Iam at the point where i quit hs twice dusting all my legendaries and epics, including those from the adventures. From now on I only consider must have op cards and I dont care about collective value at this point, just most op deck to ladder up, because now even at rank 20 are competetive decks as new players arent comming to the game. Paying 3k gold for like 4 cards and mostly for classes i do not play(druid) seems little bit absurd.
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Buttchouda posted a message on New adventure totally skipable?Posted in: General DiscussionMaybe you should just quit. It sounds like you don't actually enjoy the game.Adventures are half about the actual solo play, half about the cards. If neither appeal to you, then I'd think the answer is quite simple. -
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stormcry0 posted a message on The Genius Behind PurifyPosted in: Card DiscussionDoesn't make much sense. They can easily ensure that the cards are desirable in the competitive decks if they want to. They don't need a bait card to do this.
New to card games it seems,The more strong cards appear in a set the more you have yo buy that set, increasing the gap between the players with a lot of money and the players with few money, in a game that want to be inclusive and F2P to get income from small ticks of purchases that's a no-no.And, if you make 20 cards and 18 of them are strong enough to replace the existing cards you ARE doing powercreep and your player base will start to expect that this becomes norm, directing you into a snowball of powercreep that we that played YGO knows how that ended (the competitive escene mostly obliterated and relegated to specific events with little assistance in comparison to card games with more serene rotations).So, yes, this stuff is more complex than what people is thinking it is, I've made 2 magic the gathering blocks (that means 3 expansions per block, each one of them around 200 cards) I know this stuff is hard to make properly withoutmaking it break itself. -
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MillhouseMadness posted a message on I am discussed with the disrespect shown to the player basePosted in: PriestI am discussed too!
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mohamadnk posted a message on New Druid Card - Moonglade PortalPosted in: Card Discussionif the text was get 6 armor i would say the card is good but right now its not that useful
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user-18710067 posted a message on New Warlock Card - Silverware GolemPosted in: Card DiscussionQuote from Balthier21 >>yeah amazing card soon you will all start crying about it on the forums.....zoo didnt need a boost its a fucking tier 1 deck
This doesn't boost zoo, unless you're willing to have 2 dead cards in your hand until you play Doomguard (which isn't played anymore in most zoo lists), or maybe you're going to find 10 deck slots in the most refined deck ever to fill it with some discard synergy.Yes, the "discardlock" will look similar to zoo, because it'll be a very fast deck. But most cards will be different. And in the end discard is more about dumping some big overstated shit on the board and go face before the opponent can deal with them. Zoo is about dumping a lot a tiny shit on the board and controling it every turn until you finally get into lethal range with PO combo.it does boost zoo though, they can easily replace some niche cards for the strongest discard combinations. discardlock or whatever youre thinking will never be a thing cause some of the support cards will be straight up bad like fists of jaraxxus. who wouldnt replace the voidcaller for malchezaars imp? you lose the taunt but you gain a card with every discard. hell with doomguard you draw 2 cards....... this is a terrible designed card for a deck that already is annoying enough. but the biggest offender as you will realise soon in the new meta is this "£!$!£ malchezaars imp, i know when you see it on paper it doesnt seem that strong but its tunnel trogg level of power. anyway yeah i hope they will release something anti aggro too cause i dont think i will enjoy the karazhan meta -
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Poodris posted a message on Just curious, why are there no news about the current game issues?Posted in: Site Feedback & SupportIf they announce that they are aware of people experiencing issues and that it will be addressed soon™, all the whining babies that make up the most vocal segment of the player base spoiled have a hissy fit.
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XoloRouge posted a message on Has the RNG gone too far?Posted in: General DiscussionHearthstone is too small for there to not be RNG. Card games in general has randomness to it. What cards are you going to start with? When will you draw a certain card? What about the opponent? But let's look at Pokemon, YuGiOh, and Magic: The Gathering, the three top played TCGs across the world. Among these games, what fixes the RNG of drawing a card when you need it? It's unofficial name is tutoring, which originated from Magic cards known as Enlightened Tutor or Demonic Tutor. Pokemon has cards like Energy Search and YuGiOh doesn't specifically say "Search" or "Tutor" but they do say "from your deck" in various cards, including A Cat of Ill Omen. Tutoring is a form of Deck Manipulation, and due to the limitation of code as well as the structure of the game, Hearthstone is unable to expand skill level.
