All fantastic changes.
- CleverConvict
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Member for 8 years, 7 months, and 22 days
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YololoSwaggins posted a message on Upcoming Hearthstone Balance Changes - Wild Growth, Nourish, Level Up!, Saronite Chain Gang, Leeching PoisonPosted in: News -
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nobravery posted a message on Weekly Card Design Competition 8.03 - Submission TopicPosted in: Fan Creations -
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nobravery posted a message on Weekly Card Design Competition 5.20 - Submission TopicYes, it stacks.
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Lifespiker posted a message on What is the most "annoying" deck to play against for you ?Posted in: General DiscussionThis new Murloc Paladin annoys me to no end. It plays like aggro and midrange all wrapped into one with an OTK or two thrown in for good measure. Hate. It.
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See Potion of Madness, Goblin Prank, Shadow Madness, Power Overwhelming
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Fair feedback. Here is a different direction, that properly rewards trading creatures:
Edit: Fixed typo on card
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Simple idea...
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First off it's nice to see a positive thread trending right under the inevitable "Heist is a bummer" thread. I have all of the solo content for Hearthstone and this is by far my favorite.
What they've done right:
1) They've nailed the difficulty level. The bosses are hard at the later stages, but not impossible. I completed Chapter 1 on the second try and Chapter 2 on the first try. Perhaps some would consider this too easy, but I say it's fun. I celebrated the wins and look forward to giving them another try.
2) So. Much. Content.: 9 classes, 3 powers each, 3 starting decks, 5 chapters. That's 405 runs to try everything for you completists.
3) The Bartender: Brilliant. Best new addition to the formula. And is that the Rock doing the voice over?
4) The crazy mode: Haven't tried it yet, so can't give it a thumbs up, but it's a great concept for extending the value of the content.
All in all I'm very happy with my purchase.
P.S. No I don't work for Blizzard. Just givin' praise where praise is warranted.
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I get shot down, then I get up again...
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The problem with Hero Cards at the moment is that there is no counter play. There is no way to get them out of the opponent's deck, or stop them, or remove them once in play.
Any minion can be removed. A spell can be countered or have its mana cost increased. We've got minions that can pull enemy minions to break up combos, etc. For Hero Cards the only risk is getting it milled.
When Magic introduced planeswalkers they resisted making cards that directly targeted planeswalkers to "make them special" and because there were so few of them. Now years later, there are dozens of cards that can destroy them directly.
If Blizzard wants to keep Heroes in the game - and as a concept I like them - we will inevitably need cards like:
Simplify
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Priest Spell
Return your opponent's Hero and Hero Power to their original state.
Awakened Owl
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Battlecry: Silence a Hero
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Good point. I'd have to add the "Can't Attack" clause, or perhaps "can only take 1 at a time on your opponent's turn" so if you attack with it, it takes damage normally.
EDIT: Better idea: "While this minion's Attack is 0, it can only take 1 damage at a time."
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