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Zwane

Wizard
Joined 06/04/2019 Achieve Points 320 Posts 423

Zwane's Forum Posts

  • Zwane's Avatar
    Wizard 320 423 Posts Joined 06/04/2019
    Posted 4 years, 3 months ago

    I am really curious what they will do since I think it's not just a single card or two, it's almost all of them that are problematic, so to get a balanced outcome seems almost impossible. Changing one or two will not have any effect, while changing all of them might kill the class.

    But there are probably some statistic tools that can be used here to pinpoint the major pain.

  • Zwane's Avatar
    Wizard 320 423 Posts Joined 06/04/2019
    Posted 4 years, 3 months ago

    Easiest solution: shaman's start with 15 health instead of 30. That should teach them :)

  • Zwane's Avatar
    Wizard 320 423 Posts Joined 06/04/2019
    Posted 4 years, 3 months ago

    My 2cents:

    I think you need a lot of changes to nerf a class that has double battlecries operational from turn 4/5;

    The mass of minions/stats Shaman can output using new cards, Galakrond, quest complete etc is simply overwhelming, comparable to mage after turn 5, but the mage needs to "give up/do damage control" on early turns to be able to do that, while Shaman can start pushing from turn 1 with lackeys etc.

    Add to that the rush/taunts + mind control tech and you basically have a deck that has simply no weaknesses and out-values all others.

    So what I expect is: either Shaman will get a small nerf and we will still have a very strong shaman meta but not as bad as it is now, but most players will still feel bad about it;

    or they really kill it but I actually do not see how except if they and change the quest reward and change the Galakrond reward.

    I had fun the first day but Shaman and Pirate Warrior are not fun to play against; Shaman shits out wave after wave of big boards while Pirate Warrior only bashes face for 6 turns (kind of like Mech Hunter did; instead of magnetize they use a weapon) and then either they win or they run out of steam before you die and then you win. A bit boring to my taste. All other matchups are fine and more or less balanced. I also think this warrior weapon needs a nerf, especially since you can re-equip it now. Its basically a continuous draw engine without cost. Only way to win that is to A) survive the onslaught or B) heavily tech for weapon removal (or use that steal weapon minion and add some pirates to your deck as well).

  • Zwane's Avatar
    Wizard 320 423 Posts Joined 06/04/2019
    Posted 4 years, 3 months ago

    I'd say you can play faceless corruptor as well? To turn one of your own little helpers to good use?

  • Zwane's Avatar
    Wizard 320 423 Posts Joined 06/04/2019
    Posted 4 years, 3 months ago

    Well I have been playing some mage decks (last one is of the reno dragon variety) climbing up from rank 10 (7 atm) and found no real problemo in the shaman corner. More irritating is the pirate warrior which can aggro me quickly. Against shaman I have so much mid game presence that in the early turns after they completed quest they lose board and simply can not recover soon enough. Sure they have some irritating value combo's but hey,  mine are bigger. I like mage again, currently it feels really good. Had an epic encounter this morning against a Galakrond warrior. 

    First turns we just removed a minion, played a minion but after I could get in Galaxy spell, I could start throwing big boards at him.

    But he removed every big board for, I think, 6 turns in a row, and then he started to kick my face and threw me a happy feast comment.

    But I still had cards in my deck, so I could throw him another 2 big boards and won any way with the last card in my deck being...Zephrys. Epic game! 

  • Zwane's Avatar
    Wizard 320 423 Posts Joined 06/04/2019
    Posted 4 years, 5 months ago

    What I am trying to make clear is that if other classes like Priest can do crazy stuff early game, it is unfair to remove the crazy stuff mage can do early game. And I would say, either all classes have a powerful 1-3 minion for 1 mana or we all don't have one. Especially now since mage has the worst quest of all, its turn one is a problem, mage is not that OP that he can always skip turn 1 and be cool.

  • Zwane's Avatar
    Wizard 320 423 Posts Joined 06/04/2019
    Posted 4 years, 6 months ago
    Quote From Avalon
    Quote From Zwane

    Well if that was the only reason...I would then happily play it on turn 2 and do the 17 dmg on turn 3 any way? Ok I also need Elemental Evocation or Coin in that case. If they do not want that then they should have make it cost 5 mana or something.

    I mean, there are a ton of low cost mage spell in this rotation: even without Mana Cyclone Mana Wyrm would insanely snowball at 1 mana. 
    It was a problem before stuff like Ray of Frost, Shooting Star, Elemental Invocation and so on, I don't want to think what trouble it would cause now. 

    Moreover, it's not that the devs don't want that, it's more that they want it to happen less frequently/later, in order to have better chances to counter it.

    Ok, but then I also want something to counter that snowballing Priest 1-3 minion...which draws you so many cards with CoH and injured blademasters etc...I mean 0 mana heal up all and get me 4 cards from my deck...that is just too much value and can be compared to a Sorcerer Apprentice / casting some spells for 0 mana / elemental evocation / Cyclone combo, although then you get random spells instead of solid well chosen cards from your deck, and you are not buffing your board. Problem with Priest is they get board, card draw and tempo, including the always looming OTK threat if you leave one big health minion up.

  • Zwane's Avatar
    Wizard 320 423 Posts Joined 06/04/2019
    Posted 4 years, 6 months ago

    Well if that was the only reason...I would then happily play it on turn 2 and do the 17 dmg on turn 3 any way? Ok I also need Elemental Evocation or Coin in that case. If they do not want that then they should have make it cost 5 mana or something.

  • Zwane's Avatar
    Wizard 320 423 Posts Joined 06/04/2019
    Posted 4 years, 6 months ago
    Quote From YourPrivateNightmare
    Quote From Zwane

    I'd say unnerf Mana Wyrm to balance this priest OP-ness. Would make my mage happy...

    how does that make any sense whatsoever?

    Well...there are some similarities. Once upon a time Mage had a playable deck featuring a Mana Wyrm which gave the mage something to do at turn 1. Apparently not everybody liked that idea and therefore it was nerfed to 2 mana. Jump ahead a couple of months and now we have Priest using its 1-3 one mana minion to wreak havoc on the HS early game. Other stories about warrior's 1-3 minion are also not unheard of. I think every class should have a useful one mana class card he can play. Mage has none. 

  • Zwane's Avatar
    Wizard 320 423 Posts Joined 06/04/2019
    Posted 4 years, 6 months ago

    I'd say unnerf Mana Wyrm to balance this priest OP-ness. Would make my mage happy...

  • Zwane's Avatar
    Wizard 320 423 Posts Joined 06/04/2019
    Posted 4 years, 6 months ago

    I do not think Cleric is the problem, but the nice follow-up Priest currently has to immediately play damaged minions which can be healed with a 0-cost spell to suddenly get massive card draw and big minions early game. The complete combinations of those cheap cards is overwhelming, a single cleric that yields one or two extra cards early game is not the problem. The big overstatted board that arises shortly after is the problem.

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