Thank you for sharing!!
- Heg
- Registered User
-
Member for 7 years, 11 months, and 21 days
Last active Sat, Nov, 25 2023 08:29:05 -
- 10
- 16
- 0 Followers
- 10 Total Posts
- 2 Thanks
-
1
RolandofGilead84 posted a message on 25.2 Patch Notes - Battlegrounds Season 3, Lunar New Year Event, Heroic Brawl & MorePosted in: News -
12
Twitchy posted a message on New Warrior Epic Card Revealed - Disruptive SpellbreakerPosted in: NewsI really, really, really dislike that they're making 'have your opponent discard a card' a common theme now.
It's the most un-fun thing I can imagine to be played against me, like Call of Duty perks that make your opponent's guns have a 20% chance of not firing or FIFA making your opponent's players trip over the ball. .
-
2
Pagan posted a message on Patch 24.6 Preview - Big 1st of November Announcement Confirmed, Hallow's End, Battlegrounds Event, Loaning Decks & MorePosted in: NewsCosmetics are a big incentive for gamers to keep playing. A goal to reach so to speak. Hearthstone barely offers anything cosmetic for gold anymore. Basically all you can play for these days is card packs and the monthly card back.
Acting like cosmetics don't matter by parroting the "it's just cosmetics" phrase when this stuff is obviously a huge seller and therefore proves you wrong is just childishly ignorant.
Most gamers LOVE cosmetics. That's just a fact. We used to play games and earn cool cosmetics, imagine that. But that was way before your time on this earth I suppose.
-
3
Banur posted a message on Patch Tomorrow - Stormscale Siren Removed in BGPosted in: NewsThat's not what they are saying.
They are saying that they are testing changes in the hope to find a better iteration of the card instead of just removing it forever.
-
14
Yollowolf2 posted a message on Patch Coming Thursday - Balance Changes in BG and Constructed!Posted in: NewsYes. Sweet good times when we had to wait.. half year(?) for patches nerf. Great times
-
23
AndreiLux posted a message on 23.2.1 Patch Notes - New Arena Balance Method and Balance Changes & BugfixesPosted in: NewsI'm glad that they are paying attention to the Arena, and announced changes are welcomed, but this is very worrying:
Long term, we want build-around cards and synergy decks to be viable strategies, but we need an Arena environment designed to support that goal.
I will never get tired of repeating: the more synergies in the Arena, the worse it is for the Arena. This is the only mode where there are not so many synergies, it's one of its biggest benefits, and yet they try to feed us with synergies again. Can't we leave at least one mode where there are few synergies? Some players (crazy ones, I know) like to see yetis on board eating spider tanks, not a worsened version of constructed, like Duels.
-
7
Beatsz posted a message on New Features Coming Soon! Upgrade to Golden - Share Deck Codes - Favorite Multiple Card BacksPosted in: NewsStop whining about everything, this isn't a feature that has any impact on your competitiveness, you'll not be any worse off if you don't use it a single time, and it's been something some players have been asking for for years now.
It's fine.
-
13
MysteryboxHS posted a message on The Druid Problem: An AnalysisPosted in: General DiscussionI'm not going to lead in with some long winded intro, but I will preface this analysis by stating that this is going to be broken down into various parts, aimed to encapsulate the areas that makes Druid strong, and how those area's play onto one another's inherent strengths.
Let's get started.
-The Consistency Problem-
One thing that Druids do, far better than any other class without any semblance of reasonable close comparison, is find their strongest cards, namely Guff, with extreme consistency. The offenders and enablers of this are as follows:
These three (six) cards contribute insurmountably to the success of Druid. They allow Druid to shore up their necessary pieces to produce a consistent experience with each playthrough. An experience offered to very few other classes in any capacity. I feel the abundance of cheap, efficient "tutoring" options that Druid has access to contributes more to their success than any other factor. Every other strength of the deck is magnified by the options to see those strengths at all via these enablers.
