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    posted a message on [Legend] Summoner Priest

    This is a pretty cool deck and a lot of fun. Also, in less than 5 games with this deck, it earned me pack that pulled a golden Velen. I give this deck a 7/7.

    Posted in: [Legend] Summoner Priest
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    posted a message on Bots at night in EU, I had enough.

    I've been fortunate enough in that I haven't played many bots. Given the game requires a fairly significant time investment it's not surprising that there are a lot of bots. That's what sucks about bots, while honest people are working hard to progress the the game, there are people who do what they can do accomplish the same goal with the minimum amount of effort required. It makes it unfair for the players who work hard for their accomplishments, and it undermines the system when botting is a significant problem. It can be a hard issue to deal with, as there's almost always someone willing to make bots that are more effective and resilient.

    Posted in: General Discussion
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    posted a message on Is it worth crafting rares?
    Quote from gooch619 »

    I agree with the crafting thing, you get what you get, nothin u cn do abt it.  But I still have trouble seeing fully your reasoning, playing casual gets you just as much gold as playing ranked, its just ot as much fun not a way to prove yourself and not a way to get cardbacks.  I hve a feeling there is something i am missing here so lets keep going until I find it.

    Basically what I'm saying is that improving your deck with multiple rares/epics as apposed to one legendary will most likely have a more significant boost to your win/loss ratio, which means you'll be getting gold at a faster rate. Then because you'll be earning gold faster, you'll be earning packs/arenas faster, so you'll be earning dust faster.

    Posted in: Card Discussion
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    posted a message on 100 Days of Hearthstone - A legendary Quest!

    Fair enough. Still, I wish you the best of luck. Look forward to watching the rest.

    Posted in: Streams and Videos
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    posted a message on Is it worth crafting rares?

    Having numerous cards that are important to your deck is better than having a single card that's important. Getting the rares/epics should help you rank up faster, and thus earn dust faster. So they should pay for themselves eventually.

    Posted in: Card Discussion
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    posted a message on Your favorite card in the game.

    Malygos, followed by faerie dragons.

    Posted in: General Discussion
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    posted a message on Hearthstone: The Innkeeper's Compendium. A 100+ Card Set.
    Quote from Rabidwhale »

    Out of curiosity, what were the cards you had concerns about?

    Cards I think could be worded better - Rake, Tranquility, Frost Tomb, Gnomish Frost Mage, Unholy Blood Rite.

    Some of the wording on these  five cards just feels clunky to me, personally.

    Cards that I think could be Balanced better - Overpowering Energy, Spiritwalker's Grace, Stoneskin totem, sentry totem, enrage.

    These five cards, after looking at them seemed a little weak for their cost, If I do a big balancing session, I will be taking a look at these again.

    The Card I am most scared of Both balancing-wise and Clunky-ness sounding is Ether Wraith though. The card is just spooky and I am not talking about the Image.

    I think part of the problem is that some of the new effects just need standard wording, I believe it'd help rake and frost tomb.

    Proposed rewordings:

    Gnomish frostmage: Battlecry: targeted enemy is frozen until this minion is destroyed.

    Unholy blood rite: Return the last destroyed friendly minion to the board with +2/0.

    As for tranquility, I think it's actually okay. The meaning I get from it is that you restore 2 health to all friendly minions, and then all friendly minions receive a +2 health buff, followed by a card draw. If that's what your intended affect is, I think it's okay. Although, I will say the name makes me think more of a reverse equality where all minions have their attack changed to 1, but maybe that's just me.

    Overwhelming energy: I can see the concern, +4 spell damage is a lot, and 6 mana is pretty good given that Malygos is +5 and costs 9 mana. I think it's warlock style though, it's powerful effect cheaper than how most classes would replicate the effect, but to balance it it comes with an *almost* immediate downside. Perhaps it would be better if it were 5 mana +3 spell damage, 4 damage to all friendly characters (including the hero)?

