By the way the livestream sounds it looks like Echo is making a comeback!
- Nordos
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Member for 6 years, 8 months, and 16 days
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Wrought posted a message on Descent of Dragons Card Reveal Livestream - All 47 Remaining Cards!Posted in: News -
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Zyxas posted a message on New Warlock Epic Card Revealed - Dark SkiesPosted in: NewsRead the card. It deals one damage and then you repeat up to 11 times.1+11=12
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TheBlastedTower posted a message on Blizzard Adjusts and Explains Decision on Blitzchung Affair - With Blitzchung's ReactionPosted in: NewsA first and last warning would be enough as a punishment to the player. That's it. They had to make an example out of it to please China.
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FortyDust posted a message on Community Reactions to Blizzard's Blitzchung DecisionPosted in: NewsIt's called objective journalism. I know the concept may be unfamiliar to kids these days, but in remaining neutral, Hearthpwn is acting with integrity and wisdom.
In reporting the plain facts of the matter without bias, they make space for their readers to make their own informed decisions.
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iandakar posted a message on Buying the adventure with gold ( question )Posted in: General DiscussionUsing the wrong term because it sounds harsher doesn't help your argument. It just leads to a semantics battle that makes everyone think you're whining.
A paywall is when something comes in that absolutely CANNOT be obtained without a cash payment. You CANNOT get MechaJaraxxus without having bought the pre-order. THAT is paywalled.
If you aren't paying cash, you are experiencing a time-gate. you WILL get access. You will have to WAIT for that access. You pay in time rather than cash, which is the currency F2Pers always have to pay in. If you want a label, you are being time-gated.
No, it doesn't sound as harsh as 'paywalled'. But you don't get to find the most brutal word you can find and fling it out just to make the situation sound worse. You're turning what could've been a discussion on how they didn't really need to delay Anomaly mode for gold spenders, which could be a valid point, into a war over words an a question over whether this really is the WORST! POSSIBLE! THING! that has ever happened in your life.
Saddest thing is that the OP started it off right and you can see how it really seems kind of sucky that it's set up that way. Then we get into 'paywall' and the rest is forgotten.
In any case, no it's not a paywall. No, being made to wait longer is not a paywall. Yes it's sucks that it's like that. That it sucks still doesn't make it a paywall.
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GetchX posted a message on Dalaran Heist is a bummerPosted in: General DiscussionWhy are people comparing this to the old adventures? It's not one of those. Those were one of the three releases of the year that actually released new cards into the meta.
We still have the three releases, this is just some extra add on side game that has no impact on playing hearthstone. I'm on the fence about whether I like it or not, but to complain about the mode by comparing it to old adventures is a totally false argument.
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Lundy posted a message on Dalaran Heist Hotfixes Released - Duplatransmogrifier, Elixir of VigorPosted in: NewsNot a bug. Your opponents are taking the proper 4 damage per turn, but it only shows the last -2. Next time you take the treasure, check their health before and after they start their turn and you'll see what I mean.
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ReyKoro posted a message on Do you consider this BM?Posted in: General DiscussionSometimes it's just the quest "play X cards from Y class" or something similar, sometimes people just check their luck if they have sone cards with random effects and sometimes it's just BM flexing.
Personally it doesn't bother me since I tend to concede when the opponent has a very clear lethal, but in any case it's not on par with emote spamming and ropping
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Purpenflurb posted a message on HS vs MTGA, and why?Posted in: Other GamesThis thread is old, but it's an interesting discussion and I really like both games so I'll weigh in.
First cost:
Hearthstone is more f2p friendly than mtg arena. Mtg arena may look friendly if you don't look too closely, and you can open more packs, but it has a couple of serious issues. First of all, you can't disenchant cards which means that a useless rare card you pull is going to be useless forever. instead of dusting there is duplicate protection on rare/mythic cards. Which sounds great in theory, but barely matters for your average player, because the second issue is you need four copies of every card instead of 2/1. The most recent set has 53 rares (closer in rarity to epics in hearthstone) and 15 mythics. You get 1 rare or mythic card per pack, which means that you need to be well over 100 packs into a single set before duplicate protection is likely to make a huge difference. Then there is the bizarre vault system, which works a bit like crafting, it automatically takes your extra common/uncommon cards and when you have gotten enough it opens and gives you a few wildcards (used to craft any card of that rarity). The issue with the vault is, the rate it gives you is abysmal, and as a casual player you may not ever open enough duplicates to even see that the vault exists. It requires 900 commons/300 uncommons to open, and grants 1 mythic, 2 rare, and 3 uncommon wildcards. That many duplicates in hearthstone will get you a lot more with dust, in a game where you don't need more than 1 copy of a legendary.
In terms of the actual games:
I find that mtga is a more interesting game for deckbuilding. The game is much more complex so it is harder to get into, but there are a lot of cards that do interesting and weird things, and thus a lot of ways to build your own flavor of decks or decks utilizing unusual combos. The color system also allows for more deckbuilding flexibility, since any two cards can be played together.
