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    posted a message on Ladder ban of class/card
    Quote from DiamondDM13 >>

    As long as there is some penalty for using the ban, I'm okay with it. I personally want it implemented because it gets annoying when I get matched up against Priests multiple times in a row and I have to concede instead of playing the game (when what I want is to play it not concede, but I do not play against that class). Losing stars is a price I don't care about, if that means I don't have to constantly concede games at mulligan stage, specially when I'm in that mood where I want to play.

     This would make it perfect for casual play. I like your logic.
    Quote from RavenSunHP >>
    In dynamic balance, bans break the game instead of fixing it.
    I agree they break it to some extend, but they also show broken cards (we all know them, but with bans it would be obviously visible where the devs created a money maker).
    Posted in: General Discussion
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    posted a message on Ladder ban of class/card
    Quote from Atramentar >>

    you could exploit banning a class to make tier 1 decks virtually unbeatable by banning their hard counter. And because the format isn't conquest, you can just play that unbeatable deck over and over

    Would you agree unbeatable decks would exist because of bad balance, not because of class/card banning?
    Said otherwise - a perfectly balanced HS would benefit from class/card ban?
    Posted in: General Discussion
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    posted a message on Ladder ban of class/card
    Quote from RavenSunHP >>

    Some decks are kept in check basically only by a single hostile archetype.

    Class banning would lead to broken powerlevels in the ladder.

    This is true and it actually shows how badly designed some cards are. The moment you have the freedom to ban a class/card you actually realize how bad the balance in this game is. If the balance was OK, class/card banning would only stimulate deck building.
    Posted in: General Discussion
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    posted a message on Ladder ban of class/card

    Do you think there should exist options to ban a class/card on ladder in order to not be matched against?

    I personally think that would make the deck building in the game more interesting.

    Posted in: General Discussion
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    posted a message on [New Ability Idea] Evade

    Well, by the numbers of the responses in the thread it looks like most players don't find this mechanic a fun one...

    Posted in: General Discussion
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    posted a message on [New Ability Idea] Evade

    The concept is indeed powerful and it punishes decks that rely mainly on one mechanic (smorc/freeze/board clears).

    Posted in: General Discussion
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    posted a message on [New Ability Idea] Evade

    Haha, smorc decks usually fight for early board control and evade < 4 attack will literally make your minion invulnerable to their whole deck.

    Posted in: General Discussion
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    posted a message on [New Ability Idea] Evade

    The most important factor in any card game with incomplete information requiring skill is how many options a player has to punish his opponent when he knows/guesses/deduces his cards. In HS one may perfectly well know the curve of the hand one is playing against and one has still very few options to gain an edge over his opponent. Compared to poker for example - if you know your opponent is bluffing on flop/turn, you may easily hang him and make him lose his whole stack on the river.

    Here comes this new ability idea to help strengthen the skill factor in HS - Evade: Minions having the keyword Evade would be able to be specialized on play to dodge certain types of damage (similar to adapt, but with the idea to evade). The difference with adapt will be that your opponent won't know the type of damage this minion is able to evade (until your opponent enters the trap of course, just like with the secrets mechanic).

    Choices for Evade:

    • Weapon attacks
    • Attacks from minions with < 4 > attack
    • Attacks from charge minions
    • Cold/fire/lightning/chaos/poison/arcane/morph spells
    • Etc, etc...

    You get the idea. You know a warrior plays a weapon on 5 and you specialize the minion to evade weapon attacks. The warrior turn comes and he does play the weapon indeed in order to kill the evade minion you just played - surprise, he hits the ground. You know a board clear is coming in next turn - you make the minion evade the respected type of damage.

    Such keyword of course will require all damage types in HS to become noted on the cards, but this won't complicate the game for the new players, I mean one already knows the majority of these from their animations (frostbolt is cold damage type for example), right?

    So, what do you think? Agree/disagree?

    Posted in: General Discussion
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    posted a message on Hero cards, how often?

    Hero cards being removed from Arena means they probably won't include much of these in the next expansions. The less power creep the better.

    Posted in: Card Discussion
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    posted a message on Hero cards, how often?

    Very interesting topic.

    I would love these to be the only heroes we will see since these cards are high RNG and are bad for the competitive aspect of the game.

    However, I expect new heroes to be presented in every expansion from now on since these are best sellers for the game.

     

    Posted in: Card Discussion
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    posted a message on HS + HoMM = ?

    Is there a good online game like HS and HoMM combined together? Large battle arena like in HoMM instead of the fixed HS board with the mechanics of HoMM, but with the draw concept and high quality design of HS?

    Posted in: Other Games
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    posted a message on I hope Dragon Priest Dies to the Rotation (Drakonid Op is the reason)

    Drakonid Operative is more imba than the 4 mana 7/7 and just as good as the recently nerfed cards. I have no idea why the HS team that does the balance haven't fixed it yet. Clearly one of the top 3 most broken HS cards.

    Posted in: Standard Format
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    posted a message on Right Click Quest to Pause/Resume
    Quote from scout1515 >>

    Like making permanent login rewards.

    It is pretty much like this. Pausing quests will grant you an average of 2 more gold per day. It stimulates logins since one is free to play the classes he wants without caring that he is behind on gold.
    Pause/resume also makes the quest re-roll always a positive option since one can start re-rolling 50/60 gold quests in order to get the top gold/pack quests. Right now knowing that you can receive a 40 gold quest you can't pause that will block your other 50/60 gold quests makes re-rolling not always a good choice.
    Posted in: General Discussion
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    posted a message on Right Click Quest to Pause/Resume

    ^ I expect HS is here to stay. For many, many years. All types of QoL changes will come at some point.

    Posted in: General Discussion
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    posted a message on Right Click Quest to Pause/Resume
    Quote from FortyDust >>f2p players do not need additional encouragement or to be "kept happy."
     I wonder what percent of the players voted "No", because they don't like the f2p players lol.
    Posted in: General Discussion
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