HUFFER WHAT THEY DID TO YOU 1 DMG?? BUG
- Livesage
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ZiombalaBoms posted a message on Weekly Card Design Competition #37 - Submission Topic [Ended]Posted in: Fan Creations -
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Tahladnas posted a message on Amaz's Review of Bash...not quite on the mark.Posted in: General DiscussionCan't you just comment on his twitch instead of bringing it here? I'm getting sick and tired of people posting "i disagree with [insert streamer's name] review on [insert card name]" threads.
First of all you have to give the summary of the review in case people don't watch his stream, and those who don't probably aren't interested in his review and couldn't care less about what you think of something that they didn't even care in the first place. Also, the summary that u give about his stream might be lost in translation or taken out of context. So basically you are giving your opinion of somebody giving their opinion about something and we have to hear that person's opinion from you, and no other sources to verify that.
Long story short, keep comments about twitch or youtube videos where they should be, twitch and youtube comments section. Anywhere else nobody cares.
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Tahladnas posted a message on New Quest MathPosted in: General DiscussionSo i had some free time and decided to work out the math of quest gold, comparing between before and after the new quests.
Before new quests:
40 gold quests=15/26, 60 gold quests=9/26, 100 gold quests (including spectate a friend)=2/26
So when u get a 40 gold quest, rerolling will give you = (14/25 x 40) + (9/25 x 60) + (2/25 x 100) = 22.4 + 21.6 + 8 = 52 gold. Which means if you roll a 40 gold quest, you are expected to get a 52 gold (imaginary) quest.
Now, with the new quests:
40 gold quests=15/36, 50 gold quests=9/36, 60 gold quests=10/36, 100 gold quests (including spectate a friend) = 2/36
Rolling a 40 gold quest gives you = (14/35 x 40) + (9/35 x 50) + (10/35 x 60) + (2/35 x 100) = 16 + 12.86 + 17.14 + 5.71 = 51.71 gold
Rolling a 50 gold quest gives you = (15/35 x 40) + (8/35 x 50) + (10/35 x 60) + (2/35 x 100) = 17.14 + 11.43 + 17.14 + 5.71 = 51.42 gold
Conclusion, rolling a 40 gold quest gives you less gold now compared to before. And you should roll 50 gold quests for +ve EV, although it's only 1.42 gold increase per quest rolled.
Also, if you have an empty quest log, the EV for new quest had reduced from 52 gold to 50 gold after the introduction of new quests.
If you are a player who can complete any quest without problems, then the introduction of new quests had reduced your gold gain from quests.
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DeeVeeOus posted a message on New Hunter Legendary - AcidmawPosted in: Card DiscussionProtect this card with Knife Juggler and Snake Trap !
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Selezar posted a message on New Card - Pit FighterPosted in: Card DiscussionPit fighter is welcome into THE ARENA.
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volair posted a message on New Druid Card - Darnassus AspirantPosted in: Card DiscussionQuote from tictactucroc jumpQuote from BerryInvasion jumpQuote from BerryInvasion jumpHmmmm. If someone Arcane Golems you when you're at 10 mana, do you get an excess mana card? I'm pretty sure you don't, which leads me to believe that the excess mana 'mechanic' is only part of the Wild Growth card.
Nourish played on 0 mana woun't give you Excess Mana either, but none of these cards reads "empty mana crystal" :)
So ?
As I already said, there is no way, (NO WAY), that they make a 2 mana 2/3 minion draw a card. It is not possible. It cannot happen. See novice engineer.
Playing Wild growth on turn 10 does literally nothing so they had to add something.
Playing Darnassus aspirant on turn 10 does something period.
On turn 10 it's a 2/3, draw a card, lose a mana if it is killed. This is vastly different than novice engineer, which can draw a card on turns 1-9. So yes, it is very possible that this is the case and you do get a card on turn 10. Stop being so delusional and ignorant.
