Has Blizz publicly stated this is how its coded into the game ? (Honest question)
And even if this is the case, they did replace the golden legendaries from the Mega bundle with undustable Signature cards, which is a decrease in value.
They really f'ed up with the gold requirements. They added yet another gold sink but still no new ways to generate gold. If they wanted to gate features behind currency they should have created a new one. The way they did it makes it so f2p have choose between hearthstone and the new mode.
People were defending new game modes in HS by saying its just like having a little hub with different games in it. The dfference is , if I play an actual different game I get seperate currency incomes depending on the time you spend playing, here theres a limit to how much you can recieve, however the ways to spend keep increasing with each game mode.
I paid a preorder. How the fuck does that not include all the features of the mode ?!
If this doesnt get fixed this is just another mode im going to permanently ignore like duels.
TBH, the change to N'Zoth is more of a nerf than a buff, sure, now you can play it a turn earlier if you wanted to play it on curve (Which never happens because you usually want the 10 mana elemental in your grave pool before playing N'Zoth, or you can play a 1 mana card along with it (Negligible) . On the other hand now you can't corrupt your clowns with this card Which was a BIG upside of playing this card. I really don't understand this change.
I think if they are going to nerf the only good part about this hero power they should at least buff the rest of the totems, make them an actual threat if not dealt with: Healing totem: should give plus 1 hp to adjacent minions Searing totem: Should be a 1/2 Strength totem: I think it could afford to buff adjacent minions , might be a bit too strong that way though and taunt totem: maybe a 0/3 , might be good as it is atm.
Another line they could follow is to straight up make the upgraded version of this hero power the base version. The biggest problem with this hero power is every totem is situationally kinda good but it's always a 1 in 4 to get that good result. Just turning it into the upgraded version would have made it too strong with Wrath of air, but with this new totem I think it could be fair.
The biggest problem is Paladin by a land slide. It has definitely reached tier 0 status... 61% win rate and it's worst matchup is the mirror matchup. The 2 mana weapon is a must to get nerfed . It is way to fast and the secrets provide too much protection to their board. There isn't much playing around them when you see 3 on the board. I'd also go with the same line you went. It still seems really good though.
Oh my Yogg is 90% of the time a better Counterspell. It's going to be a hard card to nerf because nerfing the mana cost creates inconsistencies with the rest of the secret costs. I think the best bet to nerf it is to remove the clause of the spell having the same cost. That way playing the card comes with serious risks, specially early in the game (Which is when the card is most oppressive). This might kill the card but it's still really good later in the game and when playing it in the early game it becomes what it should be... a gamble.
Pen Flinger has had it coming for a while now. I like your suggestion but I doubt they'll change the card in such a complicated manner (Same goes for your Tickatus suggestion). If they go with a fixed mana cost increase they'll completely kill the card, And though I wouldn't mind it, I think just making it so it can't go face would be the best solution. This way the card could still see play in control decks that lack pings.
0
Wow they're still putting content out for duels. I can't imagine how big of a fail mercenaries had to be to be cancelled
1
Has Blizz publicly stated this is how its coded into the game ? (Honest question)
And even if this is the case, they did replace the golden legendaries from the Mega bundle with undustable Signature cards, which is a decrease in value.
0
Battletag: Alucard#1901
Region: NA
Trade only? Yes, you go first. (Will show proof)
0
Battletag: Alucard #1901Region: NATrade Only?: Yes, you Go first (will show proof)0
If they make these analyses, the way they balance cards, they’re fucked.
-3
Halo … Why would any1 buy an xbox?
0
When will they make the refunds on Drek’Thar / Vanndar Stormpike ? I hope they dont go back on their word.
1
Even with the coin and card advantage going first has an overall better winrate.
1
They really f'ed up with the gold requirements. They added yet another gold sink but still no new ways to generate gold.
If they wanted to gate features behind currency they should have created a new one. The way they did it makes it so f2p have choose between hearthstone and the new mode.
People were defending new game modes in HS by saying its just like having a little hub with different games in it. The dfference is , if I play an actual different game I get seperate currency incomes depending on the time you spend playing, here theres a limit to how much you can recieve, however the ways to spend keep increasing with each game mode.
I paid a preorder. How the fuck does that not include all the features of the mode ?!
If this doesnt get fixed this is just another mode im going to permanently ignore like duels.
0
Battletag: Alucard#1901
Region: NA
Trade Only?: Yes. You go first, Can show proof if you want.
0
Battletag: Alucard#1901
Region: NA
Trade only? : yes, you go first (Will show proof)
0
TBH, the change to N'Zoth is more of a nerf than a buff, sure, now you can play it a turn earlier if you wanted to play it on curve (Which never happens because you usually want the 10 mana elemental in your grave pool before playing N'Zoth, or you can play a 1 mana card along with it (Negligible) . On the other hand now you can't corrupt your clowns with this card Which was a BIG upside of playing this card.
I really don't understand this change.
0
I think if they are going to nerf the only good part about this hero power they should at least buff the rest of the totems, make them an actual threat if not dealt with:
Healing totem: should give plus 1 hp to adjacent minions
Searing totem: Should be a 1/2
Strength totem: I think it could afford to buff adjacent minions , might be a bit too strong that way though
and taunt totem: maybe a 0/3 , might be good as it is atm.
Another line they could follow is to straight up make the upgraded version of this hero power the base version. The biggest problem with this hero power is every totem is situationally kinda good but it's always a 1 in 4 to get that good result. Just turning it into the upgraded version would have made it too strong with Wrath of air, but with this new totem I think it could be fair.
0
Battletag: Alucard#1901Region: NATrade Only?: Yes, you go firstDone
0
The biggest problem is Paladin by a land slide. It has definitely reached tier 0 status... 61% win rate and it's worst matchup is the mirror matchup.
The 2 mana weapon is a must to get nerfed . It is way to fast and the secrets provide too much protection to their board. There isn't much playing around them when you see 3 on the board. I'd also go with the same line you went. It still seems really good though.
Oh my Yogg is 90% of the time a better Counterspell. It's going to be a hard card to nerf because nerfing the mana cost creates inconsistencies with the rest of the secret costs. I think the best bet to nerf it is to remove the clause of the spell having the same cost. That way playing the card comes with serious risks, specially early in the game (Which is when the card is most oppressive). This might kill the card but it's still really good later in the game and when playing it in the early game it becomes what it should be... a gamble.
Pen Flinger has had it coming for a while now. I like your suggestion but I doubt they'll change the card in such a complicated manner (Same goes for your Tickatus suggestion). If they go with a fixed mana cost increase they'll completely kill the card, And though I wouldn't mind it, I think just making it so it can't go face would be the best solution. This way the card could still see play in control decks that lack pings.