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    posted a message on Unannounced Game Mode Changes - No More Separate Casual Modes

    This sucks

    Edit: It was explained that there ARE seperate queues for casual mode. The game just does that on its own 

    Posted in: News
  • 1

    posted a message on Neferset Tharasher OTK (Tiller alternative)

    Why are people posting so much this combo? unless there is something I am not seeing, you can't target enemy inmune minions, so you can't cast hysteria on an enemy inmune Neferset Thrasher

    Posted in: Neferset Tharasher OTK (Tiller alternative)
  • 2

    posted a message on 19.4.1 Balance Patch Notes - Changes to Hysteria and Duels

    Being one that was in favor of changing the inmune mechanic so no player can target it, I gave it some thought and came to the conclusion that the way the game is coded is that attacking with a minion also count as targeting it. Since you are allowed to attack with stealthed and inmune minions (or your hero) this would be in line with the coding, but if you change inmune so no player can target it, you wouldn't be able to attack with the minion since you are "clicking" on it, and could also cause some wierd bugs with those weapons that give you inmune while attacking.

    One could argue that the "shroud" mechanic is a counter to my logic, but shroud says clearly "spells and hero powers", therefore it does allow to click on it, and by extension, attack with it if it's a friendly minion or attack it if it's an enemy minion. Inmune on the other hand, seems to completly block enemy click since you can't attack it either.

    The only friendly minions you are not allowed to click on it are dormant minions, which would be the one true inmune mechanic.

    The solution would be to have attacking coded as a seperate type of "targeting"', but that is not something you do in one week considering you are changing the backbone of the game, and could also cause a hell of a lot of bugs (that is how coding works)

    Posted in: News
  • 1

    posted a message on Wretched Tiller & Hysteria Interaction Change Coming Next Week!

    While this is very subjective, I think the reason they are nerfing Tiller quickly and not secret mage is because secret mage is a "deck from the past" that people want to come back and play, and it is a given that the power level of Wild is broken given the masive card pool (take Legacy and Vintage format from MTG).

    However Tiller is not a deck from the past, comes out of nowhere because of the interaction of three cards, and destroys all old control decks from Wild that players want to come back to, and has with little counter play from those decks (its hard to remove both Tillers or Deathspeakers without some crazy luck).

    Posted in: News
  • 2

    posted a message on Your Attendance is Requested at the Masquerade Ball! Week 1 Live!

    Has people forgotten that we were promised a new game mode? Was it cancelled, are there any news about it?

    Posted in: News
  • 16

    posted a message on Hearthstone Dev AMA Recap - No New Hero, Communication, Between Expansions Content, Rewards, Solo Content

    Guys. I'm very glad you are still passionate for hearthstone development, but please I hope you read this.

    "10 gold per 3 wins feells unrewarding"
    Finally, beyond having extra/new rewards, it should at least be 15 gold per 3 wins with a cap of 150 per day, Why? Well because one it allows players to buy an arena entry per day, and second because it sucks when you play an arena and end up with 5g that you can't use on anything until you complete a new arena run and hope you get a second 5g fraction.

    "No new game modes"
    OK so this is where I get pesimistic, some weeks ago you asked for feedback and the most common request was new games mode... please, I'm pretty sure Tournament Mode must be hard to implement, but what about "Giant Mode" (like a 40-50 deck size with more health) or a similar expansion-rotating mode for constructed, or an "objective mode" (like the win condition is not only reduce your opponent health to 0), or a conquest/last man standing/specialist mode for constructed, etc, etc.

    Finally I can see you are heavily investing time into arena, which is good, but maybe you could also add a free arena entry per week, to promote players to try it out. Players like me who know they suck at arena don't want to risk going like 1 or 2 wins, they rather save gold for packs, but a free entry per week would reduce that risk while getting better at drafting.

    I hope this is helpfull your you Blizz.

    Best regards.

    Posted in: News
  • 5

    posted a message on New Legendary Card Reveal - Hakkar, the Soulflayer

    I see a lot of confused comments about how this work with fatigue... and actually someone who got it right was getting downvoted.

    I know "cast when drawn" includes draw a card after the spell resolves.... HOWEVER! this card says: "AFTER YOU DRAW, shuffle two copies...".

    So if you have no cards left in your deck but this, it won't be an instant win. You would take 3 damage because of the spell, then 1 for fatigue, then you shuffle two copies, and the chain ends, you continue your turn as normal.

    Best regards.

    Posted in: News
  • 5

    posted a message on Global Games Cheering on Twitch Nears Final Community Reward - Golden Classic Pack

    I am confused... do I have to drop the cheer on a live global game? Or can I drop a cheer on a random playhearthstone video? Can it even be a VOD?

    Posted in: News
  • 3

    posted a message on Why Combo Decks are fine as an archetype

    I couldn't desagree more, by your rules, control decks also feel bad, since they don't go for tempo or board control the first 5-6 turns.

    Then you talk about Hearhstone like it is mandatory to play around tempo and board presence (because Exodia Mage do fight to control enemy board, they just don't play minions). There is nothing wrong with playing unconventionally.

    And finally, "you're opponent wasn't beating you..." is so subjecitve as when people say "feels like im loosing/winning". I know that if i pushed 20 damage in the first 4 turns against an Exodia Mage, I'm winning. Again, just because your opponent isn't playing by your rules (for his own board), doesn't mean he isn't beating you.

    Posted in: General Discussion
  • 1

    posted a message on Why Rush is (Probably) Stronger Than You Think

    Most of what you say is why Rush will be "fun" rather than "strong", here's my main reason why rush cards so far aren't good enough, the idea of charge is that it allows you to push face damage, or regain tempo by killing a minion. However rush cards so far have so little health, that they fail even in the second point, unless you are trading a 1-attack minion with your 4/2 rush, So mostly they are equivalent to a spell that would say "deal X damage". Argent Commander for example, was used mostly against minions rather than face, but that was because it has Divine Shield, so it would stick to the board and give you tempo advantage. Without divine shield, it would be crap.

    So when do I see rush minions useful, when you can trade a high-cost minion with your low-cost minion that has more attack than health, but that is sooooo specific I only see decks maybe runing 1 or 2 rush minions, but not a rush centric deck

    Posted in: Card Discussion
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