• 0

    posted a message on Wanted: Neptulon Priest and Secret Mage Counter

    What are your best counters to these annoying decks? You have one that screws both?
    Thx!

    Edit: And I am sick of watching Mages playing Timewarp after Timewarp after Timewarp after Timewarp ad inf. ...

    Wild is so badly unfunny because of buggar archetypes like these decks, so I just want to get the satisfaction of beeing their pain in the afterix.

    Posted in: Wild Format
  • 4

    posted a message on New Features, Improvements & Cosmetic Additions Introduced In 2022

    What I really need is a button to open all packs at once!

    Opening  pack per pack more than a hundred times in a row is what I hate most with every expansion!

    Posted in: News
  • 0

    posted a message on Refund Legendary Skins

    I have bought both bundles when they came out. I don‘t know if I should ask for refund or not. It is unclear to me what will be taken and what I can keep.

    Posted in: General Discussion
  • 0

    posted a message on Infinitive cardplay
    Quote from Banur >>
    Quote from Xssx >>

    Ok, then I am dense. And I achieved legend without knowing the base mechanics of this game.
    The rope was never important to me. I need to know how the cards work, not how to trick the rope.
    If this is the way this game is meant to be played, we would see much more of these pansy decks.
    And I mean, c'mon, what's the point of watching the enemy playing 20+ cards in a single turn?
    There shouldn't be a time limit only, there also should be a limit of how many cards can be played per turn.

    There is too much infinity in this game by now. Infinitive card generation, infinitive cards to be played be turn, infinitive turns without a a turn for the enemy, infitive browsing through your whole deck.
    IMHO, wild is in a very bad state atm.

    While I wouldn't call you dense, you seem to lack the understanding of how the animations work.
    At no point would the number of games or reaching legend help understanding it.
    The simple truth is: animations in online games cannot be simultaneous. It's a matter of latency.

    That also explains the following points you brought up:

    If this is the way this game is meant to be played, we would see much more of these pansy decks.

    It's a possibility in the game but it requires quite some setup, so the decks aren't performing as well as the alternatives.

    it's an unfair advantage for people playing on mobile devices because I can't reproduce this on my PC.
    The time to be spent per turn is limited by the rope,

    The turn is limited by the rope but it takes a while to resolve for the opponent. There is no trick that lets you play cards after the rope and therefore nothing to reproduce.

    The issue is as initially mentioned the latency. So when you see your opponent playing cards after the rope, then they have played those cards during their turn and you are watching them being resolved on your end. The turn for your opponent is already over. They are watching you doing nothing.

    The drawback is that those animations will eat into your turn. You can gain some seconds from clicking the card animation and speed that up or reconnect and start your turn immediately.

     Thanks for your explanation, I really appreciate your time and afford!

    Still there is one mystery left: both players have the same time for their turn: 75 seconds. So if my opponent's turn, including the animations, takes more than those 75 seconds, how it comes that the same cards played, with the same animations, took less than 75 seconds for him? I mean, same cards, same animations and his time to think and play.
    If he is able to shorten things and to cut animations, what I am not able to, it is an advantage for him, and every advantage for him is an disadvantage for me. And if his animations consume my time, I have less time in my round, meaning less time to think and to play - another disadvantage for me. All in all this should not be possible in a competative e-sports game.

    It would be ok if the animations would be the same for both sides and there would be an ingame calculation of the time spent and to be spent (including the animations) and the player would not be able to play any cards that exceed the 75 seconds limit. So the animations could be the mechanic to limit the cards to be played in a turn. I mean how hard could the implementation of such a mechanic be?

    Posted in: General Discussion
  • 0

    posted a message on Infinitive cardplay
    Quote from zmauls >>
    Quote from Xssx >>
    Quote from CrusaderRO >>

    You're new to this game, right? :)

    Reporting him is a dick move. He's not cheating. This is how the game works...

