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    posted a message on Lorewalker Cho priest combo

    IMO the more important (and scary) thing to take away from the video and their bug report is that there are no code checks in place currently to prevent minion health -- and who knows what other data points -- from overflowing their storage variables, in this case a 4-byte integer. Granted, this was an extreme border case, but still probably something that should have been accounted for. There might be a number of other similar live bugs that we just don't have the means to test ourselves.

    Posted in: General Discussion
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    posted a message on Is Tracking worth it?

    Why are you guys so concerned with running out of cards in your deck? If you manage to go through your entire deck and no one is dead yet, then you weren't able to apply enough pressure when required to. This card lets you do that. For one mana. Need a small drop early in the game? Tracking can help. Need a game-ending bomb late game? Tracking can help.

    And speaking of draw mechanics, what would you rather have instead of Tracking as a hunter? The mechanic on this card is pretty unique in terms of what's available to us so far.

    Posted in: Card Discussion
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    posted a message on Is Tracking worth it?

    Tracking seems fantastic, and I'm not sure I'd ever want to NOT run it if I were playing a hunter deck. It provides you with options so you aren't strictly at the mercy of what card is directly on top of your deck. You won't always naturally draw into everything you need at a time you can play it, and this is a way to help mitigate that.

    Posted in: Card Discussion
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    posted a message on Forum overflowing

    There's honestly a ton of repetitive, useless stuff being posted within the past day by people trying to get their 15 posts for that giveaway. Lots of "cool", and "awesome", or copy/pasting an answer to someone's question that was already answered many moons ago. I was tempted to start reporting some of it at one point, but then gave up when I realized how much time I'd have to invest doing so.

    Don't get me wrong, I don't mind an active forum at all; it's just the thoughtless drivel that becomes frustrating.

    Oh well. It'll die down soon now that they don't have any incentive to keep posting.

    Posted in: General Discussion
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    posted a message on Hearthstone "End Game" - some thoughts

    It's going to be nigh impossible to directly compare the support of Hearthstone to Magic, a game with a 20-year history and tens of thousands of cards available. And although Magic is currently experiencing its highest player-base ever, there were times in the past where its future was uncertain as well.

    That being said, there will almost definitely be tournament support in some fashion, and very likely expansions every now and then to add some more variety to the card pool. They have a large amount of untapped source material to use in the Warcraft universe for future releases.

    Posted in: General Discussion
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    posted a message on HearthPwn Member Loyalty Beta Keta Giveaway

    Well well, what do we have here... Maybe I won't have to wait months to get in? =] Nah, I shouldn't kid myself, but it's worth a shot.

    Posted in: General Discussion
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    posted a message on Rewards for Arena?

    FWIW, there are 10 ranks of keys (you have to click the image in the posts to actually see the whole thing; for some reason they cut it to only show 6), and you go up a rank with each win. Anything 8 or higher (7+ wins) will guarantee enough gold to re-buy into another Arena run.

    Posted in: The Arena
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    posted a message on Deck Yourself, Before you Wreck Yourself!

    While I fully support testing mechanics in any capacity, and think you should definitely do something like this once beta hits, what about Fatigue is currently an unknown? We've seen the effect in action via the live streams already. What in particular are you aiming to test with this deck?

    Posted in: Druid
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    posted a message on Hearthstone Alpha Patch #2

    Since it's in the "Cheat" set, I'm guessing it's used as part of a tutorial or scenario against the AI.

    Posted in: News
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    posted a message on Tournament Level Play

    Has the card been changed already? Both this site and Wowhead still list it as 15 seconds, which seems a bit restrictive.

    It doesn't particularly matter whether or not Nozdormu ends up being tournament-viable; as someone else said (here or on the official forums, I forget which), the ability being in the game sets a precedent, and opens the door for more cards down the line that mimic it, which may end up being tournament-viable themselves.

    If they really want to keep a mechanic like this in the game, it almost seems like it would make more sense as a "each player may only perform up to X actions per turn" (since I think you are a Magic player from reading other threads, something similar to Arcane Laboratory [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=25562]).

    Posted in: General Discussion
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    posted a message on Tournament Level Play

    Quote from Nodata »

    I'll be honest, at this point, I can't tell if you guys are trolling, or if you really think Hearthstone should be designed with Arthritis in mind. :D

    Your comparison to StarCraft is not exactly accurate. In StarCraft (and for other RTS games in general), gameplay revolves around and rewards you for doing things better AND faster than the other player(s). That is typically not the case with card-based games, even here when 1 out of 300+ cards provide a similar benefit.

    The game doesn't need to be designed explicitly with ailments like this in mind, but it shouldn't marginalize those players by introducing niche mechanics that would restrict them. Of course there are limits to this, and basic computer skills should be expected in order to play (can read the cards, can use a pointing device, etc.), but nothing else in the game currently rewards or even expects you to play extremely fast.

    I'm still expecting Nozdormu to be changed or replaced entirely for other reasons, but I think the argument stands that they should avoid mechanics that would impose limitations on players that affect them outside of the game itself.

    Posted in: General Discussion
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    posted a message on Help me understand

    Ah, I see now; thanks. Better card text would alleviate so many of these issues...

    Posted in: Card Discussion
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    posted a message on Help me understand

    Quote from angelcrest »

    The wording doesn't help anything in this case the knowledge of attackablitiy for mind controls are all from fireside duels. The same card, old name, Shadow Madness (Dark Command in the video) was used to steal a raid leader and it attacked right away. In the same video mind controled Cenarius was unable to attack the turn it swaped.

    http://www.youtube.com/watch?v=P8o4O_RbisU#t=7m39s is the video.

    I still don't think it's conclusive (I'm not arguing that it's not the case, I just don't think we know 100% at this point). He doesn't even try to attack with the stolen Cenarius, he just takes it and immediately passes the turn. You could argue that if he could attack with it he definitely would have, but we've all seen various levels of misplays on the live streams due to pressure, etc.

    Either way, this goes to show that we absolutely need better rules text on cards.

    Posted in: Card Discussion
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    posted a message on Help me understand

    Quote from angelcrest »

    Unless you used Shadow Madness to control opponents minion or the the opponents minion had charge, all mind control mechanics don't allow you to attack the turn the minion switch sides. So if you play  Sylvanas Windrunner and kill her unless the minion had charge you can't attack with the stolen minion that turn.

    Curious, but do we have a blue confirmation of this? The only difference in the way the abilities are worded is "take" vs. "gain" on Shadow Madness, which from an English standpoint I would not consider to be different in terms of gameplay.

    I only had a few minutes to look around, and the arguments I could find on the forums involved some live stream games with Mind Control Tech where someone took a minion with it and didn't attack. However, the minion they stole did not have the sleep animation, so this was either a bug or yet again another case of very inconsistent rules.

    Posted in: Card Discussion
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    posted a message on Hearthstone Rules

    Quote from Erskow »

    I would also suggest adding a clarification to Divine Spirit as it does not double your maximum health. Only the current health.

    There is a blue regarding the matter. But as an example. Your 3/3 takes 1 damage. Making him a 3/2. Than you double his health. Making him a 3/4. But he still only has one damage. So he will be at maximum if you heal him a 3/5. Not a 3/6 as you could think.

     

    If you can find a source for this I'd be grateful, as I'd also like to solidify my set of rules concerning how the heck current health and max health are handled under certain situations.

    Posted in: General Discussion
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