Zyella's Avatar

Zyella

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

Zyella's Comments

  • Quote From Live4vrRdieTryn

    There's been talk about a Shaman overhaul to the classic cards like Priest had. This would be awesome. I would like to see large amounts of Wild cards buffed from time to time, cards that had cult followings but we're underpowered in standard for example the 1/3 that kept enchantments for example.

    ITs not just Shaman Its ALL classes that will happen,and id lvoe wild buffs to, But blizz is never going to do that even if could be massive improvement for overla variety or such

  • Quote From RavenSunHS

    Wait, I thought there's going to be a Classic set overhaul together with next Rotation? I was pretty sure they announced it as part of the Year of the Phoenix calendar?

    Was it just a dream of mine?

    They did anounce it,it will hapepn with the rotation/hall of fame:start of New Hs year

  • Quote From Grumpy000

    Time ago there was a rumor about the intention to renew the classic / basic cards.

    Any news about that ? (I have a bunch of classic packs waiting to be open ...)

    tks

    Will happen with start of New HS year and Hallf of fame rotation, and will be in simelair vein as priest rework.

    Thats all we know

  • Quote From dapperdog
    Quote From clawz161
    Quote From dapperdog

    I remember there was one interview of sorts that what we see in the RR adventure was sort of the initial idea for RR's core design, especially how the shrine works, but the dev then explained that this wasn't implemented cause' then every game would revolve around shrines. Its kinda a design balance; cards have to be good, but not too good or the next expansion would need to ramp the power levels every time just to keep up.

    I heard this rumor too, but i mean what is the difference really between a shine you based a deck around and a quest you base your deck around ala Corrupt the Waters or Making Mummies? And this was before they introduced those quests. I'm not saying that direction would have made the expansion better, i'm just saying that it would have made it more interesting. Make the shrine like a quest where it always starts in your hand. You can play it whenever you want instead of it just being on the board and then you can either save it for a combo turn or fight for board control like you do in rumble run. Or like i said have the rikkar Transfer Student thing. And i think if bloodwash medic was a neutral card, along with war heralder, i think those would be some pretty great control tools for neutral(i wouldn't give it to priest because priest got a ton of control tools this expansion Mass Hysteria Seance). (and obviously tune back how many spells they would give)

    That's the main problem with the shrines. Unlike quests, the shrines have no real conditions other than their mana costs, whereas quests have been widely acknowledged to be somewhat of a liability both in terms of their quest conditions and the fact that they take up a mulligan slot as well as your first turn. That's why despite the power levels of the quests rewards, we rarely see anyone playing Making Mummies, for example. There's also the problem with the somewhat permanence of the shrine (they come back after 2 turns), and its soft taunt nature.

    I've played and loved the Rumble run, but even I concede that it was just too much for standard. There was a tavern brawl that allowed us to basically play rumble run with real players and it got ugly pretty fast. Wouldn't want that to be a staple, that's for sure.

    Talking about shrines, the ones we got (spirits) eventually weren't really all that bad. Spirit of the Shark and frog were really powerful, Spirit of the Frog in particular will slot into just about any control or midrange shaman due to how bad shaman's draw was/is.

    I would like to agree with you over the bloodwash medic but its just not feasible for it to be available to all classes. Team5 specifically limits health gain cards for balance reasons (aggro wouldn't exist otherwise), so classes like rogue are limited by their health despite their value potential. I think we've seen enough of Antique Healbots and Zilliaxes to know how much they can carry metas.

    And shark acording to VS was still played more/used more then shouldve really been spirit of the shark.

  • Quote From Daowen

    do we really have to see this card multiple times in a match?
    Time for a big nerf, especially for control players

    Warlock isnt doing to hot standard, neither is ticktatus. And a card that can help beat control/combo is allowed to excist,.

    Objectivly is no balance reaosn at all why should be nerfed.

  • Quote From Alleria

    This guide is pure gold for us who have no idea about WoW lore. I´ve read it with great excitement, thank you :)

    One question, is this the end of Jainas story or is/could possibly be there more? Like when they release new WoW content, or is the story closed as a whole allready? Just curious :) (Sorry if stupid question, I´m an WoW noob :D)

    Wil be more story in future with Jaina , ive not palyed wow in some time now but i believe currently she is captured amt in the maw/torghast of shadowlands and will be more once players eventually free her.

    (correct me if im wrong ive not been keeping up with shadowlands lore really)

  • Quote From Avalon

    I don't think Prime Galakrond Shaman will ever be an issue in Wild. Sure, it was quite powerful back in the day, but Wild is a on a whole other level.

    exactly it wouldnt be an issue a tall,while it was breaking standard in half gala shaman it was like mid tier  2in wild and wimd has onyl gotten stronger since.

    But deck if fullly unnerfed(which it100% should) would be a non issue might not even make tier  2anymore btu atleast it would be a playable deck again.

