That fucking fireball card for the Mage. Needs to be removed. Seriously. 4 mana for instant 6 damage...I was playing a guy who just drew 3 in a row. Fucking stupid. Seriously
Spells often 2-1 with no direct counter.
I'm actually okay with cards that counter weapons, just ooze is too strong for its text/stats and impacts the game too much.
I'm certainly not saying nothing should affect weapons, as there is still bloodsail corsair and harrison jones out there as well as ooze.
Can only happen in arena, but it sucks. Constructed if you want it a bit more predictable.
Spells that tend to 2-1 tend to have big costs and can't hit face. And spells that can hit face give less value. A fireball is 4 mana for 6 damage while a arcanite reaper is 5 mana for 2x5 damage. A fiery war axe is 2 for 3x2 damage while frostbolt is 2 for 3 damage+freeze (of course there is the health cost but a lot of the time that can be ignored/healed). And spells that buff minions are countered by silence.
Next game a Mage had a 10 damage fireball? What the fuck.
Spells often 2-1 with no direct counter.
I'm actually okay with cards that counter weapons, just ooze is too strong for its text/stats and impacts the game too much.
I'm certainly not saying nothing should affect weapons, as there is still bloodsail corsair and harrison jones out there as well as ooze.
Even if ooze only reduced durability by 1, it would still be a very strong counter vs weapons. It is like black knight except instead of killing a taunt, you kill a weapon and pay much less than black knight.
Legendary are the golden ones right? If that so, I got one
Got to love that free iPad expert pack:
I had a theory after seeing everyone post legendary cards from their iPad pack from the soft launch... and it hasn't been broken yet.
Honestly, you seem to be on quite the crusade here. Ooze is perfectly fine. Like has been said, Ooze usually comes after a weapon has already killed something, so the weapon already got its value back.
Plus, it IS a big deal if you hold onto an Ooze. You say it's "a good tool," but it's also a gambit that could lose you vital early tempo and, as a result, the game.
Plus, Ooze is valuable against Warrior, Paladin and Rogue, but it's a generic 3/2 vs. Priest, Druid, Mage, Warlock , with Hunter and Shaman being a toss-up. In 4-6 cases, almost any other 2CC minion is better. For instance, a Knife Juggler and Sunfury Protector will almost always have value against any class. So in order to make Ooze a viable pick, it has to be very strong in certain situations to make it viable against said KJ and SP.
Just my 2c.
Yes, but a weapon will likely already have gotten some value by the time an Ooze hits. A taunt very likely won't have. Plus, a 4/5 body is way more useful than a 3/2. A Yeti alongside destroying a taunt that most likely won't have done anyway is WAY stronger than destroying a weapon that already got value. Hence the extra CC.
I think the card is over budget. I don't see why that makes me on a crusade. It is an opinion I've had and never lost after playing the game for 6+ months. I brought it up here and a few people responded and I responded to them. I don't see how that makes me on a crusade to respond to people's own opinion on the subject.
You're saying nothing that dissuades my opinion nor nothing new that I haven't either thought of myself and/or heard from other people. I am suggesting that its text be reduced to reducing durability by 1. That only makes the card slightly weaker, but still very strong, in situations versus certain weapons and weapon strategies.
I'd like to reiterate that if you make it -1 Durability, what do you do with Bloodsail Corsair? The card that already does this and is basically unplayable?
Also, please respond to points next time instead of going, "Eh, I'm not convinced" and going on a tangent about one word in the multi-paragraph argument. Anyone can do that, and it's kind of annoying to write an argument out and have it waved away because, "meh."
No, it doesn't make it "slightly weaker." It cripples it. It makes it near-useless vs Assassin's Blade, Doomhammer, Stormforged Axe, Light's Justice, Sword of Justice, Ashbringer, and Blood Fury. It would also mean that essentially every weapon in the game would be nearly guaranteed to get value, and would also mean that people would fearlessly play a weapon onto to empty board. It would greatly diminish its value and would be a MASSIVE swing in the meta.
I personally don't think that is an issue nor does it justify having ooze destroy a weapon completely. And I can't say with certainty what ooze should do, I just believe destroying the entire weapon to be a problem.
Additionally, it would force Harrison Jones for an actual "Destroy Weapon" effect, effectively making it a Legendary only option. Which is just poor design.
