Disappointed that the Party Crashers always go face. I thought they'd act like Mini-Rags, which I think would be far more interesting.
- VicVii
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Member for 10 years, 7 months, and 27 days
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alpha5099 posted a message on Encounter at the Cross Roads is this Week's Brawl! There's a Twist Though, and an Un'Goro Pack Reward!Posted in: News -
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s2mikey posted a message on Is hearthstone quickly dying?Posted in: General DiscussionI'd say no but I suspect that many of us are done spending actual money on the game. I sure am. They got a few bucks out of me but with plenty of gold and the fact that they just won't fix things that I'd like to see fixed, I'm staying free to play from here on out. Doing dailies and using gold and or dust to get the cards I want works for me. Many of us that have been playing a while have a ton of gold and all the cards we need. And, wild mode ensures that we'll have a place to play cards we own from older sets.
If they ever shut off wild mode.... then I believe the game would suffer badly. Standard mode is always too unbalanced and only has a couple stupidly overpowered decks ruining it. Like right now, it's pirates, shaman, and jade Druid. Maybe some obnoxious Reno decks. Boooooring.
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ZardozSpeaks posted a message on Weekly Card Design Competition 5.04 - Submission TopicNot all demon's serve their masters willingly. This dreadlord grants the warlock the Immune keyword, just like the legendary dreadlord Mal'Ganis. While Shackled Dreadlord is in play, you can Life Tap and summon Flame Imps without taking damage. This demon refuses to attack, but will defend itself, making it a great with Defender of Argus or Sunfury Protector. But watch out! When this demon does finally die, it won't go peacefully. Maybe the dreadlord should be culled with a Sacrificial Pact before it can have it's revenge?
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sashashepto posted a message on Weekly Card Design Competition 5.04 - Submission TopicThis changes the Hero Power to give Attack permanently instead of just for the duration of the turn (until Marshgrowl dies).
So, the druid could keep the Attack gained from his hero power for his next turn but also on the opponent's turn - so that opposing minions will be damaged if they attack him.
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JawsLoanCompany posted a message on RENOS EVERYWHEREPosted in: Standard FormatThe irony of what is said in the OP's avatar is priceless.
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asteroidm posted a message on Here's the problem - in Magic, the "core" set still rotatesPosted in: Standard FormatFirstly I want to say I am really happy the way Blizzard have embraced this idea rotating sets. I am excited to see what our first rotation brings. However I feel like Blizzard has made a mistake in making the base set "ever green". I understand that an evergreen set accomplishes two goals. First it gives a clear cut identity to classes and some of the things you can do as a particular class. Secondly anyone who is new can acquire the set simply by playing and always have something to play.
The downsides being Classes are beginning to feel locked into certain design spaces that they can't grow out of. Rogue being the prime example. Rogue has been given some support towards different archetypes that never quite make it. Burgle Rogue, Jade Rogue, Control Rogue were all things that were tried and ultimately, and every time fall behind the king, Miracle Rogue. The problem is two fold. The cards that exist in the Rogue Evergreen set are very good and can potentially break future deck types if they are too good. So rogue ends up getting cards like Anub'arak. The other issue being that the evergreen frame work being so good that Miracle always ends up the best Rogue variant. The current Miracle rogue only uses 8-10 cards that aren't part of the evergreen set. The evergreen set is prohibitively restricting what rogue can do or be AND restricting the future support Rogue can receive.
Druid has the same issue with cards like Wild Growth and Innervate. To a certain degree every class suffers from this, some more than others. Druid and Rogue probably being the top two. The issue isn't just with particular classes though, it has also extended to some neutral cards. Cards like Leeroy Jenkins. He is a great card and a good finisher, too good in reality in that he has showed up in a number of decks as just that throughout the years. Don't mistake me please. He isn't OP. But the amount of burst he can put out can be a limiting factor when trying to create cards that maybe have too much synergy with him. Removing him from a core set for a season could allow for other cards to be developed that perhaps has solid synergy with other charge effects just as an example.
