the fuck
- Knetog
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Member for 8 years, 10 months, and 19 days
Last active Thu, May, 4 2023 20:48:32 -
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endlesseternity posted a message on New Demon Hunter Epic Card Revealed - Ancient Void HoundPosted in: News -
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Dr_Scaphandre posted a message on Rise of Shadows Card Reveal Kickoff LivestreamPosted in: NewsI'm telling you everything went wrong when Ben left. Activision fully took over at that point. Once Ben left:
- Tournament Mode that was promised last year was pretty much permanently shelved
- Hero skins, what used to be free rewards, were locked into expensive preorders
- The expansions have not been impactful and massive disappointments. (And expensive as hell)
- The Solo Adventures became massive disappointments (minus Puzzle Lab)
- The marketing took a nosedive
There's just no passion anymore.
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Twitchy posted a message on New Card Reveal: Grand ArchivistPosted in: NewsIt's like they embraced the fact that HS will probably never be a serious E-sport and they changed their marketing plan to investing in Memestone.
Just... Sooo many random Effects.... sigh...
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penelope15 posted a message on New Card Reveal - Da UndatakahPosted in: NewsWhat if I have Weasel Tunneler, Malorne and The Skeleton Knight died? Where dafuq goes Undertakah?
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MalusCrabus posted a message on New Card Reveals - Mosh'Ogg Announcer, Mark of the LoaPosted in: NewsHoly actual fuck. The wording this expansion is on another level of retardedness. Fuck. Seriously team 5...how can they be so fucking inconsistent. 'This', 'Someone else', the Discover and draw confusion of Masters Call, the summon effect of Totemic Smash and the bug of Ice Walker with the mage spirit. I can guarantee this will confuse the average player . And that's just this expansion.
Their inconsitencies in wording is a real pet peeve of mine. Love the game been playing since beta, not gonna quit over this, but fuck me sideways.
Fuck.
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Sebastian33 posted a message on New Shaman Card Reveal - Totem CruncherPosted in: NewsMmmh maybe support for Genn Greymane?
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darksector41 posted a message on Hearthside Chat: Even & Odd w/ Dean Ayala - Four New Witchwood Cards RevealedPosted in: NewsThese odd and even synergy cards simply cannot be reviewed until the majority of the set is out. Like, on their own these cards are good, solid cards that IF the archetypes are viable, they'd almost be auto-includes (the mage card especially so).
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Alternatic posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase I [Submission Topic]Posted in: Fan CreationsThe Arcanist class
Introducing First Arcanist Thalyssra
“ I would rather die a nightborne than live a single day as a Legion slave. ” (More on Lore HERE )
The Arcanist is a master of the Arcane, being able to store it in the form of Mana Crystals to later unleash it's power. It's a class capable of high tempo plays and powerful combos. Being able to store Mana for next turn to cheat out an expensive minion or spell can often change the tide of battle. She's very versatile and full of surprises.
The Hero Power is basically a delayed coin. You only get the extra Mana for your next turn. Multiple effects can stack and you can gain more than 10 Mana Crystals in a turn using your Hero Power. A lot of class minions work with and of these effects:
Ley Walker is a simple example of a basic Arcanist minion. Virtually a 3/3 for 2 Mana but you can only play it in certain situations. You can only refresh Mana Crystals if they are emptied.
Mana Fiend is another great example of how Arcanist works. Gaining Mana Crystals (even temporary ones) feeds him and makes him grow bigger. Both permanent and temporary ones (like the one from your hero power or the coin) work.
Sleeping is a new keyword introduced with the Arcanist class. It is basically the opposite of Charge . Minions that are summoned and can't attack on the turn they were played are Sleeping. There is even a nice ingame effect to indicate that. This isn't a very complex keyword but some cards like the Ley Walker work very well with it.
Mark of the Nightfallen and Drowsy Guardian demonstrate the use of the keyword. They can both be very powerful with the right set-up but are mediocre on their own.
I hope you like my submission and may the best one win :)
Edit: Minor adjustments
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McF4rtson posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase I [Submission Topic]Posted in: Fan CreationsThe Sea Witch
Bountiful Seas explained:
Bountiful Seas is an interesting Hero Power, and it is obvious from the get-go that the Sea Witch is all about deck manipulation. Their main mechanic is a nod to their ancient history as well as their great longevity and the mystery that still surrounds them.
Ocean Depths itself is a simple 1-mana spell. It is the Sea Witch's primary tool to manipulate its deck size. Originally a 0-mana spell that healed only your hero, this was simply too dangerous as Gadgetzan Auctioneer or even Red Mana Wyrm would turn the Sea Witch, a class with already strong combo capabilities, into another Miracle Rogue. I had two options. I could have Ocean Depths play itself when drawn, or bump it up to 1 mana. Playing itself when drawn was simply too complex of a mechanic for a Hero Power, one already that was complex, so I chose the 1-mana option.
Example Cards
Glintscale Stormseer explained:
What seems to look like a slightly weaker Azure Drake is actually a potent deck manipulation tool. You can choose to thin your deck by either 1 or 2, getting your low-count Reservoir cards, usually the high-Cost cards, active faster. Or, you can keep the Ocean Depths in your hand for later, be it to keep your deck count high, or for combos.
Maelstrom explained:
A simple, cheap, targeted removal that also highlights the use of the class' keyword Reservoir .
Spire Elemental explained:
Comparable to Ethereal Conjurer, the Spire Elemental also shows how a low-numbered Reservoir functions. By adding an extra card to your deck, you can play the long game and out-grind your opponent. Even without its added effect, Spire Elemental is perfectly fine as a turn 4 play.