-The Card Advantage Problem-
I am not going to reference cards in this category, as I feel this is is glaringly apparent and obvious. Fourteen of the thirty cards in the standard list draw or produce additional cards, with almost all of them producing several additional. Druids are, in short, capable of churning through their deck with both extreme ease and consistency.
-The Kazakusan Problem-
All of this deck churning mentioned in the previous assessment would, in most cases, result in a sense of inevitability for the Druid via self fatigue. However that opposition is solved by a single minion that we all know and love, Kazakusan
Rather than this reckless deck churning running the Druid out of fuel, they are rewarded with a deck that flips their own inevitability onto their opponent. All of a sudden, the Druid's deck now consists of the strongest cards imaginable. One's that the druid will also have ease of access to, thanks to previously mentioned strengths.
-The Tempo and Counter Tempo Problem-
So let's start with the Counter or Anti-tempo problem. One thing long time Hearthstone players will remember is that Druids traditionally don't have the easiest means of clearing enemy boards, be them wide or tall. Blizzard decided to remedy this shortcoming through the likes of:
Where Druids once fell short of options to catchup on a lost board, their woes have been remedied through these means to some extent.
As for the Tempo problem itself, I think this is something we have all experienced. Druids dropping the ever favorite Oracle of Elune , and proceeding to summon 16/16, or even 32/32 in stats, for 0 mana, thanks to a giant that synergizes extremely well with their already sound gameplan.
-The Sustain Problem-
So you may think that you should be able to stick a bunch of damage early game while druid is in their "set up" phase, and then finish them with reach, right? Wrong. Blizzard has brought back Earthen Scales to give Druids a very consistent 1 mana: Gain 9+ armor. Sometimes running into three of these thanks to Moonlit Guidance. Another weakness of sacrificing an early game shorn up with a single, cheap card.
-The Ramp/Guff Problem-
Finally we arrive at the problem that Druid is notoriously disliked for. Their ability to bridge a wide gap in mana with their opponent. Well, thanks to their new hero Guff, this gap has been taken further than ever seen before. It is not uncommon for the Druid to be at 14+ mana while you're at 6-7, and anyone on the receiving end of that knows the kinds of disadvantage that provides. I'm not going to delve deeper into this, as it's very known and apparent. We've all been there. We've all seen what a class can do with twenty mana and no shortage of cards.
-In Conclusion-
I want to conclude by saying that, of all of the problems listed above, I believe the greatest offender to be the consistency problem. Everything else is made possible by Druids ability to consistently find the pieces needed. It all falls into place because Druid is very good and efficient at making it all fall into place. Guff wouldn't be the problem he is if he wasn't consistently found and played on or shortly after curve.
But that aside, something has got to give. It's a class that basically has everything, and lacks little. Early game, big tempo decks like Demon hunter, Pirate warriors, and some Mech variants can still bring Druid to heel. But even against all of that, Druid can still easily sneak out a win if they don't whiff on too much early game.
Something needs to give with Druid Blizzard, they shouldn't have "it all."
-
3
Thanatos2k posted a message on New Hunter Legendary Card Revealed - Raj Naz'janPosted in: NewsWhat the hell is this.
-
9
Equinoxz911 posted a message on New Hunter Legendary Card Revealed - Raj Naz'janPosted in: NewsYesss thank you Blizzard. Getting killed on turn 6 by hunters wasnt fun enough. Thank you for making it possible to die sooner!
- To post a comment, please login or register a new account.
1
It is not just you, happened to me as well. They are aware of it, see this post: https://www.hearthpwn.com/news/9224-23-2-known-issues-mercenaries-lock-out-failure-to
[Added 5/10]: The team is investigating reports of Call of the Grave’s second effect not activating after the patch.
1
As far as I know the contents of your pack are decided when you get the pack, not when you open it. This means that saving them for later has no effect.