• 4

    posted a message on The Crossroads INN-vitational - With Nozdormu Barrens Blitz Rounds!

    We were all hyped for Nozdormu the Eternal based tournaments, and here we are!

    Posted in: News
  • 0

    posted a message on Question about treasures

    I think there's some amount of bias in favor of treasures your class can use, but I can't say for sure.

    I will say I have seen rogue get offered Corrupted Felstone more than once, despite having absolutely no Fel spells available.

    Posted in: Duels
  • 0

    posted a message on Did we lose any dist when we were given golden cards and they became uncraftible ?
    Quote from karamanov >>

    Hey, ArcyroX

    I feel you didn't understand the question. I mean what happened to all my golden cards of the same kind that I had before I received the 2 coppies and the card became uncraftable. Now that the card is uncraftable, where are my previous golden coppies that were disenchatable just a while ago ..... 

    That used to be dust in the bank .....

    What happened to them is that they rotated to wild. Switch your view to wild using the button in the bottom-left corner and you'll see them. 

    Posted in: General Discussion
  • 0

    posted a message on Ring Toss not working in arena

     Can confirm this happens in Duels too.

    Quote from YourArtTeach >>

    I just saw this happen to a mage opponent.  No info on it from a google search, weird.

     The patch has been out for all of a couple hours, keep your pants on.

    Posted in: The Arena
  • 3

    posted a message on Duels Nerfs

    So, some duels nerfs were announced. Here are my thoughts.

    • Ace in the Hole to 3 mana: Fair enough. Quest Rogue can make this card more than a little too good.
    • Connections to 1 mana: Makes sense. I'm still a little sad though, because I had a Malygos version of Connections Rogue that I was having a lot of fun with, and it's probably gonna get killed by this change. Ah well.
    • Rally the Troops to discount (3) instead of (5): This treasure really needed a nerf; its power relative to other pool 2 passive treasures was just ridiculous. It's far from unheard of with this treasure to play a five drop on turn 1. Even discounting (3) I personally wonder if it's still too good, though... compared to, say, Emerald Goggles, Rally will usually cheat more mana, and unlike Goggles, Rally also draws you a bunch of cards, making it much easier to abuse the mana cheating.

    And here are my thoughts about what they DIDN'T nerf...

    • Humble Blessings*Deep breath* This card. Prior to the release of Forged in the Barrens, this treasure made sense to have at three mana. You could craft your whole deck around it, but that wouldn't get you too far since you can't count on drawing it. Your greed had to be kept in check by making your deck at least playable on its own merits to cover you not drawing the treasure. Then Knight of Anointment happened, and all that went right out the window, and suddenly you can get away with building your entire deck out of cards that it breaks, like Onyxia and Onyxia the Broodmother. Humble Blessings desperately needs to go back up to 4 or 5 mana. (I guess in the alternative they could ban Knight of Anointment, but I would rather the deck's weakness be "finding time to play Humble Blessings" instead of "being lucky enough to draw Humble Blessings". That just makes for a better play experience for everyone involved.)
    Posted in: Duels
  • 0

    posted a message on Deck of Lunacy Fix Suggestion

    Honestly I think that if Deck of Lunacy gets nerfed it'll simply be a mana cost nerf to 3, maybe 4. That'll make it much harder to find a window of opportunity to actually play the freaking thing in actual matchups. Compare to Luna's Pocket Galaxy, which had the same theme of "make the cards still in your deck much stronger" – the difference between 5 and 7 mana turned out to be the difference between broken and unplayable meme. I suspect it'll be the same with DoL.

    Posted in: General Discussion
  • 0

    posted a message on Neutral-to-Class card & On-Curve synergy

    Outrider's Axe -> Mor'shan Elite

    Terrorguard Escapee -> Earth Revenant

    Headhunter's Hatchet -> Ratchet Privateer

    Sword of the Fallen -> Northwatch Commander or Crossroads Gossiper

    Death's Head Cultist -> Plaguemaw the Rotting

    Frankly, I think there's a reason this line of exploration is hardly explored. I'm pretty sure it's better just to have a good three drop and a good four drop than a mediocre three drop that likes to be followed up by a specific mediocre four drop.

    Posted in: Card Discussion
  • 0

    posted a message on Lunacy draw rate

    Are you certain you played 100 games? Have you been counting with deck tracker? It's really easy to overestimate how many games you've played in a given session in my experience.

    Posted in: Card Discussion
  • 0

    posted a message on how do you 12 wins?
    Quote from HatShapedHat >>
    Quote from EulersApprentice >>
    Quote from HatShapedHat >>

    Just get the ability which gives all your minions +1 attack every time another minion dies because that's literally the only thing I see once you get over 8 wins.