     New? Nope, playing since beta, 4558 ranked wins so far. As I said, I knew this from before but I thought they have fixed it. I am achieving D5 at least each month and I didn't see that for a very long time.
    And no, it's an unfair advantage for people playing on mobile devices because I can't reproduce this on my PC.
    The time to be spent per turn is limited by the rope, If someone uses a glitch to extend this time, it is cheating.

     You're either lying or the densest person on this website. How can you play a game for nearly a decade and not understand its basic mechanics?

    Ok, then I am dense. And I achieved legend without knowing the base mechanics of this game.
    The rope was never important to me. I need to know how the cards work, not how to trick the rope.
    If this is the way this game is meant to be played, we would see much more of these pansy decks.
    And I mean, c'mon, what's the point of watching the enemy playing 20+ cards in a single turn?
    There shouldn't be a time limit only, there also should be a limit of how many cards can be played per turn.

    There is too much infinity in this game by now. Infinitive card generation, infinitive cards to be played be turn, infinitive turns without a a turn for the enemy, infitive browsing through your whole deck.
    IMHO, wild is in a very bad state atm.

    Posted in: General Discussion
  • 0

    posted a message on Infinitive cardplay
    Quote from CrusaderRO >>

    You're new to this game, right? :)

    Reporting him is a dick move. He's not cheating. This is how the game works...

     New? Nope, playing since beta, 4558 ranked wins so far. As I said, I knew this from before but I thought they have fixed it. I am achieving D5 at least each month and I didn't see that for a very long time.
    And no, it's an unfair advantage for people playing on mobile devices because I can't reproduce this on my PC.
    The time to be spent per turn is limited by the rope, If someone uses a glitch to extend this time, it is cheating.

    Posted in: General Discussion
  • 0

    posted a message on Infinitive cardplay

    How it comes that it is still possible to play seemingly endless cards per turn? The rope burnt down and the mage is still playing card after card. I know this was possible on mobile devices some time ago (never tried it), but I didn't expect this to happen these days.
    I reported that guy anyway. Don't know if there are any consequences for him, but this seems like cheating to me.

    What do you guys think?

    Posted in: General Discussion
  • 2

    posted a message on Wow, even wild sucks now ...

     Wild is so fucked up, it's unbelieveable. I am playing since beta and I have been legend and diamond 5 is the least i am achieving each month. But the state of the game is so awfully imbalanecd, it takes out the fun of the game.
    It should not be possible to play such powerful cards like quest rewards more than once! Mages playing time warp over and over again is too much. Most time i get them down to 2-4 HP (and they have lots of tools to survive and take no or less damage for rounds) before they start their time warps and i can sit there and watch time plaing as much rounds as needed to beat me down from 30 to 0 HP. And they need some rounds, because their whole deck depends on that one card to be played over and over again.
    Same with these big priests, cheating out insane powerful minions like Neptulon or Blood of G'huun so early, you cannot get rid of them. And even if you can - they have tons of gimmicks to revive them, so you have to fight the same minions over and over again.
    I am glad they nerfed that Guff-shit now!

    I just think they do mot much play-testing anymore. Whenever a new expansion pops out, they seem surprised how things develop.

    Posted in: Wild Format
  • 0

    posted a message on Ban Sire Denathrius from Duels?

    Most decks i face have him included and most of the time he is game-changing. I don't whine because I lost to many decks with him, because he made me also win many games. The thing is: if you are playing really epic battle (deathrattle vs. infinite arcane vs. marvellous mycelium) and you lose just because the opponent got his Denathrius faster or owns more than one copy - this is just ridiculous!

    Posted in: Duels
  • 0

    posted a message on Best Rogue Decks have 79% winrate at HSReplay

    I am playing from diamond 10 to 5 right now. Had 6 of the mofos in a row. After pirate warrior comes pirate rogue. this small indie company sucks - but not small!

    Posted in: Wild Format
  • 1

    posted a message on Guff

    I hate that guy just for his goofy appearance, and I am encountering him half of the games. I don't want play duels anymore. This shit is way too imbalanced.

