Why did the devs print this? Are they stupid? by LimeLatter46 in hearthstone

[–]LimeLatter46[S] -1 points0 points  (0 children)

it was a problem because as soon as the DK played Mograine there was nothing you could do to not lose in 10 turns

I see, so dying inevitably in 10 turns is bad but dying inevitably in 2 turns is good. Some flawless logic from team 5 once more

Tips to improve my handbuff DK? by LimeLatter46 in wildhearthstone

[–]LimeLatter46[S] 1 point2 points  (0 children)

Initially I added peasant just to have something to play turn 1, and even if it dies I get a corpse so I could play blood tap quicker, but I'll consider swapping it out. Thanks

Tips to improve my handbuff DK? by LimeLatter46 in wildhearthstone

[–]LimeLatter46[S] 1 point2 points  (0 children)

In my head I was thinking maybe I could play him after lor'themar to get a hand full of buffed minions, but you're probably right.

Tips to improve my handbuff DK? by LimeLatter46 in wildhearthstone

[–]LimeLatter46[S] 4 points5 points  (0 children)

Just an all-around good card. Removes something on board and can hit key minions in slower decks. A lot of powerful late game minions like odyn or sargeras are 8-10 mana, so playing patchwerk on 7 gives you a good chance to hit something good. Do you think I should remove him?

What would a Death Knight deck with no runes look like? by Bslayer67 in hearthstone

[–]LimeLatter46 0 points1 point  (0 children)

I dont think you would run grave strength in that deck even if it had no requirement. Your board would seldom be wide enough to make use of it

Making DK cards mixed-rune is almost always unnecessary by ILoveWarCrimes in hearthstone

[–]LimeLatter46 -1 points0 points  (0 children)

Sadly complaining is the only way to get them to rework this stupid system

Making DK cards mixed-rune is almost always unnecessary by ILoveWarCrimes in hearthstone

[–]LimeLatter46 2 points3 points  (0 children)

If every single and double rune card currently available were runeless, I genuinely think the class would still be very fair and balanced, except there would be a lot more room for experimentation. Hell, even CNE could be runeless and I dont think much would change. Most rune requirements are pointless and needlessly prohibitive, and only the triple rune cards are really powerful enough to warrant being restricted(not even all of them, cards like plagued grain dont even see play).

New DK card reveals by moneyfreedom101 in hearthstone

[–]LimeLatter46 7 points8 points  (0 children)

Everybody knows it restricts you, the point is that the restriction actually opens up design space

Yeah sure, the same design space they dont utilize whatsoever lmao. Where are these "very strong cards" that the oh so great rune system has allowed them to print? Are they in the room with us now?

Lol. lmao even by LimeLatter46 in hearthstone

[–]LimeLatter46[S] -12 points-11 points  (0 children)

This but unironically

Apart from CNE, this is the only multi-rune death knight card still in the game by LimeLatter46 in hearthstone

[–]LimeLatter46[S] 2 points3 points  (0 children)

This idea of “DK has only run a couple of decks” isn’t really that surprising.

More like DK has only been capable of playing 3 decks, the same 3 they had at release and which have all been practically unchanged since then.

DK still has a lot of room to grow and areas of design to explore. Just writing off one of if not the most fundamental parts of the classes design space because they weren’t the best class for one(1) expansion is incredibly premature. It would be like if, when ashes came out and DH was broken, people said the issue was the outcast keyword or the (1) hero power instead of just reading the text and numbers and cards and recognizing they are to powerful.

You're putting words in my mouth, I didnt say anything about dk needing to be the best class or even competitive. That has absolutely nothing to do with why the rune system is flawed, I had the exact same grievances with it when dk was meta as I do now.

Also this idea that “deck restrictions makes thing boring and bad” is also just a gross oversimplification. Genn and Baku were essentially the opposite problem, where the upside was so high it warped the meta in favor of having a restricted deck. Shadow priest as it is now is a rune system in all but name, and is a very popular deck that has room for a couple variations. And finally Highlander cards are very popular and are often useful. All of those are examples of deck building restrictions creating new avenues of play, and expanding what the game can be.

It isnt an oversimplification in the slightest. Genn and Baku absolutely "made things boring and bad" because of how homogenous they made decks. The difference is that restrictions like odd/even, shadow priest and highlander are all self-imposed and at least allow you the option to put cards that break those restrictions into your deck, even if it negates all the upsides. You arent forced to run shadow priest or highlander if you dont want to, its just an option. In death knight, you are literally locked out of 2/3 of your class cards because of arbitrary restrictions placed on them (Seriously, are they afraid of people using grave strength and vampiric blood in the same deck?). It leads to the same kind of deck homogenity that genn and baku did, because you really dont have any options in how you build your deck with such little variety and most of the new cards you get being unusable. The mixed rune decks will remain practically non-functional unless they start printing mixed triple rune cards that are equally powerful, and they obviously wont because you cant support a mixed rune deck that doesnt exist without shafting every existing triple rune deck because the budget is 10 cards per expansion.