Murkwharf Porter explained:
Gadgetzan's expac was all about showing your opponent who's boss. The Sea Witch does so by turning its deck-filling mechanic upside down by adding strong, cheap, aggressive cards into the deck, perhaps making a midrange or tempo variant more viable. The Sea Witch and other Naga belong to their own faction, the Murkwharf Deckhands. It is the booming port that is bringing riches to Gadgetzan, and it would be none other than the Naga behind the probably illegal dealings on the harbor.
Ordning Convocation explained:
Lastly, a nod to D&D's giants rounds off the example cards, and this was my favourite of them all. Though slightly gimmicky, it trades health and card cycling for a stream of heavy threats that tries to simply overwhelm your opponent. This card is definitely an interesting one and single-handedly transforms the way the Sea Witch plays.
Thanks for reading.
Edits were mostly formatting and typos.
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CastorT posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase I [Submission Topic]Posted in: Fan CreationsThe Tactician
The Tactician excels at containing his enemies’ attacks and restricting their actions.
As Sun Tzu said: “ To subdue the enemy without fighting is the acme of skill”.Hero Power: Maneuver Maneuver can be used to turn any friendly minion into a defensive wall. Sentinels (Basis Set) are perfect targets for a Maneuver on turn 2, or later as they can be summoned via other cards. The Hero Power can also be used offensively to expose an enemy minion who hides behind a Taunt minion - Yes, The Black Knight .
The Hero Power gives the Tactician a tool to prevent some damage for few Mana and use the rest for defeating his opponent.
New Keyword: Galvanize Winning battles always brings you closer to win the war. Dealing damage to the enemy Hero will Galvanize your troops, triggering special effects. This is doable several turns in a row considering the different tools the Tactician owns to damage enemy Heroes (Upcoming Basic & Classic Set). The Underground Speaker (Kobolds & Catacombs Set) can boosts your minions, Sentinels included, as soon as he, or any other source of damage hits the enemy Hero.
The Tactician doesn’t have offensive minions, but can count on Spells and Galvanize effects to defeat his opponent within several turns.
Punishing Attackers
If a player succeeds to bypass the walls of Sentinels and other Taunt minions to attack the Tactician, she should expect a Retaliation (Mean Streets of Gadgetzan Set). This spell is cheap and powerful, but not reliable against wide board of minions as the target is chosen randomly. As long as the Tactician doesn’t receive damage, he will be able to focus on dealing damage to the enemy Hero.
Most of the Tactician direct damage effects focus on the enemy Hero rather than enemy minions (effective to activate Galvanize effects).
Autoactivated Secrets The Tactician can rely on powerful Secrets (4 Mana) to execute his plans. As Competitive Spirit , ALL Tactician’s Secrets activate at the beginning of his next turn. Therefor, the pressure is on his opponent to guess and prepare for what’s coming (AOE damage? Minion buff? Board Freezed ?). Some Secrets , like Mana Bait (one of the 4 Secrets from the Classic Set), can be traps: they punish greedy/predictable actions, like playing on curve.
The Tactician doesn’t have any healing sources, but benefit from few cards that can generate Armor (Sentinels, Mana Bait )
Constraining the opponent Secrets can be quite effective, but don’t always prevent the opponent of doing what she wants. That’s why the Tactician also benefits from tools like Freezing Touch (Knights of the Frozen Throne Set) that immediately encourage or even constraint the opponent’s actions. Predictability is a key success to victory.
Those “containing” tools allow the Tactician to gain time in order to execute his main strategy.
Sum Up Advantages
High Health & defensive minions
Give Taunt to any minion (Hero Power)
Direct Hero damage tools
Autoactivated SecretsFlows
No apparent aggro potential
Weak/unreliable minion removals
No healing tool, except few Armor options
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How does this makes it worse? Normal Spell Damage will still remain a thing, it simply opens up a design space to create more powerful spells that help specific nature that are worse without making already powerful spell even stronger.
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The return of Auchenai Soulpriest?
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"Discover is an ability that presents the player with a choice of three different pseudo-randomly selected cards. The player then chooses one of the cards, which is then generated and added to the player's hand"
Cards like this Cloning Device properly mentions it and is clear of what it does. (Although it shouldn't mention "copy" if it's mentioned in keyword)
Hallucination This one has the same effect but isn't limited to minion yet doesn't specify it makes a copy.
Hydrologist Secret Plan Those doesn't specify it's from your own class, even if it's a class card, it should.
Blazing Invocation Dark Possession Same text as those above but now it's not limited to your class, very clear.
If they wanted it to be clear it should have been "Discover a minion in your deck. If all 3 are Beasts, draw them all instead."
They have no consistency and they are FAR from being very clear with their wording. If it was the case, you wouldn't have so many people being clueless on how a card work until they see it played out.
Hearthstone cards text are probably the worse I've seen from the many TCG I've played, it's awful.
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Simple card idea which any class can easily fit in
Allows you to manipulate if you want a minion or a spell early on
Made it so killing friendly minion also works, giving Warlock more utility with card such as Void Terror
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Hearthstone cards can be EASILY overpowered or useless with a slight change as proven in the past and those cards will be no exception.
I truly wish they had adopted the attack/defense phase like mtg and increase deck size. Just with this they can allow themselves to have many "overpowered" card that can still be countered/killed and Secret could have been REAL secrets... It would also not be such a joke of an Esport.
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Unique Legendary minion that produces 10 different minions that cannot be obtain by other means. This card enables multiple deck type and involve a different kind of strategy in order to obtain the Dragon you want to play.
Tokens
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Wicked Witchdoctor will finally see play !! Oh wait....
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