Zyella's Avatar

Zyella

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

Zyella's Comments

  • Zyella's Avatar
    Valeera 590 586 Posts Joined 10/16/2020
    Posted 2 years, 7 months ago
    Quote From Cg8889

    I'm in the same boat but I want Winter Fury Malfurion. Hopefully these will eventually head to being purchase with gold or bring back these bundles as individual skins in a year or so. One can hope.

    hopefully will be aviable with gold in a year or 2 (when stromwind rotates)

  • Zyella's Avatar
    Valeera 590 586 Posts Joined 10/16/2020
    Posted 2 years, 7 months ago

    I wish these skin bundles you could get each one seperatly, id prolly get gul'dan then. But with all 4 or nothing im skipping this 100%, i dont like the other 3skins at all and would never use them and im not paying 25 euro for a single skin.

     

    Also for the bob's bargain bundles i honestly dont liek the personalized ones. Like if youd want  the big bundle when normally get small bundles youre out of luck, oppisite aswell.. id rather just have them appear the same for evryone and make small+medium and big bundles show up for evryone.

  • Zyella's Avatar
    Valeera 590 586 Posts Joined 10/16/2020
    Posted 2 years, 7 months ago
    Quote From welberns

    Anyone remember the shortcut to search for buff/nerfed cards on the game?

    refund for the nerfed, for buff is anything. (they should sue featured cards feature like did wiht rise of mech buffs but they dont for some reason

  • Zyella's Avatar
    Valeera 590 586 Posts Joined 10/16/2020
    Posted 2 years, 7 months ago
    Quote From JohnnyStorm

    Buff to Cargo Guard? It is already really annoying to play against in duels with this bomb-shuffling hero power.

    cards are not balanced aroudn duels though, so if a card needs  abuff  n standard/wild but not in duels it will still get it

  • Zyella's Avatar
    Valeera 590 586 Posts Joined 10/16/2020
    Posted 2 years, 7 months ago
    Quote From dapperdog

    Here's my take:

    Good nerfs for obvious reasons: Irebound Brute, The Demon Seed, Runed Mithril Rod, Mindrender Illucia. More baffling is the shaman nerfs.

    - Irebound brute needed a nerf, but this one is so small Im not so sure what it hopes to accomplish. I think the idea is that team5 doesn't want turn 4 brute shenanigans, which is completely doable by the way on 7 mana.

    - Demon seed nerf is huge but all it will do is to push back on the current fatigue variant of questlock. Handlock would probably need to switch back to Anetherons or drop the quest altogether if the meta is too fast. In other news, rod is dead. As 3 mana its awkward enough, as 4 its straight up dead.

    - Mindrender illucia is not dead. What team5 have done is to ensure that shes strictly useful in value decks, and is no longer able to cheese opponents, especially rogue. While I dont think this is the end, we wont be seeing her until the next expansion in my opinion.

    - Command the elements will still be played because the real power turn is the first tier quest reward, which means this deck will still beat all aggro and control decks easily. But against other quest decks, its just never going to make it. Mage can easily beat it now, by virtue of its quest being faster, where it wasn't before. Not sure what team5 hopes of accomplishing here.

    - Perpetual flame is still broken as a 2 drop because essentially the downside - the overload - isn't really a downside in the right deck. I have hoped team5 would nerf the damage from 3 to 2, and am left scratching my head. I can only trust they have done some testing and didn't want to kill the card so opted for a nerf that essentially only removes it from the wandmaker pool.

     

    Buffs:

    - Mordresh Fire Eye at 8 and Wildfire at 1. These are really interesting changes, at least for wildfire because its now significantly easier to play - assuming you can actually draw that thing. Modresh maybe faster now, but will still remain unplayable because most 8 drops are unplayable, and this one only works assuming you are able to draw that wildfire and remain alive by then. Ironically quest mage will destroy this deck, in my opinion, and will remain the cancerous piece of trash that it is because I'd rather Sorcerer's Gambit be nerfed than receive these buffs. But the nerfs may just slow down the meta enough and assuming quest mage don't make a resurgence, there's some bit of hope for hp mage to surface.

