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    posted a message on Is it worth to buy the mini-set, with only 1 Epic and 4 Legendaries to gain?

    I normally buy it but didn't this time, saved up 9 packs before the release and got all the commons and the epics in them, a couple of brawls and end of the month rewards will get me all the rares too. I'd only buy it if there's an obvious legendary nerf in it like Kazakusan which there ain't this time round imo but I don't think it's worth to buy just to disenchant the 4 legendaries to craft one that you want but that's just me 

    Posted in: Standard Format
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    posted a message on What lvl is everyone’s rewards track?

    2xp off 91, first time having the pass too but I've missed lots of dailies and even like 4 weeklies (not 4 lots) too, but I've been playing lots the last couple of weeks and really trying to farm some of the tasks/challenges.

    Posted in: General Discussion
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    posted a message on This new challenge takes the cake.

    Oh, hold on... I understand that it's total AOE damage... You know, I sometimes surprise myself with my stupidity.

    Posted in: General Discussion
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    posted a message on This new challenge takes the cake.

    I don't know if I'm missing something but dealing 50/70 damage with a single Topple the Idol is impossible unless there's a way to make a card in your deck cost 70 mana?

    I hope it's just a visual bug and not meant to have "single" written in it (I literally just considered that when writing this... But still!)

    Posted in: General Discussion
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    posted a message on Does anyone buy Coins in the Shop?

    The fact that 100 legendary coins hold the same value as a card pack (from the biggest 50/60 pack bundle in the shop) is crazy, and that buying a legendary Merc is about the same as 9 packs suggests that a legendary Merc fully upgraded costs about 3000 gold (as a rough conversion). And it's not like the lower rarity coins are much cheaper, they are cheaper to buy but the upgrade costs are the same on mercs. The mode is definitely way too expensive and I wouldn't be surprised if they're slowly losing money on it.

    I reckon they made a killing when it was first released though, I bought the sylvanas pre purchase and an offer of (I think) £3.99 for 5 packs and a legendary Merc when it was first released (that would be cheap enough to play imo) but I definitely have slight regrets over the prepurchase

    Posted in: Mercenaries
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    posted a message on Updating forever and I can´t play anymore

    Something like that happened to me, but it crashed after an update and then forever said "playing" or "currently playing" where you press to load Hearthstone from battle.net. I just ended up messaging Blizzards customer service/help thing on their website where you speak on a chat with someone and they fixed it their end and the guy said he ain't seen anything like what happened to me before (I also did every trick in the book beforehand). So sometimes there might not be a fix unless you tell them and they fix it for you

    Posted in: General Discussion
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    posted a message on Nightmares of the Necropolis!: A Custom Expansion

    @MVonTzeskagrad

    Wow, thanks for such an in depth look! I do understand your views on a few of the cards for sure, KT is just simply something I'd love to see, a single legendary that can create multiple decks, of course some might not be good (I think mage, druid and warlock ain't as good as they might appear) but let me put it like this, I cba to change him anymore, 51 things I had to make for him... It was soul destroying!

    Patchwerk is definitely an odd card but I did make him as a 8 mana 5/10 with taunt and no condition (also +5/10) and when I considered the position control druid is already in, I thought about trying to make a more conditioned legendary that could always see more support in the mini set. Plus their hero card would be great in that deck. As for the lore, I kind of pictured it as a small raid party with him, modera, Plund'arr, vaelestrasz and a few others going to stop the necropolis, so there's a few heroes there too. And honestly, I think there were about 10 legendaries I thought should've been Paladin, If you got any famous arcane druids, I'd happily change him for one of them. (Honestly if there's a card there that I had major second thoughts on, it's feral beam... Purely because of celestial alignment...)

    Tbh I didn't think about Kreen, I was gonna go for poisonous with him too but I didn't want 2 legendaries feeling too similar, board position would be a good shout, making them hunters think a bit more before spamming!

    Frost blast I was gonna change to 2 turns and 2 random cards but I reckon it'll just be a matter of wait and see if I was in blizzard, gotta have some nerfs otherwise it wouldn't feel authentic enough :D

    I agree with defence experiment, but with right support, self damage on that could be seen as a plus? Also possible mini set legendary for Paladin considering how close to Naxx lore paladins are

    I didn't want priest to be too great but they're in an almost good spot for buff priest and gothik is meant for that, resummoning Lyra while gothik has like a 7/13 statline to give it would be a solid play. Also if you play a variety of minion tribes in any form of priest, even aggro, I think Noth would just be a better N'zoth... Maybe..

    I forgot to say how plundarr works, it doesn't remove minions and replace them or anything, simply changes the little tag at the bottom of pirates and beasts. So the pirate version of him is the collectible version, but when his effect takes place, he'll become a beast tribe and look like that (maybe even make a lil animation for him if he's in your starting hand). So Mr Smite would still have the same text but would be a beast himself that gives your beasts (that are now pirates) charge. The new hooktusk could be combo with the 3 mana 3/3 neutral that shuffles 3 copies of a beast into your deck and so on. Confusing but could create lots of interesting combos.

