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Nov 6, 2019Royal_Naga posted a message on Weekly Card Design Competition 10.13 - Discussion TopicPosted in: Fan Creations
Oct 3, 2019Royal_Naga posted a message on Weekly Card Design Competition 10.8 - Discussion TopicPosted in: Fan Creations
Sep 11, 2019Royal_Naga posted a message on Weekly Card Design Competition 10.5 - Discussion TopicPosted in: Fan Creations
Aug 17, 2019Royal_Naga posted a message on Weekly Card Design Competition 10.2 - Discussion TopicPosted in: Fan Creations
Aug 7, 2019Royal_Naga posted a message on Weekly Card Design Competition 10.1 - Discussion TopicPosted in: Fan Creations
Dec 15, 2017Royal_Naga posted a message on Deck builders for Bosses and miscellaneous fan creationsPosted in: Fan Creations
I been coming up with ideas that I want to share with you guys so you can shit on them (just kidding) but been having problems finding a deck builder that lets me add cards from different classes. I want to know if anyone knows a way to display a deck in a less clunky way than just writing it down card by card. Thanks in advance for your time and feedback
Nov 19, 2017Royal_Naga posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place!Posted in: General Discussion
Was playing arena, me Mage, the enemy was a Rogue, his deck was all over the place without much synergy between the cards, he stars tryin gto rush me down dumping his hand in to the board even when I was clearly setting up for board clear, at 14 health I cleared the board with Flamestrike.
The the enemy rogue topdecks card draw and start filling the board again, but with trades i manage to retain control with smart trades but all my dreams came crashing down when the last card in his hand was Deathwing
Nov 13, 2017Posted in: Card Discussion
Mage play styles are pretty rigid: They either gain health and board advantage with tempo decks (Secret mage and the old Flamewaker Deck) or control the board and finish with a combo of burst (Frezee Mage, Control Mage, etc)
In this vast spectrum that goes from aggro to control you have to ask yourself the question, Where does this "Freezing" Mage archetype that blizzard is trying to introduce fits? I'm talking about cards like Coldwraith, Cryomancer and Shatter. Most of the people seem to hate this idea that Blizzard is trying to introduce, but why is that? In my opinion I feel that Freezing an enemy minion is a "control" tactic that sometimes can also be used in a similar way Sap is used, however they are mean to buy the player time rathen than interact with the board, while in the other hand the freeze related cards (the ones mentioned before) are more tempo related.
Nov 6, 2017Royal_Naga posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place!Posted in: General Discussion
So here is a short story:
For context I have a large friend list that I constantly modify, in order to get the most gold "challenge a friend" quest I only keep people that I constantly play for that 80 gold (sometimes I score 240 a day if i'm lucky). Also, to not be a total leech I try to constantly talk to them about the game or expectate their games. One guy that I remove from my list a week ago since he wasn't being very active pops ups in a ranked match:
I was Razakus Priest, he was Tempo rogue, in the first 3 turns he dumps his hand on the board in a very clumsy way (For example dumping 2 Fire Fly and Flame Elemental by turn 3 instead of saving it for the Edwin VanCleef he droped in turn 4 has a 4/4 instead of the 6/6 it could have been with coin. By turn 5 I cleared his board twice and he had 1 card left in hand, he ragequits.
- The grief friend invite pops up in the corner of my screen, since I remembered him I figure I would tell him in order to pacify him and challenge him for 80 gold (Since I had that quest)
What followed could only be described as Donald Trump confusing his HS with his Twitter one
"Ni*** piece of trash lololol play OP meta deck"
"Dude, you pushed a lot of damage early, anyway wanna play for quest?"
"Bet you are triggered"
He quickly eliminates me from his friend list before I can respond or tell him that we used to play together, I try waiting a bit and adding him again a couple of times but he only accepted to let me know how much of a "trash n*** i was and how pathetic I look" the fun part is not only that he added me first to insult me for my deck choice, but also that he picked the wrong racial slurs since I'm another kind of PoC. It baffles me that a person that can hold a conversation with you a month ago turns into such a dumpster fire for over a card game.
If you are reading this Pink***n know that you not only lost the game, but also 80 gold.
