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    posted a message on Defender Of Innocents
    Quote from ThePacman >>
    Quote from Okacz >>

    Wow, this expansion will surely bring a lot slower metagame. 5 recruits for 5 mana, and now this?

    If Hand of Protection, a totally unused card, costs 1 mana, best case scenario this ability is worth using on 4 recruits. And when the hell would you like to use even 1 HoP on a recruit?

    Gotta be missing something, but don't know what. Ball of Spiders looks like Dr. Boom in comparison.

     This is in the fan creations section. Not a real card from the expansion
     Well, damn. I was fishing for new cards a bit too hard. And it kind of looks like something that could be in this expansion, after Stand Against Darkness thing.
    Still, pretty damn weak, would do very little in most cases.
     
    Posted in: Fan Creations
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    posted a message on Defender Of Innocents

    Wow, this expansion will surely bring a lot slower metagame. 5 recruits for 5 mana, and now this?

    If Hand of Protection, a totally unused card, costs 1 mana, best case scenario this ability is worth using on 4 recruits. And when the hell would you like to use even 1 HoP on a recruit?

    Gotta be missing something, but don't know what. Ball of Spiders looks like Dr. Boom in comparison.

    Posted in: Fan Creations
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    posted a message on New Card - Validated Doomsayer

    If they nerf silences this card could see some play. Unfortunately it will still suffer from Bolf problem, where you could efficiently trade with a minion without damaging your own. That, and Cabal.

    Posted in: Card Discussion
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    posted a message on New Card- Beckoner of Evil

    Love this card, vanilla stats for a decent effect if you alraedy play C'thun. Damn I hope those decks will be real.

    Posted in: Card Discussion
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    posted a message on New Card - Polluted Hoarder

    Well, that's a perfectly wasted card. I understand the idea behind "learning curve for new players", which should be the reason of this cards existance, but this is just stupid. Mogor's Champion level of stupid.

    Posted in: Card Discussion
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    posted a message on Announcement: New Hearthstone Feature - Recipes
    Quote from The_Suffering >>

    It's great for new players, guys. Entering now to Hearthstone is quite confusing, you have 6 different sets, lots of cards. With these "recipes" newbies can discover new cards progressively, in a natural way. For veterans it's just garbage, but it doesn't matter right?

     How would it help a newbie to know that there is an archetype known as Spellpower Rogue? Sure, I start playing Hearthstone, and immediately see those uncomplete decks that look like my first goal to achieve. So as a new player, I painfully grind to get the full deck, with Malygos and Bloodmage (two great, but VERY technical cards), and am awarded with a barely functinal deck in current meta.
    I've introduced a few friends to HS. NOBODY was confused. Why should they be with a game this simple. Just get better cards, make a deck with some spells and some minions, don't forget about card draw and bam, suddenly a guy has a functional tempo mage/midrange hunter without even knowing about it. Introducing super technical decks as "2 uncomplete decks for each class you should aim to complete" is relatively pointless, and in many cases can actually harm a new player by giving him a false direction.
    I just hope this won't be the equivalent of more deck slots. Or at least those "Brewed" decks will be able to be used as additional deck slots.
    Posted in: General Discussion
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    posted a message on New mechanic in Hearthstone - Fishing!
    Quote from papaz1 >>

    I have no polite way of giving you feedback so I'll just lay it out for you.

    What a god afwul idea. More uncontrollable RNG so that the variance in this already high variance card game increases even more so that you need to play even more games to reach certain rank.

    If anything the variance needs to be decreased, that is there needs to be cards that just does something without the outcome being out of your hands and in the hands of the RNG gods.

     I get what you mean, and I agree. There is a big difference tho between cards like the ones I've made, or RNG cards from early HS (like Mindgames), and the ones plaguing the meta right now. Piloted Shredder or Unstable Portal suck for the game, because even on average they are pretty solid, and with a decent result they suddenly get game winning.
    I designed those cards with that in mind. RNG is supposed to be kind of funny, adding an element of chaos and unpredictability to the game - but it can't be a good choice overall. Fishing Derby Competitor is a bad card that wouldn't shift the meta in any way - but that's the idea behind it. It's a funny addition that sometimes works (most of the time not), if it was actually a 6/7 for 6, for example, it would be kind of terrible for the game. Dr. Boom all over again.
    I'm aiming for the Mindgames area, where yuou know the card you are playing is maybe not necessarily the best, and you're not going to reach Legend with it, but it can be a funny addition that your opponent wouldn't expect.
    Posted in: Fan Creations
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    posted a message on New mechanic in Hearthstone - Fishing!

    Didn't think about Junk being useful as Tempo Mage tool, I guess it should say "Does not count as a spell" or something like that:D

    Glad you guys like the idea! Gonna fix some more cards later

    Posted in: Fan Creations
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    posted a message on New mechanic in Hearthstone - Fishing!

    This is the idea I came up with after seeing a guy playing [CARD>Nat Pagle[/CARD] against me. Damn, this guy must feel lonely. He is the only angler in the game.

    Introducing a whole set of new fishing related cards, together with a new mechanic, Fishing!

    Fishing: if the minion did not attack this turn, at the end of the turn it has a chance (percentage) to fish something up. This also means the de-nerf of Pagle, making him fish at the end again (wouldn't be so OP now, considering the power level of some of the cards).

    What do you get from fishing? Should you succeed, you fish up the thing specified. In general, most anglers can fish up 1 of 3 fishes:

    However, failing to fish something up results in you getting

    So, just like in WoW, which is pretty much the source of most Hearthstone-related things - fishing poorly can fill your bags with junk. In this case, if your anglers fish up too much at the end of your turn, you might overdraw.

