Did I missed something or we still haven't recieved our pack for previous choose-your-something thing that was like 2-3 weeks ago?
- Ertai87
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dushas posted a message on Choose Your Champion Returns for the 2018 Hearthstone Summer ChampionshipPosted in: News -
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kwikill posted a message on Ben Brode Interview - Insight into Casual Hearthstone, Meta, Just for Fun, Card BansPosted in: NewsYou wanna get the meta out of casual? Get rid of (or severely de-emphasize) quests that have a win condition, boost quests that can still be completed with a loss.
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Not really. I like the changes actually. Basically, the cards that they shifted out are just too good for their cost. When Aggro Shaman and Miracle Rogue and Tempo Mage and Dragon Priest are all playing 2 copies of the same 5-drop, there's probably a problem with that 5-drop, and that's why Azure Drake got hit. Ragnaros and Sylvanas are basically the same argument, but for 6 and 8 respectively. In addition, the issue is a lot more pronounced with higher drops because in general you play so few of them. While an average deck might have 6 or 7 2-drops, usually they only play 2-3 5s and 1 8, and when those 2-3 5s are always Azure Drake and the 8 is always Ragnaros, that basically means that every card they print at those costs forever is just stone unplayable. "In theory" (and whenever I use "in theory" I mean that this is what they said, not what they will necessarily do) they will print cards at those costs that are the same power level as Rag or Drake in context, but are limited in how they can be used, so that a wider variety of cards at those costs can see play without lowering the power level too much as a result.
As for the commons, basically they were uninteractive. When you're at 25 and your opponent has a 2/2 and a 3/3 on the table and then you just die, that's not interesting gameplay. That's why they nerfed Force of Nature, it's why they nerfed Leeroy, it's why they nerfed Gadgetzan Auctioneer, it's why they nerfed Pyroblast, and on and on. This is just the latest feature in that line of events. The difference is that this time, rather than nerfing again, they just moved those cards out of Standard, because the cards are not inherently too powerful but they provide a play experience that is uninteresting, and "we've seen enough of this already ok time to move on thanks"; Freeze Mage, Miracle Rogue, and Zoolock have existed, using those 3 cards, and playing that sort of "oops you're dead" uninteractive and uninteresting game play since the game was literally in Beta, and they decided it's enough already. Although, since Wild is meant to be the place to showcase all the old strategies that some players may have had enough of but others still enjoy, you can do that in Wild now if you want.
Overall I'm pretty pumped about these changes, myself.
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Definitely love the Ranked Play Floors idea! I've been wanting to jam some not-so-overused classes to try to get golden portraits (also because I enjoy playing control and don't mind losing a bit with it just so I don't have to play SMOrc Warrior and SMOrc Shaman all the time) but then I can never rank up.
As for the nerfs, Small Time Bucaneer at 1 health means it trades with a Patches in the mirror which is kind of sweet. As for Spirit Claws, I would have preferred a nerf somewhere else, either making it a 1/3 -> 2/3 or a 1/2 -> 3/2. Having it cost 1 is pretty important and works well alongside the nerf to STB, so not too thrilled with that. Good to see Blizz trying though.
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The reason why is because they're releasing a scheduled patch on that date and they don't want to have to release patches every 2 weeks because getting releases on the Google Play store and Apple App Store is a pain in the ass. They've said previously that they're looking into ways to fix this, but for now they can only do these updates by releasing a whole new client patch and this is the system we have.
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A lot of what you said seems to be interesting:
On larger adventures: Adventures are smaller than full expansions, but if you consider the number of playable cards in them, it's actually not that small. For example, 5 of the 40 cards in One Night in Karazhan have not seen major widespread play. Compare to the number of unplayables in MSG, there's a lot more unplayables in MSG. I haven't run the numbers exactly, but I would expect that the number of "playable" (i.e. sees play in a top tier Standard deck) cards in an Adventure is not a lot less than in a set.
On More Archetypes: Actually, set releases seem to do pretty well at starting new archetypes, to the point that I think the game might be power creeping too much. For example, MSG started a whole bunch of Reno decks; previously Reno Mage and Reno Priest didn't exist, and also Jade Druid and Jade Shaman, and let's of course not forget the elephant in the room, the various Pirate decks, most importantly Pirate Warrior. These decks just didn't exist before MSG. Before ONK there was no Resurrect Priest, and Dragon Priest was a lot worse without Netherspite Historian and Book Wyrm. Before that, WOTOG gave us Cthun Drui and NZoth Rogue. New sets really do have an impact, and I wonder what's going to happen after rotation.
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That would make sens, but it doesn't say so in the article above.
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So...I can enter Spectator mode on my friend's game and see the opponent's cards and PM my friend my opponent's hand and every card they draw at all times? This doesn't seem abuseable at all.
SeemsGood