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Bretsky523 posted a message on Inspire - Weaker for Rogues than for other classes?Posted in: RogueIts no different for rouges then it is for any other class. Most turns where you use your hero power its to replace a 1/1 dagger with a 1/2 one. And it is only maybe once a game where you sit with a deadly poison for more then a turn. I dont get why all the rouge players are complaining, you probably hero power more then any other class in the game. Sure a mage can hero power on turn 1, 2 and 3 but if they do so they are so far behind that there is no chance they can win. Rouges however normally hero power 2-3 times in the first 4 turns of the game. So stop complaining... rouges are fine.
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Weirdkid posted a message on Dragonkin SorcererPosted in: Dragonkin SorcererHope they will rephrase the card to "Whenever you target this minion with a spell, this minion gains +1/+1." Or at least "it gains +1/+1."
The way it reads now feels as though your hero is the one who gains +1/+1.
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Semioteric posted a message on A Nerf to Critical Thinking: The Community Reacts to BalancePosted in: General DiscussionYou are missing a lot of the nuance that's important in this discussion.
For instance, what is Blizzard trying to balance? The win rates for average players, the win rates for good players, or the win rates for competitive players? If you fall into one of the categories they aren't focused on, then the change could have a negative impact on your experience.
How much does "fun" factor into their decision compared to true balance?
How much random luck are they willing to have in their game? The typical argument is that drawing an undertaker to start the game could win you the game, and not drawing it might lose you the game. Is that the biggest issue? If so, why did GvG add so many cards that depend on luck?
There is a range of issues that are legitimate to investigate, and the assumption that "they are game designers so they know better than the community" is a faulty one. They may be making decisions based on profit maximization, whereas the priorities for the community will likely be different.
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Wow Blizzard is really determined to push the Elemental Shaman theme huh... every single Shaman minion revealed so far is an Elemental.
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Viewed on its own merits, this card provides a lot of value for only 2-mana.
I think people are underrating this card because they are thinking of how crappy Healadin combo decks are. But as I see it, this is more of a control tool - it is basically the Paladin version of Arcane Artificer where you put it down and then use a healing effect to gain large amounts of health and stabilise yourself.
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They might as well go full meme and make the requirement 7 minions with 7 Health. It's not going to make a difference to the playability of this card. Trash.
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Wonder what took them so long to print this Secret - it's one of the most obvious Paladin Secrets to not have been in the game.
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Here is a website you might have heard of where you can find information like this:
https://www.hearthpwn.com/
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Mechwarper nerf incoming... probably gonna be nerfed to "Your first Mech each turn costs (1) less".
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You are the one not thinking straight. 80 packs for $80 is cheaper than what they normally go for ($69.99 for 60 packs). So the deal is still worth it even if you don't care about the hero skin at all.
Calling this the "worst money grab in the history of Hearthstone" is just mindless hyberbole given that just two expansions ago pre-orders were going at $50 for 50 packs, and no one complained. Just because Blizzard gave us 70 packs for $50 one time that somehow becomes the bare minimum and anything less is a shameless cash grab? Geez, talk about entitlement.
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To be fair to Blizzard, you're referring to examples of specific card interactions. It is not possible to tell you through card text alone how that a card will act in a million of potential scenarios.
But we're not talking about some esoteric interaction here - just a basic thing like how much a card would cost when played on turn 10. Give Blizzard more credit than that - if they had intended for the card to cost (10), they would have simply said so.
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Geez, what's with all these people asking if the card spends 10 mana? The card's text is quite clear - it gets +10 attack if you have 10 Mana Crystals. It doesn't say that the crystals have to be filled, nor does it say it costs (10) if you have 10 crystals. Learn to read English for goodness' sake.
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OP should stop whining and realise that the existence of players willing to pay $80 for a purely cosmetic hero skin is what keeps this game free for other players.
Also, did you forget that hero skins started out being $9.99 each? This is actually much cheaper considering that 80 packs would usually cost more than $80. You are basically getting the hero skin for free for buying in bulk.
The fact that Blizzard gave out other hero skins for free in the past is completely irrelevant. They are entitled to mix it up and offer some for free and some only to paying players. You should be grateful that that they are even offering any hero skins for free at all. Again, hero skins have no effect on gameplay and should be seen as a bonus.