    - Leatherworking Kit is something only team5 can explain. Im not sure what this buff actually does aside from making it less shitty when played. Hunters dont like losing tempo and even a 1 mana loss that doesn't do anything for a while is not going to win any awards. Selective Breeder, however, I can complete agree with. That 2 extra health may not look important but there's plenty of times you just want to play this on 2 and not lose tempo, and 2 extra health accomplishes that.

    - Buffs to pirates. Not a fan. Warrior in standard is unplayable because the other quest decks are faster than its quest and aggro decks just destroy it. The changes to the pirates will help a bit, but I feel like the pirates that needed a buff here is Harbor Scamp and Cargo Guard. Still, it'll be interesting to see if the meta is slow enough for warrior to make a comeback after two months of irrelevance. Still getting quashed by quest mage though.

     

    All in all, I can only hope team5 have made these changes after extensive testing because quest mage isn't nerfed, while the other combo/quest decks are, while the buffs are made to tempo oriented decks. On paper its decent, but assuredly no one wants a quest mage meta. See you guys tomorrow when the changes are out.

    Harbor scamp does not need a buff at all, a 2/2 for 2 that tutors is very goo

  • Zyella's Avatar
    Valeera 590 586 Posts Joined 10/16/2020
    Posted 2 years, 7 months ago
    Quote From Nona

    Good... now ban Questline Hunter in Wild, as it is just as broken.

    its good but not nearly as broken as warlock was/is

  • Zyella's Avatar
    Valeera 590 586 Posts Joined 10/16/2020
    Posted 2 years, 7 months ago

    I dont liek wildfire buff as now doesnt work in even mage anymore and wish they had made it kepe the dmg upgrade even after chaneg hp like start of barrens.

    And imo deckhand dit not need the buff like at all.

  • Zyella's Avatar
    Valeera 590 586 Posts Joined 10/16/2020
    Posted 2 years, 7 months ago
    Quote From Pr0crastin4tor

    So why doesn't Valeera have a new skin?

    maybe she has but it hasnt been datamned yet? or hers will be seperat

  • Zyella's Avatar
    Valeera 590 586 Posts Joined 10/16/2020
    Posted 2 years, 8 months ago
    Quote From Jkyle42

    Thoughts on a few of the quests if the rewards go to 7:

    Final Showdown:

    The third stage could be completely removed and not impact the card at all, if anything gets directly nerfed in the deck it's probably going to be a different combo piece

    Defend the Dwarven District:

    Putting the reward to 7 severely limits it's power, given that Hunter is usually low on resources already by turn 5, if it's still an issue maybe increase the requirement for the second stage to 3 spells

    Sorcerer's Gambit:

    Just reduce the spell damage to 2

    Seek Guidance:

    Your guess on how to make this playable without making it broken or completely redesigning it is as good as mine, either it's unplayable or it's incredibly irritating, honestly wouldn't be opposed to just scrapping it and making a completely new questline with any relation to the things priest does

    Find the Imposter:

    This seems fine with the reward at 5, Spymaster Scabbs could possibly even be buffed to add a random gizmo to your hand at the start of the turn for the rest of the game as well as adding one of each on battlecry if he went to 7

    The Demon Seed:

    Don't even know where to start with this, as for the quest itself either make it 7/8/8 or reduce the rewards to 2 damage, make Blightborn Tamsin not redirect fatigue, make Crystallizer deal and gain 3, and drop Darkglare a health at bare minimum, possibly make Kobold Librarian a 2 mana 2/2 as well to reduce the massive cycling ability the deck has, would love to see Raise Dead hit, but doubt that will ever happen given that it hasn't already

    dont nerf crystalizer, just change it convert. thats all that needs to happen to it.

    and if make it less dmg and less armor its still just free quets progress with 0 donwside

  • Zyella's Avatar
    Valeera 590 586 Posts Joined 10/16/2020
    Posted 2 years, 8 months ago

    I wish the alexstraza and ysera portaits where aviable for regular hs (like how deathwing is aportait)

  • Zyella's Avatar
    Valeera 590 586 Posts Joined 10/16/2020
    Posted 2 years, 9 months ago
    Quote From Jkyle42

    I know they don't typically do Wild-only nerfs, but I'd also like to see Crystallizer go to deal 3-4 gain 3-4 armour, 5 damage makes the questline way too easy to complete even if they do nerf Darkglare and once Blightborn Tamsin is down it essentially turns into a 1-mana Pyroblast with the 10-point life swing (also, as unlikely as it is, it'd be nice to see Raise Dead go to 1)

    crystalizer shouldnt be changed at all iMO

    they should rather change the quest  which is core issue/problem card.

