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    posted a message on Stuck at Rank 20

    It's all in the mulligan.  Mulligan hard for your 1-2 drops.  Make sure to have a good opening, and add some card draw/board clears.  This has always been the best way to have solid games.  

    Posted in: General Discussion
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    posted a message on Three expansions will be a good change
    Quote from SnowWhiteOo >>

    Im with Toymachine here. More cards do not necesseraly mean its better. Also there is a difference in "how" you obtain more cards. They easily could have kept the adventures and raised the amount of cards you get, if "more" cards is their only goal. But it isnt. Expansions generate more money, due to the randomness of packs, simple as that.

    They generate more money, because the cards are random, which also causes that players don't get all the cards, which is a big upside. More cards isn't the primary upside, the primary upside is what that causes which is that players can't collect all of them.
    Quote from SnowWhiteOo >>

    Hearthstone wasnt in a bad spot when it initially launched and the time after that. The 2 adventures 1 expansion a year could easily work out if they print cards that fullfill these requirements:

    a) give you the freedom of choice and by that i mean cards that do not restrict you to a certain type of deck. Best examples are C'Thun and Jade mechanics. Those mechanics force you to include a lot of specific cards. Thats bad. A huge part of each set is dedicated towards one specific tpe of playstyle and that in itself limits the hole set. The better way to go is to print intresting cards that stand for themself and can synergies with your deck if you come up with a good idea. That creates a more diverse meta, because its not straightforward.

    I agree with a) but it doesn't make the old card release model viable.
    Quote from SnowWhiteOo >>

    Anyway, i simply cannot see how 3 expansions a year is free to play friendly. Especially with so many cards that are way lower on powerlevel than others.

    It isn't directly. F2P players have less cards, which by itself is bad, but so do their opponents so overall the situation is better. That is, unless P2P players spend huge amounts of money and get all the good cards anyways. The solution is to print even more cards, especially more legendaries while raising their drop rates and maybe also raising the crafting costs. I agree that the legendary power level relatively to the rest of the cards should be higher than it currently is.
     I think Banana gets it.  There needs to be good cards, that you don't have.  That you want.  And then there needs to be another set coming out soon.  So you play what you have and get good at it.  Try and do good until the next set pops up.  There won't be this long stale meta.
    Posted in: General Discussion
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    posted a message on Three expansions will be a good change
    Quote from SnowWhiteOo >>

    Im with Toymachine here. More cards do not necesseraly mean its better. Also there is a difference in "how" you obtain more cards. They easily could have kept the adventures and raised the amount of cards you get, if "more" cards is their only goal. But it isnt. Expansions generate more money, due to the randomness of packs, simple as that.

    Hearthstone wasnt in a bad spot when it initially launched and the time after that. The 2 adventures 1 expansion a year could easily work out if they print cards that fullfill these requirements:

    a) give you the freedom of choice and by that i mean cards that do not restrict you to a certain type of deck. Best examples are C'Thun and Jade mechanics. Those mechanics force you to include a lot of specific cards. Thats bad. A huge part of each set is dedicated towards one specific tpe of playstyle and that in itself limits the hole set. The better way to go is to print intresting cards that stand for themself and can synergies with your deck if you come up with a good idea. That creates a more diverse meta, because its not straightforward.

    b) They need to stop to print 60% filler cards. I mean its fine if they want include some not so good cards, but there are simply too many underpowered ones that have no real use. Sure, not everything needs to be for a competetive deck, but at least make them somewhat intresting and playable.

    c) Create cards that have intresting effects. We look at Jade and C'Thun again. Those cards could have printed " boring" on them. Its just raw stats, with not much going on. That is intresting for 2 games, not for longer.

    Anyway, i simply cannot see how 3 expansions a year is free to play friendly. Especially with so many cards that are way lower on powerlevel than others.

