerfed.. people will always complain, will always be a noob stomper deck, will always be a best deck.

    and mo nerfing cause feels bad or its good vs noobs or such are veyr slippery trope (espciallly the not fun to losoe to as thats Very subjective a,d doesnt take into acount oponents whatsoever) and could just nerfed evrything even if so little play and arent good or even meta warping at all. and it can ealsy just become where does it end/where do draw the line?

    And just can create bad feelings all around and also just easly make meta worse and have people be scared tp egt atatched to any cards/decks and could ealsy ebcome alot of: oh great what they gonna nerf this time or oh are they gonan kill deck i like now despite not being a problem.

     

    And i also just heavly personly disagree wth nerfing for sake of nerfing.  And espcially in a eternal format which wild is where its not goal of format to be constant change like standard.

     

    Hope my rambling makes sense cause i had trouble finding exactly how to word/explain it :/

     

    Edit: Also im fine (mostly atleast) with subjective thing being Part of reasons, but it should never ever imo be  the Sole reason to nerf something. like if a deck is very good (and alot above all others) and theyre generly on fence of nerfing or not but most pmayers(not like 5/10 whiny people on some fansite or whatever) and thats tipping point for do deciding to nerf, thats generly fine(though meta impact should be considered and how much the class relys on that 1deck to see play) But if its like tickatus warlock for example where its a really bad and nto very common deck and pretty much sole reason to nerf would be cause people dont like it, something like that is IMO always a bad idea and shouldnt happen.

  • Quote From YourPrivateNightmare

    you shouldn't sabotage early, that'S the bait. HIs weapon is irrelevant, and the early two shadows can be killed through blade flurrys + hero power (the item that doubles your weapon damage isn't even needed.

    What I did was mulligan the first sabotage and the weapon buff and only keep the poison. You'll get SS Sword which you can get up to 4 quickly then use with Scoundrel for 6 to deal with the shadow and the Ravenholdt Assassin (you Cloak of Shadows the turn you activate Assassin by playing Spymistres + the draw 2 elemental. With nothing to attack the Shadow will hit the elemental and take more damage in the process which then allows you to killl off two of them with the flurry).

    It's really convoluted but it's actually quite interesting from the perspective of having to figure out how much health each shadow has and when you draw which card. It's just frustrating when Juggler hits face for no reason.

    Well i sabotaged earmy to not kill hsos wepaon but the  first 2 shadows, thats the tr Finnaly won and if hadn tdone that that try Id have been Dead before i could do juggler combo.

    And sorry i had disagree with it being intresting, it was frustrating and annoying nothing else.

    you cant figure out really how much hp the shadows have, either do bladeflurry  and if doenst kill them even with highest attack weapon and double then well to bad. Or kill them with sabotage/poison and hp doesnt matter.

    it was a pure frustrating experience all around.

     

    Idea is good, excution was terrible.

  • Quote From YourPrivateNightmare

    if you still have problems, tell me I think I figured out a guaranteed (semi guaranteed, juggle rng still fucks you over) win strategy and I can break it down.

    i did finnaly get it,(after alot of failed attempts)

    But still stupid fight 

  • Quote From MurlocAggroB

    I finally beat it by getting lucky with a poisonous Knife Juggler and Sabotages. Trying to brute force through them did not work. Still ended with 2 HP.

    i did that aswell + sabotages for first 2  and baldeflurry for another. but even wiht juggler i nearly ahd pretyt early but then it failed cause the pings went to  the boss his face (despite him having no hp) and lost to it.

     

  • Quote From MurlocAggroB

    Seriously. Why the fuck do the Shadows have like 15 health?! Why do you have Frenzied Felwings against a boss you can't damage? What the fuck were they doing?

    some shadows have like 15hp, while some others are lower(he has more then 5 shadows and not all have the same amoutn of hp).

     

    Still dont get what where thinking.  Ive had 6dmg baldeflurry + 2 from hero power and 4 from the 2 mana spell twice and they still lived.

    But atleast i finnaly got it, and never have go there again.

  • Quote From YourPrivateNightmare

    yes I finally did it, but what I had to go through is pretty much unacceptable.

    NOt even the Amazing Reno fight from Galakrond'S Awakening had this much uncontrollable variables. I genuinely don't understand how anyone could design that fight and think "yeah, this is fine". The only explanation I have is that they got so lucky on their first try they just assumed this would be the average.

    the last boss is even worse imo, can have rng go  in your favour wiht draws and how dumb ai plays for entire fight  and then in end when got evrything aviable still loose because RNG

    took me almost 20 tries in total to beat and more then rest of adventure combined.

