Hearthstone

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Pyros

<Silver Donator>
11,220
2,366
Yep sometimes you can't do shit even with a good deck cause you get a bit unlucky or the other guy gets lucky and gets insane cards. I went 2/3 paladin too earlier, but the deck was shit, had 3 consecration so I thought I'd go further but pretty shit curve, lots of meh mobs and almost no paladin cards. I also played 2 guys who somehow had cairne bloodhoof, which without equality, BoK, truesilver or guardian of king or even aldor peacekeeper means you're getting bent since it was like 4-5cards traded to kill that one guy+deathrattle. Actually couldn't even manage to finish the deathrattle on the 2nd one before I died.

Did go 11/3 with a mage deck after, I thought wouldn't get to 7 the way it started thoguh, deck was good but like I started 2/2 with some warrior insanity and another mage having complete shit draws and nothing to play for 3turns while opponent opens manawyrm+coin+mirror images and play one minion every turn after that. So I was doubtful it'd get far since winning every game in a row would be tough, but somehow made it. Last game lost to another mage at 1pt from lethal, no bullshit(well bullshit from both sides, he cone of cold > blizzard > blizzard in 3 turns in a row, but then I flamestriked 2 turns in a row so...), was a good game.
 

Morrow

Trakanon Raider
3,341
948
40 drafts exactly in the past 6 days or so (all of them from infinite arena after the starting quests). I think I have a problem. 4 Legendaries, 4 Epics, 38 rares. 3 Golden Commons. 1 Golden Rare. I've been pretty lucky and have already made my Druid deck again, and in the ideal form, it's only a mere 6600 dust lol. I love it, so much card advantage, it's not uncommon to have 13-15 cards on your opponent.
 

Angelwatch

Trakanon Raider
3,053
133
I'm terrible at Arena. My best was 8 / 3 but I normally average about 3 / 3. I keep doing it hoping to get that perfect draft but hasn't happened yet.

Not too happy with the Mage nerfs. I don't think they were thought through at all and are simply knee jerk reaction to all the whiners who haven't realized that the meta is VERY fluid right now and has changed about 3 or 4 times in the last week alone. With that said, the only freeze spells I run in my normal Mage deck are Blizzard and Frostbolt. So I'm not hit as hard as others but it still annoys me. The only upside is that when the nerf hits, I'll get 400 dust from the golden Cone of Cold I have stashed away.

So anyway, looking at Paladin as my new class. They're fucking strong right now and seem pretty well balanced overall. The problem is that the best Paladin decks are VERY expensive with 3+ Legendary cards so I'm trying to decide my first craft. I'm between Sylvanas and Ragnaros. I know Tirion is VERY strong but I don't want to craft him too quickly since I think I can get more mileage out of the neutral ones. My current Legendary cards are Archmage Antonidas, Grommash Hellscream as class specifics and Ysera and King Mukla as neutrals. I'll probably have to burn the King and Grommash.
 
Golden Baron Geddon- keep or DE and make either bloodmage thalnos/Ragnaros?
there are some warrior decks that use him as a board clear/trigger for Frothing Berserker madness


I'm terrible at Arena. My best was 8 / 3 but I normally average about 3 / 3. I keep doing it hoping to get that perfect draft but hasn't happened yet.

Not too happy with the Mage nerfs. I don't think they were thought through at all and are simply knee jerk reaction to all the whiners who haven't realized that the meta is VERY fluid right now and has changed about 3 or 4 times in the last week alone. With that said, the only freeze spells I run in my normal Mage deck are Blizzard and Frostbolt. So I'm not hit as hard as others but it still annoys me. The only upside is that when the nerf hits, I'll get 400 dust from the golden Cone of Cold I have stashed away.

So anyway, looking at Paladin as my new class. They're fucking strong right now and seem pretty well balanced overall. The problem is that the best Paladin decks are VERY expensive with 3+ Legendary cards so I'm trying to decide my first craft. I'm between Sylvanas and Ragnaros. I know Tirion is VERY strong but I don't want to craft him too quickly since I think I can get more mileage out of the neutral ones. My current Legendary cards are Archmage Antonidas, Grommash Hellscream as class specifics and Ysera and King Mukla as neutrals. I'll probably have to burn the King and Grommash.
Grom is incredibly strong so I wouldn't do it, the amount of surprise damage you can get out of him if you can trigger his enrage on the same turn is better than what you could achieve with a Leeroy in his place
 

The Master

Bronze Squire
2,084
2
Just died turn 4 to what must have been a perfect draw for the Warlock/Murloc rush deck. I healed for 7, so he did 37 damage. Ouch.
 

Elerion

N00b
735
46
Freeze nerfs are pretty stupid. The spells were fine individually, but they were stupidly boring when you stacked them all + Ice Block to negate all damage for 3+ turns while using Giants and Pyros to end the game.

After the nerfs, the spells are really bad individually (possible exception for Blizzard), and won't be used by any "normal" decks. They are still stupidly boring when you stack them all, and the only deck that will still use these spells in constructed will be the freeze decks, the very decks they were trying to nerf. Those decks will be weaker, but will probably be viable if a "slow aggro" meta returns.

The much better nerf would have been to completely change Ice Block, leaving the freeze deck vulnerable to charge, silence and weapons. Possibly also make Pyro 9 mana, to deny the Frost Nova + Pyro turn.
 

Morrow

Trakanon Raider
3,341
948
@The Master, I just won turn 4 as a Warlock as well. Void Terror, Power Overwhelming and Blood Imp make me happy.
 

Angelwatch

Trakanon Raider
3,053
133
The problem with the Freeze nerfs is that they were actually pretty balanced for their cost prior to the nerf.

Let's look at the 2 damage AOE spells:
Blizzard: 5 Mana, 2 Damage to only minions, freeze
Holy Nova: 5 Mana, 2 damage to all enemies (includes the opposing hero) and 2 healing to all friendly characters (again, includes the priest hero)
Consecrate: 4 Mana, 2 damage to all enemies (includes the opposing hero)

In that regard, Blizzard was actually pretty well balanced. It didn't hit the enemy hero but it had the 2 damage +effect which justified the extra mana cost over consecrate. Going to 6 mana completely kills the card. Especially against aggro rush.

Same thing with Cone of Cold:
Cone of Cold: 3 mana, 1 damage to target minion and adjacent minions.
Swipe: 4 mana, 4 damage to target minion and 1 damage to ALL other enemies
Fan of Knives: 3 mana, 1 damage to all minions and draw a card

Again, if not for the freeze effect, cone of cold is the worst of these because of how easy it is to play around (i.e. drop a stealth minion or a faerie dragon in the middle of your minions and the effect is limited).

So, in my opinion, they went about these nerfs completely the wrong way. Raising the mana cost just killed the cards without actually addressing the problem. It was a knee jerk reaction to forum whiners with no real thought behind it.

And like I have said numerous times here, the meta had shifted anyway. Frozen Giants and Stall Mage were being countered by Paladin and Druid decks. For giggles I threw together an anti-mage deck and played a few games with it in "casual" mode to get a feel for things and make adjustments. After that I played a game of ranked and my very first opponent was a stall mage (the very type of opponent the deck was designed against). It was a fantastic game and I really felt bad for the Mage because I survived 2 pyroblasts, 2 fireballs, Alexstraza and numerous other things only to kill my opponent off with fatigue while I sat at 22 health.
 

Mr Creed

Too old for this shit
2,385
277
Changing all of them at once would be overkill even if increasing the mana cost is the way to go. They need to change 1 or 2 cards at most, see how that influences the situation and adjust from there, not sweep across all of them at once. Like you said the worst result of a balancing nerf is killing the individual cards for "normal" decks while the nerfs only have a marginal effect on the targeted deck.

Cone of cold is the last I would change, because it takes out 3 minions max. The idea of killing Pyro + frost nova on the same turn is good, and already accomplished by just increasing frost nova to 3 mana.
 

Mures

Blackwing Lair Raider
4,014
511
I think coc deserves to be in the first nerf round. It is basically arcane explosion + frost nova in one card and costs one less mana. Now it is the same thing, arcane explosion + frost nova in one card and costs 1 less.
 

Angelwatch

Trakanon Raider
3,053
133
I think coc deserves to be in the first nerf round. It is basically arcane explosion + frost nova in one card and costs one less mana. Now it is the same thing, arcane explosion + frost nova in one card and costs 1 less.
Arcane Explosion + Frost Nova + a LOT of restrictions and limitations. Let's not forget that last part of the equation. The max it can ever hit is 3 targets and that limitation can be exploited with stealth minions or Faerie Dragon style minions (yeah the only other one is a random from Ysera but it's safe to assume more will be added as time goes on). Against a, typical, warlock rush deck we see a lot of the following by the time Cone of Cold can be played: Blood Imp, Flame Imp, random 2 drop. That Blood Imp is key because it does 2 things. First it buffs the health of all other minions by 1 so that Cone of Cold can't kill them in the first place and he has stealth which means that something is going to be safe from CoC as not everything can get hit.

I just don't think increasing the mana cost of aoe freeze spells was the way to go. It renders them unplayable without addressing the frustrating part of the problem.
 

Mures

Blackwing Lair Raider
4,014
511
I wouldn't consider blood imp and faerie dragons or even 3 target limit a lot of restrictions considering all of those things do not occur often, certainly not often enough to make you want to run arcane explosion over coc. And it is the 2 in 1 card part that makes it so powerful, there is a reason why no one was running arcane explosion and everyone was running coc.
 

Angelwatch

Trakanon Raider
3,053
133
Bullshit. Mages are too strong and one of there tools needed a nerf. Freeze could be the way to go.
And my counter is that they went about nerfing freeze in the worst and laziest way possible. The frustrating mechanics of freeze remain in place but the individual cards got nerfed. I guess it's a lot easier for Blizzard to knee jerk react to forum whiners than sit down and actually address the problem.
 

Mr Creed

Too old for this shit
2,385
277
It's a CCG, you want a high skill ceiling. CoC has a much higher skill ceiling for both sides of the board compared to lolfreezeeverything spells. The restrictions come into play, and will come into play even more in higher levels of competition. That's a good thing and not something you want to nerf prematurely. Note I'm not saying "dont nerf mages", just that CoC is a well-designed card with pros and cons and they better take the nerf bat to other cards first.
 

Mr Creed

Too old for this shit
2,385
277
I'm not a fan of the mage hero ability, too versatile and no downside. But I generally think they painted themselves into a corner with hero abilities and will have to rework them eventually.
 

Angelwatch

Trakanon Raider
3,053
133
It's a CCG, you want a high skill ceiling. CoC has a much higher skill ceiling for both sides of the board compared to lolfreezeeverything spells. The restrictions come into play, and will come into play even more in higher levels of competition. That's a good thing and not something you want to nerf prematurely. Note I'm not saying "dont nerf mages", just that CoC is a well-designed card with pros and cons and they better take the nerf bat to other cards first.
Completely agree. You said it much better than I did.
 

Pyros

<Silver Donator>
11,220
2,366
CoC might be well designed but it was extremely cheap considering what it does. Blizzard was somewhat underpriced too. Holy Nova which is the easiest one to compare to is a lot worse in almost every situations(only time I'd say it's better is when you have stuff that procs on heal and a lot of wounded minions, like northshire draw bomb). Freezing mobs is a fuckton better than healing your mobs for a little bit and yourself for 2, as it prevents the enemy mobs from attacking next turns so you can take them apart and your minions won't die anyway(other than weapons, chargers or spells, which are all better trade than having your 3/1 get killed by a 8/8 for nothing). More importantly it buys you a turn where you won't take any damage or close to, which if it was rare would be ok but with the stacking of all the freezing it became ridiculous.

With that said, 6 sounds like a lot too. It might have been more interesting to nerf the damage, keep it a large freeze and keep the mana the same. It would still be viable for stalling/buying time/clearing smaller shits, but not as good.

I think what they forgot to nerf though was Pyro to 9 or 10. 8 lets you cast something else and that's just fucking stupid when that something can do 3more damage and at the very least one damage via hero power. Could have nerfed Ice block too which is pretty dumb to play against. One obvious nerf would have been to make it "You cannot drop under 1health this turn", so you always drop the mage to 1 without having to hit for the right amount or else. Another would have been "This secret stays in play for 2 turns then is destroyed". You have to play Ice Block when you need it and not just when you have spare mana.

So total changes I would have done, Frost Nova no change, Cone of Cold 1more mana, Blizzard now does 1damage for same mana, Pyroblast costs 9mana(can still combo with sorcerer's apprentice+pyro+frostbolt but requires additional setup, promotes less derp derp play), Iceblock lasts only 2turns.
 

Mures

Blackwing Lair Raider
4,014
511
It's a CCG, you want a high skill ceiling. CoC has a much higher skill ceiling for both sides of the board compared to lolfreezeeverything spells. The restrictions come into play, and will come into play even more in higher levels of competition. That's a good thing and not something you want to nerf prematurely. Note I'm not saying "dont nerf mages", just that CoC is a well-designed card with pros and cons and they better take the nerf bat to other cards first.
I just don't agree saying its restrictions makes its value accurate. Coc is a lolfreezeeverything spell 95% of the time as rarely would you go over 3 minions against a mage even if you had the opportunity because lolblizzard and lolflamestrike. The spell being limited by your opponent's play is a good thing, but even in the rare circumstances you have a blood imp/worgen/fairie dragon to break up the spell it will still kill the blood imp or worgen + deal a damage and freeze the one minion or both if it is a dragon still making it at least cost efficient. Shouldn't a good play from the opponent make the spell cost inefficient?