     I disagree partly.  Filler cards are fine, you need to have random effects when playing certain cards, and it adds to the flavor to see a meh card pop out of a spell cast, or a minion dies and summons a 3 drop say, and you get something terrible like Backstreet Leper.  
    The problem with adventures is that too many legendary cards for free.  For 20 dollars you get a whole stack of legendary cards.  And these cards were in all the tier 1 decks.  Take LOE for example. Brann Bronzebeard   Reno Jackson    Elise Starseeker   Tunnel Trogg   Totem Golem.  All good cards, and see lots of play.  And that's just some of them.  And truthfully, nobody cared about the adventure, they just wanted the cards, played it once, got all of the cards, and never looked back.  
    The reason 3 expansions is friendly to free to play is that you can get a lot of free cards by just logging in during the launch.  You may even just get 1 free legendary.  And if you play your cards right, you can buy packs and have a good stack of playable cards, and not worry so much about everyone having that same stupid pirate warrior or jade  deck that is insta lose.  
     
    Posted in: General Discussion
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    posted a message on Three expansions will be a good change
    Quote from ADXE >>
    Quote from mjwgamer805 >>
    Quote from ADXE >>
    Quote from mjwgamer805 >>
     Adventure or expansion is not the point. The point is same amount of content but distributed in smaller chunks making changes more often in the meta.
    3 expansions this year at 135 cards each = 405 cards in a year.......I think it would much better (for meta) if there were 5 different releases of 81 cards. 5x81=405 so same amount of cards.
     That's almost 2 months per expansion.  That doesn't make sense.  Hey look the meta has changed, let's build a new deck.  2 weeks later, oh there getting ready for the next expansion, I just built this deck.  Oh new mechanics?  Great.  I have 1/3 of the current expansion.  Nobody would ever buy cards.  This would probably kill Hearthstone for sure.  
     Well you typically only need 1/3 of the expansion anyways to make good decks lol. It would be a lot for players to keep up with, I agree but it would create more excitement and more "freshness" for players. They don't need to introduce a new mechanic each expansion, just new cards.
    Also, your last sentence- "this would probably kill Hearthstone for sure." -had me laughing. It's probably for sure bad logic.  :)
     Yea you got me there.  That's what I get for not proof reading.  I do still stick by my point.  You can't introduce new cards that quickly, people will quit. 
    That'd be the players' problem though. All the players not having all cards would be an extremely healthy change.
    I agree.  This is what I'm saying.  
    Posted in: General Discussion
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    posted a message on Three expansions will be a good change
    Quote from mjwgamer805 >>
    Quote from ADXE >>
    Quote from mjwgamer805 >>
     Adventure or expansion is not the point. The point is same amount of content but distributed in smaller chunks making changes more often in the meta.
    3 expansions this year at 135 cards each = 405 cards in a year.......I think it would much better (for meta) if there were 5 different releases of 81 cards. 5x81=405 so same amount of cards.
     That's almost 2 months per expansion.  That doesn't make sense.  Hey look the meta has changed, let's build a new deck.  2 weeks later, oh there getting ready for the next expansion, I just built this deck.  Oh new mechanics?  Great.  I have 1/3 of the current expansion.  Nobody would ever buy cards.  This would probably kill Hearthstone for sure.  
     Well you typically only need 1/3 of the expansion anyways to make good decks lol. It would be a lot for players to keep up with, I agree but it would create more excitement and more "freshness" for players. They don't need to introduce a new mechanic each expansion, just new cards.
    Also, your last sentence- "this would probably kill Hearthstone for sure." -had me laughing. It's probably for sure bad logic.  :)
     Yea you got me there.  That's what I get for not proof reading.  I do still stick by my point.  You can't introduce new cards that quickly, people will quit. 
    Posted in: General Discussion
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    posted a message on Three expansions will be a good change
    Quote from Paeter27 >>

    I hope they add a cancerous mechanic for Aggro like they did for control (jade) something like everyone time you opponent plays a minion heal your hero for 10 health 

    and it will be fun and balanced for all

     It wouldn't even have to be 10, could be 4 and be good.  
    Posted in: General Discussion
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    posted a message on Three expansions will be a good change
    Quote from mjwgamer805 >>
    Quote from eddiefiv >>
    Quote from mjwgamer805 >>

    Instead of 3 expansions I think they should do 4 or 5 each year

    have the first and last expansion be bigger and the middle ones smaller (less cards, like 60 new cards or something)

    this way, there is a change in metas MORE OFTEN. we don't always need more cards to prevent a stale meta, just more frequent changes.

