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    posted a message on Can we just say it already?

     

    Quote from Kyomugen >>

    Eh, The Witchwood is a toolbox set. Toolbox sets aren't meant to look obviously impressive like, for example, a loud release like Frozen Throne will. Toolbox sets exist to sprinkle cool new toys for a wide variety of people to try over time. And I guarantee you over time more and more Witchwood cards will worm their way into various decks. This exact thing happened with TGT - set seemed kinda' shitty overall, then suddenly a while later various cards from it started showing up more and more here, there, and everywhere.

    The reason a lot of people are initially disappointed with the set is simply because its big hooks didn't immediately detonate the meta like Quests and Death Knights did. But I bet you a very large percentage of decks out there have at least a single Witchwood card in them. And I bet if you take every single one of those single cards, you'll end up with a decent little chunk of the set. And I'd consider that a win to be quite honest with you.

     
    So you're literally saying that because witchwood cards are at all used, it's a win? I don't understand how this is an argument for it being a good expansion. It's an argument for it not being totally unusable. Also note that this is right after a rotation. Witchwood has the least amount of cards to compete with so expectations for its cards being used are even higher than normal.
    Why is it good to have an expansion that has little viable flavour to it?(Toolbox) Even worse, so far even decks that do have cards like baku in it are mostly not defined by it gameplay-wise. It's just an addition that makes it stronger. Maybe if it enabled a ton of previously completely unused deck archetypes it would be okay(still not great), but it doesn't seem to do much of that either.
    I just don't see it having that much gameplay value over having just the rotation without the expansion. Would that much really change if the expansion wasn't there?
    Posted in: General Discussion
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    posted a message on Can we just say it already?

     

    Quote from Ndy19 >>

     

    Quote from TripleOmega >>

    What disappoints me the most is just how little impact the expansion is having on gameplay. Sure from a deckbuilding perspective Witchwood is offering a lot of potential variety, but I went through several pages of top decks yesterday and the vast majority had little to no WW cards. And of the WW cards a lot were also low gameplay-impact cards(ex. just a well statted minion).

    For the most part it all just feels like very familiar territory with a slight twist. And for a product that is this insanely expensive I expect way more.

     
     All i need to do in order to counter your point is name 2 cards: Baku the Mooneater and Genn Greymane.
    Both of these have spawned a multitude of viable decks, revitalizing some aggro, midrange, or even control aspects on the form of handlock.
    And sure, old decks still exist, but there is plenty of new stuff as well. If you wanted the game to feel completely different, then you would not need a rotation, you would have to change the mechanics entirely. Simply because there will always be aggro, midrange, control, and alternate wincondition (combo, quest, etc).
     
    I do not see how this is a counterargument from a gameplay point of view. Most of these decks have few new cards, some are even limited to just Baku or Genn. And as you say they are just revitalized old decks. Now compare this to things such as hero cards or quests which created actual new gameplay by themselves and I think it feels rather underwhelming.
    Posted in: General Discussion
  • 0

    posted a message on Can we just say it already?

    What disappoints me the most is just how little impact the expansion is having on gameplay. Sure from a deckbuilding perspective Witchwood is offering a lot of potential variety, but I went through several pages of top decks yesterday and the vast majority had little to no WW cards. And of the WW cards a lot were also low gameplay-impact cards(ex. just a well statted minion).

    For the most part it all just feels like very familiar territory with a slight twist. And for a product that is this insanely expensive I expect way more.

    Posted in: General Discussion
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    posted a message on New Warlock Card Reveal: Voidlord

    This is only true if you've had enough demons die. Currently there are enough DK turns that do not summon a full board. In those cases this would just add to the value even if you don't hit the 9-drop. Also the chance of summoning a 9-drop partially offsets the downside. On average it's worth around 3 mana on resummon. Not as good as dreadlords on average, but better then the voidwalker(s) that are probably already in the resummon-pool.

    Posted in: News
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    posted a message on New Druid Legendary Revealed: Twig of the World Tree

    But Astral Communion does not. And that has the exact same card text as Twig of the World Tree.

    Posted in: News
  • 0

    posted a message on New Druid Legendary Revealed: Twig of the World Tree

    It would be a very weird inconsistency if a card with literally the same card text "Gain 10 Mana Crystals" did something different.

    Posted in: News
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    posted a message on New Druid Weapon - Twig of the World Tree

    I don't understand why people think this will refresh your mana crystals. On the gamepedia for Astral Communion(Which has the same card text) it says you gain Excess Mana when you have 10 mana crystals because it otherwise would have no effect. If Astral Communion does not refresh the mana crystals you already have then Twig of the World Tree shouldn't either.

