Best case scenario it gives you a card and 3 mana back.
it is an objective waste of a card.
No...best case scenario, you use it on turn 3, then on turn 4, with the coin, you can get an 8 mana cost drop, or 7 mana without the coin. That's where the power of this card lies. (Please note that I'm not saying it's good or bad...haven't played with mine personally..but it does have some potential).
I think the coin and the extra coin thing is pretty silly for someone going second. In most TCG's I've played you normally have the person who goes first skip their draw phase while the second person gets to draw on their first turn. I don't think both are needed.
That's essentially what the original set up was, except that instead of not drawing, they got one less card to mulligan. However, apparently that wasn't enough. You have to remember that the Hearthstone devs are going to have access to a lot more data than you do about win rates, and they wouldn't be trying to these things if there wasn't a discrepancy between first and second players. You might say that you don't feel they're needed, but their statistics can almost assuredly paint a much clearer picture, complete with percentages, and probably average remaining health (which, at a guess, is where they came up with the 5 extra health that was tried during alpha).
I'll be one of the first to say that I don't agree with the coin as a whole - the concept is fun, but it shouldn't be a spell or a physical card in your hand, due to cards like Questing Adventurer and Twilight Drake respectively...it should be a seperate UI element that doesn't count as a spell cast - but if Blizzard says that there's a bias towards player one, I'm inclined to listen to them, rather than everyone claiming that it's too much because no other CCG has done it.
Personally I feel as though the first player is at more of a disadvantage than the second player.
The extra card, more mana crystals, the coin, extra mulligan options.
I donno..
They wouldn't have been experimenting with balance options (like the coin, or the 5 health bonus that they had a while ago) if they didn't have data to suggest that there was a significant disadvantage towards the second player (incidentally, they probably had data to suggest that the average game had the first player come out 5 health ahead, hence that particular experiment). They aren't going to do this sort of stuff on a whim, they have all sorts of statistics from all of the internal testing to go off of. I'm inclined to trust their judgement on whether or not the players are balanced.
Before anyone's hearts are broken too hard, keep in mind that datamined information isn't necessarily going to make it to live...it's entirely possible that this was recorded before they decided not to have tournaments at launch. Granted, it has been a hugely popular feature to beg for, so I'm still fairly optimistic...
As for that announcer...if I can't disable that voice, I'm gonna have to play with the sound off.
Potentially devastating if your weapon has 2+ durability. If you can get an attack off on the enemy hero, then use this, it's essentially like having Windfury. In the debate between this and Savagery, the fact that it hits the enemy hero is huge, and you can prep it with various abilities on preceding turns, as opposed to the druid who really has no way to increase his damage for more than a turn, so it all has to be done in one turn (unless he finds a way to steal a weapon from someone else).
Indeed, if you play jaraxxus, molten giant now costs 5 mana.
I wouldn't be so sure of that. Jaraxxus replaces your hero, making your maximum health 15, not 30. This means a lot of things, like the inability to heal past 15, but it certainly means that you'll need to be dropped to 5 health before you can even cast Molten Giant without some other effects.
It was confirmed in a blue post that the cost reduction is the difference between your max and your current health, NOT anything to do with "total damage taken". Healing up will increase its cost again, and changing your max health will as well. Alexstrasza on yourself would work though, if you really wanted to. That sets remaining health, not maximum.
AOE spells have their damage on each target increased by spellpower...so it would deal 3 to 4 damage with +1 spellpower.
This was confirmed in the Ask Phenteo part 2 thread on the official forums. Also in that thread it was clarified that Arcane Missiles throws an additional missile per spellpower, rather than increasing each bolt's damage by 1.
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More information on Heroes of the Storm, especially a date for beta!
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No...best case scenario, you use it on turn 3, then on turn 4, with the coin, you can get an 8 mana cost drop, or 7 mana without the coin. That's where the power of this card lies. (Please note that I'm not saying it's good or bad...haven't played with mine personally..but it does have some potential).
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That's essentially what the original set up was, except that instead of not drawing, they got one less card to mulligan. However, apparently that wasn't enough. You have to remember that the Hearthstone devs are going to have access to a lot more data than you do about win rates, and they wouldn't be trying to these things if there wasn't a discrepancy between first and second players. You might say that you don't feel they're needed, but their statistics can almost assuredly paint a much clearer picture, complete with percentages, and probably average remaining health (which, at a guess, is where they came up with the 5 extra health that was tried during alpha).
I'll be one of the first to say that I don't agree with the coin as a whole - the concept is fun, but it shouldn't be a spell or a physical card in your hand, due to cards like Questing Adventurer and Twilight Drake respectively...it should be a seperate UI element that doesn't count as a spell cast - but if Blizzard says that there's a bias towards player one, I'm inclined to listen to them, rather than everyone claiming that it's too much because no other CCG has done it.
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A lot of keys on the first day didn't go out until very late. I got mine around...probably 6pm (Central) (just a guess...it was fairly late though).
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http://www.hearthpwn.com/deckbuilder/rogue#39:1;82:2;87:2;103:2;180:2;244:2;261:2;267:1;324:2;378:2;396:1;433:2;453:2;542:1;559:2;627:2;637:2;
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The sheep is a brand new minion with no effects.
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They wouldn't have been experimenting with balance options (like the coin, or the 5 health bonus that they had a while ago) if they didn't have data to suggest that there was a significant disadvantage towards the second player (incidentally, they probably had data to suggest that the average game had the first player come out 5 health ahead, hence that particular experiment). They aren't going to do this sort of stuff on a whim, they have all sorts of statistics from all of the internal testing to go off of. I'm inclined to trust their judgement on whether or not the players are balanced.
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Though, for the optimists among us, they would make the sort of changes necessary for the beta on a Tuesday. We can only hope...
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I really don't see why it would be an inn in Pandaria, seeing as they didn't know that Goblins existed until just recently...
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Before anyone's hearts are broken too hard, keep in mind that datamined information isn't necessarily going to make it to live...it's entirely possible that this was recorded before they decided not to have tournaments at launch. Granted, it has been a hugely popular feature to beg for, so I'm still fairly optimistic...
As for that announcer...if I can't disable that voice, I'm gonna have to play with the sound off.
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Potentially devastating if your weapon has 2+ durability. If you can get an attack off on the enemy hero, then use this, it's essentially like having Windfury. In the debate between this and Savagery, the fact that it hits the enemy hero is huge, and you can prep it with various abilities on preceding turns, as opposed to the druid who really has no way to increase his damage for more than a turn, so it all has to be done in one turn (unless he finds a way to steal a weapon from someone else).
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We don't actually know for sure, it's never been answered officially (to my knowledge).
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What, they aren't allowed to make cards that don't work together?
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I wouldn't be so sure of that. Jaraxxus replaces your hero, making your maximum health 15, not 30. This means a lot of things, like the inability to heal past 15, but it certainly means that you'll need to be dropped to 5 health before you can even cast Molten Giant without some other effects.
It was confirmed in a blue post that the cost reduction is the difference between your max and your current health, NOT anything to do with "total damage taken". Healing up will increase its cost again, and changing your max health will as well. Alexstrasza on yourself would work though, if you really wanted to. That sets remaining health, not maximum.
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AOE spells have their damage on each target increased by spellpower...so it would deal 3 to 4 damage with +1 spellpower.
This was confirmed in the Ask Phenteo part 2 thread on the official forums. Also in that thread it was clarified that Arcane Missiles throws an additional missile per spellpower, rather than increasing each bolt's damage by 1.