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    posted a message on Demon Hunter Decks Collection Series - Combo and Other Decks
    Quote from xskarma >>

    We have been told by Blizzard Dev Dean Ayala that if the Demon Hunter concept is successful and popular with the community that we will get more new classes.

    Like Demon Druid, Demon Mage, Demon Paladin, Demon Priest, Demon Rogue, Demon Shaman, Demon Warlock and Demon Warrior.

     

     I hope it successed. I cant wait for all the other class. And they said if all the other classes success, they will create Demon Demon Hunter. 

    Posted in: News
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    posted a message on This new ranked system is a joke.
    Quote from Rohriant >>

    That can be the other way around.. That diamond player is lowering his MMR in purpose, and eventually when he uses his real deck, his MMR is still low, so probably he met this guy in his first 10 serious matches.

    And probably not only one guy doing this thing. It can considered 'farming the noobs'.. And you can do this (lowering your MMR), everytime you hit the floor rank without anything to lose. 

     If this is true, its unhealthy for the ladder and blizz supposed to do something about this new behavior.. 

    Posted in: General Discussion
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    posted a message on This new ranked system is a joke.

    That can be the other way around.. That diamond player is lowering his MMR in purpose, and eventually when he uses his real deck, his MMR is still low, so probably he met this guy in his first 10 serious matches.

    And probably not only one guy doing this thing. It can considered 'farming the noobs'.. And you can do this (lowering your MMR), everytime you hit the floor rank without anything to lose. 

    Posted in: General Discussion
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    posted a message on Thief Priest (Theorycrafting) need some help!

    I just realize its for this expansion instead of next expansion.. 

    Here's my experience with thief priest. 

    Yshaarj played together with mass hysteria is not that hard of setup. If you include shadow madness, then you better include grave rune. Your main target is unshielded zilliax, shadow and grave runed it for big swing. You can always use grave rune to infiltrator as alternative. And Seance is a good card if you really make this highlander since it can target your opponent zephrys. Murozond is not really worthed without dragon package (discover spell and draw spell). So if you include murozond, you should bring the cleric and the doctor to let you get the removal in time. Murozond is actually good counter against togwaggle spell, which is one turn you can swing against rogue without using your highlander card. The other dragon you can use as dragon package is the 6 drop dragon that deal damage equal to target's attack. And i even use amalgam as a 3 drop instead of darkprophecy, because it also works as dragon in hand lategame. 

    Posted in: General Deck Building
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    posted a message on Thief Priest (Theorycrafting) need some help!

    You cant make thief priest competitive enough without being highlander, at least that's what happen now. Because so many people playing highlander and copying their highlander card is just so good especially if you play a control and defensive game. 

    If people still playing highlander next expansion, I think you should make it highlander too. Or at least make it semi highlander with less duplicates. 

    Posted in: General Deck Building
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    posted a message on Weekly Card Design Competition 10.7 - Submission Topic

    Pro Cat Stination

     

    He likes to procrastinate with his quest and just playing around with mushroom or any cute things he sees. Sometimes, its all right to procrastinate a little bit, right? Sometimes it makes you value your life more, right? I mean, just wait a turn for now, you will got more value.

    *It's pretty weak at first, but it can be so powerful against a control matchup that just cant kill you with power. The beast tag makes it synergize in hunter build, or beastmaster package. The 1/1 stats makes it easy to draw in paladin in case you want to create some shenanigan (imagine hand buffs paladin buffs this). And when you decide you dont need more cat, just drop all of them at once.

    Posted in: Fan Creations
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    posted a message on Hate being up against the Rope?
    Quote from Synthetikmisery >>

    Nerf the rope

     Agreed... I think of chess-like timer. When both player has maximum time to use. So if they roping early game, they will ran out of time late game. But it might be makes the control matchups not fun anymore (maybe reset the maximum time after 10 turns or something like that if not too complicated)

    Posted in: Fan Creations
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    posted a message on Hate being up against the Rope?
    Quote from dibbbbb >>
    Quote from Rohriant >>
    Quote from dibbbbb >>
    Quote from Rohriant >>

    So, with this card, your opponent will get punished by roping every turn. But when you are the one who roping, the roping-damage just easily get cancelled. It doesn't seems fair for me. Yes nozdormu is the counterplay, but if the reward is not punishing enough, it basically counter nothing and just turn the rule back to normal. So, I think the reward should be more punishing, like "You will always on rope".

    In average, you must be a fast player anyway if you play this card, so I believe you can do the turn in 15 seconds.