    Posted in: Card Discussion
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    posted a message on Weekly Card Design Competition 6.20 Final Poll

    To be honest, the shaman HP gave me the most trouble. I considered making it just summon a searing totem or make the useless totem a 0/2, but I felt this would make it a lot better than the weakened paladin HP. In the end, I felt that at least keeping the totem tag for shaman and silver hand recruit name for paladin held enough synergistic value in itself. Also, thanks for liking my card. This is the first time I've made it to the final poll and I put a lot of work into my entry, so it means a lot to me.

    I agree that the totem tag does have value. Compared to the paladin HP it seems reasonable, but I would argue that if you compare it to Druid that only loses the armor part and still gets to attack like usual it's a much bigger nerf. It's certainly a tricky one as you can't just cut all the values in half. Maybe paladin and shaman should have new unique tokens like: Silver Hand Trainee - 1 mana 0/1 - Has +1/+0 if you have more than one Silver Hand Trainee.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 6.20 Final Poll
    Quote from Sinti >>
    Quote from TripleOmega >>

    Quickfire review (I fucked up my last one. I'll do better this time.):

    Note I refer to Hero Power as 'HP' throughout the review.

    "King Klozzik the Undecided" by RazorOfArtorias: Shifting between a way worse priest HP and the mage HP doesn't seem worth the sacrifice of both the rogue HP and an understatted minion.

     

    "Alemental" by Cogito_Ergo_Sum: The fact that this is just a way better shaman HP for elementals is kinda disappointing.

     

    "Mutanus The Devourer" by KingKuba: My favorite flavor wise. Always different depending on the opponent. I'm worried though that it might not be playable since some combinations are quite bad against the opponents that use that HP.

     

    "Edwin, Voice of the People" by ThisOtherGuyTox: Handbuff Paladin is a bit on the back foot right now, but I'm not sure if giving them a potential mini Jaraxxus is the way to go. I'm on the fence about this one. It's also worth noting that it's terrible when unbuffed, so the power difference based on when you drew this is really high.

     

      

    "Power Trip" by Soulbattle: This seems really cool for warlock, but I can't figure out how this would work for other classes. What happens if priest steals this for example? It seems to be a bit of a gap in the design.

     

    "Finley of the Ebon League" by Nelween: I don't like this as it takes the flavour away from the class specific DK's. If anyone can just get anything it kinda ruins it in my opinion.

     

    "Elerethe Renferal" by Heinibrother: This seems reasonably balanced for a class card. Flavour wise not that special as it's just two already existing powers combined, but the choose one keeps the druid theme going.

     

    "Harsh Librarian" by _Envy_: I really like this. Balanced class card that keeps to the theme of the class. It's also cool how it's temporary based on the deathrattle, meaning you could silence it yourself to keep the silence HP.

     

    "Drekavoc the Defiler" by TheGentleman99: I love this one. My favorite overall. Giving up part of your HP for board gain. Small note though that the shaman HP nerf seems extreme compared to the rest.

     

    "Lorereviser Cho" by hauauftastatur: Jade Idol

     

    "Lady Liasdrin, the Sha'tar" by Hallstatt1110: I love the theme and the uniqueness of giving a hero divine shield. I don't like the demon hate on the weapon from a mechanics point of view. It'd give paladins a higher winrate against specifically warlock for seemingly no reason other than theme.

     

    "Dronodan, Immortal Hunter" by SrVitor: Ball of Spiders with charge + a HP that summons a Webspinner with charge and uses Play Dead for 7 mana. This seems way over the top.

     

    "Taskmaster's Whip" by SWGolgoth: Assassin's Blade with extra effect for 1 mana more. Thematically fitting with warrior. Seems solid. I'm just trying to figure out what warrior would use this. Maybe taunt warrior?

     

    "Back Off!" by neonsalmon: Turning warrior into Mage+ seems really boring and not thematically fitting.

     

    "Soul Sacrifice" by Turkeybag: Seems like a purely anti-fatigue card. I don't see this being used just to gain a temporary 2 card advantage. Does warlock really need this?

     

    "Wilfred Quizzlebang" by FallenPiano: A cool filler legendary for a new set with some fringe applications as it prevents the opponent's HP next turn.

     

    "Black King" by DemonicPlushie: The battlecry ruins it. Deathwing effect without discarding your hand on a neutral 8 mana card seems unwise to add to the game.