    Putricide is strong no doubt, could also be very strong on your own minions like the new Reckless Engineer in the neutral commons, just an all round solid legendary. Also the enemy minion will get a small buff when returning.

    Menagerie was just a general theme I gave to all classes and as shaman has totems as well I thought they might be one of the better ones to receive something for that, especially as they don't get an experiment (mini set once again would change that), control was just something I wanted to add and way back in Naxx, shaman was amazing with sylvanas and the res spell so I wanted to bring some of that back. Shaman has received plenty of freeze recently and it is very good, stalling the board rather than destroying it, but yeah, I wouldn't say the freeze cards are great for shaman in this but Naxx and KT seems like a good place for some random Frost cards along with deathrattle.

    Dwarven dude does damage himself too, leaving a 3/1, but I think it is a playable card for control warrior nevertheless. And razuvious could be a bit stronger but with KT hero power and also what they already have with the 3 mana taunt that adds 2 more to your hand, encumbered pack mule and so on, it won't take long for you to be able to summon a huge wall of health, only 5 taunts to play to make them 3/6 which is very similar to a warrior cards back when armegedillo existed and that wasn't a terrible card with its base statline, this also comes with a 5/5 on top.

    Perfect servant can be played on curve with 4 KTs ;) but yeah, he is a bit meh, but still an auto include for any KT deck as you're gonna be spamming your hero power as much as you can. And you're probably right with the dragon, that was a very early creation where I had yet to reach a good flow when creating the cards.. my bad there...

    Posted in: Fan Creations
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    posted a message on Nightmares of the Necropolis!: A Custom Expansion
    Quote from MvonTzeskagrad >>

    Your KTs are never the same in any way. Not only do they don't match the text between each class (example: DH one has only deathrattle, druid has both battlecry and dreathrattle, and one starts as 6/6 and other as 5/5), but they also don't match the neutral card as well, since that one has start of game effect instead of any sort of battlecry or deathrattle and is a 5/5. So far it's my biggest concern, since it gets way too confusing, and badly needs to be simplified.

     They don't necessarily have to work the same way, just the progression and general power level, Tier 1 is meant to be terrible, unplayable, Tier 2 could've been a basic minion when the game was first released, Tier 3 could be a common minion released nowadays, Tier 4 could be a legendary nowadays but probably wouldn't see much play and Tier 5 is meant to be a bit broken... However needing 10 Necro-Powers to achieve that power level. They're meant to be different from each other but relatable to the class they're in. Taunt can work on a Warrior KT but not so much on a Mage KT. Also Tier 3 always has OG Kel'Thuzad stats. The only one with Text mess ups is Warrior as I think that might've been the first one I made? Not entirely sure though... And as for the class colouring on the different KT's, that was simply so I could keep track of which one belonged to which class, in reality they would probably all remain with neutral colouring

    Also the end power levels on the 1 mana HP versions are meant to be a little weaker than the 2 Mana ones because they'll be a lot easier to achieve and the later tiers are physically impossible to have a Start of Game effect because they will never exist at the start of the game.

    But I think keeping the same stats and text on all 10 classes would make KT boring and the game is very old now, I don't think it would be too confusing for 99% of the players that can pick up new keywords, card types and game modes very easily.

    Posted in: Fan Creations
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    posted a message on Nightmares of the Necropolis!: A Custom Expansion

    NEUTRAL LEGENDARY

     LICH LORD KEL'THUZAD

    DEMON HUNTER

    DRUID

    HUNTER

     MAGE

     PALADIN

    PRIEST

     ROGUE

    SHAMAN

    WARLOCK

     WARRIOR

     Mecha-Gluth's Battlecry works very similar to Deathstalker Rexxar's Hero Power. You Discover from a pool of 6 beasts and then 6 Mechs and fuse the two minions together, combining their Mana, stats and effects.

    MECHA GLUTH BEASTS + MECHS

     NEUTRAL EPICS

    NEUTRAL RARES

     NEUTRAL COMMONS

     

    Posted in: Fan Creations
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    posted a message on Nightmares of the Necropolis!: A Custom Expansion

    To say I've had some spare time on my hands is fair. Out of pure boredom I have created a fan made expansion called Nightmares of the Necropolis! Or Naxx 2.0 if you will. Curse of Naxxramas is one of my favourite sets in the game, simple, reminds me of the good old times and thematically great. I've always wanted them to create another one, but instead of waiting I decided to do it myself, I have created a 135 card expansion along with a few tokens but honestly, you might need to use your imagination at times because finding artwork for a single theme is incredibly difficult and had to make a lot of compromises along the way.

    I will be posting the Class cards and then the Neutrals in a reply, considering the page crashed after I finished and I lost everything....