Oct 28, 2017Posted in: Card Discussion
I get your point but adventures altogether are becoming incredibly irrelevant due to Blizzard going from adv - exp - adv to exp - exp - exp. Sure there might be some pve content but the main focus is adding a metric ton of new cards to the game, and sometimes these cards just beat bosses really easily.Yes, I guess I kinda understand now why blizzard is removing old adventures for new players; new cards totally destroy the gaming experience of these adventures. For example the way you can gear up any class (even Hunter) and steam roll "Temple Escape" is really boring a new player that has the money to buy old sets won't get the same experience we had with let's say Chromaggus (IMHO one of the hardest bosses in heroic)
Oct 28, 2017Posted in: Card Discussion
Every time a new expansion comes out I play against the bosses from previous adventures to test the power level of the card pool in my findings I notice a couple of things:
1) Standard formant is stronger than any boss in "Curse of Naxxramas" since WotOG since the tempo that those decks can dish out can keep up with most of Naxx bosses (Keep in mind that with every expansion Heigan the Unclean receives a small power boost) while in other adventures the mechanics change to turn the bosses in puzzles (For example Vaelastrasz the Corrupt with his mill deck) that the players can only solve with an specific combination of cards, however taking in consideration that card generation and card draw increased since WoTOG is safe to assume that bosses have become easier.
2) In Wild if you have the notion that you can steamroll any boss with any deck you will quickly find this to be wrong, HOWEVER, unlike in the past when people had to tech their entire decks to in order to defeat the bosses now you can play for example one of the top ladder decks and with a couple of tries defeat the boss. Even better if you decide to tech your deck in order to take down a boss from any adventure before until "One Night in Karazhan" you will find that with deck aimed to beat a boss you NO LONGER have to rely on Priest alone (The ultimate boss killer tool). For example I manage to beat the following bosses with every class in heroic mode:
Noth - Loatheb - Rivendare - Coren Direbrew - Dark Iron Arena - Baron Gedon - General Drakkisath - Atramedes - Zinaar - Temple Escape - Steel Sentinel - Rafaam (1) - Silveware Golem - Magic Mirror - Romulo and Julianne and Big Bad Wolf.
I still need more testing to see if I can defeat the remaining bosses with every class but so far the only class falling behind is Hunter due to lack of heals.
Jun 29, 2017Posted in: Fan Creations
Do you remember when you started playing Hearthstone for the first time? How the tutorial introduced mechanics while meeting iconic characters from the Warcraft universe?
Would you live that experience now that you understand the game and have a bigger collection? Of course that the bosses themselves get stronger cards in order to live up to your changelle.
Part 1: Hogger
Hogger comes back again to give us a dose of nostalgia in the form of Inspire effects that have stronger synergy with his Hero Power.
Hogger's Gnolls are meaner than ever, if you don't remove them from the board quickly they grow in strength and numbers.
Note: Hogger will attack with any unit with Stealth on his side of the board, he won't sit on a Gnoll until it is a 10/10.
Should they fail to swarm you, he brings out the heavy tools in his arsenal:
Hogger's deck also contains tools such as Big Bad Claws and Looming Presence to keep card advantage and tempo, this, together with burst damage from cards such as Sinister Strike, Headcrack and Dart Trap you can lose quickly if you are unprepared.
Part 2: Lorewalker Cho
Lorewalker Cho, unlike Hogger takes advantage of the new Quest mechanic, slowly but surely preparing to unleash a powerful barrage of value.
His Hero Power "Historian's Quest" is an autocast Hero Power that plays a different Quest each turn until it has all nine quest, this cannot be interrupted with Counterspell so try to defeat Cho before he reaps each Quest's rewards. After using his Hero Power 9 times he switches to Soothing Mist and will attemp to outlast you in the long game.
Note: The order for the Quest are: Fire Plume's Heart, Awaken the Makers, Open the Waygate, The Marsh Queen, Jungle Giants, The Last Kaleidosaur, The Caverns Below, Unite the Murlocs and Lakkari Sacrifice
Cho minions are annoying and will stop you from rushing down the patient Lorewalker
Lorewalker Cho is always prepared to answer midrange decks with minions that generate a lot of tempo and cards to refill his hand.
