The whole point of rotating Sylvanas out is so that there is no go to 6-drop.
- Maehlice
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Pixywing posted a message on Max McCall Talks About Combo Decks and Why They Can Be ProblematicPosted in: NewsStuff like a combo deck killing you from 30 on turn 15 being not okay, but a aggro deck that runs you over on turn 5 is okay.
What's made worse is how he said removal was bad as it limited plays. So not only does Pirates only lose [card]Sir Finley Mrrgglton[/card] during the rotation thus keeping its turn 4-5 kills with a small STB nerf, but this statement means we are unlikely to get removal to combat aggro decks.
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EternalFinality posted a message on Max McCall Talks About Combo Decks and Why They Can Be ProblematicPosted in: NewsI don't understand this part of their design philosophy. Aggro is by far the most frustrating thing to fight against. Combo is how skilled players win.
If they're so paranoid about combos being "unfun" to the recipient once the combo gets set up, ADD MORE CARDS that allow the other player to preemptively break the combo. Dirty rat is a great example of a great card you made that can screw over combo decks. Loetheb is another perfect example, when a well timed use can completely disrupt an opponent's plan.
Make more of these cards! A card that makes an opponent discard or return cards to their deck. A card that inhibits the ability to summon. A card that negates battlecries. An evil Thaurassian that increases the mana cost of cards in the opponent's hand. More stuff like that. Because nothing is more frustrating to a combo player than when they spend the whole game setting up their combo only for it to fall apart.
Stop driving the meta towards dumb aggro decks because your design team hates combos. It has run the game into the dirt.
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Paeter27 posted a message on Max McCall Talks About Charge and Taunt - Concerns, Experimentation, and ExecutionPosted in: News"Currently, experimentation is underway with more expensive minions that are harder to use in combos"
Like giant dinosaurs?
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Infirc posted a message on Aside from Balance Changes, what would you like to see changed/added in Hearthstone?Posted in: General DiscussionCustomizable tournament creator tool:
one of the cool aspects of tcgs is banlists and sealed formats, some players like firebat make some tournaments where they ban all random cards, while other players complain about legendaries so they could make their pauper or dust limited tournaments,
Options
options would range from limiting the minimum and maximum dust needed for a deck to flatout banning cards, or limiting the amount of particular cards per deck ie: limiting fiery war axe to 1 per deck, this could be used to really creative extents, like a tournament where decks can't have humanoids or cutthroat highlander; highlander only decks with Reno banned.
Expansion/adventure Sealed would also be an option: Maybe someone wants a tournament Mixing, Classic, Naxx, TGT, and MSG but doesn't want to allow cards from other expansions, or maybe someone is super nostalgic and makes a tournament with only the basic and the classic sets.
And adding some other custom and for fun optional rules like decks being autorefill or being able to use the brawl rules of the week, or No neutral cards allowed, every type of player would get their fair share of stuff, competitive players could make tournaments without random stuff and more casual players could ban cards they consider irksome or make tavern brawl tournaments with Flamewaker banned or limited to 1 per deck.
Format:
Players would also be choose if their tournament was wild or standard format, maybe someone would like to see how the 4 drops in the wild competitive scene would be with Piloted Shredder banned.
Mode:
well to make things easy and smooth, the tournaments should follow elimination rules, like the last Hearthstone world tournament,
but players would also be able to choose, between single duel elimination, Conquest match or Last man standing type of tournament, the later two, with 3 to 5 different classes.
and of course the class ban pick featured in hearthstone tournaments would be an optional rule as well
Custom Saveable templates:
to avoid having to set-up all the things when creating your tournament, players could create their own tournament template which they could quickly access in the tournament creator tool.
Pre-made templates:
The tournament tool would also have some pre-made templates readily avaliable for players wanting to set-up a quick tournament:
Cutthroat Highlander: highlander only decks with Reno banned.
Pauper: Only basics, commons and rares allowed.
Hearthstone 3k: Decks can't surpass the 3000 dust cost
Couch Potato: No adventure cards allowed.
Treasure Trove: Only Rares, Epics and Legendaries allowed.
Twin blades: All cards in the deck must be duplicates.
Tricadecaphobia: you make a deck of 17 cards and the last 13 will be auto-refill based in your collection and the tournament rules.
Modifiable entry Fee:
the player creating a tournament would also have the possibility to add a gold fee to enter his tournament and the gold invested by players would go to a prize pool that would be earned by the first three places,however leaving the option to not set a fee in case he just wants to play a casual tournament with friends after all a 0 entry fee would mean a 0 gold earning,
Security:
As for security players would be able to make tournaments public avaliable(anyone can enter), invitation only (only players he invited to the tournament may join and he'd be able to give the tournament participants permission to invite other players, players can only invite players who have been in their friend lists for at least 3 weeks to avoid rookie abusing), or Password restricted.
Abuse avoiding:
To avoid possible abuses, players who want to join a tournament or are invited to one would be able to see a tooltip of the tournament with all the rules stabilished by that particular tournament plus the entry fee and would get to decide between joining the tournament or politely declining the invitation.
In addition Players who entered a tournament with an entry fee higher than 20 gold would not be able to be spectated during any match of that particular tournament.
Extra options: In the hearthstone's options menu you can toggle the option to not be able to be challenged by friends, there would also be a toggle option that either auto-decline tournament invitations or flat out didn't let other players invite you to tournaments ,
The tournament invitation blocking tool could also have adjustable range: ie: auto-decline invitations to tournaments with entry fees that are higher/lower than X gold.
after all some players may just be looking for a quick game during a work break or may not like tournaments.
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4
365 days / 3 expansions = 121.6 days cycle
121.6 / 3 days * 2 packs = 81.06 packs per cycle "casually"
121.6 / 3 days * 5 packs = 202.6 packs per cycle "grinding"
100 packs is roughly 75% of an expansion
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The moral of the story is that a f2p casual player who periodically grinds can reasonably expect to acquire most of an expansion at the time of its release.
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So many people talking about "Turn 10" ... as if games even last that long anymore.
If you have to make your deck completely around a quest with that quest as your only win condition, that deck is going to suck.
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Too bad Renounce Darkness isn't a Hunter card.
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PLAY seven 1-cost minions.
So not only do you have to have [at least] seven 1-cost minions in your deck, but you also have to draw into and play them ... all while starting with 1 less card in your opening hand.
WTF am I missing that so many people think this card is meta-defining. It has anti-synergy even with itself.
When Kripp reviewed this card today, he said the quest is to "just play the game". Well, when Hunter does that right now, it loses. So imagine now making your deck even worse by filling it with even more 1-mana minions and then trying to play it (and win).
Yes, the reward is batsh*t crazy, but I think the setup to actually get there is going to be a little harder than we think.
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Maybe if it was a beast, and maybe if they later reveal something with synergy here.
Otherwise it's just bad.
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How often does a Miracle Rogue perform a "Miracle Turn"? Not often enough to make this viable.
If the revived Sherazin, Corpse Flower had Charge, this could make for a sick combo. Too bad Blizzard doesn't approve of either. :(
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Even if this turns out to be a great card, its counters are so simple it would get tech'd right out of the meta anyway.
This card won't be any good -- much less great.
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You may simply be piloting it wrong. Jade Druid essentially plays like a fatigue deck. You mostly ignore face and control the board to the nth degree until you can start dropping giant golems they can't answer.
Because Druid lacks removal, you must find and make good trades with your minions on board resorting to spells as a last resort.
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Wait. What? You spend gold on packs?
The statistically best time to stop buying packs is immediately.
Play Arena instead. So long as you can average at least 3.ish wins, you're better off just playing the Arena for your packs.