     That's what Adventures are.
    For what you're saying to work it would just have to be 4-5 smaller expansions a year, so like 100 cards each, assuming Blizzard cares about collectors trying to get all of the cards in each release.
     Adventure or expansion is not the point. The point is same amount of content but distributed in smaller chunks making changes more often in the meta.
    3 expansions this year at 135 cards each = 405 cards in a year.......I think it would much better (for meta) if there were 5 different releases of 81 cards. 5x81=405 so same amount of cards.
     That's almost 2 months per expansion.  That doesn't make sense.  Hey look the meta has changed, let's build a new deck.  2 weeks later, oh there getting ready for the next expansion, I just built this deck.  Oh new mechanics?  Great.  I have 1/3 of the current expansion.  Nobody would ever buy cards.  This would probably kill Hearthstone for sure.  
    Posted in: General Discussion
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    posted a message on Three expansions will be a good change
    Quote from Toymachine >>

    Number of cards were never problem imo, but quality of cards... so that marketing BS "more cards bigger impact" has little to do with reality and to me it just looks like a better model to make more money - cos they can. Adventure costs 20$ to have it completed and expansion costs over 2 times more just for a pre-order to scratch the surface of the expansion. Simple as that...

    They just sell story how more cards bla bla, - not true, if they made less worthless cards (~50-70% of every expansion from my experience is either bad or completely unplayable) and less broken cards that will define meta alone in very small numbers, we wouldn't have any problems at all even with 3 adventures and more frequent balance changes (well maybe not 3 adventures but 2-1 or 1-2 like last year).

    I personally don't care about this that much cos I can keep up with gold only but people that miss cards won't be able to keep up anymore for sure, and F2P will not be possible for new players, only for those that already have decent collection and have played a lot in the past.

     F2P will always be possible.  You just won't have all of the cards.  But if you're free to play, why should you have all of the cards?  
     
    Posted in: General Discussion
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    posted a message on The nerfs made Pirate Warrior stronger in Wild
    Quote from Justice171 >>

    I rather play against reno, but I actually don't play both of these archetypes this season (Never played any deck containing Patches).

     What's fun about playing a game where this happens -  you had answers to just about everything I played, and at the end you healed back up to 30, and played 2 - 10 mana spells that basically are unstoppable.  Or, you played a 1 mana spell that turned into bigger and bigger minions all game.  45 minutes later you feel like it really didn't matter what you had in your deck, the game was going to play out the same no matter what anyhow.  Makes you wish the game would have been 15 minutes, then you queue up again and it's a mage/warlock/druid and you say to yourself, "oh man, here goes another 45 minutes because your turns take forever and it's basically the same as the last game I played, but I gotta sit here while you comb through your cards to decide how you're going to get to 30 health and 2 - 10 mana spells again."  Maybe it's just me but I want the turns to be just a little bit faster with minions on the board, not 10 cards in each players hand while they decide what's the worst card to get rid of.  
    Posted in: General Discussion
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    posted a message on Three expansions will be a good change

     

    TL DR - There needs to be more of a "I don't have every single legendary" meta.  

    I don't think 3 expansions will be a problem for F2P players.  I see all of the complaints about not being able to have all of the good cards, and having to spend so much money in order to be competitive.  I disagree.  For new players who don't want to spend any money, they will always have options to build decks and play in whatever format they want.  Given that there will be more cards each season and less of a chance that everyone will have all of the new cards, it will be more common to face opponents that are not as we say, "dressed to the nines".  Especially at the lower levels.  And for existing F2P players who do not want to shell out $50 three times a year, you'll have to work a little bit harder to have 2-3 decks that are competitive.  I don't see a problem with that.  It only takes 1 good deck to climb the ladder.  That's 1-3 legendaries per expansion needed to make the game interesting.  How many legendaries do you expect to get for free?  I think that was a problem with adventures, the game becomes flooded with legendary minions and they aren't that exciting to see anymore.  So many class legendaries became useless.  When if ever do you see Grommash Hellscream or Cenarius?  Excellent cards, and I'm sure most F2P players probably have these and they never see any play.  There will be more of a variety of decks, and you won't see as many decks with all 30 of the teir 1 cards needed.   