However I think if we had a rotating "core set" than these things can be addressed. Classes could receive stronger support towards a particular variant. This core set could be made available for all players throughout the season which would help to give all players, new and old a core set to play with as they build their decks through out the season. It would also allow the idea of Class identity to be upheld but also to be tweaked in situations where the developers may want to design a card but are afraid of it being too strong in certain places or in certain interactions with other cards.
Lastly classes with less powerful evergreen sets end up needing more powerful support from new sets in order to compete. Priest and even Shaman being prime examples. This creates situations where that support may seem unfair and disheartening to players who main other classes. Now you are in a situation where if those classes aren't given nearly broken cards then they simply aren't competitive at all, OR the card you introduced is perhaps a too OP and ends up throwing the meta out of whack. Without Drakonid Operative Dragon Priest would still be bad for example. The card is certainly pushed and it's for this reason alone that Dragon Priest is tier 2 right now. This isn't even pointing out that a great deal of Dragon Priest are cards from other sets as well.
TL;DR Evergreen limits design space, instead they should introduce a rotating core set that changes from season to season as well.
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Rade01 posted a message on (Fan made) Nozdormu the TimelessPosted in: Fan CreationsScratch that. I've recently had an idea for a much more interesting spell:
It would counter things like Arcane Giant, N'Zoth, the Corruptor, Stalagg etc.
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ZeroAndKira posted a message on European Players> NA Players?Posted in: General DiscussionQuote from FrodoBagginYa >>Not just Hearthstone, Europeans think they're the best in every area of life (lol)
That's americans though. -
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DiViNE_Priest posted a message on Which Jade deck is more fun ?Posted in: General DiscussionThey are virtually the same, play and objective wise. Probably Rogue is the most interesting just because it is a harder class to play out of the 3 and you don't feel like your just spamming Golems, even though you basically are.
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d4rki24 posted a message on Out of 5, How Satisfied are you with the game?Posted in: General Discussion3/5 i kinda miss interesting neutral legendaries like the ones from wotog or LoE that can fit many many decks/classes and/or are best dust investments at the same time
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With a really similar deck to this one, I've just had the holy macaroni dream:
Turn 1: Enemy pass turn / I use coin + Nerubian Egg
Turn 2: Enemy hunter hero power / I drop another Nerubian Egg
Turn 3: Enemy hero power again (a bit strange for a hunter, cause turn 3 they almost always have some cheap drops, but whatever, maybe he got a terrible hand) / I drop Flametongue Totem, hit face for 2+2 with eggs :D
Turn 4: Enemy drops Oasis Snapjaw / I drop Baron Rivendare, hit his turtle with both Nerubian Egg -> Suddenly I have 4/4 x4, two of them buffed to 6/4 with the totem.
Turn 5: Enemy surrenders.
Well, I was lucky as hell, but that Rivendare can be funny (and überpowerful with a bit of luck/nice draws), and I think shaman is one the best classes to use him because of Reincarnate, which lets you make use of his passive in a really easy mode. The deck is nice, as said the one I use is really close to this and so far is 6-0 win streak, dunno at higher ranks.
Have fun with the new cards :3
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I understand your feelings, happened the same to me, and that's the reason I just droped that card from all my warlock decks (I play control too). So bad that my favourite theme class is the one with that stupid discard mechanics :_____(
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I've always said that card (Ice Block) was the real problem with mages, more than any other mechanic or spell they got. And I think particularly mages being able to get 2 "free" extra turns is the worst idea ever, cause they just can bombard your face while laughing at you. I'd just remove that card, cause I think it can bring too many headaches to both players and developers, but if not there are some ideas to "fix" it:
1 - Hypothermia: After using Ice Block, you can't pop that secret again next turn (twice in a row). Just like it works in WoW. It makes much more sense in both lore and balance terms.
2 - More counters to secrets: I wrote a post with some class specific ideas to deal with secrets, but it just got completely ignored. I mean, they can be bad ideas or not, but some discussion would be nice. The post is this one:
http://www.hearthpwn.com/forums/hearthstone-general/general-discussion/3332-class-ideas-vs-secrets
If you wanna elaborate something you're welcome. Maybe we could bring some interesting and cool ideas to the table.
Have a nice day.
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This deck is like Jesus on a pogo. I feel like hacking when playing this D: