Hearthstone: Heroes of Warcraft V4 - We're gonna be RICH!
5,000 replies, posted
That's what I enjoy about Priest. It's the premier control class next to warrior.
I see this thread is filled with dirty aggro peasants. Begone. I shalt not allow you to disturb my enjoyable experience of dragging someone to fatigue every game.
[editline]2nd May 2016[/editline]
I miss Deathlord and its ability to make Control Warrior instantly lose the game when it dies. #rip
[IMG_thumb]http://i.imgur.com/PFLESNf.jpg[/IMG_thumb]
Nearly had a stroke when I saw this, my first legendary from opening packs, and it was a gold one at that.
[QUOTE=BoxinShrimp;50241013][IMG_thumb]http://i.imgur.com/PFLESNf.jpg[/IMG_thumb]
Nearly had a stroke when I saw this, my first legendary from opening packs, and it was a gold one at that.[/QUOTE]
Gold hogger = Free legendary of your choosing
Can anyone explain to me why patron warrior and combo druid were hit so hard with the nerf hammer, but C'thun decks are ok?
Maybe I'm just biased because I really liked those two decks (although I admit they were not without their faults), but C'thun decks can easily reach 12 attack C'thun while staying on curve and without any real counterplay for their finisher.
On the other hand, patron warrior sacrificed a good curve for a good combo and the only really OP part of the deck was the frothing berserker which could get ridiculous, but other than that it was an interesting deck to both play against and as. You could rush it down, because it didn't have much health gain, and big taunts with 3+ attack shut the grim patrons down pretty hard as well.
And then combo druid was also pretty annoying, but had 2-4 dead cards until turn 9 where the combo did 14 damage without a board and assuming no enemy taunts. I do think it needed some kind of a nerf, but killing a lot of core druid cards seems like a really weird way to go around it. I do think it's in a better position than patron warrior was in, and it's not unplayable, but I don't think druid warranted the nerfs it got considering the cards it got from this expansion. And the beast druid that Blizzard's trying to ram down our necks feels ham-fisted and I hate it, but that's a rant for another day.
C'thun decks on the other hand feel like you're going racing against turn 10, where even if you have a substantial board, it gets killed and you're left playing from behind even if you've been winning up until this point. If you don't have a board, you're left dealing with 10+ damage and a deathwing without the downside. That's not to mention the fact that the C'thun minions all have good stats for the mana cost, and get crazier as the game progresses. There's no counterplay against C'thun except mana wraith, and the only decks that really can beat a well-constructed C'thun deck are really fast aggro decks, and really greedy control decks.
Even if we say that C'thun decks are about on par with the irritation levels of combo druid, then why in the world would Blizzard nerf combo druid knowing that C'thun has the potential to be as bursty as combo druid (or even more) while also staying on curve as well as combo druid can? I legitimately don't understand Blizzard's logic, maybe I'm being blinded by how much I liked druid, but it seems like a complete contradiction.
C'thun decks are just a phase.
While your average C'thun decks provide good curve and premium stats to help combat board presence, they lack surprises and odd-synergies that can turn the game around (save for C'thun himself).
I'm not saying C'thun decks are weak, but in time, I guess their "mundaneness" will be their biggest weakness,
and people will start playing better against the deck, which will then encourage deck builders to start running hybrid decks instead of pure C'thun.
Or I could be wrong and C'thun Druid is tier 1, who knows.
C'thun warrior with a yogg is actually the funniest shit I just cleared the board and left myself with 7 2/2 treeants that all had "deathrattle, summon 2, 2/2 treeants"
[QUOTE=ForgottenKane;50240777]That's what I enjoy about Priest. It's the premier control class next to warrior.
I see this thread is filled with dirty aggro peasants. Begone. I shalt not allow you to disturb my enjoyable experience of dragging someone to fatigue every game.[/QUOTE]Nah, I like midrange. I don't like how aggro doesn't give you the option to go late whereas something like midrange Shaman (I always liked Shaman) gives you a lot of options.
I just find c'thun decks are literally clogging the entire ladder. unless you are playing c'thun yourself you are on a 10 turn timer to win or get fucked by like 20 damage spread out. quite hard when all the c'thun decks have some serious delay cards like emperor, the priest heal 10 if cthun has 10 damage same with warrior 10 armor and druids have +3/+3 taunts.
Honestly if C'Thun just was just one half of the card (either do X damage, or be a X/X) it would still be pretty fucking good
But both? I'm expecting a lot of C'Thun cards to be knocked down off the curve a bit if this meta keeps up
[editline]2nd May 2016[/editline]
Make those "If C'Thun is at least 10/10" shield and heal cards into 15/15 or something
[editline]2nd May 2016[/editline]
At least with a super control deck like Reno they still have to actually do shit, it's not just survive until turn 10 because I've got 20 extra health :^) -> you're dead
Why do I never have board clears when my opponent has a full zoo board.