     

    "Overpowered Felguard" by Phoenixfeather: I'm a bit apprehensive of giving warlock another really good 1-drop, but sacrificing your HP as warlock is a really big deal. Really cool, would have to test for balance.

     

    "Jack, Master of all Trades" by Zukuu: I'm not sure what "better Hero Power" encompasses. Are we talking better basic hero powers like Justicar Trueheart gives?

     

    "Mimic" by Demonxz95: Thematically really cool, but seems to suffer the same fate as Shadowform. Very slow the turn you play it. Probably too slow.

    Hi, its nice of u to provide some feedback and share your thoughts, but try to utilize a spoiler next time, so your post isnt this loooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooong, thanks :)
     Just for clarity is the idea that I spoiler each card individually? Or just put the entire post in a spoiler when it becomes this long?
    Posted in: Fan Creations
  • 2

    posted a message on Weekly Card Design Competition 6.20 Final Poll

    Quickfire review (I fucked up my last one. I'll do better this time.):

     

    Note I refer to Hero Power as 'HP' throughout the review.

    "King Klozzik the Undecided" by RazorOfArtorias: Shifting between a way worse priest HP and the mage HP doesn't seem worth the sacrifice of both the rogue HP and an understatted minion.

     

    "Alemental" by Cogito_Ergo_Sum: The fact that this is just a way better shaman HP for elementals is kinda disappointing.

     

    "Mutanus The Devourer" by KingKuba: My favorite flavor wise. Always different depending on the opponent. I'm worried though that it might not be playable since some combinations are quite bad against the opponents that use that HP.

     

    "Edwin, Voice of the People" by ThisOtherGuyTox: Handbuff Paladin is a bit on the back foot right now, but I'm not sure if giving them a potential mini Jaraxxus is the way to go. I'm on the fence about this one. It's also worth noting that it's terrible when unbuffed, so the power difference based on when you drew this is really high.

     

      

    "Power Trip" by Soulbattle: This seems really cool for warlock, but I can't figure out how this would work for other classes. What happens if priest steals this for example? It seems to be a bit of a gap in the design.

     

    "Finley of the Ebon League" by Nelween: I don't like this as it takes the flavour away from the class specific DK's. If anyone can just get anything it kinda ruins it in my opinion.

     

    "Elerethe Renferal" by Heinibrother: This seems reasonably balanced for a class card. Flavour wise not that special as it's just two already existing powers combined, but the choose one keeps the druid theme going.

     

    "Harsh Librarian" by _Envy_: I really like this. Balanced class card that keeps to the theme of the class. It's also cool how it's temporary based on the deathrattle, meaning you could silence it yourself to keep the silence HP.

     

    "Drekavoc the Defiler" by TheGentleman99: I love this one. My favorite overall. Giving up part of your HP for board gain. Small note though that the shaman HP nerf seems extreme compared to the rest.

     

    "Lorereviser Cho" by hauauftastatur: Jade Idol

     

    "Lady Liasdrin, the Sha'tar" by Hallstatt1110: I love the theme and the uniqueness of giving a hero divine shield. I don't like the demon hate on the weapon from a mechanics point of view. It'd give paladins a higher winrate against specifically warlock for seemingly no reason other than theme.

     

    "Dronodan, Immortal Hunter" by SrVitor: Ball of Spiders with charge + a HP that summons a Webspinner with charge and uses Play Dead for 7 mana. This seems way over the top.

     

    "Taskmaster's Whip" by SWGolgoth: Assassin's Blade with extra effect for 1 mana more. Thematically fitting with warrior. Seems solid. I'm just trying to figure out what warrior would use this. Maybe taunt warrior?

     

    "Back Off!" by neonsalmon: Turning warrior into Mage+ seems really boring and not thematically fitting.

     

    "Soul Sacrifice" by Turkeybag: Seems like a purely anti-fatigue card. I don't see this being used just to gain a temporary 2 card advantage. Does warlock really need this?

     

    "Wilfred Quizzlebang" by FallenPiano: A cool filler legendary for a new set with some fringe applications as it prevents the opponent's HP next turn.

     

    "Black King" by DemonicPlushie: The battlecry ruins it. Deathwing effect without discarding your hand on a neutral 8 mana card seems unwise to add to the game.

     

    "Overpowered Felguard" by Phoenixfeather: I'm a bit apprehensive of giving warlock another really good 1-drop, but sacrificing your HP as warlock is a really big deal. Really cool, would have to test for balance.