    Posted in: Duels
  • 1

    posted a message on The Hearthstone Problem - An Analysis

    I know that mana cheating was always part of the game (I played handlock around old rank 2-5 in classic), but it was limited to some classes and there were only few cards or combos. Nowadays every class has access to seemingly endless options of mana cheating, resulting in games, where you got beaten at 3 or 4 mana, and I mean really beaten down to 0 hp.

    I never was a fan of that stone paper scissors principle, because I want to be competative with my deck against any class. I mean playing black in chess isn't auto-defeat though white has a small advantage.
    I don't want to play a counter deck against hordes of pirate warriors and quest hunters, which leaves me with no chance aganinst all other decks.

    Wild and Duels are my hunting ground and achieved legend in wild and 12 wins in duels with various chars, but the problem in wild and duels is even bigger than in standard. The solution is not only to ban several cards, but also to implement new (counter-)cards just for wild or duels to balance it.

    Posted in: General Discussion
  • 1

    posted a message on The Hearthstone Problem - An Analysis

    Bigger! Faster!! Stronger!!! Enormous!!!! Immense!!!!! Colossal!!!!!!!!

    This is, what Hearthstone is these days. Big spells, gigantic minions and fat damage!
    But not after a hard fight at the end of an epic battle! No! What about an OTk after 3-4 rounds? For one to feel mighty, the other to feel conscious ...
    My mothertounge is german, so plz be patient  and polite.

    1. Manacheating
    This seems to be the worst problem, resulting in very early OTKs and very often you find yourself helpless after a few rounds because of that combo of your enemy.
    It should not be possible to have a full board of high mana minions at turn 4 or 5. It should not be possible to cast a 10 mana spell at turn 4-5 ...
    ZERO mana minions and spells are a no-go!

    2. Quests, Questline, Nagas ...
    So many mechanics you can't counter.
    In a good designed game, every card, every action can be countered. How many times did you find yourself in a situation where you knew exactly what was coming next and what your opponent was going to do, but all you could do was sitting there helpless, watching your enemy play while you couldn't even react appropriate.

    3. Endless card generation
    Too many mechanics to get more cards than you were starting with.
    What makes it worse is the combination with 1. - endless generation of zero cost minions and spells.
    To top this: cards like Zephyris, discover a card to destroy everything your opponent worked hard for some rounds.
    We need to get rid of mechanics like "discover", "dredge", "copy", ...
    And we need to get rid of cards which generate cards from other classes (except rouge).
    And at least we need to get rid of the endless amount of actions per round. A limit of 5? 10 actions maximum would be nice. Nothing is worse than watching your opponent play card after card long after the rope burnt out, without any interaction of yours.

    No matter what you play (Standard, Duels, Wild) - most games don't last until 10 mana. This isn't the Hearthstone I loved for years!

     

    Posted in: General Discussion
  • 1

    posted a message on Share Your Voyage to the Sunken City Pack Opening Screenshots & Results!

    First 85 packs 4 legendary + 1 golden legendary (from 1 of the 5 golden packs)

    Bought 50 more packs mith ingame gold - 1 legendary

    Because there were so many cards still left, I decided to buy 5 packs and repeat this until the next legendary shows up. so I bought 5 and startet to open:
    1. 1 legendary
    2. no leg
    3. 2 golden legendaries, 1 golden rare and 1 normal rare
    4. 1 legendary
    5. no leg

    After 135 packs with disappointing results I got great results in the last 5 packs.
    I am playing since beta and I remember having 2 legendaries in one pack years ago.

     

    Posted in: General Discussion
  • 1

    posted a message on No Testing?

    Yep, too many bugs, too many adjustments to be made.
    Betatesting is now done by streamers and us, the costumers. Seems like they fired their quality assurance and hired some personal to draw portraits and skins to be sold in the shop.

    Posted in: Duels
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