• 3

    posted a message on The Year of the Raven is Coming to Hearthstone - Ice Block, Molten Giant, Coldlight Oracle to be Hall of Famed

    On another note:
    I really want an anti-meta game mode.
    Blizzard knows which cards see the most play and are really good.
    So there could be a game mode where all cards are banned that see the most play. This could change monthly, it is to some extend another meta of itself. The deckbuilding and the user interface for this mode would be very hard to accomplish but this mode would be awesome.
    There could be a freeze-shaman, elemental-mage, taunt-warrior meta... Hard to make but awesome to play, I think :)

    Posted in: News
  • 19

    posted a message on The Year of the Raven is Coming to Hearthstone - Ice Block, Molten Giant, Coldlight Oracle to be Hall of Famed

    The first expansion will be Emerald Dream, because of the druid-theme and the portal is really obvious: 
    Druids will need some love after jades are rotating. Maybe more dragon/spell immune/satyr thingies?

    The second expansion will be some ethereal theme. There is a spell in WoW that brings you to your home location but the animation is nearly identical to the portal of expansion 2:
     
    And because I really liked this smuggler/dealer/blackmailing/artifact-trading theme I really hope for some cool stolen famous goods :>

    For the third expansion I would guess Vash'ir or Azshara with an underwater theme. Maybe naga as new tribe? But the portal with its fleshy interior... I can't recall anything about it :/ Someone else?^^

    Posted in: News
  • 2

    posted a message on Hearthstone Needs More Game Modes - What New Modes Could They Create?

    When creating game modes it's always essential to consider things like:
    - Replayability: Is the mode repeatable and random enough to be fun after a lot of tries? (Ladder is therefore not so good, arena is good, tavern brawl is something between ok and awesome, dungeon run is awesome)
    - Multiplayer: Are players needed for starting the mode or to play against each other?
    - Investment: How costly is the mode for anyone? How is the "new player experience"? (Ladder is really expensive, dungeon run has no costs, arena has an entry fee, tavern brawl is low on costs)

    With that in mind I would really like something like
    Pack Arena - Like the current arena but with a drafting. On your first pick you open a pack and take one card. The remaining cards go to another player who is at his second pick. He takes one of the four cards and the remaining three go to the third pick of yet another player etc. You can't choose the 5th card, because it is the last card of a pack from another player. On the 6th card you open another pack, pick one, give your pack away and get 4 new ones to choose from. The drop-chances of each rarity can (and maybe should) be different from normal packs.
    Replayability: High. Like arena you won't know what you get in you packs.
    Multiplayer: High. You need other players for your deckbuilding but they don't have to be online. You play against players with your deck.
    Investment: Medium. Could be like standard arena. Could also be more costly if you can pick some cards from your deck to keep after your run is over.

    Non-MetaLadder - Like normal ladder but you can't use cards, which were in the top ladder decks. I think Blizzard has some internal statistics that can be used to calculate the win chance of every single card. Those top number of cards can't be used in deckbuilding.
    Replayability: Medium. Just like ladder there will be a meta. But you could easily switch to standard or wild ladder for fun. And when the standard-meta changes, this changes too.
    Multiplayer: Medium. Deck building is your thing, playing is against other players.
    Investment: High. There will be a meta and you need those cards to compete. If the best decks don't rely on legendaries or epics, it's going to be cheaper than standard or wild ladder.

    Posted in: News
  • 2

    posted a message on Hearthstone’s Most Wanted Emotes

    1. I can see why people want an auto-squelch button but the reason is more like: The emotes don't carry an exact message and can be misinterpreted. Emotes should be very precise in its meaning.

    2. Emotes should change with the length of the game. On the first turn you can use a genuinely "Greetings", once. Even if you faced the 5th jade druid in a row, he won't know if you mean it sarcastically. But as mentioned above emotes should be precise in its meaning.
    After a disconnect (I'm only playing on mobile, so that happens every 3rd game) you could have an emote like "Sorry, I disconnected" and you can only use it once.
    Maybe you can disable emotes while the opponent is roping, because he needs to think fast. But on your turn you can say something like "Uh, that was close", again: only once.

    3. New emotes should be introduced very carefully! A "be right back"-emote could lead to players leaving for fun, just because they have an excuse for it. Others could encourage BMing, see point 1.
    But I could even see an insult emote work: "Your mother was a murloc", "You smell like a leper gnome". This is funny and maybe you can let off some steam after bad RNG, without a real insult.

    All in all I like the small interactions with your opponent via emotes. And I like the special emotes between some characters like Malfurion & Tyrande. But emotes need to be much more precise.

    Posted in: News
  • 2

    posted a message on Hunter, Priest, and Rogue Spellstones Have Been Revealed!