     So if you play Chillwind Yeti, you get a 4/5 on your board but your opponent gets nothing. It doesn't seem fair to me. Weird logic.

     I honestly can't comprehend how your example related to my logic in my explanation. You should breakdown it if it actually related or you might just misinterpreted what I said. 

    I said it doesnt fair for a symmetrical effect (roping damage) to automatically negate itself when hit the user. Because it makes the card basically has no downside (it is 1-mana that always start in your hand). So everyone who doesnt have any play at turn 1 will just include it, while the only way to counter the card is by including 9 mana understatted minion. (Or just play faster, yes, but I talk about the card design) In my perspective, It basically force everyone to include nozdormu in the deck if they want to play normally. That kind of impact is particularly strong so the drawback  should be high too.

     You can't comprehend that me playing a card should have a benefit for myself and not my opponent? Wtf? The downside for this is, like all quests, that you have to spend your first turn playing this. And against a fast aggro deck, for example, this quest will have absolutely no effect at all. You can "counter" it by simply making effective plays.

     if you read carefully, I already saying that every deck that doesnt have play on turn 1 will auto include this. And being the quest with this kind of design is different than any other quest. The other quest: You get reward after you complete the quest. This quest: you get the reward right away, and the term 'reward' is actually the punish because not following your own rule. Yes, you were misunderstood the design here...

    Posted in: Fan Creations
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    posted a message on Hate being up against the Rope?
    Quote from dibbbbb >>
    Quote from Rohriant >>

    So, with this card, your opponent will get punished by roping every turn. But when you are the one who roping, the roping-damage just easily get cancelled. It doesn't seems fair for me. Yes nozdormu is the counterplay, but if the reward is not punishing enough, it basically counter nothing and just turn the rule back to normal. So, I think the reward should be more punishing, like "You will always on rope".

    In average, you must be a fast player anyway if you play this card, so I believe you can do the turn in 15 seconds.

     So if you play Chillwind Yeti, you get a 4/5 on your board but your opponent gets nothing. It doesn't seem fair to me. Weird logic.

     I honestly can't comprehend how your example related to my logic in my explanation. You should breakdown it if it actually related or you might just misinterpreted what I said. 

    I said it doesnt fair for a symmetrical effect (roping damage) to automatically negate itself when hit the user. Because it makes the card basically has no downside (it is 1-mana that always start in your hand). So everyone who doesnt have any play at turn 1 will just include it, while the only way to counter the card is by including 9 mana understatted minion. (Or just play faster, yes, but I talk about the card design) In my perspective, It basically force everyone to include nozdormu in the deck if they want to play normally. That kind of impact is particularly strong so the drawback  should be high too.

    Posted in: Fan Creations
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    posted a message on Hate being up against the Rope?

    So, with this card, your opponent will get punished by roping every turn. But when you are the one who roping, the roping-damage just easily get cancelled. It doesn't seems fair for me. Yes nozdormu is the counterplay, but if the reward is not punishing enough, it basically counter nothing and just turn the rule back to normal. So, I think the reward should be more punishing, like "You will always on rope".

    In average, you must be a fast player anyway if you play this card, so I believe you can do the turn in 15 seconds.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 10.3 - Submission Topic

    Flavor Text: Peace will be done, one by one

     

    this is my first custom card and my entry.

    Ultimate Peacekeeper

    "Peace will be done, one by one"

    (it must be 10 mana epic for the ultimate flavor)

    Think of it as a shrink ray at 10 mana. The downside is you can't combo it with other cards to clear the board, but the upside is it has snowballing effect while it already hard to remove when your opponent has no single target removal. Buff him next turn to make it even harder to remove.

    While it doesnt place any threat to your opponent, but it guaranteed to slow down your opponent. Especially when you already have some token on board, just trade them after this card played.

    It also a pretty good addition to counter giant mage or any other tempo deck that has quite explosive turn, which I think might bring back a control paladin to the table. As for the big paladin, this also a nice addition since it guaranteed to won the duel, or stop the opponent a while when you were behind. And the 1 attack made it easily drawn by crystology to synergize in other paladin deck.

     




    I already play hs for years, but I just decided to join the community now.
    Hope you guys like it. Thanks!

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 10.3 - Discussion Topic

    you can easily OTK with this on turn 10 right? play this, double innervate, then 5 mana spell that destroy mana crystals...

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 10.2 - Final Poll

    congratulation binza! Your design made my day, I literally subscribed to this forum to congrats you XD (usually I just in read-only mode)

    Posted in: Fan Creations
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