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    posted a message on New Rogue Card - Shadow of Death

    I was disappointed to learn that this doesn't let pogo hoppers get their + stats upon being summoned by this card, and the next pogo after one is summoned from it just gets the regular bump in stats like the one before it should have.

    Ah well.

    Posted in: Card Discussion
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    posted a message on Anyone else confused about the quest cost vs reward balance?

    Top quests are, in order of effectiveness:

    • Druid
    • Shaman
    • Rogue
    Posted in: General Discussion
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    posted a message on Insane Quest Rogue
    Quote from SaltyNaga >>

    How often do you actually get the draw from Questing Explorer? It seems like you should often complete the quest early, so it would just become a vanilla 2/3...

     General consensus is that Questing Explorer is useless in quest rogue.  Upi complete the quest way too fast to benefit.  Replace with Novice Engineer.

    Posted in: Insane Quest Rogue
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    posted a message on Balancing Dr. Boom (or, How I learned to stop worrying and love the bomb)
    Quote from clawz161 >>

    Instead of ALL MECHS having rush, now only the first mech you play each turn will have rush

     I like this a lot, actually.  Hadn't thought about it.

    I also really like the suggestion above that the hero power go in a certain order, rather than random.  That makes the Warrior player think tactically, rather than praying to RNG-sus.

    The delivery drone option being limited to one mech that's 3 mana or less is a very good suggestion, as well.

    Posted in: Card Discussion
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    posted a message on Balancing Dr. Boom (or, How I learned to stop worrying and love the bomb)
    Quote from Nohva >>
    Quote from Danjo >>

    Thank you everyone for your feedback thus far.

    I don't like the idea of sending it to the HoF, because it truly is a fun card with a lot of flavor, and it is a staple in every Warrior build.  I have it and play it, but Warrior is not a particularly fun class for me despite it having one of the best win rates for me.  When I play it, it has a very "busted' feel to it.  When I play against it, it suddenly becomes a death race to rush down the opponent now that they've triggered their win protocol.

    Swing turns in most CCGs involve careful deck building, planning your turns and cards, and setting things up.  With Warriors, the swing turn that the entire game hinges on is when/how early you can drop the doctor.  The problem with the card having that kind of power level is that it comes out in mid-game, and that it puts mech synergy in to hyperdrive to a point that few classes/archetypes can compete with, even with the power level of the SoU cards that have been introduced.

    But that right there is the exact problem; the current Hero Cards do NOT require much thought. Zul'jin, Dr. Boom, Mad Genius and Hagatha the Witch should all be HoF'd, like all the Death Knights. Just watch the game open up at that point.

    In my honest opinion, Hero Cards were a very bad idea in general, no matter how fun they are. 

    I could get on board with that, though it pains me to say it.  As much fun as Zul'jin can be, it's often an auto-win, even if I played poorly or my opponent played perfectly.  Hero cards don't reward good play or punish misplays; they are just a dust-sink in return for a massive power spike, and none more so in the meta right now than Dr. Boom, Mad Genius.  Going back to KotFT, there's no argument any longer that cards like Frost Lich JainaDeathstalker Rexxar, and Bloodreaver Gul'dan were busted as hell.

    Posted in: Card Discussion
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    posted a message on Balancing Dr. Boom (or, How I learned to stop worrying and love the bomb)

    Thank you everyone for your feedback thus far.

    I don't like the idea of sending it to the HoF, because it truly is a fun card with a lot of flavor, and it is a staple in every Warrior build.  I have it and play it, but Warrior is not a particularly fun class for me despite it having one of the best win rates for me.  When I play it, it has a very "busted' feel to it.  When I play against it, it suddenly becomes a death race to rush down the opponent now that they've triggered their win protocol.

    Swing turns in most CCGs involve careful deck building, planning your turns and cards, and setting things up.  With Warriors, the swing turn that the entire game hinges on is when/how early you can drop the doctor.  The problem with the card having that kind of power level is that it comes out in mid-game, and that it puts mech synergy in to hyperdrive to a point that few classes/archetypes can compete with, even with the power level of the SoU cards that have been introduced.

