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    posted a message on Shhh! - Dark Wanderer

    If you're looking for a deck to just get the brawl done with and get your card back, this is it. Just go face 90% of the time. Didn't even make it to turn 8.

    Posted in: Shhh! - Dark Wanderer
  • 0

    posted a message on [Legend] Midrange Darwin Shaman + Evolve Stats! [UPDATED]

    Ladder climbers beware:

    This deck gets slammed so hard by any cohesive C'thun deck (everyone wants to play one); which only after a day are dominating the ladder in overwhelming presence alone. I played this deck yesterday and had a 10-win streak in ranked, but today I lost every game back-to-back and actually backpedaled to my initial rank. What's worse, I wasn't even getting bad hands. I was actually getting hands and draws that I considered decent/good. So I most certainly can't blame luck/rng.

    You can't win a face game because their minions just trade into yours so well. Then C'thun comes in as like a 16/16 or higher even though you've killed all their guys and they win; even if you hex it, you're still too behind because their C'thun killed all of your guys.

    This deck is out-of-meta after a day (for NA ladder climbing anyway).

    Posted in: [Legend] Midrange Darwin Shaman + Evolve Stats! [UPDATED]
  • 0

    posted a message on Decks Assemble - Brawl #35 is live

    Probably one of the worst tavern brawls to exist. I was hoping it would never come back. No skill whatsoever in winning. Pure RNG. Not to mention certain cards literally break the brawl and make it impossible to lose (Deathwing is best example).

    Posted in: Tavern Brawl
  • 0

    posted a message on No paladin, no Mage you lose.

    I agree, and would argue that Paladin/Druid/Mage (in that order) are the best for arena as of right now.

    Posted in: The Arena
  • 0

    posted a message on Should there be a "disable animations" option?
    Quote from JeanLucGoHard jump

    How would this work though? Say you disable the animations and another player youre playing against doesnt. What happens? The game is just frozen on your screen while animations play out for him? Your choice to not have animations overrides his choice to allow animations?

    He is subjected to the animations and you aren't. You play through your turn, hit end turn, and whatever he has to watch is subtracted from him turn (with some admitted wiggle room); as it is now. Then people slowly realize the only way to competitively play Hearthstone is to disable animations.

    And like I added on the poll, just the long ones are fine. That's even what I changed my mind to and voted for. Like for example with jousting, that can be made so much more concise it's not even funny. Why do I have to what a 5+ second long draw animation with slow card reveal, glow effect to dictate the winner, and then slowly put the cards back in decks?

    Why not have a fast 1 second draw animation that is already turned over, immediately glow the winner and give the players a second or two to view, and then put the cards back into decks just as fast as they came out? There, I just sliced an animation's time length by basically half and fixed a majority of the Nozdormu exploit.

    Posted in: General Discussion
  • 0

    posted a message on Should there be a "disable animations" option?

    Now that it's becoming more obvious that the stupidly long animations have game-breaking effects; I believe it's time for an option that disables a majority of these ridiculously long animations. Or if that is outright impossible to replace them with a far more concise version. The other downside of such long animations is that it makes turns more complex than they have to be to play properly. Now I have to think of how to use my cards properly, fight the turn's timer, and fight the fact that you lose time by playing certain cards.

    Longer it takes for this to happen; the more exploits that are going to appear. And I would rather have a fix to any possible situation now, rather than waiting for each situation to happen and bandage fixing them one at a time.

    For those looking for the most recent example of animation exploitation (it's not the only one); you can look to this week's Tavern Brawl exploit that Kripparian has been so nice to highlight and stream for hours. Showing just how dumb it really is.

    Edit: I also think it's a fair point to state that once a player is in legend ranks they really could care less about card animations. They want to play their turn to the fullest and go as high on the ladder as they can. Having a silly mechanical drawback limits players in that regard.

    Also, since it's an option you can freely toggle (probably in between games?); I don't understand where the idea of "abuse" is coming from. How would disabling stupidly long animations be abuse? Especially when both players are capable of doing it.

    P.S.

    If your only draw to Hearthstone is watching animations; I don't think it's your place to tell me to quit. I apologize for enjoying the competitive/skill side of Hearthstone more than the fancy animations.

    And before it's brought up. I know this is not my idea. This idea has probably been around for as long as there has been open beta. I just am bringing it up for discussion again as I have not seen a thread here related to the topic for a very long time.

    Posted in: General Discussion
  • 5

    posted a message on Patron still considered high skill cap?