    Posted in: General Discussion
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    posted a message on Quest 2.0

    Let me know if you have any questions, or check out my other decks -  

     http://www.hearthpwn.com/decks?filter-author=9709888

     

     

     

    Posted in: Quest 2.0
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    posted a message on Hearthstone cannot be balanced
    Quote from StCecil >>

    I don’t think Hearthstone can be “fixed”…

    I started playing Magic the Gathering in the mid 90s and quite some time in the early 2000s. And then until Hearthstone came along, I had not played any other CCG (Hex and Spellweaver just didn’t do it and I found Yugioh and Pokemon to be childish when I was already in college at the time).

    When Hearthstone came along, I got very very into it. I played literally 24 hours when I first got into open beta (last time I did that was with Diablo 2 way back when).

    Naturally I thought, great, card games are back in my life – I always missed MTG. But… I noticed two major differences that at the time I just thought were “different” and that’s that, not that one is better than the other. A) Minions could just attack other minions and B) You cannot do anything on your opponents turn (that has changed a bit now cause of various Deathrattles and secrets, but you can’t play cards.

    After seeing how metas play out in Hearthstone and how sporadic balance is, I came to the conclusion that not having a blocking system and allowing minions to ignore others and just go face is bad for a game (bad for competitive aspects that is). This is why TEMPO is king is Hearthstone. Suppose I have 3 2/1s in MTG, all you need to do to stop agro is drop a 2/3. Now if they wanna go face they lose a minion cause you just block.

    Plus, in Hearthstone there is no attack phase, meaning this gives lower skilled players flexibility to make mistakes. Like attack in the beginning of the turn – forget to attack with something and remember and go face after a minute. Having an “attack phase” helps separate skill level of players. Having blocking help keep curving out the most important thing and this makes better BALANCE. It’s a fact.

    This is why metas get stale so fast in Hearthstone. People figure out the best way to just go face, not the best way to build interesting well rounded decks.

    The fact that you cannot do anything on your opponents turn hurts the interaction and keeping attention. It also feels “basic,” like a CCG with training wheels.

    When Grim Streets came out I was pretty excited, I saved 12,000 (120 packs) gold and the bug got me an extra 42 packs free! But… it was only fun for ahh… I don’t know… not even a month really… reason being, people figured out the best deck to just go face (ignore my plays) and that was that… Pirates/Mid-Jade/Reno simple meta-triangle. Imagine in Hearthstone you could block. They drop a 3/2 Bucceneer (I know now 1/1) and 1/1 patches. OK, you drop a 1/4 and now you only take 1 a turn from patches. With no blocking, a 1/4 is trash. A 2/2, 3/3, and 4/4 Jade could be held off by a single 4/5 Yeti cause you’d kill whatever they attacked with.

    Without blocking, this game will be very hard to balance…. Very…

    We can see streamers already pretty disgruntled with the game (some put on happier faces than others cause that’s what they do for a living).

    About Quests: I don’t know what’s being said about Quests on a pro level, but I can say this – judging by the Priest Quest, they will offer no “counter play.” For example, my opponent plays the Priest quest OK… now all he has to do is play deathrattle minions and there ain’t jack shit I can do about it. I can’t form a plan against it and make different plays based around it. It just happens when he drops the 7th minion. Reynard has an excellent video on counter play, so I’ll just say, these quests won’t add much to the game (aside the fact they are a fresh mechanic) because they won’t have counter play).

