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    posted a message on We need "Spell Taunt"

    "Enemy spells do 2 less damage"

    Interesting idea. Although it's not a Spell Taunt, it would have a very similar effect. Shadow Word: Pain and Shadow Word: Death would still be effective, and so would Hex, Polymorph, and other hard removal spells. But it would be a nice start to making the spell game more multi-faceted than it currently is

    Posted in: General Discussion
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    posted a message on We need "Spell Taunt"

    Obviously if you were going to add preparation you would need to design cards accordingly, by making the preparing spells cost less, do more, etc. Changing the existing cards would never happen but I don't think having an immediate effect is such a sacred cow.

    A battlecry that makes spells cost more would be good, but I don't really like the idea of it screwing over buffs, card draw, and non-damage spells. That's why I like the idea of a minion that specifically mitigates damage spells and not others.

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    posted a message on We need "Spell Taunt"
    Quote from Xaos73 >>

    What about a relatively cheap minion that makes all spells cost (1) or (2) more as long as it is on the board?  Kind of like Nerub'ar Weblord, but for spells.  It is more balanced than Loatheb because it applies to both players.  It would make it hard for your opponent to combo lots of spells together until they kill this minion.

     I'd like this, even if it only affected your enemy. If he wants to make your spells more expensive he can play it when he thinks you might.
    I also think Hearthstone could use minions that reduce the damage of spells by 1.
    I also think a lot of spells should have a "preparation" period that warns the opponent that it's going to happen at the start of the enemy's next turn, similar to how normal minions sleep (unless they're charge minions)
     
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    posted a message on Collectively, the things Blizzard messed up

    I actually agree with everything OP said, except that I suspect Lakki Sacrifice simply isn't being played correctly. But I don't play it myself so I don't know. Very good thread.

    Posted in: General Discussion
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    posted a message on Is there an increase in premature conceding?
    Quote from NightCrawl3er >>

     

    If you really "hate" some decks, don't incentivize the people playing it by giving them free wins 

     As I get older, I want to actually have fun when I play games. Otherwise I start looking at Rocket League or Hitman or something. Certainly don't feel like supporting Hearthstone at all if that's how it's going to be. The principle of teaching some stranger that my fun deck can beat his easy mode isn't worth wasting 20 minutes of my own life.
    Posted in: General Discussion
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    posted a message on What do you do while your opponent plays? (Windowed mode)
    Quote from gabugga >>

    You must not be a very good player since there are things you need to watch for during your opponents turn. Good players constantly keep an eye on their opponents hand to see cards they've kept, which cards they play, so you get a sense of what they are holding. It's important whether someone uses a top deck, whether someone uses a card produced by another card, and so on.

    If my opponent kept a card on the left for 9 turns, that narrows down what that card could be tremendously. And that's just one example.

     That sounds fun. Count cards and pretend it's a serious game.
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    posted a message on We need "Spell Taunt"

    I'm glad to see there are some people who understand that the idea has potential. Obviously these kinds of things would need to be adjusted before it could be put in the game, but it's a reasonable concept that wouldn't break the game at all.

    Already decent attempts at similare effects like Wee Spellstopper and Animated Armor have proven far too weak for constructed.

    Those are both mage cards. Perhaps you don't understand the basic idea of what I'm suggesting: the cards I'm talking about would have to be common neutral cards. That's how you affect the meta and give new functions a chance to make a difference. As for being weak, guess what? That's what balance is for. Just look at the Tar Creeper, which is an overpowered Taunt minion in a way, designed to push taunt as viable. It worked, and the game benefited. The only mechanics that negatively affect the game when they're overpowered are aggro, spells, and snowballing effects.

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    posted a message on We need "Spell Taunt"

    So the discussion has gone from it being...

    1. Redundant because there's so many cards already doing it
    2. Totally broken and overpowered
    3. Useless

    Sounds like typical theorycrafting on a discussion board.

    Posted in: General Discussion
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    posted a message on What do you do while your opponent plays? (Windowed mode)

    It takes me 2 seconds to click back to the game, and I hear what's happening in the background. I hate Quest Rogue and boring decks, and I've been playing priest, hunter, druid, paladin meme decks basically. It's the opponents turn that I find boring, since everyone plays the same decks

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    posted a message on What do you do while your opponent plays? (Windowed mode)

    I said while your opponent plays. What am I supposed to do, interrupt the middle of his turn and start busting out cards?

    You're doing literally nothing half the time when you play Hearthstone. Or if your opponent is slow, you're doing nothing 80% of the time.

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    posted a message on What do you do while your opponent plays? (Windowed mode)

    I've found that the only way I can play Hearthstone without getting bored or frustrated is if I have the game in windowed mode and do other things in the meantime. For example, I'm playing the game as I make this post. Other times I watch YouTube or Twitch.