  • Zyella's Avatar
    Valeera 590 586 Posts Joined 10/16/2020
    Posted 2 years, 9 months ago
    Quote From sense124

    As a wild player, I honestly don't think there's a reasonable way to balance cards like Darkglare or Flesh Giant without making them straight-up irrelevant. But even then, I think that Questline Warlock will still be a very competitive deck even without those two cards because of Crystallizer, Raise Dead, Unlicensed Apothecary and many others.

    I would hope they just outright ban The Demon Seed from wild. I'm really against banning cards because they hinder creative endeavors, but the deck invalidates so many other decks that it's just outright ridiculous.

    i play wild, you can balance glare or giant, just increase their cost.

    And they dont need to ban it at all, they just need to nerf/rework it.

  • Zyella's Avatar
    Valeera 590 586 Posts Joined 10/16/2020
    Posted 2 years, 9 months ago
    Quote From frosthearth

    Lifesteal DH was a dumb and broken thing before this expansion, now they add a questline designed to reduce the cost of your combo cards (I don't see any other viable reasons to play the quest), only to be forced to nerf the combo pieces by increasing their cost so your cost reduction sets them at their pre-nerf cost. This would only limit the use of these cards to a specific deck and make them unplayable outside of combo. What a joke.

    Darkglare and Stealer of souls are very problematic and I'm not sure how to handle them without making them irrelevant.

    I'm more concerned about the mentioned solitaire style of play where a majority of questline decks just race to complete their conditions without much interactions, not even wanting to play minions so your opponent cannot play spells on them. It gets old very quickly and there is little to none disruption in standard to help you somewhat counter those strategies.

    darkglare you can raise the mana (like how was orgianly 3 mana 3/4) stealer of souls is harder but could juust be once a turn effect or like: next card you drasw costs health not mana.

    Darkglare can be nerfed that way and still be relevant, stealer with current effect i dont think its posisble to have it relevant and not be broken

  • Zyella's Avatar
    Valeera 590 586 Posts Joined 10/16/2020
    Posted 2 years, 9 months ago

    im suprised you dint mention raise dead, it does alot work in makign warlock (espcially in wild) as powerfull as it is. and its 0mana draw 2

     

    If it would be nerfed, and alognsqide like darkglare being 3 3/4 again that would slow down the self dmg for demon seed and the flesh giant cost reduction down quite a bit(glare itno raise into 1drops is turn 4 vs turn 2 at earliest).

    And being dual class if they want to hit priest somewhat aswell they can with and

  • Zyella's Avatar
    Valeera 590 586 Posts Joined 10/16/2020
    Posted 2 years, 9 months ago
    Quote From Trimutius

    I hope warlock quest will read "damages opponent too" and not "damages opponent instead" as it does now

    I hope not; it should just be slowed down

    and making it hit you makes its pretty darn terrible.

    I think the quest is intresting/unique, and i think shoudl remain playable and not be gutted or get warsonged

  • Zyella's Avatar
    Valeera 590 586 Posts Joined 10/16/2020
    Posted 2 years, 9 months ago
    Quote From KitsuLeif

    I have absolutely no idea about Standard, as I only play Wild, but I hope they are going to tackle it:

    Warlock Questline is dominating in Wild and is pretty strong, so if they target Wild as well with Balance Changes, I could see them changing Crystallizer - I have no idea how they would nerf it, but 1 Mana to deal 5 damage to yourself is almost enough to complete a part in the questline...

     

    There's also Questline Hunter, and I mostly see (and play it myself) Odd Hunter. They could easily take away some of its power by increasing the cost of Clockwork Automaton by 1, making it unplayable in Odd Hunter.

    crystalizer shouldnt be changed, its a balanced card outside questlock.

    and imo better idea (for now and future) would be to make the quest require taking dmg on your turn a certain amount of times. Say 4/5/6 times then crystalizer would still help with molten and/or flesh giant but not almost complete a step of questline on its own.