     That's not a viable strategy because it's physically impossible at this point. Blizzard removed Cannibalism from the passive treasure pool effective yesterday. Give it a couple days for the existing runs with that treasure to complete and you'll stop playing against it.

     If they removed it yesterday then I must have faced the few lingering decks which still had it in their runs because 3 out of my last 4 games saw my opponents using that boon.

     Yep, that's correct. I'd suggest taking a few days' break from Duels, both to wait for most of those runs to finish up, and to let you clear your own mind. (It might just help you enjoy the format more!)

    Posted in: Duels
  • 0

    posted a message on how do you 12 wins?
    Quote from HatShapedHat >>

    Just get the ability which gives all your minions +1 attack every time another minion dies because that's literally the only thing I see once you get over 8 wins.

     That's not a viable strategy because it's physically impossible at this point. Blizzard removed Cannibalism from the passive treasure pool effective yesterday. Give it a couple days for the existing runs with that treasure to complete and you'll stop playing against it.

    Posted in: Duels
  • 0

    posted a message on Let me tip bonus XP to my opponents as a "good game".

    Sadly, most likely what would happen is that people would interpret the maximum possible tip as the default and anything less as q_q. This would require a general sense of goodwill between players who get matched together and unfortunately that doesn't really exist in Hearthstone.

    Posted in: General Discussion
  • 1

    posted a message on Today's stats

    Please direct frustrations about personal Hearthstone experiences to this thread, rather than creating a new one: https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/212005-group-therapy-need-to-blow-off-steam-mega-salty

    Posted in: General Discussion
  • 0

    posted a message on I came back to this game last month, but now which expansion should I open more?

    I personally think that Scholomance Academy has a very high power level compared to other recent sets. For Warrior specifically, aside from Barov, Rattlegore is a fairly reliable win condition, if a slightly slow one. 

    Posted in: Card Discussion
  • 1

    posted a message on What do you think about Pen Flinger

    I can see it being changed to only target minions. Beyond that, I think it's good as is.

    I play Duels and not constructed, though given it's been banned from the starter deck and is about to be removed from buckets too, it's safe to say it's at least as powerful in duels as in constructed.

    Posted in: Card Discussion
  • 1

    posted a message on Custom Duels Treasures – Feedback Requested

    I know not as many people play Duels but that doesn't keep it from being fun to make custom cards for! ^^

    Soul Emancipator (Signature Treasure)

    Aleph, the Holy (Signature Treasure)

     

    Bloodletter (Signature Treasure)

     Archmage Aurius (Signature Treasure)

     Ultimate Beastmaster (Signature Treasure)

     Mohawk Grenade (Active Treasure, Pool 1)

     Kel'Thuzad, Necro-Academic (Active Treasure, Pool 2)

    This is the design that excites me the most out of these, to be honest. There's some unused voicelines in the files representing each Duels hero coming face to face with Kel'Thuzad, suggesting that at one point in development the headmaster played a role in Duels runs. I think this is a great way to make that a reality again. (He's definitely very powerful, but remember, so are all the pool 2 active treasures!)

     Prepared Ambush (Passive Treasure, Pool 1)

    Note: Since it says "whenever", the minion gets buffed before any damage is dealt.

     Lessons of Experience (Active Treasure, Pool 1)

     Blessing of the Sea (Passive Treasure, Pool 1)

    MRGLGLGL! (Murloc Scout)

    Force of Spirit (Passive Treasure, Pool 2)

    Designed to support decks heavy in one spell school, no matter which spell school that happens to be.

    Shadowed Shelter (Passive Treasure, Pool 2)

    Another treasure for Stealth, a mechanic that got left out of the keyword-based treasures abundant this season. How this would work, according to my understanding, is that minions lose stealth after attacking, so with this treasure, they'd be immune during the attack itself, and only be vulnerable afterwards. This is also a good way to make sure minions like Mini-Mage are as hard to remove as they've always been meant to be!

    Akama Prime can make wonderful use of both this and the other Stealth-based passive treasure design, heh heh. Maybe he'll actually get something accomplished for once.

     Godliness (Passive Treasure, Pool 2)

    The way I imagine it, with this treasure, your Divine Shields would start out red and turn back to the normal gold after absorbing the first hit. Cards that care about minions losing divine shield (such as Bolvar, Fireblood) only trigger after the second hit removes the shield altogether. I was debating whether to make this a pool 1 passive or pool 2, but decided on pool 2 because having to deal damage three discrete times to every divine shield minion would probably exhaust enemy damage sources super quickly!

    Burning Felrage (Passive Treasure, Pool 2)

     Aya's Wristband (Passive Treasure, Pool 2)

     

     

     

    Posted in: Fan Creations
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