The "spending mana" card pool is so confusing because if the pools are completely seperate, does that mean random cards that are considered "spending mana" aren't available in the other pools? Is Pyroblast not a card that "deals damage" because it "spends mana" or does it not "spend mana"? Why do we have to deal with the worst version of these questions in Hearthstone yet?
BTW I'm as sure as I can be that Zephrys doesn't have seperate versions of the classic cards so he always pulls the current balance changes such as Wild Growth at 2 as I've seen in a recent gameplay video I watched so fortuntely that doesn't have to be yet anther worry I think.
It really could just say "Battlecry: Pick a number from 1 to 3 and get 2 random cards" and it wouldn't be more confusing than the current nonsense. Might as well put "...that potentially wins you the game" on every random card generation with how vague this shit is.
I tried it a bunch and the plague and helia draw rng tilted me through the roof. When I lost to an astronomical chance like 0.01% or less for the opponent not to die cycling through most of their deck I gave up on plague dk ever being a consistently fun playstyle.
Losing in fatigue as plague dk because of opponent's draw rng might be among the most tilting experiences the game can offer.
Those who are able to use inference to derive understanding from incomplete sets of information and…
The way the card works does not line up at all with plenty of realistic options of what "stitch" could mean but I guess I must've not been there when the Stitchers of Bad Card Texts expansion was launched in 20XX. It's not like writing what cards actually do onto them is important in a card game, at least in the minds of Blizzard devs.
Unironically there's either some eldritch pact going on or the Hearthstone team can't be bothered checking the text of cards they made around the same time to be consistent.
They did it once before. When Rastakhan's was about to rotate, they doled out the first buffs in the history of the game to a few cards that hadn't seen much play. Said "experiment" didn't work then, either. I sympathize with their perspective, but this is not what the current environment needs at all.
These buffs don't change much in amounts like in this patch, but enough of these can reduce the power difference between weak and strong cards which can lead to more viable or at least playable deckbuilding options, essentially nerfing netdecking in the ideal case.
It only took 10 years for Blizzard to try buffing practically unplayable cards to potentially increase meta variety. Maybe in 10 more they'll find out they can do this before they're about to rotate into wild as well.
It is a step in a good direction that they're trying out not just buffing what tends to be the best 10% of class cards only. Too bad that pace of power creep has been going on for this long already.
Why is Invigorating Conch something you can get offered in lobbies without Tavern scaling anyways? There are still enough trash rewards in the pool to get turn 3 insta-concede scenarios IMO, just a bit less so.
I can see where people are coming from with this but I feel like the crazy powerful interaction with this spell doesn't particularly stand out compared to the rest of crazy highrolls I've seen in this meta. At least to the point of this spell being something that should be singled out.
My experience has been getting about 90% there to absurd synergy and then being taken out by someone who highrolled harder, possibly even on the same type of build. Murlocs didn't appear to be involved in that more than other types to me.
It definitely should be changed IMO, but that would need to be done alongside removing other broken highroll combos being nerfed or removed as well, I believe.
A lot of builds feel like they are just Exodia combos of cards rather than anything you build and iterate towards unless you highroll into scaling ultra early, in my experience.
Considering how Lightshow has comepletely different text and such I think their version control is messed up and caused these issues. Similar to what you suggested but it is a relatily old game by now with lots of people developing things on it so I think it's more a general pattern of chaos.
So Trogg is just a Druid card with purple on it right? That one 6 drop isn't making Warlock ramp like Druid does so Warlock getting a ramp payoff without ramp sure is a design decision.
Shadow Word: Steal honestly feels like a card designed to make everyone hate the game or to actually get Priest removed as a class. Is Priest's class identity really just making people quit the game now?
Verb yeah, I mistyped. I don't think it's talking about discounts though. Never heard it used as a noun for actual stealing is my point, though that appears to exist after looking it up.
0
They should make a Neutral Tourist card so as a non-druid you could maybe play Neutral cards that cost more than 3 as well without dying.
0
The "spending mana" card pool is so confusing because if the pools are completely seperate, does that mean random cards that are considered "spending mana" aren't available in the other pools? Is Pyroblast not a card that "deals damage" because it "spends mana" or does it not "spend mana"? Why do we have to deal with the worst version of these questions in Hearthstone yet?
BTW I'm as sure as I can be that Zephrys doesn't have seperate versions of the classic cards so he always pulls the current balance changes such as Wild Growth at 2 as I've seen in a recent gameplay video I watched so fortuntely that doesn't have to be yet anther worry I think.
3
It really could just say "Battlecry: Pick a number from 1 to 3 and get 2 random cards" and it wouldn't be more confusing than the current nonsense. Might as well put "...that potentially wins you the game" on every random card generation with how vague this shit is.
0
I tried it a bunch and the plague and helia draw rng tilted me through the roof. When I lost to an astronomical chance like 0.01% or less for the opponent not to die cycling through most of their deck I gave up on plague dk ever being a consistently fun playstyle.
Losing in fatigue as plague dk because of opponent's draw rng might be among the most tilting experiences the game can offer.
4
The way the card works does not line up at all with plenty of realistic options of what "stitch" could mean but I guess I must've not been there when the Stitchers of Bad Card Texts expansion was launched in 20XX. It's not like writing what cards actually do onto them is important in a card game, at least in the minds of Blizzard devs.
3
Unironically there's either some eldritch pact going on or the Hearthstone team can't be bothered checking the text of cards they made around the same time to be consistent.
0
These buffs don't change much in amounts like in this patch, but enough of these can reduce the power difference between weak and strong cards which can lead to more viable or at least playable deckbuilding options, essentially nerfing netdecking in the ideal case.
3
It only took 10 years for Blizzard to try buffing practically unplayable cards to potentially increase meta variety. Maybe in 10 more they'll find out they can do this before they're about to rotate into wild as well.
It is a step in a good direction that they're trying out not just buffing what tends to be the best 10% of class cards only. Too bad that pace of power creep has been going on for this long already.
0
Why is Invigorating Conch something you can get offered in lobbies without Tavern scaling anyways? There are still enough trash rewards in the pool to get turn 3 insta-concede scenarios IMO, just a bit less so.
0
I can see where people are coming from with this but I feel like the crazy powerful interaction with this spell doesn't particularly stand out compared to the rest of crazy highrolls I've seen in this meta. At least to the point of this spell being something that should be singled out.
My experience has been getting about 90% there to absurd synergy and then being taken out by someone who highrolled harder, possibly even on the same type of build. Murlocs didn't appear to be involved in that more than other types to me.
It definitely should be changed IMO, but that would need to be done alongside removing other broken highroll combos being nerfed or removed as well, I believe.
A lot of builds feel like they are just Exodia combos of cards rather than anything you build and iterate towards unless you highroll into scaling ultra early, in my experience.
0
Considering how Lightshow has comepletely different text and such I think their version control is messed up and caused these issues. Similar to what you suggested but it is a relatily old game by now with lots of people developing things on it so I think it's more a general pattern of chaos.
1
The prosthetic hand only being applyable to mechs and undead has some weird lore implications about prosthetics in Warcraft.
3
So Trogg is just a Druid card with purple on it right? That one 6 drop isn't making Warlock ramp like Druid does so Warlock getting a ramp payoff without ramp sure is a design decision.
4
Shadow Word: Steal honestly feels like a card designed to make everyone hate the game or to actually get Priest removed as a class. Is Priest's class identity really just making people quit the game now?
0
Verb yeah, I mistyped. I don't think it's talking about discounts though. Never heard it used as a noun for actual stealing is my point, though that appears to exist after looking it up.