    Spirit walkers grace: I'm not really a huge fan of cards that affect an opponent's hand, so I can understand the possible issue. Given that's a shaman, perhaps it could be tweaked to some sort of secret that causes the next card played by the opponent to receive an overload of 2. I like to keep certain abilities restricted to certain classes, but I think every class should have a few secrets, and this would employ the shaman's overload ability.

    Stoneskin totem: To me it seems that the issue is that it's really similar to sunfury/argus, except random. How about a reverse flamtongue that gives adjacent minions +2 health? That itself would synergize well with taunts, so it's a somewhat similar effect I'd think.

    Sentry totem: Again, I'm not a huge fan of affecting opponent's hands, so that's the issue I see with it. I still like the idea of it being a sentry totem in the sense that it prepares other minions for an attack, so it debuffs either the attack/health of an incoming minion. Once per turn, debuff the attack of the first enemy minion to attack a friendly minion (only once per turn) or debuff the health of the first enemy minion played (also once per turn).

    Enrage: I actually don't think enrage is OP at all, it's +3 attack on the condition the minion has to be attacked first, which risks it being killed, so you might never even see the +3 damage, especially in the earlier game.

    Ether Wraith: I agree, pretty spooky. Perhaps 3 mana but remove spellsteal? Or it could be changed so that all stats changes are doubled, so a -1/-1 would be a -2/-2 for example.

     

    Also, I'm in no way trying to say these aren't good cards, I just want to help you improve them if I can :D

    Posted in: Fan Creations
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    posted a message on Hearthstone: The Innkeeper's Compendium. A 100+ Card Set.
    Quote from Rabidwhale »
    Quote from Ambrosius5c »

    Can you explain destructive terminus? How does a 1 mana overload 8 work?


    1 mana 8 overload works the same way,  3 mana 2 overload works. You pay 1 mana when cast and next turn you are locked out of 8 mana. This means played on any turn before turn 9 and you will be left with 0 mana on your next turn. I know you are thinking, Oh, well then I will just play it on turn one no big deal if I cant play a card turn two, right? Well you better hope your opponent plays Millhouse Manastorm next turn or doesn't have an Acidic Swamp Ooze in their deck because you may not have time to make use of its full potential if you play it too early.

    Interesting. So it seems like it'll be more of a finisher, something you play turn 10 then dump 9 mana worth of spells.

    I really like the cards, they're pretty innovative (and the cards themselves are well designed, nice job) and Hearthstone really needs more innovation and a larger card pool. There'd probably be unforeseen balance issues, but that's expected, and probably fixable.  I'm curious to know what you think of the possibility of someone playing a charge and then phasing it. Also, what's the reasoning on changing the mana tide function from drawing cards to refreshing?

    Other than that, my only knee jerk "I really don't like the sound of that" is the sentry totem. I think it would be a pretty demoralizing addition.

    Posted in: Fan Creations
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    posted a message on Hearthstone: The Innkeeper's Compendium. A 100+ Card Set.

    Can you explain destructive terminus? How does a 1 mana overload 8 work?

    Posted in: Fan Creations
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    posted a message on Done with the Miracle players
    Quote from modded »
    Quote from Breakedlol »

    It feels like this game has reached a point where skill matters about 1% of the games. If miracle gets all the right cards, it's impossible to win and if not its easy. Even more stupid deck than Zoo.

    Because it doesn't take skill to decide if evicerating a minion over the face is worth it. Or sinister striking w/o malygos. Right.

    Sure some decks require more skill than others, but no deck is ever truly brainless.


    I still go by the notion that luck favors the prepared, and in Hearthstone luck doesn't mean any where near as much if you don't prepare for it. You may win if you get a 1/10 topdeck Leeroy or what have you, but you may still lose even with that 1/10 Leeroy if you made a decision last turn that means you would've had enough damage, but don't anymore.

    Posted in: General Discussion
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