If I have two copies of golden Azure Drake/Conceal etc. Will I get a refund on each copy? What's the limit? Is it two cards? Also, If I have two golden and two normal copies, what happens then?
I think you don't understand what "Ranked" means. The most important thing about ranked gameplay is skill. Right now there is no advanced deckbuilding. No new good decks have appeared scince like a month from the release of MSoG. And the most idiotic thing is that you will face Face Warrior from rank 20 to rank 5, where you will face Face Shaman or Jade Shaman or whatever. So, I guess skill doesn't matter in this game. Only your card collection and Deck winrate.
Sorry, english is not my native language. Maybe I wrote not exactly what I meant to write. I guess i just want this game to focus on skill. On variety of deckbuilding possibilities (Modern decks usually do not swap any cards, because we've already came up with the perfect list). They have the basic mechanics and they're fine with them. I can't call the Jade Golems "A new mechanic", It isn't as interactive as Combo or Battlecry. Old patron warrior was a very OP but also a very skillful deck. Why can't we have that?
Basically yeah, i think the game is kinda becoming a no-brainer. There are accasional games that do in fact require skill and some deeper knowledge of the game, but mostly it all comes to you or your opponent making a mistake. Or just getting a better draw. What's most important is playing a deck with a 50%+ winrate and you're fine. Legend makes no sense (I'm telling you that, because I reached it a couple of times and it's not even close to be called an achievement. And I got to like top 250, maybe if I tryharded I would reach #1). The game doesn't reward you for playing complicated strategies but instead rewards you when you play fast-paced and simple decks with high winrate.
I want to say that I was always a fan of Combo decks like the old Miracle Rogue (Not the new one), Freeze Mage, OTK Warrior (Not as retarded as it was right before the nerf though.)
it was like a new wave of hope for me. The deck is amazing, fun and most important - it works!
So I've been thinking about it. All the new decks are mostly based on the "Turn-1, turn-2, turn-3..." factor. In pre-Naxx there were so many decks that were made by putting just a lot of combos in. Remember Reynads hunter with Tundra Rhino ? The old freeze Mage was also pretty fun (and difficult!) to play properly. The miracle rogue was also more complicated when it was just about 8 minions and 22 spells. It had style (Though was broken and then nerfed to bits). Now. What unites these 3 decks of the past? Game plan. They all had some sort of a unique game plan. It could've been a giant Leeroy burst, or a Stampede of beasts, or Alexstrasza . And don't get me wrong. Burst is bad. But it's bad if you can literaly burst your opponent on turn 5 or 6. When you have to wait for like 10 or 15 turns it's fine. Your opponent will have time to kill you or prepare for your burst. Now let's see what's the gameplan for today's tier 1 decks.
Mid-Range Shaman - play minions, clear your opponents minions with spells, hit face. Repeat.
Miracle Rogue - play pirates. Hit face. Gadzhetzan + Conceal. Hit face.
Reno Warlock - play minions, clear your opponents minions with spells, hit face. Now actually it's a pretty great deck. In good hands it's broken. In bad hands it's shit. I would kinda prefer the Old Handlock, but Reno it is.
Pirate Warrior - SMOrc.
Dragon/Control Priest - play minions, clear your opponents minions with spells, hit face.
Reno Mage - play minions, clear your opponents minions with spells, hit face. Also a pretty skillful deck though.
Druid - Jade is a retarded mechanic. The Malygos/Kun druid is a pretty cool deck to play.
Paladin - Skip turn 1. Hero power. Concede.
So, most of the decks have a pretty simular game plan. Imagine if you've replaced the artwork on different class cards, you wouldn't notice the difference (Kinda :P)
Classes lose their character, their soul. I don't know what's the problem exactly. I think it's because of the lack of mechanics in the game, we need more complicated card texts.
Let's look at other popular games like WoW or DotA 2, CS - their developers give players patches with buffs/nerfs like every month. Why Hearthstone can't have that? It's a DIGITAL card game. I'm sure that changing stats on a card is just changing like one variable. That's it. Maybe a little more than that, but Blizzard makes too much money to not have these things in perspective.
That's just my opinion. Write your own favourite decks from any period of Hearthstone history. Thanks! :D
I dont think that Jade Golem is a good mechanic. But Kazakus is very good. We're losing Reno this Spring though so that can be a problem. Maybe we'll get something else to compensate.
0
If I have two copies of golden Azure Drake/Conceal etc. Will I get a refund on each copy? What's the limit? Is it two cards? Also, If I have two golden and two normal copies, what happens then?