  • Quote From darkjak

    No point to reverting Brann.
    It's a lot easier to make a highlander in Wild.

    And the card was NEVER an issue in wild at all it was genery tier 3/4 deck and Brann was nerfed for STANDARD not WILD.

    what is no point in is keeping brann nerfed casue it for Standard, if nerf was doen for standard when card is wild only it should be unnerfed.

  • Quote From h0lysatan

    Is there any article that would help me hunt down those pesky achievements?
    A few I haven't been able to get,

    Getting Redeemed Pariah to 10/10

    Deal 16 damage with your hero without using Shaman Legendary that grants +2 & windfury.

    Getting lethal with Oh My Yogg and Yogg Saron plus getting all 6 results of spin (that's too random).

    As for the rest, I mostly can't get it because I don't have the necessary cards.

    for the attack one (deal 6dmg with hero atatck in 1turn)  its lto easier with dh and espcialy in duels

  • Quote From dapperdog

    The only significant un-nerf in the list is Tortollan Pilgrim while the rest is pretty much underpowered in a format that houses so many answers. Wild needs so much weeding that unnerfing cards at this point is basically adding work if they ever decide to balance the format.

     

    And unnefing is balance  aswelll and are more then pilgrim that would see play if unnerfed lol, like albators r scion or brann,or the rogue galakrond.

    And wild doesnt need weeding its needs buffs and unnerfs,if want a weaker format play standard,wild si suspsoed to eb wild ,for old decks and cards and the strongest of strongest.

  • I agree on all but Albatross, that card should stay nerfed, ti wasnt just anti reno it was anti evrything id rather they buff it stats a bit at 4mana then unnerf it to 3,the card was anti reno but just anti evrything as it gave them 2 compeltly dead draws which is always good,it wasnt run cause anti reno at all it was just auto include if could run it basicly.

     

    IMO ALL galakrond /galakrond related cards should be unnerfed for wild, inclduing scion of ruin and Fiendish rit(not like gala lock is good in wild)

    Alex should be unnerfed,priest wouldnt run her would make mage and hunter and rare reno rogue better.

    Brann is obviious.

    Necrium would be fine in wild and would make a Deathrattle rogue actully good in wild and if does become a giant issue can always be unnerfed but as t its gonna stay a dead card at 5mana.

    Conjurers calling should be unnerfed aswell,wasnt issue in wild was hardly run and main use  i renember was in the pretty niche ODD mage to sue with creepers and was ahrdly broken in wild + wild has more ways to deal with the giant before can be conjured.

    eyebeam and Blade dance should be unnerfed aswell, same for dragoncaster was absolute non issue in wild and only nerfed for standard. And would make more decks possible if now in future + make reno mage better.

    Bloodsworn mercenary would be fine to unnerf, wasnt ever the problem it was in standard at all and its not a super common card in wild before or after nerf would be safe to unnerf would be bit better tempo and remoin  same for finsiher/combo uses.

    Elysiana would aslo be 100% fine for wild it wouldnt be used just like now isnt.

     

    But ontop fo rotating cards being unnerfed i hope i relaly hope unerf a bunch of wild only cards like bonemare and chaingang(like did spitefull last time )

    And for wild like 90% of cards could be safly unnerfed,wild is way higher power lvl then standard thigns that breka standard in half basicly rarly are even tier 1 in wild.

  • Quote From PoisonFang009

    Dragonqueen was already getting cut from lists before its nerf, I think its fine

    Its 100% Fine and with lorekepeer being  a thing  priest wants her/needs her even less.

    She'd help reno mage and reno hunter, Reno lock doesnt need her either as has n'zoth and guldan already .

    Would only make weaker /less spopulair decks better

  • Quote From ChocolateChipCooke

    I think a better question is which cards should NOT be un-nerfed. Many of the cards received nerfs because they were dominating the meta, but significantly fewer received nerfs because they were over-tuned initially (which means they are still seeing play in their current iteration). The cards that were over-tuned in the first place are the cards I think are more interesting to discuss--generally, these over-tuned cards are still seeing play in their current form.

    Cards I don't think should be un-nerfed:

    • EVIL Miscreant - This card is a staple in Rogue, and it still sees play in wild; reverting its health seems completely unnecessary since it is so efficient in its current form.
    • Tortollan Pilgrim - They nerfed this card due to the potential degeneracy of the Potion of Illusion combo, and, while I loved the genius of the deck, I don't think the combo is healthy for Hearthstone (especially with cards like Ice Block).
    • Faceless Corruptor - At 5 attack, this card was incredibly difficult to manage, and it sees a healthy amount of play as is.
    • Ancharrr - Still a very strong card with 2 durability, and the extra durability doesn't seem necessary unless they want to increase the power level going back into wild.
    • Original Dragonqueen Alexstrasza - Being able to generate herself was absurd and ridiculously overpowered; being able to generate 0-mana dragons in wild is strong, but not absurd.
    • Eye Beam - No need for this to cost 0 in the outcast position seeing as it still sees just as much play as before.
    • Battlefiend - a 1-mana 2/2 with an infinite upside? No thank you.
    • Altruis the Outcast - Demon Hunter is already so fast, and Altruis enabled absurd "enemy" damage that was too efficient for 3-mana; additionally, Odd-Demon Hunter doesn't need this card as a finisher/board clear in addition to everything it already has in my opinion.