     

    "Jack, Master of all Trades" by Zukuu: I'm not sure what "better Hero Power" encompasses. Are we talking better basic hero powers like Justicar Trueheart gives?

     

    "Mimic" by Demonxz95: Thematically really cool, but seems to suffer the same fate as Shadowform. Very slow the turn you play it. Probably too slow.

     

    Posted in: Fan Creations
  • 0

    posted a message on What's really so wrong with Netdecking?
    Quote from Toymachine >>
    • If they are too stupid to make it on their own which after 3 years of bad ladder I assume they are (no other logical explanation), why wouldn't they copy a system from other better games, like Gwent for example? Pro ladder there "forces" you to play 4/5 "classes" and to consistently be good with each of them to achieve good ranking position. Blizzard could so similar thing, encouraging/forcing people to play different stuff at highest ranks all the time. So people couldn't take a single face deck and GG Top 100 while watching a movie in other tab, but they'd have to play all classes and be good with all of them to win. Ofc this has to go together with balance, so more than 1 viable deck per class for additional variety, but even without it, if everyone would play the best deck for each class, you'd have all 9 classes all the time and 9 different decks at least on high ladder, which is roughly about two times more than in most balanced metas of HS. 

    This is a cool idea from a pure mechanics perspective, but to make it work Blizzard would have to rework the entire Hearthstone economy. Currently maybe 1-2% of all players would be able to afford to play in an environment like that. And people are already complaining heavily that Hearthstone is currently too expensive with the three expansions per year setup.

    If you force people to run multiple classes and they don't have the cards needed to make decent decks for all of them you run the risk of people having extremely variable winrates based on what class they are forced to play. This could lead to a lot of matches being very one-sided as people's A-decks go up against other people's C-decks. Effectively tradings wins back and forth.

    Unless I'm missing some workaround the only way to solve this is to make sure everyone can actually make decks of roughly the same quality across all the classes they need to play. This would require a very different level of access to cards than we have today.

    Posted in: General Discussion
  • 0

    posted a message on Weekly Card Design Competition 6.14 - Final Poll

    You do know that Immune nullifies Taunt, right?

    I had no idea that worked that way. Maybe I don't remember an earlier occurrence, but I can't recall a time I faced an opponent's Immunity alongside with taunt. If this is true it changes my analysis greatly. Is there a link you could provide where I can view this in action or read about this rule somewhere?

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 6.14 - Final Poll

    Way too many of these submissions are incredibly abusable.

    1. Purrgatory - You can end up with a 1-turn immune taunt on the board.
    2. Emperor Shaohao - Can give a taunt permanent immune. Especially abusable in big priest as they can copy minions in their deck and cheat them out early.
    3. Crucible-Tested - Here too you can end up with a 1-turn immune taunt on the board. Also things like a 10/7 Grommash that gets to hit and can then not be removed with damage.
    4. Molten Rager - With a 2 card combo you could make this a 1-turn immune taunt.(Not sure if that's ever worth it but possible.)
    5. Mana Drake - With a 2 card combo you can make a permanently immune taunt so long as you don't spend all your mana.

    Along with all the straight up overpowered cards it makes me sad that balance seems to take a back seat. Flavour is important, but I can't vote for something that would never work in the game or would just break it.

    Posted in: Fan Creations
  • 0

    posted a message on TOK (Turn One Kill) Malygos Brawl

    I haven't laughed this hard at hearthstone in a while. First game turn 1:

    Shadow Essence + Power Word: Shield + Shadow Essence + Holy Nova + Mind Blast = GG

    Posted in: TOK (Turn One Kill) Malygos Brawl
  • 0

    posted a message on Weekly Card Design Competition 5.16 - Final Poll
    Quote from Drakki89 >>

    Arrow of Polymorph - a very interesting effect, however maybe too strong to ever see play, having a King Krush on turn 4 is not the kind of risk Blizzard would take I believe.

     You are the only one who seems to get it. I don't understand why so many people say it is either balanced or underpowered.
    In my quick look through the standard cardlist I found 30 bad outcomes when used on your own 1/1 as hunter, 22 neutral outcomes, and 10 good to really good outcomes. If this was a random effect that might be fair, but it's discover which gives you three chances for a neutral+ outcome. Also the possibility to break the game with some of the big drops out there kinda makes it a 4-mana occasional win condition which is ridiculous. And on top of all that it can also be used offensively on stuff like Tirion Fordring or just to break through a taunt which is overpowered for hunter.
    Posted in: Fan Creations
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