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- ArturVF89
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Member for 7 years, 11 months, and 16 days
Last active Wed, Oct, 6 2021 04:40:42 -
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Twitchy posted a message on Zephrys Decision Logic for 10+ Mana Minions will be ChangingPosted in: NewsIt doesn't look at card text because that would require such a FUCKLOAD of development for a single card that it would be nearly impossible and definitely not worth the time.
He once again explained litterally everything else you're adressing in those Twitter posts, so from now on I'm just going to assume you're trolling.
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Annorei posted a message on All-Star Squad is This Week's Tavern BrawlPosted in: NewsWatch your back.
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Twitchy posted a message on Zephrys Decision Logic for 10+ Mana Minions will be ChangingPosted in: NewsHe also explains exactly that in the Twitter post, I'm wondering if you're trolling or just too lazy to read.
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Twitchy posted a message on Zephrys Decision Logic for 10+ Mana Minions will be ChangingPosted in: NewsThe Twitter post literally explains why it cares about cost. A 2/2 with deahtrattle is probably not good if it costs 2 mana but it's probably pretty good if it costs 7.
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zmauls posted a message on Don't you complete class quests anymore by conceding?Posted in: General DiscussionNoticed that now when I had a 0/3 druid quest active. There was no way for me to win the game, so I just conceded... and the quest didn't gu up to 1/3.
It's like challenge a friend quest, you need to stay a little bit in the game (like at 10 mana) to be able to concede and have 1 game completed.
It's 15 health, not some arbitrary length of time.
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classixuk posted a message on Descent of Dragons - 10 Standard Bundle Giveaway + Battlegrounds Early Access!Posted in: NewsI think I did it correctly, but honestly, at my age, you just can’t keep up with all this, “Tweet us, like us, insta-mention us, watch our stream on twitch, do a special reaction on a discord, subscribe to our YouTube, watch 3 hours of gameplay on Vimeo” and win a card for a game.
We just want to play the game. And visit websites relevant to it. When we choose. Using the platform we choose.
Good luck everyone else though. I hope you did it correctly. I just can’t keep up! :(
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iliveforhate posted a message on Game Client Update Coming for Mobile IssuesPosted in: Newsof course, bud. They deserve 1/5 at this moment
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nifster1974 posted a message on Game Client Update Coming for Mobile IssuesPosted in: NewsDo you guys not have phones?
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Wild!
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I think aggro mech hunter does the trick easy. I am playing with mechwarper, metalthoot, micro machine and galvanizer:
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My experience with it in single player is its one of the strongest shrines... even if you only steal a card every 3 turns, its usually a nice tempo advantage, as well as value stealing and uphand in eventual fatigue wars.
I played only one match in this brawl, went rogue without thinking and had a massive win against a paladin. Not statistically significant, but its a fun shrine to try anyways.
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If you consider that the single unit can be the size of the pillar on the first day, it can be Scaled Nightmare
The first day (it is played), it is steady at 2 attack
The second day, it growns by 2 (equal to initial attack, so 1 unit)
The third day, it growns by 4 (twice the initial attack, so 2 unitis)
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I think the turn limit is more of a safeguard on Bliazzards servers than a game feature. It may avoid or help to prevent things such as DNS attacks trough having a huge number of mockup games between robots to overflow the servers or prevent some silly things with overflowing turn counts of fatigue damage counts. Imagine two people who just let a Violet Illusionist each on board and go to sleep? It might cause a number of number-related problems.
From a design standpoint, the decision on what number of turns should the timer max out depends, in part, on how long should a Heartstone game take on average. It is a pretty casual-focused game and designers do not want games to take one hour, even if it depends on both players making a conscious decision of chosing a heavy control decks.
You could argue that the turn limit was set on a very early and different heartstone, with no absolute crazy cards such as Academic Espionage and Dead Man´s Hand, and should be increased. I have had some crazy games myself, but never reached turn limit. I can imagine it feels really bad, the lack of a closure...
Edit: just tought that every other fisical cardgame has some sort of build-in resource limit: in MTG at least, most cards with effects that put graveyards into library are exiled on use and there are VERY few cards which let you tutor from outside the game. In HS it may be possible to reach a point (ex: mirror DMH Warrior) where both players have more defensive than offensive tools and can avoid fatigue, thus making the game unwinnable: they would just keep adding armor for ever or until someone's internet provider screwed up (most likelly mine, since I live in Brazil).
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It exists and its called Shudeerwack. I have played It and Its been a fun run. You can play It along board clear (Hagata), weapon destruction and spell disruption (Loathweb).
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There is an OTK with Glinda, knife juggler, double Mechawarper and that Mech scorpions that kills a one attack minnion.
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Won the first game. As usual, conceded 4 or 5 games in 2 minutes to help people if they don´t want to play a random TB.
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What I think is worst is the fact that two Inspire cards seem to have different behaviors, implying they have different coding.
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I don´t think its a bug, I just think the "when" resolves before the effect of the Hero Power resolves. That means the opponent pressed the button, the Orgrimmar Aspirant gave its current weapon (none) +1 attack and after that the hero power resolved, given him a 2/2 weapon with no buffs.
This is similar to the case described in the blog post about the mechanics of the game (source: https://us.battle.net/forums/en/hearthstone/topic/20759378548#1)
Sequence
Whenever an action is taken, Hearthstone executes a sequence of steps to resolve what happens.
Here’s a simplified example sequence:
triggers
resolve
triggers
resolve
You can see that the "Whenever" trigger happens BEFORE the habilities of the card played (in this case, Hero Power pressed) resolves.