0
And we're getting an elf. Again FFS Blizz
18
Apple takes an app for checking. And this check lasts about two or three weeks. That's why they can't launch the patch on every device simultaneously
1
I think you don't understand what "Ranked" means. The most important thing about ranked gameplay is skill. Right now there is no advanced deckbuilding. No new good decks have appeared scince like a month from the release of MSoG. And the most idiotic thing is that you will face Face Warrior from rank 20 to rank 5, where you will face Face Shaman or Jade Shaman or whatever. So, I guess skill doesn't matter in this game. Only your card collection and Deck winrate.
15
What do you think?
0
Sorry, english is not my native language. Maybe I wrote not exactly what I meant to write. I guess i just want this game to focus on skill. On variety of deckbuilding possibilities (Modern decks usually do not swap any cards, because we've already came up with the perfect list). They have the basic mechanics and they're fine with them. I can't call the Jade Golems "A new mechanic", It isn't as interactive as Combo or Battlecry. Old patron warrior was a very OP but also a very skillful deck. Why can't we have that?
1
Basically yeah, i think the game is kinda becoming a no-brainer. There are accasional games that do in fact require skill and some deeper knowledge of the game, but mostly it all comes to you or your opponent making a mistake. Or just getting a better draw. What's most important is playing a deck with a 50%+ winrate and you're fine. Legend makes no sense (I'm telling you that, because I reached it a couple of times and it's not even close to be called an achievement. And I got to like top 250, maybe if I tryharded I would reach #1). The game doesn't reward you for playing complicated strategies but instead rewards you when you play fast-paced and simple decks with high winrate.
0
Well, I got Legend playing Miracle rogue in season 30. Maybe i don't know everything about this game, but at least I know something :D
4
I want to say that I was always a fan of Combo decks like the old Miracle Rogue (Not the new one), Freeze Mage, OTK Warrior (Not as retarded as it was right before the nerf though.)
After taking a look at
So I've been thinking about it. All the new decks are mostly based on the "Turn-1, turn-2, turn-3..." factor. In pre-Naxx there were so many decks that were made by putting just a lot of combos in. Remember Reynads hunter with Tundra Rhino ? The old freeze Mage was also pretty fun (and difficult!) to play properly. The miracle rogue was also more complicated when it was just about 8 minions and 22 spells. It had style (Though was broken and then nerfed to bits). Now. What unites these 3 decks of the past? Game plan. They all had some sort of a unique game plan. It could've been a giant Leeroy burst, or a Stampede of beasts, or Alexstrasza . And don't get me wrong. Burst is bad. But it's bad if you can literaly burst your opponent on turn 5 or 6. When you have to wait for like 10 or 15 turns it's fine. Your opponent will have time to kill you or prepare for your burst. Now let's see what's the gameplan for today's tier 1 decks.
Mid-Range Shaman - play minions, clear your opponents minions with spells, hit face. Repeat.
Miracle Rogue - play pirates. Hit face. Gadzhetzan + Conceal. Hit face.
Reno Warlock - play minions, clear your opponents minions with spells, hit face. Now actually it's a pretty great deck. In good hands it's broken. In bad hands it's shit. I would kinda prefer the Old Handlock, but Reno it is.
Pirate Warrior - SMOrc.
Dragon/Control Priest - play minions, clear your opponents minions with spells, hit face.
Reno Mage - play minions, clear your opponents minions with spells, hit face. Also a pretty skillful deck though.
Druid - Jade is a retarded mechanic. The Malygos/Kun druid is a pretty cool deck to play.
Paladin - Skip turn 1. Hero power. Concede.
So, most of the decks have a pretty simular game plan. Imagine if you've replaced the artwork on different class cards, you wouldn't notice the difference (Kinda :P)
Classes lose their character, their soul. I don't know what's the problem exactly. I think it's because of the lack of mechanics in the game, we need more complicated card texts.
Let's look at other popular games like WoW or DotA 2, CS - their developers give players patches with buffs/nerfs like every month. Why Hearthstone can't have that? It's a DIGITAL card game. I'm sure that changing stats on a card is just changing like one variable. That's it. Maybe a little more than that, but Blizzard makes too much money to not have these things in perspective.
That's just my opinion. Write your own favourite decks from any period of Hearthstone history. Thanks! :D
0
Bullshit.
17
ACHIEVEMENTS PLS
0
Kazakus is broken.
0
Adventure will give you more dust after disenchanting legendaries than an average pack. So go on and buy Karazhan. It's pretty awesome as well :D
0
meh.
0
I dont think that Jade Golem is a good mechanic. But Kazakus is very good. We're losing Reno this Spring though so that can be a problem. Maybe we'll get something else to compensate.