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    posted a message on [Game] Name another card that has the same...

    Protect the King! (spell that summons taunts)

    Posted in: General Chat
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    posted a message on Gang Up 2.0 - Coldlight's Explorers

    Looks fun and thanks for sharing! Just one thing that I wonder about: Gang Up and Reno Jackson each has good synergy with the rest of the deck, but they work exactly against each other.

    Posted in: Gang Up 2.0 - Coldlight's Explorers
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    posted a message on Counter that card!

    Anub'arak says that's no better than even Humility!

    Posted in: Card Discussion
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    posted a message on Cards, Mana, 'Cooldown': Mechanics in a WoW Framework

    "Why does Flash Heal cost 1 mana where as Lesser Heal costs 2?"

    This thread attempts to provide an answer to a generalized version of the question above. When I did my research in the forum I also found a neat analysis of tempo, card advantage of hero life, which gave me some thoughts as well:

    http://www.hearthpwn.com/forums/hearthstone-general/general-discussion/2916-the-three-competing-resources-tempo-card-advantage

    --

    A rule of thumb can be shown in the mechanic conversion table:

    Hearthstone (turn-based)   World of Warcraft (real-time)

    Card                                            Mana

    Card draw                                  Mana regeneration

    Mana available                          Time that you can spend

    Mana gain (see Innervate)       Haste, or instant cast

    Mana cost                                   Casting time

    Health                                          Health

    Minion                                         Minion, or Guardian

    Turn                                             ???

    ???                                                Charge(of an ability; for example, Hand of Gul'dan has 2 charges)

    1 mana                                        roughly 0.5 second

    1 card                                          10% of base mana

    1 damage                                    roughly 9k damage at level 100

    --

    Given the conversion table, we can try translating some of the powers from Hearthstone to World of Warcraft:

    Wrath: 10% base mana, 1 sec cast. Deal 27,000 damage to a minion; or deal 9,000 damage to a minion and refund its mana cost.

    Doomguard: 10% base mana, 2.5 sec cast. Summon a Doomguard that deals 45,000 when it attacks. Costs an additional 20% base mana upon summoning.

    Wild Growth: 10% base mana, 1 sec cast. Increase your haste by a certain percentage(by (4-1)/3 = 33% on turn 3, for example). This effect decays with time.

    And back to the comparison of lesser heal and flash heal:

    Lesser Heal: no mana cost, 1 sec cast. Restore 18,000 health to a character.

    Flash Heal: 10% base mana, 0.5 sec cast. Restore 45,000 health to a character.

    We can see that now the Flash Heal name seems consistent with what it does. It's faster, it restores a more considerable amount of health, but costs more mana. Also, most of the time you can only cast it twice. That's different from Warcraft.

     

    So the two most difficult concepts to translate are "turn" in Hearthstone, and "cooldown" in Warcraft, but we can try them anyway:

    "Turn" in a WoW framework: each player is charmed for X*0.5 sec in turns. X goes from 1 to 10.

    "Cooldown": regenerating every 10% of mana adds 1 charge to one of your abilities.

     

    If we think further, this explains why zoolock can make it as the most consistent fast deck. It's got short overall casting time, reliable mana regeneration, and thus shorter cooldown(although still sporadic) for its abilities. 

    It also explains why Loatheb is insane: in the immediate period of time, his battlecry adds a 2.5 sec global cooldown to all spells your opponent can cast.

    And Emperor Thaurissan, of course: just in the turn you play him, he reduces the casting time of all your currently available abilities by 0.5 sec, potentially enabling multiple instant casts. This is exactly why freeze mage and patron warrior benefit so much from Thaurissan,

    Certainly there are way more concepts in each of Hearthstone or WoW. I just found it fun how you can put a turn-based CCG concept in a RPG, and bam it makes sense somehow.

    Discuss more mechanics below, and find out who can best describe "inspire" and "joust"!

    Posted in: General Discussion
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    posted a message on Counter that card!

    Anub'arak

    Posted in: Card Discussion
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    posted a message on Counter that card!