    On the fence about un-nerfing:

    • Mogu Fleshshaper - Too easy to play at 7 mana, but not that great (in wild) at 9 mana, so I think this deserves the Giggling Inventor treatment to make it 8 mana.
    • Corrupt Elementalist/Dragon's Pack - I think nerfing both was overkill but un-nerfing both might be too good... I think one or the other should be un-nerfed, but I'm not sure both should be simultaneously (I am assuming Invocation of Frost is un-nerfed for this scenario).
    • Bad Luck Albatross - Definitely too slow at 4 mana for wild, but 3 mana makes it almost auto-include due to how overpowered and prevalent highlander decks are because the worst case scenario is you have a 3-mana 4/3 that gives 2 bad draws to your opponent. I think the card should be un-nerfed somehow to help the highlander epidemic, but I'm not sure the best way to un-nerf it so it isn't an auto-include card.
    • Galakrond, the Nightmare - Four 0-mana cards was ridiculously strong, and, while wild is hyper-aggro, the high-rolls off of four 0-mana cards is absolutely absurd. I'm concerned that un-nerfing this card might allow Rogue to slaughter any non-hyper-aggro decks in wild simply because of the existence of Lorekeeper Polkelt. There are already highlander Rogue lists that use Spectral Pillager OTKs with the nerfed version of this card, so I fear for a Raza Priest version of Galakrond Rogue.

    Anything I didn't mention could safely be un-nerfed in my opinion. The only card I didn't discuss that might still cause problems if un-nerfed is Necrium Apothecary, but I don't think the extreme high-roll of the card's potential is too ridiculous for wild (maybe someone could prove otherwise if the card is reverted).

    These are just my opinions, so feel free to disagree!

    Alex was NEVER ovewpored in wild, and the main highlander deck priest was cutitng ehr before nerfs atlready and nowaay would NOT RUN IT AT AL

    And Also eye beam sees Zero wild play at all and its by no means a amzing card  there and if was 0 again and blizz doenst fix bug with baku it wouldnt be run anyway adn odd dh is onyl wild dh deck 

    And all shaman galakrond cards should be unnerferd,while ti was breakign standard it was justa  middle of road deck in wild ti wasnt issue at all.

  • Quote From Gosphor

    Definitely not Dragonqueen Alexstrasza, Wild already has enough highrolls and singleton decks.

    Also not Mogu Fleshshaper, Evolve highroll needs to die in a fire.

    She was being cut before nerf alreayd, a turn 9+ highrol is nothing in wild aggro druid can still create as much/more stats then alex can by tyrn 2/3

    And priets has NO NEED for alex,biggest aid she'd give would be hunter and mage NOT priest.

  • cardbacks returnign is cool and all and should keep doing it, but i wish theyd return portaits more often aswell.

  • Quote From Dunyil

    You are right about the Skull, the draw engine and cost reduction is too powerful. I’m guessing it will leave standard with the next rotation so Blizzard might be keeping it as/is in the hopes that it might one day enable the fabled “Big Demon Hunter”

    unnerfing priestes and makign fel summoner 5 mana(with adjusted stats if needed) woudl do far more to enable big dh then skull though. if they want the deck to be a thing.

  • Quote From Hydrafrog

    I just hate this card and everything about it.  Especially when someone Draconic Lackey's it into a deck with synergy

    good thing it rotates in 3months then

  • Quote From Hydrafrog

    I thought that I would have seen more of this card in Wild with Dragon Priest but surprisingly enough... no

    Its not reallya suprise, dragonpriest is not a very good deck at all. Like last time a draognpriest was good was mean streets

    And most dragons just plain SUCK and the deck still massivly lacks draw and what it does is just weaker then other can do 

    and for standard priest doesnt even have its good dragons/dragon support

  • Quote From SLima

    Skull is from Ashes of Outland. It's not leaving standard for the next year and a half. The expansions that are leaving in the next rotation are Rise of Shadows, Saviours of Uldum and Descent of Dragons.

    And the DH intinate set

  • Quote From Ascaron

    I don't  know why you are being downvoted. 

    You are absolutely right!  Crystology is one of the best cards in your starting hand since you draw your 1-Drops and also thin your deck, so you don't draw them later (there are 5-6 in the Deck!) in the Game when you need your big Buff cards!

    I played Odd Paladin exclusively the past two seasons and Drawing or an empty Hand were never a Problem.

    prolyl same people that fuckign think Phase stalker/hunter is   an issue in widl(aka they dont play it at all basicly the format