- Its9I
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Member for 3 years, 5 months, and 6 days
Last active Wed, May, 31 2023 18:32:27 -
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- 88 Total Posts
- 80 Thanks
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FatalityHS0 posted a message on Balance Changes to Constructed and BGs - Delayed to Friday 19th!Posted in: News -
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xskarma posted a message on Balance Changes to Constructed and BGs - Delayed to Friday 19th!Posted in: NewsPatch Delayed to Tomorrow! Updated post with info and tweets.
Rather it all be as bug free as possible then they break the game, so, tomorrow it is!
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tegizera posted a message on Infinitize the Flexibility v2Posted in: Infinitize the Flexibility v2didnt know that sinergy. preety cool! nice deck
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RendInFriend posted a message on Health as a Resource (and why not for Priest)Posted in: General DiscussionPaladin had secrets but lost them. Hunter has better resurrect spells than priest. Druid gains more armor than warrior. Mage secrets are even better when rogue casts them for the fourth time. It’s all over the place, flavor and identity from a year or two ago is completely gone. Just enjoy it for what it is at the moment because it will definitely change.
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Nekkro2 posted a message on Hero Immune Changing in 26.0 - Health Cost Will Actually Cost HealthPosted in: NewsFor real, this is how it should always be. It's surprising it took them so long to fix that problem, but at least they fixed it.
This dosn't fix The Demon Seed tho. Being Immune never was the problem with that card in Wild.
I honestly don't want that they nerf it more, cause Nerf a card until the oblivion is basically the same that just keep it Banned. I rather that the whole card get a nice redesign. But I think that we should heard about what is going to happen in wild after the rotation by now. They didn't talked about the balance change, the Banned cards, not even which cards are going to be reverted to their original forms an which ones not.
I was specting that they talk about that with the Core Set 2023, but looks like Wild players are going to have to wait as always.
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Marrowgar_ posted a message on 25.6.3 Patch Notes - Battlegrounds Balance Changes & Game BugfixesPosted in: NewsFinally the bugfix for the journal.
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RaptorWithWings posted a message on New Paladin Legendary Card Revealed - Kangor, Dancing KingPosted in: NewsKangor’s Endless Party
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Shipmen posted a message on 25.4.2 Patch Notes - Mercenaries & Duels Bug FixesPosted in: NewsThank God you fixed the shop! I can’t live without it.
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Thex_ posted a message on Evolve mechanic and NeptulonPosted in: General DiscussionIn my opinion it does make sense in a practical way, as well as balancing and, kinda, flavor too. Colossal minions generate their limbs when summoned, which means that, in the context of an evolve, you'd be creating new minions, rather than strictly just evolving the minion already in play.
It makes sense on a balancing standpoint that you should not be able to generate more minions from the act of evolving, and it can make vague flavor sense that evolving a minion shouldn't make it blurt out independent limbs (which, yes, is a gameplay element more than lore, but still, the gameplay does create a conscious separation between a colossal and its limbs, into independent entities).
Generally, i think the argument "evolve shouldn't create more minions on its own" is enough reason to limit it, but i feel like it can still be vaguely argued in other aspects as well, and so is entirely justified imo. It's not like it's limiting neptulon specifically, it's limiting an entire type of minions that function differently than others.
If anything, it could make sense that if you'd try to evolve a colossal, it should evolve its limbs at the same time as if it were a single minion, but that gets into weirder edge cases that kinda contradict the earlier points and also still break the initial rule of "don't create more minions", besides being kind of a messy affair.
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Palemoon posted a message on Battlegrounds Season 3 RevealsPosted in: NewsPutting the +2 slots on the locked rewards track still feels like the biggest mistake of the entire system. It turns the Battlepass from additional cosmetics to something people might feel they must have in order to get a good selection.
And of course the more people have only 2 heroes to select, the more often you end up in those lobbies where 3 players concede right at the start because they didn't like either choice and give a rat's ass about MMR. - To post a comment, please login or register a new account.
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Grizzled Wizard + Sir Finley Mrrgglton
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Transform reserved for dr. Because remove a minion is better than leave 1/1 or 0/1 minion. Zeph doesn't know anything about synergies.
If you need to transform a small minion, guide Zeph for Shadow Madness
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HS is a child game 6+ or 7+. Children love magic and wizards. Mage will always be the most popular class. Rogue will go second for the similar reason.
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Or just bump to 2 mana, rename to Yogg trap and give it to hunter. In return give paladin mini snake trap "oh my dude" summon 2 dudes when a minion attacked
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1) 4 mana + coin won't upgrade spells
2) if your deck is not empty the portal still will summon imps
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Yes. But it should be exactly the piece you didn't cast yet.
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Its for new Core set. They will available next week with the Barrens
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If bliz change Nozdormu to "Start of Game: If this is NOT in BOTH players' decks, turns are only 15 seconds long.", I will forgive them all trash they made, even jade idol.
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They roping to give zero information to the opponent.
No matter how many options they have, they make opponent think, that they always have a ton of options.
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Here are cards I would try in anti-agro deck:
Acidic Swamp Ooze
Frost Nova + Doomsayer
Blizzard
Ice Barrier
with 3+ secrets I would also add Arcane Flakmage
Taunts: Khartut Defender, Bone Wraith, Crimson Hothead (because he's dragon)
Scalerider (if you have enough dragons)
Rolling Fireball
Bloodmage Thalnos + Arcane Explosion (because you have spd)
Ras Frostwhisper - destroys tokens + can have bonus from spd
Archmage Antonidas - in case you have too much anti-agro tools and cheap spells (vs control)