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    posted a message on [GvG] Midrange Mech Shaman
    Quote from FinalFortune »

    Or not, I've been using Powermace in a Shaman deck without a single mech and it has been more than sufficient as removal, even with just Harvest Golem and Annoyo Tron taking the places of Unbound Elemental and Haunted Creeper the added value of +2/2 is a really nice bonus.

    Yup, exactly. I've been having success with Powermace even with just 7 Mechs in my deck. Fiery War Axe is just too good even at 3 mana.

    Posted in: [GvG] Midrange Mech Shaman
  • 0

    posted a message on So i bought the wrong packs like an idiot...

    You would have thought I'd be more clever after buying the wrong packs twice... nope! Another 200 gold gone. (I like buying packs in twos, don't judge)

    Blizzard should really make some kind of mechanism to stop this from happening... maybe the open tab would be the one you last visited when you enter the store, instead of it always being the one for Classic packs when you launch the game...

    Wanted to see how many people have made the same mistake. If you haven't done so, just click 'no' and take this as a cautionary tale. :(

    Posted in: General Discussion
  • 0

    posted a message on Make the retire button worth something.
    Quote from thepoxbox »

    They should just remove it. The only reason I can think of why they leave it here is to make more money as people ragequit and retire bad decks before they play out their games.

    It also makes me sad that I see new players press it not knowing what it does and they lose an arena run. I'm sure it doesn't make Blizzard sad though. 

    I believe that's why an 'Are you sure?' message pops up the first time you press 'retire'.

    Posted in: The Arena
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    posted a message on [Legacy] Invent your own Cards With a new Card Generator, Discuss new ideas and theories here!
    Quote from Forrestleaf »

    Blackhand: Since he was a brutal commander and tactician, I equipped him with a couple of catapults. Also, having them spawn when you draw him is crazy; I might need to nerf it. However, you can't have the Demolishers spawn if you have it in your opening hand at least. 

    Nope! Many of the people who reviewed Blackhand seem to have missed a point - you don't have to play Blackhand! You can just let him stew in your hand. In this regard, you lose a card (the unused card in your hand) but you summon two Demolishers for 0 mana.

    Think about it - it is actually equivalent to drawing a card that says (0 mana: Summon two Demolishers. Draw a card that's a 10 mana 4/6).  Now that's OP!

    Posted in: Fan Creations
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    posted a message on Potential Viable hero powers for new heroes

    What about "give a minion +1/+1 this turn only" instead?

    Posted in: General Deck Building
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    posted a message on Underused Rogue Card
    Quote from acelee62 »

    ... Combo it w/ a temporary buff from abusive sergeant and you'll have very nice 3-mana removal.

    Oh my, I can relate to this so much. Once in Arena, I was playing Rogue and one of my card choices was Argent Squire v.s. Abusive Sergeant (and a worthless card). I remember very clearly choosing Abusive because of 1 BGH and 2 Betrayals, although the cards are pretty close in my opinion and I would have chosen Squire normally.

    It paid off when I was facing a 4/5 and a 5/4 against my empty board. I remember my opponent carefully setting down a 3/2 between the two big guys on their last turn, probably to avoid Betrayal. But I had Abusive, Betrayal and an Assassin's Blade in hand. :D

    So by all means, try out the card. I suspect Mech Zoo will become very popular (and probably not only in Warlock) once GvG hits anyway, so the card could get insane value against a board-flooding meta. And you'll have the element of surprise on your side - no one suspects a sneaky, well-timed Betrayal!

    Posted in: Rogue
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    posted a message on Having problems finding fair games

    Regarding your comment on daily quests hard to achieve - if you are staying at rank 11-12, it should take you exactly 6 games on average to get a daily quest done, assuming each quest takes 3 games on average to complete. No matter if you have 4 copies of every legendary and are at Legend #1, or if you have no epics and are staying at rank 19, you also take 6 games to complete the quests - no more, no less. If that's not 'fair', I don't know what is.

    On the other hand, I suggest you try to enjoy the challenge. Much of the fun in HS, at least for me, comes from winning against opponents with 'better' decks that I do. Remember, since you manage to win 50% against 'better' decks, hence you are a much better player than those people are. Your collection will gradually grow and you will manage to rank up, since you are a better player than your opponents.

    Keep in mind that many streamers have done F2P runs, in which they open up a new account and rank up to Legend within a couple of weeks, using only cards they craft with the meager dust collection they get from packs bought from gold in the Shop. Moreover, being at a disadvantage against players with larger collections is perfectly normal for a collecting card game, since otherwise there wouldn't be any use in collecting the cards, now would there? :P

    Wish you all the luck in getting to Legend soon!

    Posted in: General Discussion
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    posted a message on What's the smallest change to the game that could break it?
    Quote from Magiliene »
    Quote from Uyappy »

    Rogues only draw Finicky Cloakfield when drawing Spare Parts.