    Here are some of the cards I made for the concept:

    All of those can yield fish, but you might get some even more interesting items. Only Journeyman Angler shares the "0 attack" trait of Pagle, but attacking should be the last resort when using minions with Fishing - they can only fish if they did not attack. Again, this goes along with WoW fishing mechanic and all those annoying Murlocs, forcing you into combat while you're trying to fish.

    Some of the fishermen can yield even more interesting results - Fishing Derby Competitor awards you with a minion!

    Other cards synergise well with the Fishing minions.

    Local Vendor turn the downside of Fishing - Junk - into a pretty good ramping tool, while Orgrimmar Cook turns your Fish into seriously deadly weapons. 2-4 damage for 1 mana? Why not!

    Last but not least, the legendary:

    This guy can help you get this Blacktip Shark, Coins and whatever you want from fishing.

    It's worth noting that Fishing minions shouldn't really be used all at once, like Mechs. With their little attack and discouragement from attacking they don't pose a serious threat unless they fish a lot. They are meant to be protected, with taunt minions or Defender of Argus - and most of the time just sprinkled around the deck to add this evergrowing value of Fishes.

    Hope you like the idea. It's my first:D

     

    Posted in: Fan Creations
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    posted a message on Why do so many miss the best thing about Tavern Brawl?
    Quote from davidwizard >>

    I feel like a lot of commenters miss what is, to me, the most interesting aspect of Tavern Brawl: it develops a week-to-week mini-meta that you can watch shift in real time. People complain about how certain Brawls are lopsided, or lead to a small number of optimized "solutions." What they miss by bailing after a few rounds on a single day is the second wave Brawls often go through, where counters are developed to what initially seemed to be the optimum Brawl decks for the week. The true challenge is not coming up with the most obvious exploits to the initial conditions set by the Brawl, but in discovering a creative solution to those exploit-heavy decks. I may not be very good at it, myself, but it's really cool to encounter players who are.

    Brawls are a fascinating petri dish of deck development, and encourage rapid churn in a way the other game modes don't. I wish they were more celebrated for this, rather than maligned as unthoughtful.

     I'd kind of agree, but it doesn't change the fact that sometimes the "mini meta" is terrible. For me the current brawl, with Facetaunt, is the best example. It's cool that I experianced it for 1 game, would never experiance it again, and certainly wouldn't play meta that worked like that.
    On the other hand, some of the brawls were so cool that I just kept playing 20-30 games for no other reason than having fun.
    Posted in: Tavern Brawl
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    posted a message on Your Top 5 Nerf List

    Dr. Boom - mostly because my first Golden Legendary was Troggzor the Earthinator, a card completly invalidated by Boomerinho. And yeah, this guy is just silly. Freaking 7 mana creature spawning 2 dudes that could cost 1 mana at least and be played da fuq.

    Mysterious Challenger, no explanation needed.

    Force of Nature - this card was pissing me for a while, I know most people blame Savage Roar for the combo, but on its own SR is fine. The combo limits design space and needs to go, and I'd rather live without the FoN part than SR, which can be pretty cool and make Egg or normal Token work.

    Entomb - this crap hurts Control metagame really hard, while doing nothing to Aggro. Remove a threat+Add a threat to yourself+Create deck advantage in one, for a class that already has a stupidly wide array of removal options.

    Piloted Shredder - I love this card conceptually. It has some RNG for goofy and funny moments, it's a mech, it dodges priests. But it's simply way to good, almost completly invalidating every other 4 mana minion you would rather put in this slot. As much as I love the way it works, it should be 4/2  or 3/3 for this effect at best.

    Posted in: General Discussion
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    posted a message on How to improve the Miniature Warfare Brawl

    The most OP and annoying combos are done using Muklas Champion, Stormwind and being a druid. All of those things cost relatively little. Yes, there is the "Alex+Ragnaros" combo, but fortunately, people playing with it win 1 game and go away, since they are clearly not there to have any fun.

    I suggest thinking outside of the box here, I've had lots of fun with weird combos. Played most of the games with Majordomo+Coldarra+Maiden deck for epic turn 10 machinegun (Thaurissian helps there too) but guess what - this relatively hard to construct deck loses to Mukla+Stormwind token druid like, 80% of the time.

    Posted in: Tavern Brawl
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    posted a message on A defense for Paladin

    I guess this is just the frustration from playing against Secret and Anyfin emerging, decks you can do little against for the most part - but which have nothing to do with fun to play as and against decks like Midrange or Control.

    Happens with every class. Fuck Mage because Mechmage in TGT, fuck Hunter because Facehunter, Shaman because Faceshaman, Priest because Entomb. Fuck everything because Dr. Boom. Just frustration, can't do anything about it.

    Posted in: General Discussion
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    posted a message on Poll: Ben Brode said that Ice Rager and Evil Heckler are there to help the new player experience. Do you really believe him?

    I'm sure he is not lying, but I don't agree with his approach. There was no reason for Heckler or Ice Rager to exist. Booty Bay Guard should have been buffed, same with Magma Rager, and more interesting cards should have taken their place.

    I mean, why not? There is no point of Magma Ragers existance now, it's only an annoyance in arena during drafting. As a 5/2 it would be semi-playable. Then an Ice Rager could have been made, a card that, for instance, has 4/2 and a weakish effect, like "if this attacks a Frozen creature, Freeze all other creatures".

    Posted in: General Discussion
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