    Light's Champion I got the demon in my sight

    Posted in: Card Discussion
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    posted a message on New Priest Cards

    I'm glad that TGT did not throw out any great neutral taunts/draws that are run across archetypes, like Sludge Belcher or Azure Drake. These staple filler minions are nice, while they make certain turns more predictable especially in control. Priest works better when both sides do worse at anticipating what's coming out next, due to the suite of answers priest has.

    At least the former staple, Chillwind Yeti, is not there any longer.

    Posted in: Card Discussion
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    posted a message on Counter that card!

    the loop is real.. Counterspell

    Posted in: Card Discussion
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    posted a message on Lady Jaina Cosplay!(seriously.)

    Just another game when I got some lucky resurrections. It was the first non-aggro warrior match that I won without help from Alex or Velen.

    Posted in: Lady Jaina Cosplay!(seriously.)
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    posted a message on Lady Jaina Cosplay!(seriously.)

    Lightbomb is often better against control decks, and more often when you're playing standard control priest, where opponents can and have to drop big guys(because of northshire, cabal, blademaster, etc.). In this deck against control, Doomsayer usually takes the job of making opponent not play a big minion, as well as lose one or two small minion(s) and skip a turn. In the cases where Doomsayer gets killed by damage from the hand, the big guy doesn't get played because of mana, and you still just face some lesser minions. That reduces the odds of us needing specifically Lightbomb.

     

    The reduced mana cost, tiny face damage and minor healing that Holy Nova provides have the potential to 1)save you against aggro/midrange, 2)allow one more turn of survival, or 3)grind opponent into lethal range(usually without opponent realizing). Each of these effects only happens occasionally, but the probability of at least one of them coming to play turned out substantial.

     

    With all that said, Lightbomb is viable and perhaps it's just my style or the beginning-of-season meta that finds Holy Nova better right now. If Lightbomb turns out consistently better, however, you may want to just play freeze mage for the moment.

    Posted in: Lady Jaina Cosplay!(seriously.)
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    posted a message on Lady Jaina Cosplay!(seriously.)

    Nice :) Thanks for the support!

    Posted in: Lady Jaina Cosplay!(seriously.)
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    posted a message on I claim the most radical variant of Freeze Mage.

    A lot of similar cards, except it's not the same class. So everyone can still behave like Lady Jaina, but not fear hunter or that stupid mystic anymore. (Yes, I meant it)

    Full details at: http://www.hearthpwn.com/decks/239104

    Lady Jaina Cosplay!(seriously.)
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    Minion (15) Ability (15)
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    Posted in: Priest
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    posted a message on Lady Jaina Cosplay!(seriously.)

    To get opponent in lethal range, (and except for warrior/priest/healadin matchups, where you see multiple healing tools) you'll just need EITHER Velen OR Alex. However, to consistently have one of them in hand by the time you want the lethal, it is better to run both. Also since the deck is philosophically freeze mage, I cannot deny that Alex is a key card. 

    In short: Alex is essential for heavy-control match-ups, whereas in other cases she increases your chance of finding lethal earlier. You can still have a win condition from Velen, but the odds gained from Alex is significant enough. (Again, against aggro it doesn't matter. This deck does more consistently than freeze mage in that regard.)

    Posted in: Lady Jaina Cosplay!(seriously.)
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    posted a message on Shaman viable?

    The creatures that popular decks play right now mostly have 1 health(face hunter), or 4+ health(dragon decks, druid and control warrior), which makes shaman removal spells inefficient. Other unfavorable matchups include Oil Rogue, Control Priest, Mech Mage, Freeze Mage, and Demon Zoo.

    Mech shaman looks underwhelming now. Maybe we go reincarnate, or Crusher, or put in Lava Burst.

    Posted in: General Discussion
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    posted a message on Lady Jaina Cosplay!(seriously.)

    Yeah, originally it was in the deck when Shadowform was there too. However I wanted to eliminate the chance of Resurrect bringing something not so good. Also light of the naaru exclusively heals in this deck, which makes Antique Healbot a reasonable sub, if not better.

    Also worth mentioning is that pyromancer has not-bad synergy with Light of the Naaru in control priest. But here with 15 spells we usually have a one to proc him.

    Posted in: Lady Jaina Cosplay!(seriously.)
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