Battlegrounds - time to remove all poisons

If an infinite gold build of pirates doesn’t end with a bunch of Amalgadons then what’s the point, especially if you’re in a lobby with Murlocs? It has no divine shield minions, no pings, it’s hard to assemble, and it has no cleave. You’re basically saying you want a unit specifically to help a single build of a single tribe win against one specific other tribe. You’re also willfully ignoring that the mass resources it provides make it quite easy to transition into the best endgame unit.

This would be like complaining that Kalecgos dragons need a unit to help against poison and failing to realize that Amalgadon is an incredible finishing unit for Dragon endgames.

Guys I think I found the Murloc main.

The pirate problem is about the damage cap, which I do not like.

Pirates were excellent at early knockouts because of how they scaled in combat. They basically needed to win before the rest of the tribes had solid endgame set. This was how patches hit people for 35 on turn 9 or 10.

The damage cap, imo, encourages more risk and furthers the highroll meta rather than punishing risks hard and fast when they fail.

I like the armor system, but think we need one or the other but not both armor and a damage cap.

Remove Murlocs, I alway say.

Before this time. Poison playstyle can counter with multi-target attack or divine shield play method.
But now Murlocs are too big to clear them. So the Murlocs are problem, not the poison.

when you see a posion murloc buy it so they cant. then when you buy them all you will be the only one with poision

I’ll just throw this reply in since it’s more-or-less related; again, not terribly experienced with battlegrounds persay since I’m not a huge fan of it (far too random for my liking), but think there is at least some counterplay to them. That said, yes, it can be frustrating when you’ve put some effort in to a setup and it gets wrecked by poison.

Poison builds require divine shield, or it’s 1 for one. Your opponent has divine shield, frogs, or mechs you’re dead. Hell even a bot with a tie breaker stuck on him will do it. Again, play to your opponents, it’s a competition game.

Kripp plays to high roll and high roll only. It’s win or bust, then complain about his bad luck if it doesn’t work. I love the guy but there’s a reason why he loses so much. To wit, this video was extreme high roll, with dragons/murlocs in for max tier 6 drop possibilities. Also drawing a seafood and rolling an amal is very low chance… try it.

Pirate build with the respawning wins 60% of the time. Beasts win with reborn and or frogs, mechs almost 100% win unless you’re bad, demons… demons are screwed. Dragons have shield/ping - they can WRECK these builds.

That’s not true, dragons/pirates raped hard. Only one game was a lucky amal. The word ‘lucky’ is well apt, as it’s a crap shoot. Know how many Amal’s I’ve tossed down only to get like 4x death rattle and useless?

Again, play to your opponents, pay attention to what they are playing. Going to see some goddly high rolls you can’t do anything about - be it stats or otherwise. Adjust your attack order accordingly. If they’re banking on a 200/200 super taunt… well you can drop something for poison or just feed it units till you die. It’s your game.

You realize that’s a lot harder to pull off then slamming Brann and a bunch of Murlocs right?, which is what every game with Murlocs turns into. At least two or three people find the Brann with Murlocs. If Pirates are in, it’s usually a couple people finding Hogger, which loses to poison Murlocs. The only thing that beats poison Murlocs is big Dragons with Nadina, and the 4 drop dragon that allows you to punch through divine shields, and that’s not even a guarantee as it’s a lot easier to make bigger Murlocs.

Way more than just dragons beat Murlocs.

In the midgame sure, but not in the late game. If I can have a Brann with Murlocs or a Nomi with Elementals, or a Omega Buster with Rivendare, I’m taking the Brann with Murlocs. You can stick an Unstable Ghoul in the front and that flattens the Elemental and Mech players.

Well, Pirates have exodia combo to possibly win (yes, they will not win vs 200HP, but that is the same case as vs any other class). Similarly if you highroll apm pirates and you are smart enough to collect selflesses+baron+amalgadons, you can easily win.
Beast with wolf+parrot+hydras can win (unless stats are huge, in which case it doesnt matter about poison). Similarly the frog can win easily with a bit of luck in jumps.
Mechs (or better said, divine shield comp) can win, if they are big enough and you have big 8/4 with divine shield to sustain several hits.
Dragons have possibly biggest scaling ever and get divine shield and can pop divine shields.

A strong mech build crushes Murlocs. Same from leapfrogger or Exodia Pirates if they’re built right.

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it should be based on stats and positioning, not because someone puts in quick poisons to destroy your big minions.

If someone has outscaled you there is no positioning that matters. In fact nothing will matter, and it’s generally impossible to catch up. The devs are even replacing the current neutral poison option with something even more powerful (leeroy will snipe a unit even if it was shielded), because they clearly understand this is an important tool in the game.

Overall I don’t understand why there aren’t more cheers from the low rank anti-poison crowd; the most powerful and ubiquitous poison unit in the game is being replaced, SI Sefin got nerfed, and Murlocs got a unit that encourages stat-based scaling.

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Exactly this.

I think they did a good job of understanding what needed to change and did a good job attacking the actual issue rather than the latent QQ from the unwashed.

other massive states and Devine shield… what is the counter for Devine shield poison?

Your counter to massive stats is to get massive stats on your own, instead of wanting an easy way to beat something that took a lot of effort to build. Remove the couple of huge health causing minions and let’s be done with poison. Anyone that thinks a 1/1 poison bought in the tavern should be able to take out a 100/100 weaver a player has been working on since turn 1 and cost 2/3 of his life total is lame.

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Divine shield resets, deathrattle token growth, pings…

so… just beast lol what if beast isn’t in the game

You obviously don’t understand scaling in this game very well if you think the answer to someone who is outscaling you is to just “get massive stats”.

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