Where hearthstone has the edge is in actual gameplay. First, the elephant in the room, mana screw/flood happen in mtg. What this means, for those who have never played mtg, is that your mana is actual cards in your deck and sometimes you draw too little of it and can't play your cards, while some other times you draw too much of it and don't have any cards to play. If you play very much mtg, these are things that will happen to you with some regularity. This leads to a lot more non-games than hearthstone has, where you win/lose because one player is unable to play cards.
The hearthstone gameplay experience is also much smoother. The gameplay is more intuitive, the interface is cleaner, and games don't tend to take as long. I also find that hearthstone more consistently gives me interesting and meaningful decisions to make every turn, with fewer highly polarized decks that make certain cards useless, more agency over what your creatures do, and every card you draw actually doing something.
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I actually picked Poacher a couple of times over cards that would synergy more with my deck. Why? Because it was a nearly guaranteed 4 mana 8/8. With rush. Some games were just decided when my opponent played a faery dragon and I responded to it with a poacher on T4. The most sad game for my opponent was, when he dropped another dragon the next turn and I had ANOTHER poacher.
Sure, dragons are now kinda bonkers since they basically are mostly above the curve (7/7 taunt can't be targeted for 7? Sure! The explorers? Hell yeah .... ). Still, the poacher was too strong - and escpecially - too swingy.
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so, a 4/1 weapon that leaves a 1/1 behind for 2 mana. Now, I am uncertain how powerful it is, but I would assume that it is pretty decent.
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So, you get 7/5 stats if you have a Galakrond. From which 4/2 have rush as two 2/1 rush elementals. If that is not good stats, I wonder what is :P
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wrong. Read the card again:
You have only this card in hand, you play it, it deals one damage. Now it repeats 0 times, since you have no other cards in hand.
You have two cards in hand. You play it. It deals one damage. It now repeats one other time, for a total of 2 damage
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You have 12 cards in hand. You play it. It deals one damage. It now repeats 11 times for a total of 12 damage.
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Mind you, that it will probably be the way Defile works. Meaning, that once your spelldamage guy dies, the damage of your spell goes down accordingly.
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For a moment I thought it was a dragon - with all the dragon discover stuff running around, it would have probably become a far too common sight.
All in all, it will be probably more relevant in wild than in standard (as far as I see it), but it is a card that has been requested for a long time.
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okay, let me state something that I feel has been lost to some:
This content is in no way comparable to the old adventures.
I don't mean to say that the old ones were better - I simply want to say that they are too different. This one is purely addtional, you don't even need to spend a second thought on it if you don't want to. There are no cards in there that you need to have to be viable in constructed. Even the legendary that you can get is craftable. The only one thing that you would be missing out is the cardback - and I dare say that the amount of people who collect these are a minority that can be safely disregarded in the greater scheme.
So, then what is this mode? It is an alternative to ranked, arena and Tavern Brawl. I personally enjoy it, but it seems to be a failure at the same time. The reason? The reward, or rather, the lack thereof.
It wouldn't have been a difficult thing to add some abitrary reward that you can aquire once a week (similar to Tavern Brawl). Something like:
- each week, gain an Arena (Draft) Ticket for the first complete Dalaran Heist run (as in, completing all the chapters at least once that week).
In this way we would have some minor incentive to actually play it (as in, you feel to get something out of it, even if it miniscule). It would also help them to garner some more to invest into it, as well as replaying it. Because humans are creatures that strife for rewards, and not for the action in itself.
At the same time, there needs to be regular maintenance: For example a new opponent, or events which can unlock additional treasures. That way, it would also help rekindle interest in this mode, instead of leaving it forgotten in a corner gathering dust.
TL;DR:
- mode is not supposed to be an 'adventure' and has a different concept
- mode still lacks appeal (i.e. reward)
- needs regular maintenance to sustain the interest in it
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Well, first of all, it does not target face. Thus it can't be used to kill your opponent. Secondly, it only heals for as long as there are enemy minions on board. So even if you are at 10, if the opponent only has a minion with 3 health ....
All in all, it isn't as broken as Shadowboxer. Especially since Lightfoged Blessing isn't going to be a very good card on its own (different to the elexiers)
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So, since it hasn't the working 'random', does it mean that we can choose what lakey we get? If yes, this is bonkers. If not, it is still decent and extremly powerful in Arena
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They dogded the first rotation with the wipe (in closed, you had access to sets up to kaladesh). They are planning on extending the modes, and including Modern - the only question is, whetever all Modern sets will be included or not.
PlayRavnica was a non-unique code found in real Magic boosters - so I doubt that there are other codes out there (I haven't seen any anyway). I think there were some goodies if you had attended a prerelease for Dominaria, though. Don't know, and it may be the same as the current prerelease - unique codes.