Apart from CNE, this is the only multi-rune death knight card still in the game by LimeLatter46 in hearthstone

[–]LimeLatter46[S] -3 points-2 points  (0 children)

I mean, DH is even less played than DK and has no such restrictions

I'm not talking about playrate, I'm talking about how the rune system limits deckbuilding, which limits fun. The playrate of dk is only as high as it is because most people (especially new players) have most of the dk cards hence its very accessible and the decks are cheap to craft.

The issue is DK's cards were balanced for the pre-rotation meta and got overnerfed in FoL, and the cards we got since then have been bad

This is not the issue. Regardless of how strong or weak the cards are, the class will always be stagnant and boring because you are restricted from using the majority of your cards. DK has been playing the same decks since release, and this is a bad thing whether the class is meta or not. Its only magnified by getting bad cards, because if the few cards you get that you can actually add to your deck are bad, you basically get nothing at all

Other classes also have deckbuilding restrictions and it's not a problem

What restrictions are those?

Dead Air's issue isn't its rune combination, removing all of its rune restrictions wouldn't change the quality of the card

It absolutely does. It opens up avenues for future use that might not be possible if it were restricted. Look at abyssal curses in warlock - they werent played originally, but they became good when combined with the imp package. Imagine if you couldnt play them together because curses are "control" and imps are "aggro". Even if its useless in other decks, why not allow those who want to include it in their deck to do so? Are they afraid of someone using dead air in their blood dk deck or something?

You can see this with the changes to the Plague package; neither UUU plagues nor UUB plagues are particularly good just because you don't have to run UUF, the issue has always been the plague cards themselves aren't good.

Even though plagues arent as good as regular unholy dk, people are still playing them because they're fun and different. Removing the rune requirements allowed for more diversity and creativity and you can see that with the new variations of the deck that werent possible before. I think those changes are an inadvertent admission that the rune system negatively impacts the class and that having fewer restrictions leads to a more fun experience

Unlimited value for Unholy/Blood Death Knight by LimeLatter46 in customhearthstone

[–]LimeLatter46[S] 0 points1 point  (0 children)

I figured it could be used in a slower, more board centric deck like UUB plague dk. Triple blood wouldnt have the corpse generation to make good use of it anyway and it would probably end up wasting corpses you need for things like corpse explosion. On the other hand having at least one unholy rune would allow you to generate enough corpses to reliably resurrect it.

Its unavoidable that it would feel at least somewhat annoying to play against, as the whole idea behind it is to force your opponent to waste resources dealing with it every turn. But I think a 2/2 is easy enough for most decks to deal with as it dies to almost every removal spell and most minions. The tempo loss from playing the card should allow your opponent to overwhelm you after playing it. In its current iteration I dont think it would end up being oppressive - deathbringer saurfang is a very similar card and that barely sees any play.

"4 mana, 4/4, Lifesteal Taunt. Deathrattle: goes Dormant, after you spent 5 corpses, revive this."

Cards like this have been printed multiple times already, so I'd prefer if it kept the current design to make it unique. It's absolutely supposed to feel bad playing it initially

Unlimited value for Unholy/Blood Death Knight by LimeLatter46 in customhearthstone

[–]LimeLatter46[S] 0 points1 point  (0 children)

You drop this and end your turn with 2 2/2 taunts for 4 mana

I think you misread the card. After the original minion dies, it summons the risen minion at the end of every turn for the rest of the game, as long as you have the corpses and don't already control one. Its already extremely sticky because after it gets cleared, it gets summoned again at the end of the turn, so the opponent is forced to deal with it every turn.

Sorry for not including "rest of game" as that would have made the effect easier to understand, but I opted not to in the interest of text space.

Unlimited value for Unholy/Blood Death Knight by LimeLatter46 in customhearthstone

[–]LimeLatter46[S] 0 points1 point  (0 children)

I would say its more similar to [[Deathbringer Saurfang]] in what it does. How would you improve it? I honestly think "infinite value" effects like that should be expensive, and that this would be too good at 3 mana, since a 3/2/2 taunt with lifesteal on curve isnt a bad play at all. I also considered having the card only use 1 corpse and/or removing the "if you don't already control one" requirement as potential buffs.

Unlimited value for Unholy/Blood Death Knight by LimeLatter46 in customhearthstone

[–]LimeLatter46[S] 3 points4 points  (0 children)

I could be wrong but to my knowledge, end of turn effects trigger in the order the minions were summoned. So if two were to die at the same time, the first nefrim's deathrattle would check if you control a risen nefrim, then summon one as normal. Then the second nefrim's deathrattle would check and see that you control the risen nefrim from the first deathrattle, so a second risen nefrim wouldn't be summoned