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    posted a message on Do Spells Have to be Able to Hit Face?

    I'm just wondering how to possibly defend against a combo deck strategy? Agro? Because I hate playing agro. Probably just as much as you dislike Control. It's mindless and has no strategy.

    I think its healthier for the game if every strategy (Agro, Midrange, Combo, Control) has a way to beat every other strategy. It shouldn't be that if I queue up against an agro deck, I concede turn 1 because its physically impossible to win against. How is that fair?

    Also, it could be that the game doesn't have enough healing in the game.

    I would love to hear your thoughts

     

    Posted in: Card Discussion
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    posted a message on Do Spells Have to be Able to Hit Face?

    I don't understand the logic behind the way spells work in hearthstone.

    For one, Blizzard has always talked about the importance of the player's feelings. This is why they "nerf"ed some cards in the past.
    When I play a match of Hearthstone in the current meta, I lose 90% of the time to a stupid non-interactive damage spell to face. This is after I make the more favorable trades and I control the board. I don't know of anyone that says two fireballs to the face feel good. It certainly doesn't want me to keep on playing.

    I don't see how spells are different to the old Molten Giant + Charge Warrior Deck. Sure, you could argue that, that deck was an OTK, but the feeling is still the same. Not to mention, some spell combos are OTK *cough*Exodia Mage*cough*

    I think making spells a board control tool, rather than a rage-inducing face-slapper, would be a positive change for hearthstone.


    The fact that spells can hit face feeds directly into the definition of "unfun" gameplay.
    To me, Hearthstone is a game that should be won by playing the best, drawing the best, and making the right decisions. It really stresses me out when I feel that I deserve the win, then they top-deck a Fireball.

    Blizzard has also claimed that they don't like the "Charge" mechanic because its not "interactive" for the opponent. Well, it's exactly the same for spells too.

    What will happen if they make this change?
    Control has a good chance of becoming more dominant ( I don't think people who play spell combo decks will be sad they have to play control).
    Blizzard will need to relook at the cost of some spells (Piroblast should return to 8 for ex.)
    No stupid surprise lethals!
    The game will become more interactive and more rewarding

    Posted in: Card Discussion
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    posted a message on ***A Way to FIX the Warrior Class Card "Magnataur Alpha"

    What about Kidnapper?

    Posted in: Card Discussion
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    posted a message on ***A Way to FIX the Warrior Class Card "Magnataur Alpha"

    I thought the Theorycrafting forum is more about decks than individual cards. And this is more of a suggestion towards the card. This post is also supposed to get some discussion going about how to fix the card and maybe how it could be better

    Posted in: Card Discussion
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    posted a message on ***A Way to FIX the Warrior Class Card "Magnataur Alpha"

    This is another Warrior card that really could be considered "unplayable" (same as "Kings Defender" which is another card I "fixed" from an earlier post) Here is a way to fix it!

    "Magnataur Alpha"

    The thing wrong about the card that everyone can agree is that it has no survivability once played. Literally, a (4) mana card will die to a (2) mana card. That's just sad. BUT there is still hope for this card! I bring you the solution...

    I declare that the new card shall be a (4) mana 5/3 with the effect of "Damages the minions next to whomever he attacks and the minion that attacks him"

    So incase that wasn't clear (I could use help with the wording), if an enemy minion attacks the Magnataur the minions on either side of the attacker minion get the five damage along with the attacker. So this is an ability that works both offensively and defensively. This type of ability has never been seen in this way. Sure, you could just put stealth on it, but that's uncreative and OP (because you could just have the minion sit in stealth until the right time)

    I feel we need a new spin on this card, unlike anything we have ever seen in Hearthstone. There is so much potential for this card (i.e. A combo of giving him taunt and buffing him with "Bolster")

    Thanks for reading, comment your thoughts and hopefully this could reach Blizzard. Your support means a lot.

    Posted in: Card Discussion
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    posted a message on ***A way to FIX the Warrior Class Card "Kings Defender"

    I feel that the Warrior Class got some bad cards (or ones that don't really fit well in competitive decks), so here are some fixes I came up with. I do not want to offend the Developers with these suggestions. I just want show that they can be better than what they are currently. Hopefully these can also be an interesting read to 

    "Kings Defender"

    The Kings Defender's "ability" is kind of sub-par and useless. What would the limit of 3 durability actually do for a warrior? Not a whole lot. It seems like the durability limit is also impacting the potential of what this cool weapon could do.  The fact that you need to have a taunt on the board forces a type of deck build that might not even be playable in the upcoming Meta (I'm really a fan of the "taunt warrior"), thus making the card "unplayable".

    "You don't really ever use a weapon when you already have taunts on the board..." - Kripparrian (From "[Hearthstone] Grand Tournament Card Review 2" Video)

    So, I propose, that we change the weapon from a (3) mana 3/2 "Battlecry: If you have a minion with taunt, gain +1 durability" to be a (3) mana 3/2 with the effect of "Inspire: gain +1 durability"

    This could have endless possibilities. It could replace 1 of your Fiery War Axes (Definitely not all of them because this card is too slow and the mana cost of the Fiery War Axe is was makes that card great). Also this card could easily stick with your hero until you don't want It anymore or until you draw another weapon. Potential Value = OUT THE WINDOW AND BEYOND

    Thanks for reading, comment your thoughts and hopefully this could reach Blizzard. Your support means a lot.

    Posted in: Card Discussion
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