Lorewalker Cho's deck has cards that have synergy with the Quest cards such as Hallucination, Youthful Brewmaster, Ancient Brewmaster, Lotus Agents, Lotus Assassin, Mind Vision [/card]and [card]Gang Up
Ancient Herbalist x 2
Pandaren Scout x 2
Shado-Pan Monk x 2
Tushui Enforcer x 2
Brewmaster x 2
Lotus Agents x 2
Lotus Assassin x 1
Transcendence x 2
Hallucination x 2
Mind Vision x 2
Gang Up x 2
Monster Lore x 2
This thread will be updated with each of the tutorial heroes soon...
Jun 20, 2017Posted in: General Discussion
It feels like Joust and Inspire were mis-interpreted as bad mechanics, when it was the cards themselves that didn't take advantage of the mechanics. In particular Joust. A mechanic which should benefit decks with a higher curve, gives both players insight into a card still within each other's decks...sounds great. But the cards were so bad if the Joust wasn't won that most were unplayable. Of those playable, King's Elekk was a 2 mana 3/2 in an aggressive class...that's perfectly fine if you don't win the Joust. If more were fairly-statted in every case it would have went over nicely.
Not that some mechanics that didn't pan out shouldn't be left behind. Not a single person will miss Jades when they rotate out: the mechanic was stupid and uninteresting from the start. Quests turned out pretty poor - 7 are unplayable bad, 1 tolerable but disliked by many, 1 abomination that might be the worst thing they've ever released. Maybe worth another look, but missing that badly again would be hard to stomach.
And the opposite of leaving behind underappreciated mechanics: they tend to overdo mechanics that are well received at the start. Discover was great on Dark Peddler and Jeweled Scarab. Then they continued to release more and more Discover cards each set, the power level increased, the variance in effects increased, and now the most dreaded words in Hearthstone are "Created by". Reno would be the other - people loved the highlander mechanic. It was cool when you realized on turn 5 that you've seen two borderline cards and someone might randomly be playing a Reno deck. Then it quickly shifted to unbearable when they decided "People love Reno decks! Let's push it further!" and made Renozakus decks the only viable control decks in the meta for four months.I agree that mechanics that are harmful for the game should be left behind. like you say Inspire and Joust cards stats were so bad that people couldn't afford to take the risk of playing them. On the other hand I feel that not pushing for old mechanics like those wastes the potential of cards with "Brann" type effects, imagine how different if back in TGT was a card that read "Your Inspire effect trigger twice"
Jun 20, 2017Posted in: General Discussion
First of all this is not a "game is dead" thread, but rather a discussion about the direction the game is taking and how some unused ideas could be damaging for the game.
Many times in card games some mechanics are left behind because they aren't as effective as the developers expected them to be or they are unhealthy for the longevity of the game, However many of the mechanics that Hearthstone left behind through his expansions hold a great deal of potential and one can't help but wonder why they were left behind so quickly.
In most cases Blizzard has decided to favour racial card synergies (Dragons, Murloc, Pirates, Elementals, Totems) and some basic deck archetypes that were already popular in the game (Control Warrior Warrior, Zoolock, Control Priest, etc.)
For example does anyone remember how weak Inspire and Joust felt, mostly because these cards didn't have "enablers" such pirates having weapons, Silver Hand Recruits having cards that buff and spawn them, "Holding a Dragon" getting more and more dragons to proc the battlecry effect, etc. In recent expansion we have seen clever and interesting mechanics be forgotten in the next expansion or never expanded upon. For example the "menagerie effect" from cards like the Zoobot and Menagerie Magician. In MGG it seemed like the perfect time to put this kind of synergy with the Hunter class (for example) but instead Blizzard pushed "buff you hand" mechanic and it never went nowhere for Hunter, for example Trogg Beastragger is at most a 4/3 for a specific tribe while Grimestreet Outfitter can be a 4/4 easily. The Trogg could be a 2/2 "Give a random, Beast, Dragon, and Murloc in your hand +1/+1/" and not much about the card power level would change, but it could enable a new archetype for Hunter, same Stealh cards introduced in MGM, they aren't bad cards but It made no sense to release them at that point (When Rogue had many identities unfulfilled (Such as adding cards from a different class, Pirate or Jade Golems). Luckydo Buccaneer is a strong tempo card, but there isn't any reliable support for it and it ends up being a -harder to enable" Drakonid Crusher.
Also what happened to the tri-class cards? Where they mean to be ONLY for MGG? I get that lore wise it makes sense, but what is the point of waisting a HUGE game development possibility just to add more flavor to the game?
How do you all feel about this?
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