    TL;DR required. I got a few sentences in and I'll say this:

    There are so many "lethal puzzles" when it comes to Patron Warrior that Trump should just not play that deck. He is a notoriously slow player, and being unable to pick out that lethal puzzle is tough for him (honestly, it is).  Although this is improved with practice, and he has in fact drastically improved over time. There also was a stretch of wins he got with Patron Warrior (around the peak of it's presence).

    I noticed you underlined "very low" skill cap. This is untrue. The lethal puzzles of end-game see to this.

    Posted in: General Discussion
  • 2

    posted a message on Weekly Design Competition #19 - [Ended]

    One day, demon decks. One day.

    Card is self-explanatory. For those who don't know Hand of Gul'dan (at least the original version of it) was a targeted damage ability that also left behind a black/purple circle aura that would give your demons a strong buff for attacking in/around it; available to the demonology spec for warlocks. It wasn't permanent, and to my knowledge demonology warlocks would cast Hand of Gul'dan pretty much on cooldown to maximize the aura uptime.

    The aura would persist through the turn no matter what. So yes, you can Hand of Gul'dan and THEN play Doomguard and it gets +3/+1. A nasty way to finish your opponent.

    Edit: A neat way to display the aura effect going on (post-use of spell) would to give the field a radiating purple/black glow.

    Posted in: Fan Creations
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    posted a message on Weekly Design Competition #18 - [Ended]

    The minion summoned: Succubus. The Shivarra appear to be leaders of extremely large groups of Succubi (see: Black Temple raid).

    Card balance: Chillwind Yeti that is a demon and costs 1 more mana. Has to kill something in order to gain any bonus value. Since it comes in at earliest turn 5 (or 4 with coin); by itself it's likely a dead card. Succubus isn't very difficult to kill. Lots of things can do 3 damage, alone or combined.

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Design Competition #17 - [Ended]
    The Imps that could be summoned are all the ones that exist. These are:

    Flame Imp (2nd best), Blood Imp (worst, charge does nothing by itself on this one), Imp (of which there are a few, average), Worthless Imp [/card](average), and [card]Imp Gang Boss (best).

    More often than not, you'll probably get a bunch of 1/1s with charge and 1 good or bad Imp.
    Posted in: Fan Creations
  • 0

    posted a message on Chaos Bolt

    Woah! I adore this card's concept.

    Personally I would reduce the damage it does by 1 or 2 as you said because it's a warlock instead of a mage spell, and thus cannot be as efficient (see Drain Life), but I like this so much, I think you can just keep it the way it is.

    Yea, I was seriously considering that and I still am. The issue I ran into was that in WoW; Chaos Bolt didn't really have a significant drawback. It was Destruction's nuke they could throw out somewhat frequently. Plus, having an above-average spell for once couldn't hurt, considering it's epic quality (I understand that does nothing for constructed other than increase dust cost).

    I'm still pushing for Shadow Bolt to be able to hit anything, rather than just minions. It's not supposed to have a drawback other than mana cost; in WoW it's just a single target spell that does direct damage. Can hit anything. It's not like old school paladin exorcism where it can only hit undead and demons or whatever and is useless everywhere else.

    Posted in: Fan Creations
  • 5

    posted a message on Chaos Bolt

    I posted the wrong thing before. "Deleted" that thread as much as I could. Apologize for that. Here's my REAL card idea that I would like implemented to Hearthstone (I can dream).

    Justification of card power:
    First to begin with the idea of Chaos Bolt in WoW. Or at least older WoW. For those who didn't play, Chaos Bolt would ignore immunities and stuff. You could kill a player who thought they were safe. So naturally with all direct damage spells, we have to compare to Fireball and Pyroblast for mages.
    Fireball does a 1.5 mana per damage (4 mana, 6 damage). Pyroblast is now a 1 mana per 1 damage. Then I thought of two things when coming up with the idea of this card. First being that it has to be the hardest hitting direct damage spell warlocks have, but not to an overwhelming degree. Then, I realized that simply making it ignore Divine Shield is not enough. It needed something else to give it that little bit of an edge. Then a thought struck me; armor. Druid using shapeshift to keep your kill at bay? Not anymore! Warrior armor up trying to stall the game? Hah. Tirion Fordring in your way? Well it's a bit overkill, but I'm sure it can be justified. Given the proper situation and board. Mage just got some armor from a secret and your lethal was potentially ruined? Nope! Chaos Bolt!

