Quote from PileOfCheese >>And while we're at it, we should save the Mucklings as well
#SaveTheSlayers #MusterTheMucklings
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Quote from PileOfCheese >>And while we're at it, we should save the Mucklings as well
#SaveTheSlayers #MusterTheMucklings
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And by anymore i mean THAT MUCH
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For starters.
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This brawl would be great except I got matched with 6 retards in a row that kept wasting the combo cards Arghhhh!!!! I even buffed the 0 7 heal both players guy to like 8 70 and then hand is switched and "my brawl partner" uses the inner fire on his 1 4 gargoyle
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Ysera's a, Ysera's a believer! Believer!
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- Packs need to only give you epics that you do not yet own: 2017 already brought us great changes to packs with you only being able to open legendaries that you don't already own, now we need this to happen for epics as well. Epics were already some of the most difficult cards to get because you often need two copies of them and especially in K&C the amount of epics that are essential for certain archetypes or even specific decks is higher than it has ever been as far as I know. Kibler already brought this up and while it being a small change it will certainly help players feel less apprehensive to craft epics that they might open in packs later.
- Better dust values: Speaking of crafting, the dust needed to craft cards compared to the dust required from disenchanting cards is and has always been incredibly high and very free to play/only prepurchase unfriendly. I think that disenchanting should give you half of the dust required for crafting cards of the same rarity.
- (edit:)AND/OR improved epic/legendary rates from packs: Better disenchant/crafting values would be nice, but it might be more exciting to just increase the legendary and/or epic opening rates in packs. The downside to this is that players don't get to decide what they're getting, but who doesn't love seeing that orange glow when hovering over the cards they just opened? Right now even with the already implemented changes to opening legendaries in packs you are just never going to get every legendary you want unless you spend a huge amount of money on the game, and that's especially bad when you happen to open only legendaries that you don't like.
- (edit:)AND/OR more quests (or quest rewards): Another thing that would help solve this problem is giving more quests to players, which will give them more reasons to play the game (which in my point of view can only be good for the game) or increasing the quest rewards will give players more motivation to complete their quests and start up the game everyday. Another option is to give better rewards for just playing games. Right now the only real reward you get for playing is 10 gold for every three wins (so losses basically give you nothing) and this just doesn't feel rewarding at all, plus it further encourages people to play aggressive decks which are already encouraged by the current ladder system. Maybe giving players gold for the amount of turns the game took (regardless of win or lose) like 1 gold for every two turns would make playing the game feel more rewarding in general.
- Blizzard needs to make balance changes more often: I know the hearthstone balance/design team doesn't like to make changes to the game, but it's key to keeping hearthstone fresh and exciting. I also think they shouldn't be scared to buff cards every once in a while. Sometimes cards are made with an exciting idea in mind but it turns out they're just not good enough to ever see play even when they get a lot of support. Why not make slight changes to these kinds of cards to allow other cool archetypes to have their moment in the spotlight every now and then? (the changes don't have to be big, just change them little by little and revert the changes if they've made the card too strong) I know there are also arguments against this but I believe the upsides vastly outweigh the downsides.
(Edit) Give wild some love too: probably no one is going to read this anyway but I'd also like Blizzard to give more attention to wild, since the way things are going now wild is just going to consist of a few totally busted decks/cards that no other deck can compete with, and it's unfair for people who enjoy wild to always have to face the same broken cards just because Blizzard is too lazy to change them (*cough* Patches the Pirate and Raza the Chained/Shadowreaper Anduin).
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Reno decks only used one Reno Kappa
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I hate this deck . If you do not have spellbreaker is almost impossible to win .
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My favorite thing in 2017 was dual arena. Totally unexpected, uncalled for and really fun content! Amazing surprise for those who like arena.
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That's true, and after a couple months, the point would come where I'd rather have classic packs instead. But for the first few months, TGT obviously is the pack you want, and therefore sticking to the principle of arena giving the newest set like it was with GvG would be better now.
It is just the time of changing the rewards. I had appreachiated randomized rewards a few months ago when there was no expanison in sight.
It happens now just to make it impossible to effectively grind arena for the new card set, so many good arena players will buy cards with real money who otherwise had been grinding arena instead. Like me. I hate to support their marketing, but yeah, it worked. I did the preorder, not proud of it.
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When you go to the supermarket to buy some chips that usually come in a 100g package, and you see that currently the package says "20% more": Do you tell everyone you can get 20g free chips at the supermarket aswell?
That is not a "pretty good deal", this is a shitty loss leader.
I did the freakin preorder, because there is no efficient way to get the new packs from arena, so I wanted the headstart to make arena profitable again, as the value difference between the sets isn't soooo big anymore after opening 80 packs (have 3xxx gold atm). Still I absolutely HATE the fact that I kinda support their shitty marketing strategy.
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Sounds like a trollpost....
When you really want to get all cards and don't care about the pricetag, you can easily calculate how much dustvalue you need, then start buying the largest quanitity of packs from the set that provides the most dust on average with your given collection, open, and reevaluate. No one here can give any better advice as no one knows your existing collection.
In case this is not trolling and you are serious, of course you are free to spend your money wherever you are, but imo buying everything pretty much is the dumbest thing one can do. The game might become pretty boring once you reached all your goals, you'll never be happy about a new legendary in a pack again, and you paid enough money for a 2 week holiday just for virtual cards. Might be just me, but I'd rather go with the holiday.
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This does not make sense, dude.^^ No need to defend yourself if you have lethal, and unless there was an Annoy-o-Tron, you missed lethal here. :D
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Exactly. Had a hunter in arena who felt like BMing me while I was at 2 HP and had the much stronger board."Well played", trading some minions, dropping some minions... just to realize he just had 1 mana left and his heropower costs 2. "That didn't quite hit the mark". I still had lethalon board. :)
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Nozdormu: Costs 8
Hemet Nesingwary: Destroy a beast or dragon
Acidmaw: Costs 6
Dr. Boom: 7/6
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Arena, first match. I was dead by T7.
T3 Flamewaker + Coin + Arcane Missiles
Then all he had to do is dropping a Mana Wyrm, and use a shitload of spells that clear the board while I had no chance to kill his Flamewaker. I saw 3 freakin Frostbolts and a Cone of Cold. Ridiculous, just ridiculous.
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Yeah, our beloved Blizzard just cares about the community, no way they'd ever try to make as much profit as possible at any cost. They also are way too generous. Speaking of it, packs are way too cheap! They should cost at least 1000 gold, and the adventures should be unaccessible for gold. But they could cost 40 bucks instead, so poor Blizzard makes some money.
Edit to avoid double posting (sarcasm aside, now I'm serious):
Thats bullshit. I climbed to rank 4 with a completely unique, self made warrior deck that has nothing in common with Control, Dragon, or Patron Warrior. In fact the only cards they share are Firey Waraxe and Death's Bite, and I am pretty proud of it. It might be even able to hit legend, but reaching rank 4 is enough proof to be viable to me.
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Not going to write a lot to the main post, but your "unhonorable mentions" aren't fair.
Fearsome Doomguard, Cutpurse, Coliseum Manager, Light's Champion, Flame Lance
are all at least okay-ish (Coliseum Manager) to quite good (Flame Lance) in arena, so they are fine.
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Not really. They don't rely on anything on board to survive a turn, so that is a completly different story.
Look at Emperor Thaurissan - how often does it happen you have him more than one turn? Rarely, and then you usually win. Coldarra is a similar story, but it does not do anything if it gets killed instantly, unlike Thaurissan.