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    posted a message on Worst designed card ever

    The card i think is the worst designed is Sylvanas Windrunner. In my opinion stealing is a priest thing and making it available to every class for only 6 mana is super frustrating. And the fact that it's random is also really frustrating, almost like the really annoying card of Mind Control Tech. luckily i don't have to deal with it much since i play standard mostly

    Posted in: Card Discussion
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    posted a message on [old] The Right Way to Reward Dungeon Runs

    Frankly, any weekly reward would be great for this mode. I'm still not sure, are you able to complete quests in this mode?

    Posted in: Dungeon Run
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    posted a message on Duel class brawl

     With the new duel class arena, i thought it would be cool to have a duel class brawl as well. Sure there would be OP synergies, but if everything is OP then it's balanced, right?

    Some interesting decks i can think of are

    Big paladin/priest- with early to mid-game weapons,  Equality+Spirit Lash combo and extra insane pulls from Barnes this deck would probably be good.

    OTK Mage/Priest- Quest Mage with heals and better board clears in addition to essentially being able to run 4 Sorcerer's Apprentice, this deck could even be a good deck against aggro decks unlike the quest mage counterpart.

    Bloody Ramp Warlock/Druid- With cards like Bloodbloom many of druid's late game spells are ridiculous. Such as Ultimate Infestation, Tree of Life, and even Nourish. Could be pretty inconsistent, but when it works would be really powerful.

    Aggro Hunter/Druid- While most of the community i've seen on hearthpwn hate aggro, it exists pretty much no matter what. With sticky minions and cards like Mark of the Lotus and the absolutely insane combo of Unleash the Hounds+Savage Roar this deck would destroy any other token deck and probably be good against most other decks too.

    Those are just the decks i could think of. would you want to see this brawl? If so, what decks would you want to play and would you want the hero powers to be like they are for the duel class arena or be something different like a choose one for the two hero powers?

    Posted in: Tavern Brawl
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    posted a message on Pack Fillers
    Quote from Morkimus >>
    Quote from Josh_Ryan >>

    "I'd rather justicar be more useful, too, at a lower mana cost. He can be 1/3 for all I care but add divine shield to one recruit."-Antiope

    I don't see how this comment is relevant to the thread

    "There are some spell fillers too: On the HuntFrozen CloneThe Marsh Queen (lol), WebweaveCobra ShotToxic Arrow (hunter gets a lot of those), Glacial MysteriesShatterBall of SpidersPower Word: TentaclesPurify (at first, lol), Leeching PoisonBloodfury PotionDemonfuse...

    Also, I'd play plenty of the cards you suggested. They aren't exactly filler if they are good."-Morkimus

    yeah, a bit of a misstep on my part with the creations, but while there are some spell fillers, and maybe 1 or 2 weapon fillers, there are soooooo many minion filler cards. I could fill up a page with cards that had no chance to ever be included in decks, a good portion of them are just vanilla stats, and it really doesn't add anything to the game, while adding spells where they weren't before allows you redundancy in your game plan that you really can't do now. One main thing that bothers me is for classes like shaman, hunter, warrior, warlock, and Rogue, if you want to have more than 4 hard removal cards in your deck, you literally can't.

    Ps. Sorry i don't know how to do the quote thing

     Weapon filler is hard to find, and the game could use more gimmicky weapons. Otherwise, releasing Arcanite Reaper-tier stuff can be very dangerous right now. Some examples are the Piranha Launcher, Ogre Warmaul and Poisoned Blade.
    Of course, another reason for the relative abundance of filler minions is the ability for them to be neutral, rather than class specific. Neutral filler are better overall because the main reason for filler is arena balance. Filler spells and weapons take up slots on class cards that can be instead used for useful cards. If Blizzard one day chooses to create neutral, moderate power spells (like Crushing Blow in ESL), then perhaps we would see more of neutral filler stuff.
    PS: You can quote comments by clicking on the Quote button underneath them, at the right (at least on PC, on mobile I'm not sure)
     With the Trend blizzard is making to more class cards per expansion (GVG having 8 steadily increased to 10 with KFT) i think Blizzard sees that the best direction is to make more class cards to counteract the negative effects you suggested. Also, for arena, if that becomes where filler spells take up many of the other "good" spells, then that would affect all classes and balance out. Alternatively, i wouldn't be opposed to neutral spells either if blizzard decides to go that route.
    Btw thanks for showing me the quote thing
    Posted in: Card Discussion
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    posted a message on Pack Fillers

    "I'd rather justicar be more useful, too, at a lower mana cost. He can be 1/3 for all I care but add divine shield to one recruit."-Antiope

    I don't see how this comment is relevant to the thread

    "There are some spell fillers too: On the HuntFrozen CloneThe Marsh Queen (lol), WebweaveCobra ShotToxic Arrow (hunter gets a lot of those), Glacial MysteriesShatterBall of SpidersPower Word: TentaclesPurify (at first, lol), Leeching PoisonBloodfury PotionDemonfuse...

    Also, I'd play plenty of the cards you suggested. They aren't exactly filler if they are good."-Morkimus

    yeah, a bit of a misstep on my part with the creations, but while there are some spell fillers, and maybe 1 or 2 weapon fillers, there are soooooo many minion filler cards. I could fill up a page with cards that had no chance to ever be included in decks, a good portion of them are just vanilla stats, and it really doesn't add anything to the game, while adding spells where they weren't before allows you redundancy in your game plan that you really can't do now. One main thing that bothers me is for classes like shaman, hunter, warrior, warlock, and Rogue, if you want to have more than 4 hard removal cards in your deck, you literally can't.