    That wouldn't even be that good to be honest. It literally just makes spare parts completely unusable by rogues. 

    Ever heard of Gadgetzan Auctioneer? A Miracle rogue with an unending supply of Conceals would be very, very OP.

    Posted in: General Deck Building
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    posted a message on What's the smallest change to the game that could break it?

    Rogues only draw Finicky Cloakfield when drawing Spare Parts.

    Posted in: General Deck Building
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    posted a message on [Legacy] Invent your own Cards With a new Card Generator, Discuss new ideas and theories here!
    Quote from FillOrFeedNA »

    What do you guys think of this as an idea of a legendary floater for 1 mana?

    A Loatheb alternative for possibly mid range tempo demon locks?

    Dreadnaught is pretty cool. It seems to be a viable card to finish off an opponent when given Stealth (Conceal, then Cold Blood) or given Charge (Charge, Inner Rage, Abusive Sergeant?) , for example. There are probably many cool things that you can do with it. I like this card a lot.

    Dragonic Geist, however, is a bit too strong. A 1 mana 2/1 with Deathrattle: Summon a 2/1 is already OP. Compare with Haunted Creeper, one of the best value cards. Even if the copy was put into your hand, that would still be OP. Maybe a 1 mana 2/1 with "Deathrattle: Put a copy of this minion in your hand. It costs (2) more." So it's better than Paladin hero power, but not too OP? I dunno. Or maybe it should cost even more. I like the flavor of an undying 1 mana 2/1 though. 

    Posted in: Fan Creations
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    posted a message on Anyone else bored of the game?
    Quote from Equal1ty »

     The new expansion will have other very broken cards like the super OP robot that has mega windfury and OTK possibilities. 

    V-07-TR-0N is not a collectable minion that can be played in a deck as one of the 30 cards. It is generated by Mimiron's Head, which is why people really should read the text of cards more carefully. :P

    Posted in: General Discussion
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    posted a message on Concept Card
    Quote from MoA_imPAcT »

    hunter are not the only class that runs traps.

    Nope, Sawovsky is right. Only 3 traps in game - Freezing Trap, Snake Trap, Explosive Trap. Unless you were talking about Secrets, in which case it's a very different card.

    Posted in: Fan Creations
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    posted a message on [Legacy] Invent your own Cards With a new Card Generator, Discuss new ideas and theories here!

    Re Rakkansan:

    Hypnotic Blade: That's a cheaper Mind Control with a very, very real downside. You can't steal Rag without taking 16 damage, and you also damage the minion you're trying to take. You also can't take minions behind Taunt. I don't see why I'll ever run this card.

    I suppose it could synergise with Captain Greenskin? But that's also very situational and you can't do the combo in a single turn. I suppose if I had to fix it to the minimum where I would consider running it, I would make the text simply "Take control of any minion damaged by this weapon." Still, I believe it's worse than Mind Control.

    Dismantle: That's a nice effect! However, I consider Blade Flurry a lot better than this card even when I don't take into account the mana cost. (Note that dealing 3 damage, for example, is worth a lot more than giving a minion +3 attack).

    On the other hand, I can see you took into account Warsong Commander in your balancing and decided that this card could not be too cheap. I still think 4 is too expensive, but I see your point - Warsong + loads of weenies (Wisp, Leper Gnome, Worgen Infiltrator) + Dismantle pre-placed Arcanite Reaper is an almost unstoppable OTK. As such, I believe that scrapping this card is best.

    Posted in: Fan Creations
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    posted a message on How many packs are you opening on expansion release?
    Quote from sKip2myWu »

    120 packs + 1310 gold saved up so far and 14k dust. Though, I'm saving the dust to craft new golden cards that I will like.

    Saving packs doesn't work, they'll still give old cards when opened. You have to buy the new packs to get GvG cards.

     

    Posted in: General Discussion
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    posted a message on [Legacy] Invent your own Cards With a new Card Generator, Discuss new ideas and theories here!
    Quote from Lord_Shon »

    Constructive criticism is always welcome. Would love to hear what you guys think!

    Some of these may be a little bit broken, but I tried my best to balance them as well as I could. There was also one more shaman card that I made, but I decided not to include it since it's poorly designed and may be completely overpowered.

    * - Guardian Totem also buffs itself. You could argue that it should have more health, but after some "mental playtesting" I've decided that 4 is enough for what it does 
    ** - the effects of Channel Energy and Thunder Elemental are only applied the turn after you cast a card with overload (you need to have your mana crystals already locked in order to gain the benefits of these cards)

     Full album for those who want to take a closer look: http://imgur.com/a/TBLNj

     

    Edit:  probably going to redesign most of these since some of them are potentially game-breaking... stay tuned for the update, I guess.

