Why not have a little fun card instead of opie opness for a while?
Fuels up your deck against fatigue, it's the opposite of draw engine: instead of thinning your deck, it thickens it instead!
Very good for ultra slow meta
- Ganashal
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uiasdnmb posted a message on Weekly Card Design Competition #27 - Submission Topic [Up-Voting Only]Posted in: Fan Creations -
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kendallsg posted a message on Lack of accountability for poor player behaviorPosted in: General DiscussionI'm not sure the myopic will ever see a point for standards. This is by far the major hurdle for esports as a long term endeavor. Right now it's marginally funded by a few corporate sponsers that have a vested stake in software or hardware but it's never going to gain profitable traction without serious sponsership for from outside the tech bubble. Events like Hots being on ESPN for example is a big deal for this industry long term and the primary growth that's going to drive it is a healthy player base... not a cancerous shit show. The image and conduct of the average player does matter and effects everyone who has a stake in the game. Individual interactions may be a small percentage of that over time, but the sum is always greater than the parts.
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user-17293483 posted a message on Weekly Design Competition #18 - [Ended]Posted in: Fan Creations.
Small note: Not note-worthy when it has nothing to kill. Strong when the set-up is perfect. VERY strong when used in combination with Power Overwhelming, Demonfire and Demonheart.
Oh, and: Your opponent can use this against you, by throwing crappy minions into Queen. Typical demon problems.
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Dethbolt posted a message on Weekly Design Competition #18 - [Ended]Posted in: Fan Creations -
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Cardstone posted a message on Weekly Design Competition #18 - [Ended]Remove small minions/tokens and get your big minions out faster.
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DeadHour posted a message on Weekly Design Competition #17 - [Ended]Posted in: Fan CreationsHello guys, I'm back with another entry. For maximum annoyance, I present to you: Defense Grid!
For some insight into my design thought process, you can look at my post here.
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DonPreslav posted a message on Weekly Design Competition #17 - [Ended]Flavor Text: Rexxar doesn't like to kill his prey right away. He wants it to feel the end is coming before it does.
Edit: lowered the cost.
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Triskaidekaphilia posted a message on Weekly Design Competition #17 - Discussion ThreadPosted in: Fan CreationsUgh, the temptation to make a snark card is sooo strong.
War's Balance
Neutral Spell
7-mana
Summon a War Golem and two Boom Bots -
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Walleth posted a message on Hearthstone is ruined.Posted in: General DiscussionOP, as has been said, your position on hunter can unfortunately be summed up as
"I like playing rock. This game should let me play rock because I enjoy it and I don't feel I should have to change that. But so many people play paper! Paper ruins this game because it stops me playing rock! I know I could change to scissors to beat all the paper but I shouldn't have to do that, because I prefer rock. Nerf paper"
Your post is actually a bit worse than this because Hearthstone has a way of letting you play rock and beat paper, by just adding tech cards, just 1 or 2 even sometimes, so you're still playing the same deck overall, but increasing your odds, and you don't want to do that even. Surely you can see why you're not getting a great reception?
Best sum up of this thread
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OP, as has been said, your position on hunter can unfortunately be summed up as
"I like playing rock. This game should let me play rock because I enjoy it and I don't feel I should have to change that. But so many people play paper! Paper ruins this game because it stops me playing rock! I know I could change to scissors to beat all the paper but I shouldn't have to do that, because I prefer rock. Nerf paper"
Your post is actually a bit worse than this because Hearthstone has a way of letting you play rock and beat paper, by just adding tech cards, just 1 or 2 even sometimes, so you're still playing the same deck overall, but increasing your odds, and you don't want to do that even. Surely you can see why you're not getting a great reception?
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@Nakazawa: I think you will find that the boss's hero power (which I assume is what you are referring to) is rather different from player hero powers, both in terms of power level, and intent. The only reliable way to make the boss fights have a particular flavour every time, and to introduce a specific challenge every time, (without rigging or stacking their draw or hand in any way) is to utilise something that is consistently present. The game already provides a framework and an obvious avenue to achieve this: the hero power. You will of course have noticed that playable powers cost 2 Mana and either deal 1 or 2 healing, or damage, in some small variety of ways, with warlock being a slight exception. You have likely also noticed that the bosses, particularly on heroic, have wildly different powers, with quite varying cost. To use this as an example of how important hero powers are within the game in general seems foolish. They are simply a convenient way for developers to introduce a theme, or challenge to the encounters. So of course they are important, but bear no relation to the powers of the players, even though they have a similar position on the graphics.
As to the conversation of the thread, I think that saying a strategy relies on having the right cards drawn is the nature of the beast: this is a card game where you draw random cards. One way of designing difficulty (the topic of whether this is fun or not needs to be separately argued) is to make a boss quite powerful. If you don't draw the right answer at the right time for what it answers, you will lose on a boss designed in such a way. The more options, the more answers you will need to draw at the right time. In this case the challenge is in the playing of the cards largely, is it the right time to do this, to play my silence for example, or my AoE, or do I wait a turn. The challenge for the other bosses is the deck building. This challenge can be outsourced (netdecking). The other is personal skill, so needs to be learned, with luck a (sometimes frustrating) confounding factor. Did I lose because I misplayed or because of luck? Hard to know.