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RavenSunHS

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Joined 03/27/2019 Achieve Points 880 Posts 1487

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  • RavenSunHS's Avatar
    Refreshment Vendor 880 1487 Posts Joined 03/27/2019
    Posted 3 years, 8 months ago

    Tbh, I can't think of any lore character related to Scholomance I'd like to see printed. I never liked the extremely morbid atmosphere of the WoW dungeon.

    However, many cool characters lived or roamed the Plaguelands before the Scourge came, including a younger Tirion Fordring and his family. But also Alonsus Faol (for Priest) and all the other original knights of the Silver Hand, including Uther himself.

    As for new characters, I'd really like to see a Witch for Mage/Shaman, a Witch-Doctor for Warlock/Priest, and some sort of Dark Druid (related to Autumn and Winter).

    And a legendary Totem/Idol for Shaman/Druid ktnx.

  • RavenSunHS's Avatar
    Refreshment Vendor 880 1487 Posts Joined 03/27/2019
    Posted 3 years, 9 months ago

    In pre-Cataclysm, there used to be a race in the Shimmering Flats of Thousand Needles, between Goblins and Gnomes. A vehicle race, including rockets ofc.

    Although I don't remember it being particularly flavourful or important...

    With the Cataclysm the area got submerged.

  • RavenSunHS's Avatar
    Refreshment Vendor 880 1487 Posts Joined 03/27/2019
    Posted 3 years, 10 months ago

    Since we're in Outland atm, you could talk about Shattrath City, or Zangarmarsh, or the Mok'Nathal of Blade's Edge.

  • RavenSunHS's Avatar
    Refreshment Vendor 880 1487 Posts Joined 03/27/2019
    Posted 4 years, 5 months ago
    Quote From doingtheobvious

    I know I was talking about it and kind of vague, but what I meant by a readjustment to Mechwarper is something akin to this.

    No fuss, no muss. Still good for mech lists but reigns in on the Snip Snap over performance. 

    This is insufficient both for current purposes (Paladin unaffected) and future ones.

    Also, this is OT against my own thread, but as i said elsewhere, Secret Mage is a problem too, and they are as punishing, contrarily to what i said in my OP.

    In general, cards that bring OTHER cards to (0) IN THE SAME TURN are a huge flaw in this game.

    (On the other hand, cards like Emperor Thaurissan and Dread Corsair are safe).

  • RavenSunHS's Avatar
    Refreshment Vendor 880 1487 Posts Joined 03/27/2019
    Posted 4 years, 6 months ago

    My point was not (necessarily) opening new design space, but limiting the insane snowball power of Mechs, currently apparent in Hunter, but even moreso in Paladin (with all the insane draw power they have).

    Now, more specifically, i do not want to hit Combo Mech Warlock (because the deck has nearly all the vulnerabilities of a Combo deck, but i may be wrong on this; maybe i just play favored decks against them), and i can't be sure my proposed nerf is the best one overall.

    What i know for sure is that the current snowball power of Mechs feels unfair. Broken, not just Wildly powerful.

    The 0-mana being game changing is exactly what needs to be nerfed in some way, and with all due respect, the fact you would still play it or not is an insufficient argument per se.

    And Secret Mage powerlevel has nothing to do with that.

     

  • RavenSunHS's Avatar
    Refreshment Vendor 880 1487 Posts Joined 03/27/2019
    Posted 4 years, 6 months ago

    In Wild, you are either Mech, or Secret, or Reno (yes, yes, i know it is not the whole picture, but easily more than half of it).

    With Mechs being by far the most popular and effective solution.

    Why?

    Because other than solid per se, they are extremely punishing decks (with very low skill requirement btw, except Warlock): one Mechwarper out of control for one turn, and it's game over pretty fast. Infinitely worse than unnerfed Mana Wyrm, because the warper has synergy to buff its own health.

    Now, i could understand the old, lonely warper, but Galvanizer is a card now. And Magnetic is a keyword too. Together, they lead to ludicrous power turns. Not even Murlocs have so much reciprocal synergy.

    Is it so hard to apply to Mechwarper the same treatment as Summoning Portal?

    PS: 'git gut' and 'play Reno' are stupid comments, just before you think of writing something on that line. I already play double Spellbreaker and i do win my fair amount of games against Mechs. I am just tired of Mechs everywhere that punish you on the spot for one single unlucky turn, where you can't remove all the Mechs on the board.

    PPS: yes Secret Mages are just as popular and strong, but they are one single class. And however broken, however a rush it is is against them, they are not as punishing as Mechs.

     

  • RavenSunHS's Avatar
    Refreshment Vendor 880 1487 Posts Joined 03/27/2019
    Posted 4 years, 6 months ago

    I can't disagree with the argument, although some testing is required to fully understand the impact of such a change, in particular on Northshire Cleric (an alternative for her is changing her condition to 'when another minion is healed', maintaining her full Tempo, but reducing her draw power during early turns).

    And we should add Glow-Tron to the discussion as well, as it's got 1/3, Mech tribe and Magnetic. That's more than Dire Mole or Crystallizer.

    PS: notice that all the targeted minions are class cards, as opposed to neutral cards. Historically, class cards are slightly better than similar neutral ones.

  • RavenSunHS's Avatar
    Refreshment Vendor 880 1487 Posts Joined 03/27/2019
    Posted 4 years, 7 months ago

    Tbh, I believe Resurrection mechanic (as it works now) is just too cheaply valued in terms of mana cost, on all the cards that perform a resurrection, Wild and Standard.

