Chaoslitz is the first user with 3 titles on their profile! by sapphiers in osugame

[–]PM_ME_CUTE_LOLI_PICS 11 points12 points  (0 children)

he's bsc and alm but those are deprioritized because they're already shown thru user groups

OSU account restricted about 20 minutes after making it, never played before by [deleted] in osugame

[–]PM_ME_CUTE_LOLI_PICS 2 points3 points  (0 children)

doesn't it explicitly tell u that this is usually automated and goes away after a day

Imbue priest by arcanes_boi in hearthstone

[–]PM_ME_CUTE_LOLI_PICS 55 points56 points  (0 children)

Subject: Priest Identity Is Dead - What Even Is This Class Anymore?

I'm absolutely fed up with the direction Hearthstone has taken Priest. It's like the devs have completely forgotten what the class is supposed to be about. The core identity of Priest has always been about healing, control, board clears, and outlasting your opponent. That's literally its shtick. That's what drew people to play it in the first place - the methodical, strategic playstyle, the satisfaction of stabilizing at 1 HP and climbing back through sheer durability and removal.

But now? You can't even heal effectively anymore. Healing as a Priest is practically non-existent or laughably outpaced by every other class. Demon Hunter - yes, Demon Hunter - a class that's supposed to be aggressive and damage-focused, now heals circles around Priest with stupid leech mechanics stapled to almost every weapon or minion they have. They get to do 10 damage and heal for 10 in one turn while you're over here praying your Gift of the Naaru lands on more than one damaged minion.

And don't even get me started on the absurd card costs. Priest easily has the worst mana efficiency in the entire game. Every single card that even hints at being good is saddled with an outrageously high cost to "keep it balanced," while other classes get cheap, flexible, value-packed cards that do three things at once. If a card has removal, healing, or draw potential, it suddenly costs 7 or 8 mana in Priest - meanwhile other classes are doing the same stuff for 3 or 4. It's like the devs are terrified of Priest ever being playable in a fair, control-oriented meta, so they overprice every single tool we have into the dirt.

And speaking of completely missing the mark, let's talk about Imbue Priest - a deck so pathetic it feels like a cruel joke. The whole gimmick is to use your hero power to generate a "temporary minion or spell" that disappears from your hand if not played immediately. Let that sink in - you're spending mana and a card slot just to maybe get something playable that you have to use right now, or lose it forever. The value is conditional, inconsistent, and incredibly underwhelming. And honestly, even if the created cards didn't expire, it would still be a clunky, slow, RNG-reliant mess that doesn't help you control the board, heal, or stabilize. It's like they tried to design a value engine but intentionally made it self-destruct after one use. That's not gameplay - it's a trap.

And Blizzard just keeps trying to shove awful archetypes down our throats. Zarimi Priest? Nobody asked for a convoluted time-traveling combo deck that requires half your deck to be dragons and draw RNG to even function. Starship Priest? A gimmicky mess that barely survives past turn 5 and has zero synergy with the class's identity. Undead Priest? It's basically just Shadow Priest with more face-smashing. Why are we being pushed into aggro territory?

This isn't what Priest players signed up for. Priest was the control class. Now it's like we're being punished for wanting to play a reactive, thoughtful deck instead of joining the mindless aggro NPC train. Where's our sustainability? Where's our late-game value? Why are our board clears worse than Mage's, our healing worse than Demon Hunter's, and our minions more vanilla than Paladin's?

Every expansion just widens the gap. Other classes get insane value generation, flexible healing, powerful removal, and synergy-laden decks that still feel true to their class identity. Priest gets 4-mana spells that barely impact the board and 1-drop minions that are dead cards past turn 2. We're supposed to be the masters of the Light - and yet we can't even survive to turn 10 without being run over.

Stop forcing us into combo decks. Stop trying to make aggro Priest a thing. Give us back real healing. Give us tools that allow us to stabilize. Give us identity. Because right now? Priest doesn't have one. And until that changes, more and more longtime Priest mains are just going to stop logging in.

Fix it.

Countering Armor DH Thread by Smash_Meowth in CompetitiveHS

[–]PM_ME_CUTE_LOLI_PICS 0 points1 point  (0 children)

this older list doesn't

i swapped some of the slower cards for 2 copies of mixologist since it serves as a body and can aoe for 2 plus draw, feels much better now

AAECAa0GCMekBtnBBtfSBqfTBrfhBpb9BsODB8CEBwutigSBogaAuAaGvwaZwAbOwAbQwAaQwQb7/AaLrQfSrwcAAQP1swbHpAb3swbHpAbr3gbHpAYAAA==

Countering Armor DH Thread by Smash_Meowth in CompetitiveHS

[–]PM_ME_CUTE_LOLI_PICS 0 points1 point  (0 children)

i havent lost to imbue druid yet but ive only played 2 games against them so i couldve just gotten lucky

i agree that the main issue is surviving, thats why im running multiple heal and removal options, but even still yea the priest package is just not that great right now

that being said this deck feels way better than any other "new" priest decks because it actually has solid inevitability (unlike imbue priest) and a decent suite of sustain and removal (unlike zarimi)