[QUOTE=TrafficMan;50241891]Honestly if C'Thun just was just one half of the card (either do X damage, or be a X/X) it would still be pretty fucking good
But both? I'm expecting a lot of C'Thun cards to be knocked down off the curve a bit if this meta keeps up
[editline]2nd May 2016[/editline]
Make those "If C'Thun is at least 10/10" shield and heal cards into 15/15 or something
[editline]2nd May 2016[/editline]
At least with a super control deck like Reno they still have to actually do shit, it's not just survive until turn 10 because I've got 20 extra health :^) -> you're dead[/QUOTE]
It's gonna be hard for Blizzard to make the C'thun requirement higher because not everyone might be somehow lucky to get enough C'thun buffing cards to make it work and everyone can get thier C'thun to 10/10 since you get 2 Beackoners of Evil for free
[QUOTE=Tompson1997_PL;50242136]It's gonna be hard for Blizzard to make the C'thun requirement higher because not everyone might be somehow lucky to get enough C'thun buffing cards to make it work and everyone can get thier C'thun to 10/10 since you get 2 Beackoners of Evil for free[/QUOTE]
Ok and? You need to be "lucky enough" to get the 10/10 dependent cards out of packs anyway :v:
They need to lower his initial stats or raise the bar for broken cards like Shieldbearer, Arakkoa, and Twin Emp.
edit: point stands, but Arakkoa isn't one of the "if somehow C'Thun doesn't have 10/10," it just has far too strong a statline/C'Thun buff for its cost.
C'Thun becomes a 0/0 when
I don't want the meta to be C'Thun decks vs super aggro decks that doesn't sound very fun
[editline]2nd May 2016[/editline]
Although I'm sure he'll naturally slowly fall out of play anyway, it's just that everyone and their mother is breaking out the shiny new legendary they got for free
[QUOTE=Masamune;50238759]What's your list?[/QUOTE]
Still changing it every 2 games or so, but this is what I'm going with now.
[I]Cards to concider:[/I] Shadow Word: Horror, Shadow Madness, Holy Nova, MC Tech, Forbidden Shaping #2.
Ladder seems to be more Zoo than C'thun now.
Volazj is just a fun gimmick, overall pretty crappy, but I love him way too much to remove him.
[IMG]http://i.imgur.com/Rkl0IcI.png[/IMG]
To expand on how on curve C'Thun cards are
[t]http://i.imgur.com/jWnlToE.jpg[/t]
[b]THIS GUY DIDN'T EVEN HAVE HIS C'THUN IN HIS DECK[/b]
can they just retcon priest from the game please? takes for ever to finish a match against them, stalls for like 20 minutes every time.
[QUOTE=TrafficMan;50241333]Gold hogger = Free legendary of your choosing[/QUOTE]
No, I'd keep him for now. He's a good anti-C'Thun card, and has some form of synergy in Patron Warrior.
[QUOTE=Toyhobo;50243152]can they just retcon priest from the game please? takes for ever to finish a match against them, stalls for like 20 minutes every time.[/QUOTE]
Pssh, warriors do the same, and if you can't deal with control opponents just concede. Stalling is a win condition for the healing/buffing classes after all, can't blame us for playing the way we're most likely to win
[QUOTE=Zondac;50243212]Pssh, warriors do the same, and if you can't deal with control opponents just concede. Stalling is a win condition for the healing/buffing classes after all, can't blame us for playing the way we're most likely to win[/QUOTE]
warriors have been faster, all preists i've played today must've been fucking ropecoach.
[QUOTE=Toyhobo;50243229]warriors have been faster, all preists i've played today must've been fucking ropecoach.[/QUOTE]
Do you remember the days of the uber expensive Control Warrior?
[QUOTE=Suttles;50234948]yogg is so fucking fun
nzoth is so fucking good, and just right
cthun is boring as fuck and probably going to get nerfed. 10/10 is way too easy to reach, and you get overpowered cards if you get it.
the last god(i fucking forget how to spell his name) is too slow and bad
overall im happy that 3/4 of the gods are playable and worth building decks around, and the RNG heavy one isn't competitively viable
Nzoth on priest/hunter/rogue is so fucking fantastic.[/QUOTE]
The last god could be good as a tutor of sorts in a combo/control deck
That said it isn't bad at all, good stats and good effect. Great when you get it randomly from some spell or whatever. Just isn't as "GG" as c'thun or yogg
It's the same reason why varian wrynn isn't played much. He's a really good card but nobody has figured out a deck where the effect is really great, and you wouldn't play him in control warrior because it just causes you to fatigue faster. Maybe some kind of dragon warrior? Though dragons rely heavily on battlecry synergy.
[QUOTE=GentlemanLexi;50243264]Do you remember the days of the uber expensive Control Warrior?[/QUOTE]
was still better than current priest. current priest is just, lemme check what threats you have and i'll just entomb your shit.
[QUOTE=Toyhobo;50243272]was still better than current priest. current priest is just, lemme check what threats you have and i'll just entomb your shit.[/QUOTE]
I don't see how that's any worse than Assassinate or Naturalize. In fact, it's much more expensive.
[QUOTE=Alxnotorious;50243316]I don't see how that's any worse than Assassinate or Naturalize. In fact, it's much more expensive.[/QUOTE]
because entomb is a removal that adds the priests threats. if you play assassinate you still need to have your own to come after the removal, priest can jujst tech in more removal/stalling and still get threats.
