Or just add some new hero power choices like Duels has, like maybe a new Hunter hero power:”Your hero is immune while attacking with ranged weapons”, or just give weapons bow/axe/hammer/wand/etc. typings like minions and spells both have, or even simpler typings like melee/ranged/magical. /my$0.02.
I agree that attacking an enemy with a “ranged” weapon could use some flavor buffing, by simply changing how the animations looks, no mechanics change required.
Bomb Warrior is really good in early duels, once they get armor, it can be tough to find the resources to try to take out the armor once they get the ball rolling, but it can be tough especially in the later games when the decks are much larger for the bombs to have any effect. Biggest counters I've seen are the Infinite Arcane, Machine Gun Priest with Lyra (making your bombs useless with a full hand), or pretty much anything that is hyper aggro.
I think some other classes need some starting treasure and hero power improvements. For one, I'd like to see a change to how the shaman overload hero power works, so that it can actually synergize with the overload buckets that keep getting offered with it (esp. the ones that include Snowfury Giant or the treasure that gives you attack for being overloaded). Maybe make it so "You can't be overloaded more than 1" or "At the start of your turn, free you overloaded mana crystals", I dunno, just spitballing.
The non-deathrattle Hunter hero powers I think could use a boost, too. Not sure what I would do there, though. Maybe make the face damage one less mana? I dunno, I'm just sad that the only hunters I see are of the deathrattle variety.
Back to Shaman: Zukara the Wild: This card pretty much useless in duels for shaman. Make it spells that cost(3) or more maybe. Right now the only shaman spells you can put in a deck that cost 4+ are Hex (I hope you don't hex Zukara!), Dunk Tank (I hope you don't dunk Zukara!), Volcano (I hope you don't Pompeii Zukara!), and Bloodlust (OK, potentially good), and I guess the c'thun pieces. You won't be able to get full value from using her with Runic Carvings, and you can't cast Tidal Wave on the same turn as her without relying on other cards or effects, not that you would anyway.
I think the Embercaster combo with Open the Waygate is super annoying, making you literally unable to even take a turn once they get the combo.
Duels is effing crazy sometimes, and I think that's part of why it's fun, I just think they should balance it and make changes a little more often than they are now. Not necessarily buffs/nerfs, but any deviation from everyone constantly achieving the Battlecry cost (1) less + double battlecry treasure with 100% accuracy would be welcome.
Blizz mentioned some changes to treasure offerings would be coming soon, I wonder when they will have anything to announce?
I really like the searing totem suggestion and agree that at least one hero power needs changing.
With the power levels of cards skyrocketing in the game nowadays, it feels like the hero powers in general are getting left behind. I often wonder if the Hearthstone team have plans for making some drastic changes to hero powers in the near future. Looking at duels, the hero powers choice system makes for a fun deck-building process. The only part I dislike about it is being locked into my hero/starting treasure choice before I decide to save the deck. But anyways, I think adding hero power choice to normal play would be a good way to fix the hero power issue for shaman but also improve the fun of deck-building in standard and wild. You could add hero powers periodically and rotate them out like cards. They could have interactions with the recently added spell schools, or have an elemental, enhancement, or resto-themed hero power to represent the specs from WoW.
What's with the 4-attack thing on the Rogue 2nd part quest? How do we know (other than just "because that's the solution") that the attacks of the minions need to end up at four, in other words: how did the solver arrive at this, were there hints, or was it all pretty much trial and error? Furthermore, how does attacking the locks affect their attack? The attacks values seem to change arbitrarily to me.
If you're a mobile player, get used to it, even small patches get delayed a lot when compared to the desktop app.
How does this work, exactly? For instance, will unpatched mobile players only get matched with other unpatched mobile players, or is it possible for patched desktop players to get matched against unpatched mobile players?
0
Or just add some new hero power choices like Duels has, like maybe a new Hunter hero power:”Your hero is immune while attacking with ranged weapons”, or just give weapons bow/axe/hammer/wand/etc. typings like minions and spells both have, or even simpler typings like melee/ranged/magical. /my$0.02.
I agree that attacking an enemy with a “ranged” weapon could use some flavor buffing, by simply changing how the animations looks, no mechanics change required.
0
bc I'm not in on the wild meta: how did you get 3 Leeroy?
4
Boulderfist Ogre has some nice curve.