If Hearthstone wanted to make an attempt to stop RNG, they wouldn't just have to release a set with more skill. They would have to release a set with Tutors. Why can't Hearthstone have tutors? Because our deck size is 30. Magic and Pokemon have 60 cards minimum while YuGiOh has 40 cards minimum. Have you heard of how YuGiOh plays? With only 40 cards in the deck, and an abhorrent amount of tutoring cards from the deck, YuGiOh games usually end around the first 5 turns. It's not all aggro. It's all combo. Because everyone can easily find their combo because SO many tutors are in the game. The small deck size restricts the balance for consistency. Everyone wants to tutor, but it needs to be balanced or else no other decks will be prominent in the meta. King's Elekk is the prime example of Hearthstone Tutoring. It is class specific to Hunters, which usually means their highest cost is 6 mana, and because it relies on Joust, an RNG is interfering. We don't like RNG, but if the RNG in a minion like this was removed, it'd be used more than it's being used now (and it's being used a decent amount right now!)
Hearthstone doesn't like tutoring, but why can't we improve the skill level without tutoring? Let's take a step back and look at Deck Manipulation. We're manipulating the deck by grabbing cards from it and putting it into our hands or in play. Hearthstone has something like this in the form of Mysterious Challenger and Mindgames. There are other examples too, but we don't need to really look at them all. Mysterious Challenger was primed as a very unbalanced card because it brought up to 5 cards from you deck and put them into play. Mindgames is not broken, because we don't know what we're getting. If it were, "Search your opponent's deck and put a copy of any minion onto your field" then it would be played way more often. It also wouldn't cost 4 mana. Why couldn't it be worded like that? Why can't we have Deck Manipulation? Think of the code. How would it be coded onto a game? The User Interface must be designed to accommodate every card, every deck size, a shuffle of the deck afterward, etc. This applies to any form of Deck Manipulation. The time it takes for an opponent to see their deck, to figure out what card is right in this situation, it'll take time.
Here's a question: Why must Knife Juggler's Damage be random? Wouldn't it be better if we could target where the damage goes? This is an interesting question, but unlike the other games, Hearthstone is NOT played in real life. In real life, I could say, "Hm. I think I want Knife Juggler's hit to go to that minion. And then I play this guy, and he goes to your face this time." In the game, we don't have the code. It's just not there. Triggered abilities are abilities that start with When, Whenever, or At. Likewise, Deathrattle is "When" this minion dies, and Battlecry is "When" this minion comes into play. All Triggered abilities other than Battlecry cannot be targeted. Deathrattles and some triggered abilities happen on the opponents turn, and for the integrity of the game, actions cannot be taken on the opponent's turn. This is good to keep the game time length short, and to not burden the players with consistently responding after each of the opponent's actions.
So the reason why Hearthstone's skill level is unable to increase:
- RNG is incorporated into every part of a natural card game (mostly via shuffling the deck), but the difficulty of code impede the ability for Hearthstone to incorporate Deck Manipulation and interactivity during the opponent's turn.
- Due to the limitations of the game, there isn't much room for non-random effects. Randomness is included for two reasons: Give us a balanced ability that can trigger at any time OR give us a cool ability but randomness is what makes the ability balanced. Hearthstone is just a victim to this clause too often.
- Lastly, the game is limited from it's own rules. 30 card decks, 10 mana maximum per game, 90 seconds per turn, and no "Graveyard" manipulation or Deck Manipulation, the game just doesn't have that many things to do.
Like Luigi68 said, "Hearthstone was designed to be an RNG Game."
I believe one day the game can expand in coding capabilities, but it shouldn't. If it does, it'll be random. Just because Blizzard has the right developers and engineers to bring advanced code into Hearthstone, point #3 will still persist. In order to take care of that, they have to change the rules of the game. That's not going to happen.ALSO - Sorry if I contradicted myself at any point in this post. I sort of tend to ramble and I might say something that doesn't make sense. If anything is confusing, just ask and I'll try to explain.
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At first I wanted to shower praise on this card. But the problem with dragon decks is when you do not having dragons in hand, which is a problem that is only compounded by this card. Now, when you have a dragon in hand, everything works fine, but everything was working fine anyway at that point.
This card will continue to drive the bus, which is good. I also like the fact that this allows you to shave some of the top end off your deck. It's a fine card, and should probably find a home in many dragon decks (I especially like the notion of discovering dragon consort). But since it isn't, itself, a dragon, I think it's probably not as good as the love it's getting.
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