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- Aelfscyne
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Member for 9 years, 11 months, and 17 days
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Shotslol posted a message on Card Rewards for Leveling Up Your HeroesPosted in: General Discussion -
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Rabidwhale posted a message on Card Rewards for Leveling Up Your HeroesThe level 20 warrior is also Heroic strike If you needed some proof.
@zagnaphein you cant unlock any of these cards in boosters, they are basic cards and will unlock through leveling. All the standard cards by level ten then you will start unlocking the golden versions.
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Druid card artwork looks sweet!
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I should have caveated that if Restore or Immune are implemented as battlecry effects of minions that it should be limited to only a single minion having the ability so that, at max, a player can only use the effect twice in a single game. I agree that if as player could use either effect numerous times in a game that it could degrade gameplay.
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Silence is fun and prevents too many "I Win" button situations. However, it'd be nice if even the Silence players had some doubt in their mind when they played their Silence effects. A Restore card or a card with a Restore effect would create that dynamic.
Restore would operate to reverse the effect of a Silence. It could be a spell (though might then be limited in the classes that could utilize it) or the battlecry of a particular minion (making the effect more widely available). Some consideration would have to be made as to how Restore worked. I'd favor something akin to the Shaman Reincarnate but without triggering the Deathrattle, if any, of the card. Thus, any effects present prior to the Silence would not be restored similar to the Reincarnate effect. For example, if you play a Shade of Naxxramas and it builds to a 7/7 and is then silenced the Restore effect would only return it to a 2/2 with its +1/+1 gain ability intact. A further question would be should it be given Stealth when Restore is cast upon it? I would say it should if it was silenced as a result of Mass Silence and had been stealthed at the time that spell was cast. However, I'm not certain the HS engine can track such situations to determine how Restore should operate. I could probably go either way on the point. While Reincarnate is more powerful than the Restore I am proposing I'd still favor Restore as a 2 mana cost ability when budgeting for card costs as a battlecry of a minion.
Immune would be a pre-emptive ability that operates similar to a Divine Shield but for Silence. A minion with Immune cast upon it would be immune to the first Silence effect but thereafter the Immune effect would be exhausted and the minion would be vulnerable to further Silence effects. Hand of Protection implies a 1 mana cost for granting Divine Shield. I'd favor a 1-2 mana cost for Immune and again have it as a minion battlecry to make it available across all classes.
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Hearthstone on FB stated:
Ben seems to be implying you "have" a card when you draw it and that, apparently, the fatigue "card" counts towards that tally. The text seems very imprecise. Seems like the text should read:
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This is one of the less obvious critical design aspects of Hearthstone that the developers must preserve... the balance between RNG and skill. Consider a purely skill-based game (e.g., chess) and on other spectrum a purely RNG-based game (e.g., coin toss).
The peril purely skill-based games face is the prospect of being "solved", i.e., victory can be predicted from either the initial state, player outcome can be assured by a specific set of moves regardless of opponent moves, etc. Games like chess ward off this peril through the sheer immensity of possible board configurations and games (e.g., there are reportedly 10^40 chess board configurations and 10^120 possible chess games). For Hearthstone to achieve this state players would need to have access to their entire decks at the start of a game and all cards with a randomness component would need to be eliminated (or the randomness effect would need to be eliminated). It's quite possible that Hearthstone would resist solving but gameplay would be quite different, distilled to a few optimized decks (an even purer meta than exists today) and predetermined algorithms of how to play (and players that did not adopt this approach would suffer mostly losses.)
On the other hand, a game such as Hearthstone doesn't want too much randomness because it degrades the satisfaction of winning games. Certainly, some players might enjoy games with a high degree of randomness but most players won't likely want to play that style for prolonged periods of time.
What's interesting when looking at the GvG cards that we know about so far is the Goblin cards introduce a significant amount of randomness. Blizzard is allowing players to play decks with a high degree of randomness. Cards like Sneed's Old Shredder are so compelling that Control decks (players who most likely won't like much randomness given their play style) will likely be hard-pressed not to include some RNG-cards in their decks.
Anyway, the presence of RNG is a very tricky component of the game that the development team has to manage. But they seem to have done a great job thus far in doing so. Let's see what all these Goblin cards do to the game!
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Saw this on Reddit and thought it worth posting here also. He's spot on.
http://www.reddit.com/r/hearthstone/comments/2lwpqd/smile_the_next_time_you_get_topdecked/
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Blizzard stated as follows:
This is such a pile of BS. If people weren't aware botting was illegal that's too damn bad. And I'm sure 90+% of the players knew precisely what they were doing.
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This is the most absurd critique of a card I've seen in some time.
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Nice handlock, miracle rogue counter.
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This card should have Porky Pig in the artwork because its looney tunes. I suspect it'll get limited to a random two minions or perhaps just one minion gets the random effect.