    What? Summon four 3/3 wolves? For 5 mana? Well, at 10 mana together with Tundra Rhino you do 14 burst damage. (old Force of NatureSavage Roar, anyone?)
    With Freezing Trap and Explosive Trap you can gain tempo, play some sticky beasts and finish on turn 10, as long as you have this spell in your hand...
    I think Lesser Emerald Spellstone card is broken.

    Priests want to build a new deck around Lesser Diamond Spellstone. I could see deathrattles work, maybe even with the quest.
    In big priest, this could be ok, it doesn't have to be upgraded either. Razakus won't gain much from this.
    Maybe there will be another combo-priest with 2x Radiant Elemental + Prophet Velen, maybe a Mirage Caller on Velen and finish with Mind Blast.

    Posted in: News
  • 5

    posted a message on New Legendary Paladin Weapon Reveal: Val'anyr

    This card is really interesting!
    It is a handbuff-card with infinite value for 6 mana, that's great! But to make it work, you regularly need to hit things, which will cost you a lot of life. So you need to heal up properly, what could be done with Lifesteal-minions. But because Lifesteal makes the minions under-stated and the lack of board impact, this will be hard to pull off.
    Or you heal directly, which is easier to accomplish but has the same disadvantages regarding boardcontrol.
    So your best bet is a midrange type of deck, because you regularly have minions to buff like Doppelgangster

    Personally I would try a pirate tempo paladin, with Blackwater Pirate, Phantom Freebooter, a buffed Southsea Deckhand and Divine Favor for carddraw.

    Posted in: News
  • 6

    posted a message on New Priest Legendary Card Reveal: Temporus

    I think this is a pure combo-card. You have to skip a turn basically, but then you can get all the cheesy stuff, priest has to offer.
    Inner Fire-shenanigans:
    Scaled Nightmare/Malygos/Ysera/Alexstrasza -> Divine Spirit -> Inner Fire for 32/24/24/16 damage on the 2nd turn.
    This way you can still activate Raza the Chained, because you don't need 2 copies of Divine Spirit.

    Or you go for Faceless Manipulator with Prophet VelenMind Blast (20 or 40 damage) or Leeroy Jenkins (24 damage and you have full mana on the 2nd turn)

    But the best thing is: It hard-counters Ice Block but gives quest-mages a third turn, which is almost always bad.

    In the end it will be very interesting but meme-like... Like both priests have this in hand and both play them... 4 turns? :D

    imo 7/10

    Posted in: News
  • 4

    posted a message on Ben Brode on Evergreen Cards in Standard, Hall of Fame, Player Accessibility to the Meta

    The game needs a better newcomer mode. Like a basic only-ladder.
    When you climbed it, you can choose the basic + classic ladder.
    The standard-ladder should always be available, but players should not be forced to it.
    I don't play wild mode and I'm not a new player, so I don't have the experience to comment on "new player on wild ladder". How hard is wild-ladder for new players, anyone?
    But my friends all started playing and left 1 or 2 month into it, because they couldn't get good cards fast enough for having fun.
    A more-ladder-system would maybe help there.

    Posted in: News
  • 0

    posted a message on Five Card Nerfs Coming in the Next Hearthstone Update - Druids, Win Axe, Murlocs, Hex

    Regarding the nerfs: most of them are fine. They are nerfing evergreens in the basic set, to create more design space, thats good. Every weapon in the future has to be at least as good as fiery win axe in the 2 mana slot for example. 

    But: nerfing base cards weakens the power level of new players. They can't compete with just the base set and some cards of the classic set. And that's my main concerne here.

    Nerfing basic cards is fine, if the game had a game mode for it. Arena is really hard, when you don't know all the cards. Wild is even more frustrating. And Standard shifts often, which in turn makes you buy more classic packs for the hard earned gold. 

    Why not make a basic-only mode? Because seasoned players will want to play all those new cards, the mode is for new players. They can win there and start with standard when they seem fit for it. Or to see the new cards in action.

    After that basic + classic, because you bought this packs the whole time.

    The standard-ladder is fine (but not great) for competitive play, but you should not be forced in it as new player.

    Posted in: News
  • 2

    posted a message on Coldwraith

    I can see your point, because freeze mage does not rely on minion-damage to win. But just 22 cards in freeze mage are taken. This minion has consistent card draw. It's really not a problem to freeze something.
    When freeze mage goes against a minion-heavy deck, aoe and hard-removal are key, but getting a little more value on board is not that bad, whether it is through trading or chipping dmg in, if you don't get this alex.

    And maybe there will be a frostbolt -> face into coldwraith into fireball for the lethal :D
    I would bet, that there is a viable freeze mage with this minion :)

    Posted in: Coldwraith
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