    For those too lazy to do the math, 7 mana deal 8 damage is a rather odd number compared to other spells. Whereas Pyroblast is 1 for 1, this card is 1 mana per 1.143 damage (rounded up, the decimal is much longer than that).
    Another thing to overcome, another card making it obsolete or just not as good in general. Currently, I consider the 7 mana slot one of the most lackluster in all of Hearthstone. A big reason Dr. Boom appears in so many decks. Adding in a new way to balance out your deck's mana curve is never a bad thing. It also had to be a card that wouldn't be so niche that it only appears in 1 or 2 decklists.

    A core concept I had behind this card is one word: Fear. I want the chances of this card coming in at any time to be a fear to the opponent. Like Pyroblast currently does. Don't worry mages, your double Fireball is still better for pure damage output for 8 mana by quite a bit. I did not play a warlock during BC or WotLK so I can't speak from experience, but during WotLK in pvp I was terrified of seeing one of these massive things flying through the air; whether or not they're at me. Another thing I wanted to capture was satisfaction. And nothing is more satisfying than blowing up for opponent for a lot of damage, and maybe even killing them that turn!
    Another thing I was considering was making it ignore "Immunity" as well (Ice Block), but that would be such a select thing as of right now I just didn't include it, and the card does enough as-is. Armor and Divine Shield are so much more common, by a mile.

    One final thing I had to keep in mind is that warlock spells typically have some kind of drawback. So the drawback of this card boils down to 2 things primarily:
    1: Dead card if you draw it early. Just like any high mana card.
    2: If you aren't utilizing the bonus effect of ignoring divine shield or armor in some way for your benefit/the win, you're paying extra for an effect you aren't using.

    The card is also epic on purpose for you arena lovers. Allows a warlock to get it as frequently as a mage would get a Pyroblast.

    And don't worry mages, your spells/combos are still overall better; Frostbolt x2 and an Ice Lance or two blows this card away in terms of raw damage output in a single turn; unless you have to go through armor. (6 mana deal 14 damage, needs 4 cards and can all be buffed with spell damage individually)

    To clarify: Divine Shield and Armor are IGNORED. Not removed. So the damage is calculated as if they aren't there. If for some reason a minion with Divine Shield survives Chaos Bolt, their HP would be damaged with Divine Shield still on them. Same with armor, but for heroes.

    So if you have a 10/10 minion with Divine shield, lets say Tirion Fordring with Blessing of Kings on him (taunt too, but not the point). An unmodified (so no spell damage, etc.) Chaos Bolt would turn that card into an injured 10/2 minion with Divine Shield.

    If a hero has 10 life and 5 armor, like a warrior who just did shield block by itself the previous turn with no previous armor; an unbuffed Chaos Bolt would bring the warrior to 2 life and 5 armor.

    Lastly, I had considered making the card 7 mana Deal 7 damage (and the rest), but I decided that the 1 extra point of damage can make or break the card's viability in the long run. And nothing is worse than putting out a card that is never used, or worse avoided. *cough* Felguard *cough* Succubus *cough*. If for some reason this card blows away the constructed meta and is dominating every deck out there, my first thought for a nerf would to knock it down to 7 mana Deal 7 damage; rather than up the mana cost. 1 damage point can be the difference between losing and winning in a bad situation.

    Would you use this card? Would you not use it? Why? I'd like to hear thoughts. I personally think it's a fantastic card. I'd use one of it in my handlock deck, maybe even in my demon-zoo deck. Using 2 of them may be a little hard to justify, but it could be cool (like Pyroblast).
    Posted in: Fan Creations
  • 1

    posted a message on Soul Fire
    Quote from Morv »

    not bad, i like the mana crystal destruction warlock thing, would've given u an upvote for this


    I posted the wrong thing. I was having a discussion with a friend about what I wished Soul Fire was. So I created the card (and had the entire justification saved on notepad) as an example. The problem I had with Soul Fire is that how little damage it hit for. It was equal to Shadowbolt, which just should not be in my opinion. Soul Fire was (and maybe still is) one of the hardest hitting abilities at a warlock's disposal, like pyroblast for mages. It's cast time reflected that.

    Posted in: Fan Creations
  • 1

    posted a message on Soul Fire

    Deleted thread.

    Posted in: Fan Creations
  • -1

    posted a message on [S14] Dragonlock

    I extremely doubt this deck beats Grim Patron. Commanding Shout + Warsong combo would blow whatever you have on the field away.

    Posted in: [S14] Dragonlock
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