If it were actually fun, people would run it all the time, not just one day a month for bonus XP.
- Valador
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FortyDust posted a message on Nozdormu Day September - With Special Daily Quest!Posted in: News -
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Carfusso posted a message on Making some cards more interesting (standard AND wild)Posted in: General Discussion(please read here first)
DISCLAIMER(S)
This is:
1)My personal opinion, so I'd love to hear some feedback AND what other cards you'd change (with how and why if you can/want to).
2)COMPLETELY UNRELATED to how strong they are.
3)FAR from all the cards I'd change, I'm just listing the more interesting ideas.So (finally) here goes.
As the title implies this post is a list of card changes aimed at making some cards a bit more interesting and fun for both players while keeping (or sometimes increasing) their power.
Ignite
THE CHANGE:
becomes a 2 (or 3, Idk) mana spell that says "Deal 1 damage to an enemy, if it dies recast dealing +1 damage" (yes, it CAN go face, dealing 8 dmg if you kill the entire board with it,potentially even more)
THE REASONING:
Not only does this change speak more to the flavour of "igniting something that escalates into a gingantic wildfire" but also stops it from going infinite and being a single minded "point face till it stops glowing" which I'd describe as a monumental improvement in terms of being fun for both players.Open the Waygate
THE CHANGE:
the requirement can stay the same (it may need to be changed though since the reward will fit a different playstyle). The reward, however, becomes Time Warp: still a 5 mana spell, now says "the next time you lose the game, turn back time instead". With "turn back time" meaning you discover the option to go back 1/2/3 (or more) turns. (turn counter still keeps going to avoid softlocks...yes, it does mean that if you die the turn after playing it you get it back in hand)
THE REASONING:
The idea was to make it an actually cool and unique card instead of a boring "you have 20/30 mana and minions you play with the first 10/20 have charge" OTK machine...while also keeping the time manipulation flavour.The Demon Seed
THE CHANGE:
everything can stay the same (it may need to be easier/harder to complete) but the reward becomes "ALL damage you take is ALSO dealt to the opponent"
THE REASONING:
Even without the "fk fatigue" part of this card (which is its only real glaring design flaw, the rest is a powerlevel issue) the card has shown its incredible power and uninteractiveness, this change would keep the flavour and remove some of the stupidly insane offensive power for some defence as well, it would also make it more interactive as BOTH players have ways to react and play around this effect (though you are obviously at a quite monstrous advantage)Archbishop Benedictus
THE CHANGE:
battlecry "each player shuffles a copy of their opponent's deck into their own"
THE REASONING:
With this change it would go from a near useless (exept vs REAL grindy control decks, where it's an autowin) fatigue delay bomb into absolute fking chaos that DOES have some use (namely pollutes the draw of faster decks), YES it would make games way longer so I'm slightly more "iffy" about this one.(As a final note I REALLY wanted to say something about Seek Guidance but I couldn't find ANY way to make it actually interesting as opposed to a stupidly cheap "win the game")
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RandomNoob posted a message on warlock is even more cancerous than beforePosted in: General DiscussionWhen you basically delete Demon Hunter OTK, Druids and Paladins will be less popular on ladder. People cheered and laughed at DH nerf because one time they got killed on turn 5 and now the same people complain about the meta being solely Warlock, mage and shaman.
The community gets what it deserves sometimes, but they think it's always Blizzard's fault 100 %.
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fabjx posted a message on What Questline to craft?Posted in: General DiscussionWell quest shaman will definitely not be nerfed but at the moment it is unplayable since there are too many decks out there that will kill you before you even complete it
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CoraxCorvus posted a message on What Questline to craft?Posted in: General DiscussionI have been playing the druid quest and have been enjoying myself. It loses to handbuff Pally pretty hard, but everything else has been fair game. It absolutely devours quest mage and warlock unless they get lucky with generated taunts.
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kloklon posted a message on What Questline to craft?Posted in: General Discussionfun: rogue
OP: mage and warlock
useless: priest
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BroF1sT posted a message on What Questline to craft?Posted in: General DiscussionMeta is definetly quite oversaturated with Mage and Warlock Quest players, you could craft any of between Druid, Shaman, Pala and Warrior Questline and do the community a small favour.
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CaresX posted a message on What Questline to craft?Posted in: General DiscussionPlease not mage and warlock... pls.
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JockyRhonson posted a message on What Questline to craft?Posted in: General DiscussionI lost to a The Demon Seed deck and it looked somewhat fun to play. I'd go for that, personally.
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b1ak1ce posted a message on What Questline to craft?Posted in: General Discussionmage and warlock
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True! It will probably be one of my choices, since it's one of my favourite classes
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Thank you all so much for the replies! Especially you, SirJohn, for the detailed and exemplified answer! I ended up crafting it and really helped me beating almost all mages. My win rate, in general, also improved!