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    posted a message on We need "Spell Taunt"

    As soon as I saw the title I knew that this post was gonna bring up Quest Mage as the reason why we need spell taunt. But why? Spell taunt is useless against both forms of OTK Quest Mage. 

     Alright, let's all accept that OTK Quest Mage is beyond anything this type of minion could solve.
    Now let's continue the discussion for the other countless deck game matchups that could benefit
    Posted in: General Discussion
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    posted a message on Is there an increase in premature conceding?
    Quote from OverholtNA >>

    I concede on turn one when I play a quest rogue in casual. It's just a frustrating waste of time if you're playing any experimental, moderately slow deck. And I'll sometimes concede a ranked Hunter game if my opponent stabilizes and my hand is basically empty.

     Same here. Plus I don't want Quest Rogues to have any fun at all. Anyone can build that deck if they have the quest, Blizzard needs to nerf it, and it just makes the game suck. I've cleared Rogue's whole board (5+ minions) the turn before they could pop off the quest itself. He still did over 20 damage to my face the next turn AFTER playing Crystal Cove the same turn. Almost OTK from hand, no skill, no strategy, no fun.
    Quote from civelli >>

    why would i not concede if i have a slow start vs quest warr/rog and they complete their quest early its just impossible for most decks if you arent close to kill by then that you will ever get

    Agreed, Quest Rogue is the least skillful, most broken deck in the game. Blizzard obviously didn't understand how easy they were making it, judging by how they begged people to not judge it too early and promised to add more cards that would help it along... as if it needed that. 
    Trash does not deserve to be played. The same goes for any online game with a broken mechanic. I don't even rage quit, it's just like... "Oh, he won the game on turn 4. That sucks, hopefully I'll get to play Hearthstone next game."
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    posted a message on We need "Spell Taunt"
    Quote from Shrm >>
    Imagine this situation with this "wonderful" idea of yours. Shaman plays Flamewreathed Faceless, drops this "Pearl Golem" of yours and Goldshire Footman. How can you remove the 7/7 if you don't have loads of minions already on board (which is never the case)?Yes, exactly. You can't. Wasting aoe removal on a single threat is not worth it so its not a real option either.
     
     Alright let's look at your genius hypothetical example. And let's pretend there aren't hundreds of decks with combos 400% more powerful than what you're describing, which I'll assume you have no problem with.
    So first of all it's turn 6 if you kept the coin this long (you didn't) or it's turn 7, which is prime time mid-game. So at this point in the game you have nothing on the board or in your hand that can kill a measly 2 health Footman? You have no charge minions, AOE, minions, weapons, battlecry minions, or significant taunt minions of your own?
    Okay.
    So deserve to lose the game. You should also uninstall Hearthstone (not that you actually play, judging by your post).
    Posted in: General Discussion
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    posted a message on We need "Spell Taunt"
    Quote from craigrs84 >>

    Isn't that sort of the whole point of spells tho? (That they can ignore taunts)

    If they implement spell taunts then there's not much difference between a spell and a weapon

     You're don't understand: you can still attack anything you want using minions, weapons, or battlecry effects if a Spell Taunt guy is active. He doesn't ALSO have the normal Taunt function.
    Quote from Ogobum >>

    I do think there is some design space for a spell damage reduction minion, or spell cost increase minion. Loatheb is a well-designed card and the fact that it was an auto-include is a reflection of exactly what the OP is talking about.  I didn't like that it was a battlecry - if the effect is attached to a living minion, then the interactivity is preserved.

     Pearl Golem
    Here's a hypothetical card I'm talking about. Cheap, low attack, totally useless against zoo decks that just spam minions or smorc, and yet interesting and important against burn decks depending on the situation. Not overpowered, not useless, but interesting. 
    Now imagine it available right now in the game. You put the guy it in your deck knowing that he might come in handy, then hope to play it at a crucial moment when your hero is nearly dead and your enemy has spells, or alongside something you're trying to protect from getting removed by a spell. At that point, either your opponent kills it using the many non-spell methods available, or they just use a spell to remove it and carry on with their plan. Is that so game breaking or terrible? I think it would be wonderful.
    Quote from Shrm >>

    I don't like the idea in general, not being able to cast a spell/s on certain minion/s would cause some serious issues with all the already existing cards/mechanics. How would aoe spells work? There are too big of threats that can be only answered by cards like Siphon Soul and Sap that not being able to do this would break the game.

     "Break the game"? C'mon man, you know that feeling when your opponent plays a Tar Creeper to protect his Stranglethorn Tiger? Does that "break the game" too? It may feel that way to you if you're on the losing side, but it's called strategy.
     
    EDIT: Here's another example...
    Pearl Giant
    Pearl Hound
    Maybe I should use the term "Spell Magnet" instead. Here's what the text would say...
    When a spell is cast on a target, this minion is targeted instead.
    That would mean it also mitigates against buffing your own dudes. "Spell Magnet" sounds a bit better and reduces the confusion. 
    Posted in: General Discussion
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