    I seriously dont know what where thinking with some of the fights and the decks you get. theyre so rng reliant /relyong on dumb AI wit how terrible your decks are most often.

  • Quote From YourPrivateNightmare

    yeah fuck this entirely, Cho'gall is unbeatable, I'Ve tried eveery single combination of cards and he always just removes everything and whittles you down.

    They can shove that Rogue pack up their incompetent asses, I#m not playing this lazy excuse for a PvE adventure anymore

    chogal is beatable IF are very lucky and go face as fast a spossible and hope he doesnt have c'thun to clear your weak board. Its very diffcutly(due terirble deck with rng requirement) but possible

  • Ok so far the last boss is By far the worst, least fun fight of any of the book of heroes ive ever done.

  • Quote From bardozan

    Gotta be 23rd. Launch days are always Tuesday or Thursday.

    By the way, we've got 3 weeks left and seen 0 card reveals since Blizzcon. Isn't that weird?

    only thing i think is weird we dont have any date yet when reveals will start, not that done have any reveals outside blizzcon.

  • Quote From FortyDust

    Sure, there's a lot of Rogue at the moment, but I'll take that over a Control Warrior dominated meta anytime.

    Of course, set rotation is going to cure a multitude of ills, so it seems a bit strange that they'd even bother doing nerfs at the same time as the big update. Then again, very few cards in the Self-Sharpening deck are going away, so maybe it is necessary.

    I would also like to point out that Paladin is still at the top of the chart, and its win rates are just as high as Rogue's.

    Sap, evis and deckhand are all going away. Thats a pretty big deal.

  • Quote From Caro

    I'm quite surprised at the number of buffed cards in this core set. Most are actually playable now, just look at Warsong Commander

    i dont see warsong as playable still has really terirble satts for 3cost, shaw was a legednayr but still had mostly betetr version fo effect since could play it after other minions. and for 1more mana had DOUBLE the stats of warsong.

    And broom is a thing.

    Its not 100% always uttelry worthless card anymore but i wouldnt really call it playable, certainly not with broom as it is around.

    In reply to Core 2021
  • Quote From Sykomyke
    Quote From Zyella

    its ice barrier and spell damage does not at all work on armor gian of it

    My apologies oh infallible one.  I was still waking up this morning and got ice/frost mixed.  And how do you know spell damage in the new system won't affect it?  Do you have beta access to forged in the barrens?  It has a spell school tied to it, you have NO idea how it may work in the new system.  In theory what I suggested could very well be possible with the new spell schools.  I'm perfectly aware that spell damage doesn't currently scale the secret's armor gain, but that could change with spell schools and how they interact and work.

    It wont cause armor doesnt do damage. if was Spell POWER instead of Spell Damage. then yeah. And if it did we'd alreayd have seen it/heard of it. Caus that would be a mechanic change.

     

    The type of spell dmg is just current spell dmg that onyl works for Some spells. is 0 reason to assume it would change.

    the new versionf of spell damage arent entielry new thing, theyre spell damage but onyl for some spells. and they like their smplicity, if would effect other aspects of spells it would be spell power so would efefct armor/life gain instead of only damage aspect.

  • Quote From Pezman

    Anyone else think they should make Gorehowl and Doomhammer legendary? They're giving this full set to all players, so it doesn't make them harder to get. They're unique weapons and should only exist once per deck.

    NO, that would you unabel to run 2 and theyre 100% not worht being legendary/being limtied to 1 offs.

    ANd if want versions of them di rather they put current ones in wild and Create New versopns(like did for the dragon aspects)

    In reply to Core 2021
  • Quote From Sykomyke

    This is me thinking of mage in relation to it's WoW counterpart (or rather classic, as I have no idea what current wow mage excels at)...

    The idea of spell schools gives credence to the idea that spells will now have "specs".  In relation to mage, this means that I think if supporting cards came out for it, things like Frost Barrier.  Maybe if you have frost barrier up, and you play some card that says "For the rest of the game your frost spells have +2 frost spell damage".  This means that frost barrier, which holistically couldn't gain any more value at it's default 8 armor, could potentially gain +2 armor.  Likewise your frost spells will gain power.  Maybe they'll have things like "shifting power" where one school will increase, but others decrease.  The spell schools open up a ton of meaningful deck building choices. 

    its ice barrier and spell damage does not at all work on armor gain of it