    Posted in: Card Discussion
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    posted a message on Balancing Dr. Boom (or, How I learned to stop worrying and love the bomb)

    During Rise of Shadows, Dr. Boom, Mad Genius honestly didn't feel meta-breaking.  It was included in every single Warrior build that there was, regardless of the archetype, but it didn't feel completely stifling.

    With the Saviors of Uldum dropping yesterday, however, it feels like it's time for a change.  The power level of the Warrior class in general, coupled with Dr. Boom, Mad Genius, already feels oppressive.

    To that end, I'd like to discuss changes that the Hearthpwn community believe would balance the card.  I have two suggestions that I would like to put forth that would accomplish both diminishing the power level of the card, yet keeping it in tune as one of the best legendary cards in the Warrior set.

    First suggested change - move the card from 7 mana to 9 mana.  

    This card implements so many big changes to the match.  It adds armor, it places a multitude of useful hero powers at your disposal, and it slaps the rush mechanic on to all mechs you play.  This much of a power swing doesn't belong in mid-game for a primarily control oriented class.  Moving it to 9 mana doesn't take away any of the removal or tools that a Warrior has at their disposal, but it keeps them from hitting the "I win" button quite so early and makes the game more sporting and technical for both players.

    Second suggested change - remove the added effect of rush to all mechs.

    With so much value coming from one card, and in a class that has solidified itself as the Hearthstone "king of removal", the added rush effect on all mechs is just too over the top.  Other classes have to actively work to get rush for one turn to a few minions; whereas this card allows the effect for the rest of the game from turn 7 onward.  The power swing is enormous, and presents what is already starting to shape up to be an almost-insurmountable advantage for the class.

    Thank you for taking the time to read over my ideas.  I would love to hear your own thoughts on the card, along with any ideas for nerfs (if you they feel they are needed).  It's a fun card that does a lot of cool things, but I believe that a few tweaks to it would be very good for the game, while still retaining its' flavor and usefulness.

    Posted in: Card Discussion
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    posted a message on Quest Rogue

    No sap or any removal for "big" guys scares me.  That turn 9 for priests pretty much requires some type of removal.

    Also, I agree with the earlier comment on questing explorer.  Keep the engineer, ditch the explorer.

    Posted in: Quest Rogue
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    posted a message on The expansion will be out later today. Don't craft/dust anything for a week! Lots of OP cards incoming, see long guide/post!

    The only thing I disagree with hard is that Rogues will love to run  Sahket Sapper.

    Sap is effective because you can choose your target.

    A random sap places the control of what gets sapped in to your opponents' hands.  They can effectively use this to sap one of their minions that has a powerful battlecry.

     Sahket Sapper is going to suck, I believe.

    Posted in: General Discussion
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    posted a message on Best Hearthstone Card Reviewers
    • Kibler
    • Regis Killbin
    • Dekkster

    All three are entertaining and knowledgeable.

    Posted in: General Discussion
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    posted a message on Mischief Maker

    This isn't a bad 3 drop in a thief rogue deck.  You've got a better-than-half chance of drawing a class card rather than a neutral, and either way you have a 3/3 body left behind.

    Posted in: Mischief Maker
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    posted a message on What card(s) are you excited to open from Saviors of Uldum?

     Hunter and Rogue quest, and Zephrys the Great.

    Posted in: General Discussion
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    posted a message on Killing the Hype

    Disagree completely.  The videos add to the excitement tremendously for me.

    Posted in: Streams and Videos
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    posted a message on Great disappointment in standard in SoU

    I disagree.  The power level of the coming expansion seems pretty high, and I'm looking forward with great interest to opening and playing the new cards and building new decks.

    Posted in: Standard Format
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    posted a message on Saviors of Uldum Impressions

    Threads like this are one of the main reasons I love this site.  Thank you 1xbenx1.

    Posted in: Card Discussion
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