    I’m currently playing Eternal. It is heavily influenced by Magic the Gathering and has a much better balance and pool of viable cards for ranks due to blocking, attack phases and being able to cast spells on your opponents turn. Anyone who has never heard of it give it a shot (more about it in the Other Games section here). No more face race curve out crap – I’ll Hearthstone for pure fun at rank 20, sure.

    Because Hearthstone is fun and there is no reason to quit, I’ll bust open 100 packs when the X-pac drops (with free grinded gold of course), not here to give HS all hate. But it’s pretty broken mechanics wise and the deck building aspect is crap…especially in STANDARD.

    Search your feelings, you know it to be true.

    PS: Also… why do folk like me keep coming back to the forums if we know this already? Easy. The sheer drama caused by the imbalance, Blizzard BMing, whinning, and RNG saltiness on the forums has become more entertaining to read than playing the GAME!

     Hearthstone is not broken.  You are just feeling the effects of the end of a season.  Compare this to the end of winter, where you feel like the earth is broken because everything is brown and muddy.  Then as soon as Spring hits and warm weather and green everywhere, everything is awesome again.  And then Winter comes again and you're complaining that it should be warm always, and never snow.  
    Besides this simple analogy, you're ignoring a basic part of the game that makes it fun and exciting, it's called a timer.  If you have a timer on your turn, there is no phase, and there is no playing cards on the other persons turn.  Without a timer this game would be terrible.  It's bad enough having to sit there and wait for someone else to go to the bathroom and come back and hit the end turn button on turn 1 when they have nothing to play.  
    Posted in: General Discussion
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    posted a message on Hearthstone cannot be balanced
    Quote from nomad_ninga >>

    taunt will be enough of a replacement for blocking if they spice up the taunt minions, also control has plain op tools Mistress of Mixtures is one of the best one drops printed and pirates only ever had a 52.1% win rate (I think) the problem is a control deck can't be played well you poop, (warning the rest of the post will talk about poop) the target audience for h stone is people who get bored while they poop (and people who play friendly games?) so one of two things will have to happen to stop aggro:

    1) they quit making it a game for pooping players, they print game ending anti-aggro cards that are conmen and work in control v control matchups

    2) people poop longer, if more people become vegan, or do something else that makes them poop longer they won't have to fit the game into a 5 minute time span

     Thanks Nomad.  I needed to hear the poop post.  It's true.   Short games are fun to play, and I dig the meta with the aggro and all.  I hate Reno Jackson and that type of card that makes the game last 30 minutes.  I don't think the game is broken at all.  I'd like to see some mechanics that allow people to play mid range again, and I think that's what we'll see hopefully.  I think with the introduction of Quest cards a lot of people will try and make these into competitive decks.  That will allow some people to play more mid range decks.  If there is still an aggro problem, I'm sure there will be 1-2 neutral cards that will allow people to tech against aggro.  For example, "hey we need a card that basically dies next turn (Doomsayer) that doesn't do any damage but clears the board effectively.  Basically a taunt card that can't be targeted by spells, or maybe even a secret."  I think they show something like this in the intro, where the Murloc smells the flower and disintegrates.  Think like (Explosive Sheep).  Hearthstone could use a lot more neutral board clear.  There is nothing wrong with board clears, and they make the game more interesting.  It's the best defense against aggro, and if you can continue to lay board clears it forces people to play more spells and late game cards.  
    Posted in: General Discussion
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    posted a message on The nerfs made Pirate Warrior stronger in Wild

    Firing patches into your hand would actually be a great nerf I think.  It keeps him unique, giving the pirate player the deck thinning ability that makes patches a legendary anyway.  I hope someone from Blizzard reads that suggestion.

     I don't think him shouting "I'm in charge now" from your hand has anywhere near the same effect.  
    Posted in: General Discussion
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    posted a message on Buff Paladin

    Turn 1 Getaway Kodo

    Turn 2 Grimestreet Outfitter

    Turn 3 You have 8  3 mana cards to choose from, plus another 8 1-2 mana cards.  All but 1 are good for Getaway Kodo.

    Posted in: Buff Paladin
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