I bet you could make a bot that plays Zoo to 90% of the standard of a human player. Something is serious wrong when that is possible.
You could easily make it way stronger than the bulk of human players by having it respect positioning and enemy board on a very basic level.
No, the inability to play around stuff and "thinking" in general makes any bots super dumb.
No, the inability to play around stuff and "thinking" in general makes any bots super dumb.
So the bots would just be a typical bad player?
When you see players like trump give up on control and just focus on Zoo you know thats the way things are, Reynad, Forsen, Reckful, Tides, they all play control to begin with and just decide its pointless.
Since everyone likes to complain about Zoo, why don't we think up of a way to change it so it would become less prevalent. A few things come to my mind, but I'm not sure if they'd even work.
1) Make Life Tap cost 3 health. In this case, the Warlock would die a lot faster, giving their opponents an easier way of finishing them off. I think the problem with this is it just makes handlock activate Molten Giants faster, but I'm not sure how bad that'd be. Also, this moves away from most classes having a "2" power, but I'm not sure how important that is.
2) Make Discarding Cards mean something. So two ideas for this. If you use a Discard card with an empty hand either make it cost life per card lost OR make it discard the next cards you would of draw in your deck. I think the former idea is too weak while the latter is too strong.
Or, if Card Draw is just too strong of a power, change it to something else. In WoW, warlocks are known for sharing health / damage with minions. They could have Soul Link; Take 2 Health from an Undamaged Minion or Give 2 Health to a damaged minion.
Of course, changes like these would radically change the game, so I'm not really serious about them.
I think the hero power should be a 50% chance to draw a card. That demonic magic is fickle and bound to backfire on you. Remove the health loss penalty if needed to balance it out. I think a guaranteed extra card is just too powerful even with the health loss. Especially as we start seeing more powerful cards. I hate to see more RNG added, but I think that would make it a more strategic decision as to whether to activate the power or not. You would have to decide whether to use your two mana to build your board or take a chance at getting a card advantage. More of a clutch decision rather than just an auto-tap pretty much every turn.
Forcing the "Discard" effect to be part of the cost of the cards would probably be the least invasive change that would change how the decks operate a fair amount.
It's a weird thing to admit, that a cheap rush deck can challenge all the other control decks, but it's not that bad considering the grind gate that is front of new players. Zoo allows everyone to climb.
I'm not sure exactly what you mean by that. Which "discard effect?"
I think people should stop yelling "nerf warlocks" until all the naxx cards have been released and propagated into the meta. I think Sludge Belcher and to a lesser extent Unstable Ghoul will shake things up.
yeah i've slotted those into my warrior deck. but if i don't get fiery war axe and ghoul within the first couple of turns it's basically unwinable even if the zoo player is awful and misses damage.
Armorsmith and whirlwind usually creates funtimes against zoo.
Blizzard needs to get off their lazy asses and fix this shit game.
http://i.imgur.com/MKZVCjo.jpg
It was my Loatheb in all of my decks
(and I prefer mountain salt)
Hah, I stand corrected. You had been so salty previously I thought you were on the receiving end
As there's no reason to float mana in Hearthstone, this basically just halves the cards drawn. Honestly, this would just gut the class for no upside.
Soulfire, Doomguard. So Soulfire would be 0 Mana and 1 card discarded to cast it. If you can't discard, it can't cast.
I guess Succubus too, that poor unfortunate card.
Oh, I gotcha. That's much less invasive for sure but I wonder how much of an impact it would really have? The zoo I see usually have plenty of cards in hand
Well it would certainly curb Zoo and Handlock some. I don't know that it would totally destroy the class altogether. They would most likely look at building different decks that don't entirely rely on massive amounts of card draw. I don't know if that's a bad thing?
Oh, I gotcha. That's much less invasive for sure but I wonder how much of an impact it would really have? The zoo I see usually have plenty of cards in hand
It would make Doomguard join the rank of unusable demon cards.
Pretty much. Doomguard is a pretty loaded card and getting it for no extra cost, essentially, really helps Zoo out. Realistically, it still makes Doomguard itself a good card since current Zoo is "okay" with most two discards for it but it then becomes unplayable in the sense that no deck would really be able to accommodate it 100% of the time anymore.
I really don't think it's the right approach here but I do think it's a better route than "let's completely redesign the Hero Power and the class" ones.
I was thinking more of the turn 6+ when you're winding down and resorting to topdecking + lifetapping. If you get a doomguard it's a dead card in your hand as you'd need to draw 1-2 cards more (depending on whether you got it naturally or via lifetap) before you could field it. And dead turns kill zoo pretty hard.
The number of times I've lost to top deck doomguards, tap, soul fire is crazy nuts. It also really gives you that feel of I only lost because of RNG, which is kinda bad for the game I feel.
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