2
Bomb Warrior is really good in early duels, once they get armor, it can be tough to find the resources to try to take out the armor once they get the ball rolling, but it can be tough especially in the later games when the decks are much larger for the bombs to have any effect. Biggest counters I've seen are the Infinite Arcane, Machine Gun Priest with Lyra (making your bombs useless with a full hand), or pretty much anything that is hyper aggro.
I think some other classes need some starting treasure and hero power improvements. For one, I'd like to see a change to how the shaman overload hero power works, so that it can actually synergize with the overload buckets that keep getting offered with it (esp. the ones that include Snowfury Giant or the treasure that gives you attack for being overloaded). Maybe make it so "You can't be overloaded more than 1" or "At the start of your turn, free you overloaded mana crystals", I dunno, just spitballing.
The non-deathrattle Hunter hero powers I think could use a boost, too. Not sure what I would do there, though. Maybe make the face damage one less mana? I dunno, I'm just sad that the only hunters I see are of the deathrattle variety.
Back to Shaman: Zukara the Wild: This card pretty much useless in duels for shaman. Make it spells that cost(3) or more maybe. Right now the only shaman spells you can put in a deck that cost 4+ are Hex (I hope you don't hex Zukara!), Dunk Tank (I hope you don't dunk Zukara!), Volcano (I hope you don't Pompeii Zukara!), and Bloodlust (OK, potentially good), and I guess the c'thun pieces. You won't be able to get full value from using her with Runic Carvings, and you can't cast Tidal Wave on the same turn as her without relying on other cards or effects, not that you would anyway.
I think the Embercaster combo with Open the Waygate is super annoying, making you literally unable to even take a turn once they get the combo.
Duels is effing crazy sometimes, and I think that's part of why it's fun, I just think they should balance it and make changes a little more often than they are now. Not necessarily buffs/nerfs, but any deviation from everyone constantly achieving the Battlecry cost (1) less + double battlecry treasure with 100% accuracy would be welcome.
Blizz mentioned some changes to treasure offerings would be coming soon, I wonder when they will have anything to announce?
4
You look like you could use a good time. One dance for $24.99, two for $49.99.
No thank you, and bad math.
If you're going to buy this at all, save a penny; buy two of the regular ones. *shrug*
1
I really like the searing totem suggestion and agree that at least one hero power needs changing.
With the power levels of cards skyrocketing in the game nowadays, it feels like the hero powers in general are getting left behind. I often wonder if the Hearthstone team have plans for making some drastic changes to hero powers in the near future. Looking at duels, the hero powers choice system makes for a fun deck-building process. The only part I dislike about it is being locked into my hero/starting treasure choice before I decide to save the deck. But anyways, I think adding hero power choice to normal play would be a good way to fix the hero power issue for shaman but also improve the fun of deck-building in standard and wild. You could add hero powers periodically and rotate them out like cards. They could have interactions with the recently added spell schools, or have an elemental, enhancement, or resto-themed hero power to represent the specs from WoW.
3
What's with the 4-attack thing on the Rogue 2nd part quest? How do we know (other than just "because that's the solution") that the attacks of the minions need to end up at four, in other words: how did the solver arrive at this, were there hints, or was it all pretty much trial and error? Furthermore, how does attacking the locks affect their attack? The attacks values seem to change arbitrarily to me.
0
How does this work, exactly? For instance, will unpatched mobile players only get matched with other unpatched mobile players, or is it possible for patched desktop players to get matched against unpatched mobile players?
0
How were you able to open your packs? I am unable to do so. Says Available in March
2
Well, that’s debatable.
1
Paladin gonna be nuts this time around in Duels. So much support for dudes. They got Lightfused Stegodon, Lost in the Jungle, and Vinecleaver coming. Plus the Knight of Anointment to possibly tutor out your Men at Arms in the early games, where dude Paladin struggles the most.
6
Great art, but what does a beast have to do with seeds?
-1
The murlocs that get released in the inevitable Elwynn Forest expansion will eventually make this card worth it I hope.
1
The Khadgar one is pretty good, but it looks like the Uther one needs a little bit of work around the back of the head.
That being said, they are both still pretty awesome. Please put this into the game.
5
You know, I read over this so fast when the core set was released I didn't even stop to notice how GOOD this card is now!
Doesn't set you to 15 health anymore.
Provides 5 Armor.
Presumably the hero power is the same.
No longer pollutes random/discovery demon pools.
I like it!