     

  • Zyella's Avatar
    Valeera 590 586 Posts Joined 10/16/2020
    Posted 2 years, 9 months ago
    Quote From lMarcusl

    While I agree that there is exactly zero reason why Flesh Giant, of all giants, should be the cheapest, considering how easily it can be (permanenty) discounted in contrast to Mountain Giant, Molten Giant etc. it don't think destroying that card alone fixes the problem. There is still an underlying groundwork of brokenness that allows Warlock to even discount the Giant as quickly as they do (note how utterly useless the card is in Priest). Nerf the giant, definitely, but Darkglare HAS to go too. It's Darkglare that enables all of this shit in the first place and it's absurd to me that it has been allowed to exist in its current state after the first nerf. I mean they nefed it and it became the centrepiece of one of the most dominant decks in Wild's history.

    There's no way I should be able to play Quest on turn 1 and then immediately seize the board on turn 2 with coin by playing 6 mana worth of stuff on turn 2 and still have mana left over. Darkglare + Tour Guide + Flame Imp + 2x Kobold Librarian and good luck to the opponent in controlling the board despite the fact I skipped my turn 1. My hand is refilled, I have tons of bodies on the board and the opponent likely has to spend their entire turn just killing the Darkglare.

    They should definitely up the giant's cost to at least 10 if not 12, but it's only a matter of time until another card is printed that abuses Darkglare, giant or no, since self damage is such an integral part of Warlock identity. Tying mana cheating to the basic thing Warlocks do is just not on. Make that thing trigger only once a turn, maaaybe refresh 2 crystals instead of one to compensate, though that might still be way too generous of a mana cheat. At best you'd have a free 2/3 that requires an answer, but you can't just run away with the game within the span of a one turn from hand.

    For glare, just make it a 3/4 for 3again like used to but keep refresh 1mana instead of old refresh 2 and make raise dead 1.

    That would weaken/slow it down quite abit, (glare into raise into 1drops would be turn 4 vs turn 2)

  • Zyella's Avatar
    Valeera 590 586 Posts Joined 10/16/2020
    Posted 2 years, 9 months ago
    Quote From Nuagoo

    TLDR: Nightmare Amalgam might spoil some minion types incoming!


    When searching for "egg" for a DR hunter I noticed that Nightmare Amalgam showed up on the list - which surprised me!

    I doublechecked the spelling and the flavour text but couldn't find any hits for "egg" in the card or its description. I assumed that the only way the card would show up would've been that the "ALL" minion type includes more types than are currently present in the game...

    And lo and behold, Nightmare Amalgam also shows up when searching some very interesting keywords:

    • Elf
    • Undead
    • Human
    • Orc
    • Egg
    • Troll
    • tbc ...

    Interestingly enough it does NOT show up for these keyword:

    • Treant
    • Tauren

    These are left overs from very very early in the games devlopment

    arent hints to new tribes or internal testing at all, theyve been in the game since before launch, basicly just leftover code.

  • Zyella's Avatar
    Valeera 590 586 Posts Joined 10/16/2020
    Posted 2 years, 9 months ago
    Quote From AngryShuckie

    No no, it makes perfect sense. After all, what sounds more appropriate to Stormwind: an organisation of spies; a gang of thugs and bandits slighted by nobles; or a draenai from an alternate version of a completely different planet. Oh wait....

    The fact Mathias Shaw isn't even a card must mean he's appearing later in the expansion cycle though. Right?

    Shaw being a rogue (or neutral) legendary for mini set sounds quite possibl

  • Zyella's Avatar
    Valeera 590 586 Posts Joined 10/16/2020
    Posted 2 years, 9 months ago
    Quote From Mazinger31

    I was not expecting them to go through with the live stream.  The people presenting would be filleted by the chat to the point where the comment section would be one long list of "this comment has been removed".  It'd be nice if we got a card dump instead so we could at least see the new cards.  If not, I guess we'll find out on August 3.

    the BG skins come tommorow, so should be pre pacth then with the cards ingame viewable but not craftable yet.

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