Ah fair enough, I see where you're coming from. I still find it difficult to play off of a 6 mana card unless I have Summoning Stone on the field.
[QUOTE=revanade;50241478]Can anyone explain to me why patron warrior and combo druid were hit so hard with the nerf hammer, but C'thun decks are ok?
Maybe I'm just biased because I really liked those two decks (although I admit they were not without their faults), but C'thun decks can easily reach 12 attack C'thun while staying on curve and without any real counterplay for their finisher.
On the other hand, patron warrior sacrificed a good curve for a good combo and the only really OP part of the deck was the frothing berserker which could get ridiculous, but other than that it was an interesting deck to both play against and as. You could rush it down, because it didn't have much health gain, and big taunts with 3+ attack shut the grim patrons down pretty hard as well.
And then combo druid was also pretty annoying, but had 2-4 dead cards until turn 9 where the combo did 14 damage without a board and assuming no enemy taunts. I do think it needed some kind of a nerf, but killing a lot of core druid cards seems like a really weird way to go around it. I do think it's in a better position than patron warrior was in, and it's not unplayable, but I don't think druid warranted the nerfs it got considering the cards it got from this expansion. And the beast druid that Blizzard's trying to ram down our necks feels ham-fisted and I hate it, but that's a rant for another day.
C'thun decks on the other hand feel like you're going racing against turn 10, where even if you have a substantial board, it gets killed and you're left playing from behind even if you've been winning up until this point. If you don't have a board, you're left dealing with 10+ damage and a deathwing without the downside. That's not to mention the fact that the C'thun minions all have good stats for the mana cost, and get crazier as the game progresses. There's no counterplay against C'thun except mana wraith, and the only decks that really can beat a well-constructed C'thun deck are really fast aggro decks, and really greedy control decks.
Even if we say that C'thun decks are about on par with the irritation levels of combo druid, then why in the world would Blizzard nerf combo druid knowing that C'thun has the potential to be as bursty as combo druid (or even more) while also staying on curve as well as combo druid can? I legitimately don't understand Blizzard's logic, maybe I'm being blinded by how much I liked druid, but it seems like a complete contradiction.[/QUOTE]
Patron was OP because:
1. Insane card draw thanks to battle rage made drawing into the combo insanely easy. Powerful card draw negates much of the disadvantages involved in running a combo that requires a lot of cards.
2. The combo did directed (not random) damage straight from hand and could easily get up to 40-50+ damage in one turn
4. The combo was extremely flexible and worked in many situations. Sure you needed 6-7 specific cards to pull off 50+ damage, but most of the time you didn't need to do that and partial combos were still strong
5. Patrons were mostly used as the midrange for the deck, and a backup win condition. It didn't struggle nearly as much as you think it did from "curve". Besides, combo decks by their nature don't rely on curve to win.
6. The combo could be started as easily as turn 5/6 and could happen anytime during turn 7-10
FoN+SR was OP because:
1. The combo is extremely easy to pull off (two cards), works if you only have partial, and grows in strength if you have [I]any[/I] board presence.
2. Directed damage straight from hand
3. Turn 9 was the earliest you could do a full strength combo, but it was easy to cheat it out even sooner if you had ramp/thaurissan ticks (compare that to C'Thun where cheating it out early only is a good idea if you also managed to buff him a lot, which you probably didn't if you are ramping).
C'thun isn't OP because he has hard counters (patron/sylvanas/bolf). He also does his damage randomly, it isn't directed which means by having a board you largely weaken his effect. You then have a full turn to respond to C'thun as a body too. He will only be played on turn 10 or later, and even if you cheat him out early as a druid he'll be likely weaker because of it. Because you only have one C'thun in a 30 card deck and you can't do partial combos with him, it isn't as "easy" to draw into him as it would be with a combo deck, unless you use the tutor card (which has bad stats and can be countered pretty easily too as it needs a full turn to work).
C'thun requires set up to work, requires him to have been buffed regularly throughout the game, and can be counterplayed. The damage he does is also random unless you happen to have an empty board when C'thun is played. C'thun is SO much better and more balanced than OP combos of old it isn't even funny. If you keep getting wrecked by c'thun every time, you are simply playing against a c'thun deck wrong.
[QUOTE=Alxnotorious;50243378]Ah fair enough, I see where you're coming from. I still find it difficult to play off of a 6 mana card unless I have Summoning Stone on the field.[/QUOTE]
1 more mana compared to an assassinate to not only not trigger a deathrattle but add the card to your deck? Seems like a good deal to me
Adding the card to your deck only really matters in control matchups, but a Control Warrior with Justicar can still wreck a priest in fatigue.
It's a strong card, no doubt about that, but I don't think Priest is OP by any means.
[QUOTE=Kljunas;50243631]Adding the card to your deck only really matters in control matchups, but a Control Warrior with Justicar can still wreck a priest in fatigue.
It's a strong card, no doubt about that, but I don't think Priest is OP by any means.[/QUOTE]
no, it adds to any matchup except some zoo matchups that doesn't run sea giant.
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