    Ps. Sorry i don't know how to do the quote thing

    Posted in: Card Discussion
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    posted a message on Pack Fillers

    Hearthstone has always had bad cards, mostly because it's unavoidable, but in every expansion there are cards that no one would ever think they will ever see play, and they have no awe factor either. For example: Faceless Behemoth, Eldritch Horror, Fossilized Devilsaur, and Night Howler. I understand this from a business perspective to decrease the value of packs, but why are they all bad  minions, why not say make the pack fillers be spells or weapons? There is so much redundancy with minions, with many of the mid tier minions being basically the same that i think blizzard should expand upon the redundancy of spells and weapons. 

    Right now the average weapon card percentage for all the expansions from Naxxramas to Knights of the Frozen Throne for weapon classes are as follows

    -Hunter; 1.3% of all hunter class cards released are weapons

    -Paladin; 3.2% of all paladin class cards released are weapons

    -Rogue; 2.6% of all rogue class cards released are weapons

    -Shaman; 3.9% of all shaman class cards released are weapons

    -Warrior; 5.9% of all warrior class cards released are weapons

    Personally i think each weapon class should get around 1 weapon per expansion at least (around 10% with the current class cards per set) even if they aren't exceptional weapons, it would be cool so as to have more options while deckbuilding. Right now if you're say hunter and you want a 2 cost weapon to put in your deck to deal with pirates or something, you literally can't. 

    Similarly the average spell card percentage for all the expansions from Naxxramas to Knights of the Frozen Throne  including spells that just summon minions are as follows

    -Druid;16% spells

    Hunter;15% spells

    Mage;18% spells

    Paladin;16% spells

    Priest;18% spells

    Rogue;12% spells

    Shaman;17% spells

    Warlock;16% spells

    Warrior;13% spells

    Personally, because all neutral cards are minions, i think spells should comprise 50% of a non-weapon class's cards and 40% of a weapon class's cards. The small number of spells in the game even lead blizzard to increase the occurrence rate of spells in arena. While ideally each spell would unique snowflakes, i would be totally fine with some redundancy in effects. For example:

    3 mana druid card: gain an empty mana crystal. Draw a card. 

    4 mana hunter card: Discover a animal companion. Summon it

    4 mana mage card: deal 4 damage to a minion. Add a random mage spell to your hand

    4 mana paladin card: set a minion's attack to 1. Restore 5 life to your hero. Draw a card

    3 mana Priest card: destroy a minion with 3 or less attack. Copy a card from your opponent's deck and add it to your hand

    5 mana rogue card: destroy an undamaged minion. Add a random class card to your hand (from your opponent's class)

    3 mana Shaman card: lifesteal. Deal 8 damage randomly split among all minions. Overload (3)

    5 mana warlock card: destroy a minion. Deal 3 damage to your hero. Draw a Demon from your deck

    3 mana Warrior spell: Deal 1 damage to all minions for each armor you have

     

    Posted in: Card Discussion
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    posted a message on Discuss the Nerf - Hex

    This nerf really annoyed me, Hex wasn't played because it's some super powerful card or anything, it was played because there is literally no other hard removal in the game for shaman. Most of the time when you use hex you're just getting a 1 for 1, often times your opponent wins out from the exchange with most late game cards having an immediate effect, Such as Aya Blackpaw, The Lich King, Grommash, Ragnaros, Lightlord, Primordial Drake, Bonemare, and Y'Shaarj, Rage Unbound. Rather than nerfing the preexisting hard removal, blizzard should be making more hard removal, i especially would like to see hard removal with value attached to it, such as Meteor, plus it's fun to see Kripp whine how cards like meteor are such a problem because it ruin his curvestone arena experience.

    Posted in: Card Discussion
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    posted a message on New Card Reveal: Blood-Queen Lana'thel

    I think the main problem with discard warlock is all the cards that discard cards do so at random. I think there are 3 solutions to this;

    1) make all discard cards choose the card you discard, thereby removing the random element entirely. The problems with this is the discard cards would be much more powerful and probably need to be nerfed, and blizz would have to program the ability to select one of your cards with a battlecry.

    2) make all discard cards use some sort of parameter for their discarding; for example, "discard one of the highest cost cards in your hand" or "discard a random warlock card from your hand, if you have no warlock cards in hand, discard a random card instead." The problems with this is it's still random somewhat, and it requires alot more text which might exceed the four lines of text rule

    3) make the cards that get a bonus from being discarded eg Silverware Golem have the text "if you would randomly discard a card, discard this card instead." The problem with this is the cards with these effects would need to be balanced 

    Posted in: News
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    posted a message on Create Your Own Hunter Zombeast!

    just to let you know, that ability would negate stealth

     

    Posted in: Tools
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    posted a message on New Card - Molten Reflection

    Now in wild you can with 1 Emperor Thaurissan tick you can play two Sorcerer's Apprentices, Archmage Antonidas, two Molten Reflections on the Sorcerer's Apprentices and get infinite damage combo with unpreventable setup.

    Posted in: Card Discussion
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    posted a message on New Hunter Card - Raptor Hatchling

    Fatigue hunter hype

    Posted in: Card Discussion
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    posted a message on Any ideas about warrior quest?

    Maybe it'll be something like "have more armor than health" and it gives you some really OP hero power like "gain 3 armor, deal damage to a minion equal to your armor". That's what i hope at least, because i really miss control warrior.

    Posted in: Warrior
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    posted a message on E. Malone's Expedition W3 - Shaman Legendary Quest & More!

    except it will almost always have stealth

     

    Posted in: News
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    posted a message on Jade Golem Theorycraft

    I don't think Arcane Giant will be necessary since you'll get 1 mana 6/6+ from jade idol in the later stages of the game which is when you would play it.

     

    Posted in: Druid
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    posted a message on New Card Reveals: Smuggler's Run & Dopplegangster

    yeah get all those Big-Time Racketeers OP

    Posted in: News
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