    Every card in that range should cost from (1) to (2) more. It doesn't matter if their consistency is bound to the quality of the minions in your graveyard, cards should be balanced around their average outcome (eg. a generic (4)-mana minion Resurrected for (2) is already a strong play).

    Additionally, if we look at the specific case of Psychopomp: it has premium (1)-minion stats, it performs Resurrect (2) (assuming resurrection was correctly valued in itself, and I believe it is not), and it adds Embalming Ritual (1).

    If we consider the 3 effects together, their cost is indeed (4), but in 3 cards!

    3 cards in one, for the same mana cost as the sum of the said 3 cards: usually value cards that do all these things cost more than the sum of the cost of the effects it incorporates.

    Same goes for any card that performs Recruit (eg. Darkest Hour), but that is another story I guess...

  • RavenSunHS's Avatar
    Refreshment Vendor 880 1487 Posts Joined 03/27/2019
    Posted 4 years, 9 months ago

    Resurrection should bring back EXACTLY the body that died, AND remove it from the Ress pool (until it dies again).

    That's the first and foremost step to apply, and tbh, how it should have always worked in a world that makes sense.

  • RavenSunHS's Avatar
    Refreshment Vendor 880 1487 Posts Joined 03/27/2019
    Posted 4 years, 9 months ago

    The real flaw to Wild is not being just a stack of the history of the game and its powercreep.

    The flaw of Wild is being the stack of a design policy based exclusively on contextual balance (of each Standard meta), without taking into consideration the absolute value of cards, and the potential synergy they provide.

    Maybe one day we'll have counters so efficient and consistent that they can be staples for any deck and BP will be unplayable (eg some Hungry Crab for Graveyard cards?).

    Fight flaws with OP stuff. It could be an option.

    Problem is, how long is it going to take? When the game is old, and Wild forgotten?

  • RavenSunHS's Avatar
    Refreshment Vendor 880 1487 Posts Joined 03/27/2019
    Posted 4 years, 10 months ago

    Hunter is not meant to have efficient card draw.

    Master's Call is an exception, and it's not in a 3rd expansion (staying Standard for 1y 4m only, instead of 2y) by chance.

    Even more importantly, card draw must always implies a Tempo loss.

  • RavenSunHS's Avatar
    Refreshment Vendor 880 1487 Posts Joined 03/27/2019
    Posted 4 years, 10 months ago

    Unfun should always mean nerf because fun is the first and foremost purpose of a game. Obviously.

    RNG doesn't matter, OPness doesn't matter.

    BP is unfun because it ABUSES 2 FLAWED mechanics at the same time (Summon + Graveyard). It's plain out broken, even if not contextually OP.

    Those mechanics are flawed because they are not regulated by mana curve, card draw, and pair limitations. They are flawed because they are basically a dimensional rift in the normal game.

    This notion for which only OPness deserves nerf is just a Standard mindset (where flawed mechanics never receive enough support). Completely insufficient for Wild, where flawed mechanics become apparent in full power, while sheer OPness can always be countered.

     

    PS: we don't need to kill Resurrection. It would be sufficient to add RESTRICTIONS any Summon/Recruit shenanigans (so not just BP) to lategame, where crazy interactions belong. With no possibility to discount them. Say turn 7+ for individual summons, and turn 9+ for multiple summons.

    OR add proportionate target limitations, as it is the case for Silver Vanguard.

    RESTRICTIONS by and on design would fix the current flaws of those mechanics forever.

     

    PPS: no Control deck will ever dominate Wild, because Mage exists, and Kingsbane is just lurking in the shadows.

  • RavenSunHS's Avatar
    Refreshment Vendor 880 1487 Posts Joined 03/27/2019
    Posted 4 years, 10 months ago

    High powerlevel is not equal to flawed/broken.

    It is not a matter of powerlevel, proof is we're still talking of BP when it is no better than t2.

    So apparently the relative powerlevel of BP is LOWER than that of Even Shaman, which is stable at t1 since its inception.

    YET Even Shaman is NOT flawed/broken. BP is.

    That's why BP is toxic and should not be a popular deck.

  • RavenSunHS's Avatar
    Refreshment Vendor 880 1487 Posts Joined 03/27/2019
    Posted 4 years, 10 months ago

    Big Priest is an abomination, built upon multiple broken/flawed mechanics: Summon AND Resurrect.

    Nerfing Barnes only will help a bit, but it won't fix the deck back to tier meme where it belongs, mainly because now Archmage Vargoth exists (let's not forget Wild Priest has humongous board clears and survival tools).

    Nerfing Barnes alone would mainly help hyper-Aggro decks (that are already favoured and top tiers). Anything slower would still have a hard time against a properly curving Big Priest with Archmage Vargoth. So the meta wouldn't shift, and the Big Priest population would remain the same.

    And as long as Big Priest is so popular, Control will never make it in the meta (i don't like Control, but Wild desperately needs some more of it. Just a little bit more than now).

    The deck needs both a nerf on Barnes, Shadow Essence, AND the whole Resurrect package. At least +(1) on each card. Possibly +(2) on the cheapest ones.

     

    "Just play Aggro" is not a solution, because it is ruining the mode. 

     

    PS: same goes for Darkest Hour Warlock ofc. Both decks are equally degenerate. And we like Wild mode. Not Degenerate mode...

     

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