I did read something about teaching their AI to play so that it acts fast during their turn while reducing amount of dumb decisions due it. I wonder if AI is this time around made to play minions after they attack so that they don't just get board cleared as easily.
Also, hopefully Heroic this time around doesn't mean "face hunter" logic.
gambling means in a traditional way, you invest money, you gain money.
Here in Hearthstone you pay money, you don't get money, because you can't transfer gold in money. So it is considered as paying for gaming.
Besides this: arena is less luck dependent than many say. Good players get regularly good results, bad players regularly bad results. It should be rated as a skilled game by almost all courts.
I'm one of those good players. Back in the beta before they reseted the in-game profiles, I had max win streak in arena. My current is 10 win streak.
I have noticed that I often get matched against default card back players early on and past six wins, it is not surprising to face legendary card back user.
G4merGuy09 should win. This totem is just weak. Could be nice with more balanced numbers.
Weak?
Well it depends, if taken by wording, your entire deck would be full of spells that causes your hero to overload. Even if it would only take account spells on your hand, it would still be a quite powerful minion as those spells would stay tagged.
Both cards can totally screw the enemy in their respective games. It would make low mana only rush deck insanely good as it would just lock the ability to fight back that effectively (one more mana for that AOE spell that makes rush decks more balanced.)
Zero mana card contest would be cool. Meaning that it would need to be zero mana when played and you could find creative ways to reduce the cost to zero.
im trying to understand it, you mean a card that like Molten Giant you have the possibility to reduce its mana cost to 0?
I mean minion/spell/weapon that would have condition not to be summoned until it costs zero mana. For example "Costs (1) less per Damage on the field. You can play this card when it costs (0) mana."
Or simply, make card cost zero by default would be fine too.
Zero mana card contest would be cool. Meaning that it would need to be zero mana when played and you could find creative ways to reduce the cost to zero.
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I did read something about teaching their AI to play so that it acts fast during their turn while reducing amount of dumb decisions due it. I wonder if AI is this time around made to play minions after they attack so that they don't just get board cleared as easily.
Also, hopefully Heroic this time around doesn't mean "face hunter" logic.
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I'm one of those good players. Back in the beta before they reseted the in-game profiles, I had max win streak in arena. My current is 10 win streak.
I have noticed that I often get matched against default card back players early on and past six wins, it is not surprising to face legendary card back user.
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Well to be honest. Mechanically Shadow of Mordor is combination of Arkham series and Assassin's Creed series.
Of course with their own additions and changes.
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Weak?
Well it depends, if taken by wording, your entire deck would be full of spells that causes your hero to overload. Even if it would only take account spells on your hand, it would still be a quite powerful minion as those spells would stay tagged.
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Chromie reminds me of this card. http://yugioh.wikia.com/wiki/Crush_Card_Virus
Both cards can totally screw the enemy in their respective games. It would make low mana only rush deck insanely good as it would just lock the ability to fight back that effectively (one more mana for that AOE spell that makes rush decks more balanced.)
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Make it have 20 base HP or something but reduce its attack to something like one for example. Also make it a bit cheaper to play.
Voila, you have counter against players who alt-tab on enemy's turn.
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"You can use your hero power as long as you have mana."
Sounds something more like what Blizzard would type.
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In Yu-Gi-Oh! that thing is way weaker if enemy has a common sense to have some cards to mess with opponent's deck.
I think Voltron could have been a five card thingy.
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Opponent's minion has three max health.
Opponent's minion. "When this minion is destroyed, summon that minion and draw a card."
Your minion "When a minion is summoned, deal 3 damage to it."
It would cause a loop that ensures your victory.
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I mean minion/spell/weapon that would have condition not to be summoned until it costs zero mana. For example "Costs (1) less per Damage on the field. You can play this card when it costs (0) mana."
Or simply, make card cost zero by default would be fine too.
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Zero mana card contest would be cool. Meaning that it would need to be zero mana when played and you could find creative ways to reduce the cost to zero.
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The card states that "discard TOP THREE cards from your deck." If you have no deck, effect does nothing.
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If you constantly feel like going AFK when enemy poses a challenge, it can greatly contribute why you keep losing so much.