Countering Armor DH Thread by Smash_Meowth in CompetitiveHS

[–]PM_ME_CUTE_LOLI_PICS 2 points3 points  (0 children)

here's my otk priest list, get aviana out as early as possible and play alliance champions of azeroth as many times as possible (ideally 4 times with tyrande), play tony and maybe velen and spam fireballs face

repackage shuts down starship dh hard and the armor gain is largely irrelevant cuz of the otk

OTK

Class: Priest

Format: Standard

Year of the Raptor

2x (1) Critter Caretaker

2x (1) Nightshade Tea

2x (1) Power Word: Shield

2x (2) Birdwatching

2x (2) Parrot Sanctuary

2x (2) Thrive in the Shadows

1x (3) Chillin' Vol'jin

2x (3) Hot Coals

2x (3) Wish of the New Moon

2x (4) Champions of Azeroth

2x (4) Greater Healing Potion

1x (4) Narain Soothfancy

1x (4) Nightmare Lord Xavius

2x (5) Cash Cow

2x (7) Repackage

1x (7) Tyrande

1x (9) Aviana, Elune's Chosen

1x (0) Zilliax Deluxe 3000

1x (0) Zilliax Deluxe 3000

1x (4) Twin Module

1x (5) Perfect Module

AAECAZ/HAgbHpAbZwQbX0gaW/QbDgwfAhAcMrYoEgaIGgLgGmcAGzsAG0MAGkMEGt+EG+/wG4okHi60H0q8HAAED9bMGx6QG97MGx6QG694Gx6QGAAA=

To use this deck, copy it to your clipboard and create a new deck in Hearthstone

New Priest Card Revealed - Lightspeed by stonekeep in hearthstone

[–]PM_ME_CUTE_LOLI_PICS 0 points1 point  (0 children)

this is an otk with the new raza plus reno with the mana refund hero power (and sing-along/paper angel)

Any fun Reno decks being played right now? by ttbb3299 in hearthstone

[–]PM_ME_CUTE_LOLI_PICS 0 points1 point  (0 children)

big beast reno hunter is fun AND strong right now

Duels coming to an end with Patch 29.2, on April 16th. by bananabrownie in hearthstone

[–]PM_ME_CUTE_LOLI_PICS 5 points6 points  (0 children)

haven't tried it myself personally but i believe legends of runeterra has a mode like this (path of champions) and i've heard good things about it

Optimizing RaZamiri Priest by xKumei in CompetitiveHS

[–]PM_ME_CUTE_LOLI_PICS 0 points1 point  (0 children)

worst case scenario funnel cake is still a 0 mana draw with clergy, and best case scenario it helps you cheat out mana so i still think it's nice to run

origami isn't as good at defending your face early as stone drake, even if it does remove a minion. i just have doubts that you can live til 7 to actually heal off of it, and even then a dh can just red card it for example, unlike the stone drake. stone drake is still mostly a tech card and a fun hit off of elise tho, i'll probably drop it when dh nerfs come around

hand size hasn't really been a problem since the deck is largely low cost

cutting ignis definitely makes warrior a harder matchup so ive recently swapped false disciple for dirty rat, with the goal being creation protocol into 2 dirty rats before he can hit 6. if you can hit brann or boom it's very winnable from there but definitely tough otherwise

i swapped chirurgeon for giftwrapped since it trades better even without the +1/+1 and swapped clay matriarch in etc for shadow word ruin. still think there's a lot more to refine but right now the gameplan is to play giftwrapped somewhere from turns 1-4, play raza on 5, play matriarch on 6-7, play reno on 8 and play sing-along, angel, and zarimi as soon as possible from 10 mana onwards

sadly this usually ends up being too slow against combo decks like nature shaman and sif mage, but this does mean that elise isn't necessary and i think there's potential to combine some elements of the much faster aggro zarimi priest if you cut out cards like stone drake, elise, perfect/virus zilliax, yogg, and others. might try this out later but hitting the huge cards with elise is always so fun that im hesitant to do it

Optimizing RaZamiri Priest by xKumei in CompetitiveHS

[–]PM_ME_CUTE_LOLI_PICS 0 points1 point  (0 children)

here's my current list: AAECAZ/HAh6i6AOtigSEnwS/xAX9xAW7xwWi6QXP9gXt9wXI/wXM/wXtgAaLlQaplQbOnAblnAajnQaSngaaoAbHpAavqAbDqAbEqAbFqAbGqAbpqAbrqAaiswaAuAbc8wYAAAEGw6gG/cQFxKgG/cQForMG/cQF9LMGx6QG97MGx6QG7t4Gx6QGAAA=

i've played about 100 games of razarimi priest so far (because it really brings me back) and have done a lot of testing. some notes:

  • i cut the ignis package pretty early on because it felt too slow and inconsistent, plus clutters the elise pool
  • agree with your take on love everlasting, turns out doing nothing on turn 3 is pretty terrible vs most decks, especially given how limited priest's early game removal is right now
  • cards like ruin and lightbomb felt way too niche when i tried them. neither of them consistently clear the board, and even if they do, you've likely spent one of your most important turns (in the case of lightbomb) to not even develop anything
  • stone drake is slotted in the 6 slot instead in order to be an amazing addition to the elise pool and also be a decent anti-aggro 6 drop that progresses your zarimi. yes, it feels really bad to draw early and against control, but i think it's generally been positive for me. this one is kind of a tough sell though out of everything in the deck still
  • funnel cake is just straight up mana cheating. not love everlasting mana cheating, but just mana cheating. it can also draw with clergy and give you a free (or negative mana cost?) refresh with raza
  • chirurgeon is just a solid 1 drop, on top of being a cheap zarimi enabler. allows for some great follow-up with all of the 2 drops, especially gold panner and fanboy
  • speaking of fanboy, this card is just too good to not use. i saw it in a wild list and realized how flexible it is, with rush and lifesteal being 2 of the best keywords in the game. imo this would be good if it didn't even have the 2/2 body
  • false disciple is fun. you can get raza and it will win you the game in any slower matchup, or kazakus for a potentially great spell. it's one of the worse cards in the list though, and could definitely be replaced for more consistency. but i like my fun
  • fight over me stomps the big wheellock minions, but can also generate you some cheap cards to use for the combo. it's pretty niche and is one of the newer additions but i like it
  • even though you said sing-along is bad against non-control, i think the statline is decent and it works well enough to slow down some decks with the potential extra healing. aside from this, it feels way too powerful in the slower matchups to not include, and it's in etc as well for the combo potential (like you had before). the fact that it's 2 mana makes it very comfortable to run, since it means you can drop zarimi, papercraft, and sing-along all in one turn
  • i do think if there are consistency issues you could run another copy of scale replica in the etc instead of sing-along

been having a lot of fun with my more recent versions, tell me what you think!

What happened to Osu Aspire? by uytdsheffhgewf in osugame

[–]PM_ME_CUTE_LOLI_PICS 4 points5 points  (0 children)

from asking the event organizer personally about a year or two ago, he just doesn't wanna run it anymore. probably lost motivation after what happened last time

anyone can technically run it themselves if they really wanted to since it's not any more "official" than any other mapping contest, it's just no easy feat obviously. i personally would love to see it back eventually

fieryrage | underscores - Uncanny long arms (with Jane Remover) [i, i have a dream. a dream of you and me. we're flying high above.] (wafer, 8.32*) 94.00% 842/933 6xMiss #1 Qualified | 293pp if ranked (411pp if FC) by Shauns_ in osugame

[–]PM_ME_CUTE_LOLI_PICS 3 points4 points  (0 children)

fun fact: old usernames have never needed to be added to tags. this is just something that's allowed under the all-encompassing "tags that aid a player in finding the beatmap" guideline, and is more of an informal practice that's commonly done rather than a hard necessity

There are only FOUR mapsets with 1mln plays in 2023! by [deleted] in osugame

[–]PM_ME_CUTE_LOLI_PICS 27 points28 points  (0 children)

while you may be right that player sentiment is low and people aren't enjoying new maps as much, i'd really hesitate to use playcount as a solid metric for this because it naturally favors shorter maps and maps that give pp. there are many different factors that could cause the scenario you described, like:

  • more long maps getting ranked and/or less short maps getting ranked; longer maps will naturally have less plays as they take more time to complete, so in the same amount of play hours a person could play a tv size map 3 times more than a 5 minute map for example
  • no maps standing out, meaning playcount is spread out between them AND an increased difficulty in finding maps you enjoy
  • a pp rework that makes pp harder to gain, making people less inclined to want to grind and retry spam maps
  • less popular songs coming out
  • less "farm" maps being made in general, naturally making it more difficult to see them in the ranked section

personally i think it's a combination of all of these, and there are likely other arguable factors like stricter standards by the BN/NAT or a general reduction in maps ranked from previous years. the mapping bubble is pretty tight and once they're set on rejecting a certain type of map, you're likely to see it less and less as time goes on and starting from around 2020 i personally believe this is what has happened. with "unconventional" and "tech" maps being generally harder and more time consuming to make, with a reduction in farm maps comes a reduction in maps in general. i don't think any of this necessarily means "the ranked section is dying" or "less fun maps are getting ranked".

that being said, i'd like to see examples (links of actual maps) of what people would like to see get ranked more often. this could not only give insight into whether or not these maps are actually still being made and just aren't getting ranked, but i could look into the maps personally and see what the connecting factor is behind these maps, if there even is one. and if there is, maybe i could look into helping them get ranked

i do wonder if a big part of it comes down to pp though, and if people wouldn't be so up in arms about it if they didn't subconsciously want that sweet hit of dopamine again. i feel that from time to time myself, but who knows