    For this expansion I wanted to give a focus on old school plays, less face damage, less Rush and fewer archetypes that have specific cards you HAVE to play (Bomb Warrior, Abyssal Warlock, Libram Paladin and so on). I created multiple themes that I tried suiting to the ideas of experimentation, machinery, creation and development, much like working in the wacky labs of the Necropolis. For starters is the new keyword: Develop. If you have 1 Mana at the end of your turn, you spend that Mana for a specific effect. If you have 1 Mana left but 2 Develop minions, the one played first would trigger it's effect and the second wouldn't (As the Mana has been spent)

    On top of that are Experiment cards. These spells have to be played multiple times to find the successful formula, through trial and error. These spells have 3 stages, you play a stage and at the end of your turn the next (stronger) stage will be added to your hand; so make sure to have space!

    As well as Experiments, there are also Machines, a few classes have these, typically a tech card and very niche use. And finally are cards that become better once you've played your Hero Power 5 or more times. This goes nicely with another large thing in this expansion. Well, large Legendary with the name of Lich Lord Kel'Thuzad. A 5 stage legendary which would hopefully shake up the meta and create many new interesting decks. A single Neutral Legendary, that depending on what class you put him in will change your Hero Power into his own Necro-Power. This isn't strong in itself and is meant to feel like an alternative standard-power Hero Power. However if you use the Necro-Power multiple times, you will upgrade Kel'Thuzad into stronger adapted forms. To get to Tier 2 requires just 1 Necro-Power use. Tier 3 requires 2 more, Tier 4 requires 3 more and Tier 5 with another 4 (10 in total). Please note that only Necro-Power will upgrade KT. I write Hero Power in his later stages simply so it can fit on 1 line. I will also be adding the Kel'Thuzad Necro-Powers and stages within his respected classes but do note that they are linked solely to this card below.

    There are also new archetypes added, old ones brought back or expanded, many Poisonous cards, Murlocs and also new Dual Tribe minions that have been spliced and crafted in labs, with a Rogue Legendary taking the whole "Dual Tribes" to a whole new level. I hope you enjoy and can share your feedback, I may have overlooked some broken interactions here and there...

    DEMON HUNTER

     DRUID

     HUNTER

    MAGE

     PALADIN

     

     PRIEST

    ROGUE

     SHAMAN

     WARLOCK

    https://imgur.com/ORmxuga.jpghttps://imgur.com/q6HzVpg.jpg

     WARRIOR

      

    Posted in: Fan Creations
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    posted a message on Missing quest shaman

    I don't play wild but I can imagine every quest is op in it.

    But the fact there really ain't much overload synergies in standard atm makes me think we'll be seeing a new overload archetype released before the next rotation... Could just be a little bit at the end of the year, getting ready for more next year where they'll print a brand new batch of cards for overload shaman. They do like splitting archetypes over the course of 2 years so there's only ever 2-4 months to play with the full deck before half rotates out leaving space for different archetypes.

    Posted in: Standard Format
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    posted a message on Elwynn Boar and silence?

    On a side note, considering you've received your answer half a dozen times, I fucking hate that priest deck. I never face it, ever. Then I wanna play a meme deck or some random (probably bad) idea I have and then it's everywhere

    Love the reference of the card, but despise the card itself. Return it to the forbidden memory stick from whence it came!

    Posted in: Card Discussion
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    posted a message on Tavern Pass bonus card P2W

    I'm not saying this maliciously but if you are actually good at the game, give arena (or heroic duels) a go. I ain't played it for a few years now but before they changed the formatting of deck building it was all I played and was good at it, consistently winning at least 8 games each time and even today Im still reaping the rewards of it with over 80k dust waiting for use (but I also don't play wild so I disenchant all but 1 plain copy of a card when it rotates). You can literally turn 150 gold into an infinite amount, build up lots of dust without realising and multiple packs every run, and there ain't no meta in it either, just good picks during deckbuilding.

    But p2w is when something that impacts the gameplay is unavailable without spending money, Finley is still available, just gotta grind for it I'm afraid. It's more like p4p, pay for progress. Just coined that.

    And yes, HS is definitely too expensive to play casually and have everything if you use real cash, but apparently there's a new team for HS thats designated for events and new rewards that we'll be seeing the effects of this year so it might get better??

    Posted in: General Discussion
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    posted a message on Kazakusan nerf unhealthy for Hearthstone

    I dunno, most of the druid decks already runs the new onyxia and I reckon the 2 miracle growths could be swapped for malygos for the draw replacement and ysera for a cheap sap, aoe and the 4th dragon.

    Posted in: Card Discussion
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    posted a message on Should Legendaries be excluded from discover pools?

    I guess if they were treated similar to the arena drafting (years back when I played it at least) where finding a legendary pick amongst the 30 cards was like a 1 in 20 chance similar to pack openings, then I wouldn't mind. Would also make it feel nice when you do highroll a good legendary after many attempts.

    But banning them from the pool just sounds like salt, I hate being smited 4 times in a game but I also enjoy playing 7 leviathans and watch my opponent spam that wow emote every time another comes down

    Posted in: General Discussion
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