    Ancestral Healer - We can see from Darkscale Healer that Restore 2 Health to all friendly characters is worth 1 mana. As a recurring ability it would normally cost 2 mana. However the condition (have a totem) is trival for a Shaman, so I can't see discounting it past 1.5. Given the freebie 1/2 mana for class cards, this should still cost 3 mana if it's a 2/3.

    Rejuvinate - Blizzard prices AoE and "all minion" effects like there are 4 minions on the board. This should cost the same as Healing Touch or Ice Barrier.

    Guardian Totem - You should either increase the cost of this card by 1, exempt it from its own ability, or reduce it's health by 1.

    Discharge - Probably a bit weak (2x Lightning Bolt will almost always be superior), but on the whole I like it.

    Soothing Ritual - Draw 3 cards is worth 4.5 mana. Restore 3 health to all characters is worth somewhere between 1.5 mana (coming from a minion) and 4 mana (AoE spell). That means this card should fall somewhere between 6 and 8 mana. Each point of overload is worth roughly 1/2 a mana. I would probably price this card as 5 mana with 4 overload.

    Thunder Elemental - No. Overload cards already deliver incredible value. Turning their downside into this big of an upside is ridiculous. This is roughly equivalent to proposing a 6/6 for 3 mana.

    Empowering Spirit - Bloodlust is 5 mana. There's no way that this baby bloodlust should be less than 3 (and since the same person could include both cards in their deck, I would be hard pressed to say that it should be less than 4).

    Channel Enegergy - Much more reasonable than Thunder Elemental. That said, I will once again bring up that the fact that the presence of Overload means that you are already beating the curve. I would probably up the cost to 2, or limit the spell to only targeting minions.

    Shalu Stormshatter - Inherently OP. You've charged 2-mana for this ability, but he'll make that back twice over by playing something as simple as Feral Spirit (Conseration is a 4 mana spell).

    I usually agree very much with Triskadekaphilia's comments and he/she's an expert at balancing cards, but I have to disagree on this particular set. I think that the OP has done a pretty good job on this set except for a few cards.

    Ancestral Healer - excellent evaluation by Triskadekaphilia.

    Rejuvenate - What? Blizzard certainly does not price cards like that. Frostwolf Warlord does not cost 8, and Stormwind Champion/Raid Leader do not cost 10 and 4 respectively. Moreover, the totem requirement is even stricter that that. Triskadekaphilia: if a person did have 4 totems, wouldn't he be better off casting Frostwolf/Raid/Stormwind, rather than spending that on a very, very bad effect in all but the most control decks? Two mana is good pricing for this ability (personally I think 1.5 mana is fair, but the main weakness of Shaman is lacking heal, along with lacking draw. We don't want to make Shaman OP.)

    Edit: Misread the card, thought it was totems instead of minions. I think the point still stands though.

    Guardian Totem - I think the original totem is good enough, but I wouldn't be averse to the mentioned changes (except for "increase the cost of this card by 1" - far too weak.)

    Discharge - Triskadekaphilia is right and it's okay, but I would like it having a 4-7 or 5-7 instead (having a slight chance of dealing more than a Fireball is very enticing).

    Soothing Ritual - As Darkscale Healer isn't OP, the most you can rate restore 3 health to all friendly characters is 1.5 mana. But I do think that this card would be better somewhere around 5+Overload 2-4. (as a 5+Overload something, the overload can be reduced a bit since it blocks Fire Elemental).

    Thunder Elemental - Triskadekaphilia is spot on. I can sense your attempt to make Earth Elemental competitive, but a 6/6 is a bit too much (don't rank cards on the scale of Fire Ele, that card is in its own league). A 5/5 would be good though. It would be slightly above Chillwind Yeti stats-wise as a 5/5, taking 1-2 overload as the average case. (Note that overloading once is already not very common in the eyes of Blizzard - Unbound Elemental isn't even run that much, and at the very least, it's not OP.)

    Empowering Spirit - ... no. Triskadekaphilia is right, see Blessing of Might. I would rank this around 2 mana to 3 mana.

    Channel Energy - Nope, but for an entirely different reason from Triskadekaphilia's. If you compare this to Holy Smite/Arcane Shot, you'll see this isn't OP (3+ overload is hard to achieve, and even if it is done, a card that can be used for better value around once to twice a game is entirely too situational). But the point is Shamans have too many cheap spells, and with the new Ancestor's Call, that would make stupid combos with Malygos. I would add 'to a minion' (pretty mandatory to add this in my opinion).

    Also, this is a great way to try and make Dust Devil viable, if you made it 0 mana with Overload 2.

    Shalu Stormshatter - What Triskadekaphilia said. Entirely too good. Way, way too good.

     

     

    Posted in: Fan Creations
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