Then let's put it this way: -1 Durability is an unplayable effect because it doesn't do enough. Why gut a card because ... ? Ooze isn't gamebreaking in any real way short of maybe it shouldn't be a 3/2.
I personally don't think that is an issue nor does it justify having ooze destroy a weapon completely. And I can't say with certainty what ooze should do, I just believe destroying the entire weapon to be a problem.
You claimed I am on a crusade... I am not actually going to bother responding fully to that kind of antagonistic post.
I actually think making the text change is a smaller nerf than reducing its stats, but I guess that is a point reasonable people can differ on.
"Honestly, you seem to be on quite the crusade here" is too antagonizing to respond to? Dude, you must be leading a pretty sheltered life on the interweb!
Seems to me like you just don't want to address my argument and are looking for an out. It's the "I'm offended, so your argument is invalid" card.
Well, of course it does. It removes any ability for the card to make reasonable tempo plays against non-weapon classes and pushes it into the niche of anti-weapon tech only. Which is just as big of a deal as removing the ability to destroy a weapon. That change would make double Deadly Assassin's Blade from Miracle Rogue basically guaranteed 21 Damage. Sure, -1 Durability isn't a big deal when you're facing Rogue weapons, Fiery War Axe, etc. X/2 weapons since it's functionally the same but now it makes all the mid-to-end game weaponry essentially uncounterable.
I just think that it's an unnecessary change to a card that is already rather niche and only currently finding a place.
I did respond. I said your opinion didn't change my mind. I am willing to engage in conversation but if you're going to bring this attitude I am not willing to bother.
I am very well acquainted with flame bait and I am not going to respond to it.
Well, looking over what you said a second time, my response doesn't really change. My position is that it is too strong as a 2cc. The text imo is too strong for a 2cc. On the other hand, it fits pretty well with harrison, him being a 5cc.
Why should ooze be such a huge tempo card as well as being a huge value card? My position is that it shouldn't be. I am not concrete on how the card should be dealt with, if it is to be dealt with.
If ooze was a 4cc like 4/4 or 4/3 with the same text it would be more balanced imo. Using a 2cc to negate a 5cc and get a minion... it is like the strength of a black knight but at 2cc.
I need a deck to beat mid-range and control druids at higher ranks, that's all I'm seeing. I'm thinking either handlock or control warrior? Handlock gets shit on by hunters though, which is definately a problem, so maybe it's time to learn miracle rogue or control warrior, hm.
I need a deck to beat mid-range and control druids at higher ranks, that's all I'm seeing. I'm thinking either handlock or control warrior? Handlock gets shit on by hunters though, which is definately a problem, so maybe it's time to learn miracle rogue or control warrior, hm.
could play zoo. it's a pretty decent match up against druids. or just go with handlock. handlock only really gets hard countered by the aggressive hunter decks. it can hold its own against the lifecoach/kolento version.
control warrior is pretty scarce between 5-1, but that's probably because of all the zoo.
All I've been running is either life coach hunter, druids or zoo. I feel like if they can get a good wrath + keeper of the grove when I play zoo I basically lose the game, it sucks. I'm trying life coach right now.
reynad's most recent variant is really good against druids. the only way they can really come back is with an innervate swipe. wrath and keeper is simply too slow to keep up
I'll look into it, I could always use more Zoos.
Injured blademaster and ancestral healing is a surprisingly potent combination, just got me to 11 wins in arena (the 2 fire elementals helped). Not as good as it is in a Priest deck but I could see it being useful in constructed.
Why did you post it sideways
So far so good. Time for sleep.
Well, looking over what you said a second time, my response doesn't really change. My position is that it is too strong as a 2cc. The text imo is too strong for a 2cc. On the other hand, it fits pretty well with harrison, him being a 5cc.
It's not a big tempo card. It's meant to reverse the giant tempo swing a weapon can bring, ie: two minions for the price of one card. By itself, it doesn't give a lot.Why should ooze be such a huge tempo card as well as being a huge value card? My position is that it shouldn't be. I am not concrete on how the card should be dealt with, if it is to be dealt with.
If ooze was a 4cc like 4/4 or 4/3 with the same text it would be more balanced imo. Using a 2cc to negate a 5cc and get a minion... it is like the strength of a black knight but at 2cc.
I hate playing against preist and all their bs cards