+30k excess coins here and stil rising... Wish we could trade them for coins. Either coins for a rarity or neutral coins which can be used on any merc
- Legendary coins: 60-1; Epic coins: 45-1; rare coins: 30-1 excess coin conversion rate. OR - Neutral coins. Every coin will cost 50 excess coins to generate 1 coin which can be used for any mercenary regardless of rarity.
I think one of those two conversions would be reasonable.
+30k excess coins here and stil rising... Wish we could trade them for coins. Either coins for a rarity or neutral coins which can be used on any merc.
- Legendary coins: 60-1; Epic coins: 45-1; rare coins: 30-1 excess coin conversion rate. OR - Neutral coins. Every coin will cost 50 excess coins to generate 1 coin which can be used for any mercenary regardless of rarity.
I think one of those two conversions would be reasonable.
Quest warriors reward should be changed. First turn it summons an extra pirate. The turn thereafter it deals twice 2 damage to 2 random enemies. And the turn after it summons a pirate again. It switches each turn.
Time for a balance patch. Speed is what this gamemode currently is all about. Chance abilitys that either buff or slow ability speed from ''ALL ALLIES'' or ''ALL ENEMIES'' into single target. Slowing or speeding an entire team is just too much vallue and is currently impacting who wins or loses way too much. On top of that there's no thinking required if something target's everything. It would be way more interesting if a speed slow would target highest or lowest health ally or enemy for excample. That way you have tot think and play around your abilities rather then just spamming then.
Is it only me or is it really stupid that we can't see the abilities of the mercenaries we still want to craft??? How can we decide which one we want if we don't know what they do? PLS fix that flawed game design...
Played in the past vs a roque that managed to summon prince keleseth three times on turn 2. Every minion in his deck +3/3. I was playing a controll deck. Still managed to win somehow.
Salt Salt Salt. I need more salt. What just happened burned painfully in my eyes.
Opponent was playing dk raza priest, He had 2 cards in hand left after I used bran + dirty rat combo. I pulled his combo piece Spawn of shadow as well as reno jackson. Killed both using rush minions. I still had minions left of the board and brought the opponent down to 8 hp.
- I reno myself the turn before and had after a few pings still like 24 hp left. Opponent no combo pieces left while only having 2 cards in deck.
- What happened: he drew dragonqueen. Plays it and gets Coldarra drake. Which means he can use his hero power unlimmited ammount of times and just bursted me to death with it.
Playing your tech cards perfect and then losing in such fasion. Both Dragonqueen as well as raza played the moment drawn; so I couldn't counter those.
Having brann bronzebeard on the field. Play dragonqueen alexstraza. Get 4 0-mana cost dragons. Including another dragonqueen alexstraza. My hand went from almost empty to full with 0 cost dragons. On top of that I got Ysera unleashed. So my deck got also a fourtheen dragon card boost. And the game was won soon after.
Priestes of fury should have been a legendary. Then it should have be close to being op but not broken. Having a strong card is fine but having too many powerhouses aint good. Making it a legendary means drawing it less quick on curve and only having 1 powerhouse instead of 2. which is reasonable I would say.
Altrus: not sure never considered it a problem. Might be a matter of the type of deck you play. Strong card and worthy of being a legendary. 4 mana cost seems reasonable considering it to be a legendary while still being a combo card. How strong this card is is most depending on the type of matchup you play. Can be strong vs certain matchups but it never felt broken.
Glaivebound adept: not sure what blizzard wanted to achieve with that nerf.
About you feeling bad about your deck: being not the right deck for current meta. Feels bad but certain decks do not fit during agro meta. Just like some controll decks have no life during combo decks meta. Meta changes and so does the performance of certain decks. Nothing is ethernal pls accept that.
0
I play big beast reno hunter in wild with like 20 legendaries. The winrate might not be the best but it is fun and wins more then expected.
0
+30k excess coins here and stil rising... Wish we could trade them for coins. Either coins for a rarity or neutral coins which can be used on any merc
- Legendary coins: 60-1; Epic coins: 45-1; rare coins: 30-1 excess coin conversion rate.
OR
- Neutral coins. Every coin will cost 50 excess coins to generate 1 coin which can be used for any mercenary regardless of rarity.
I think one of those two conversions would be reasonable.
0
+30k excess coins here and stil rising... Wish we could trade them for coins. Either coins for a rarity or neutral coins which can be used on any merc.
- Legendary coins: 60-1; Epic coins: 45-1; rare coins: 30-1 excess coin conversion rate.
OR
- Neutral coins. Every coin will cost 50 excess coins to generate 1 coin which can be used for any mercenary regardless of rarity.
I think one of those two conversions would be reasonable.
0
I got over 11k unuseable coins and that while i'm a FTP player. Not sure how many coins whales must have but it must be disgustingly much and sad.
3
''Summon Pet'' now cost 2 mana instead of 3 mana. Small buff.
2
NERFS AND BALANCE.
2
Quest warriors reward should be changed. First turn it summons an extra pirate. The turn thereafter it deals twice 2 damage to 2 random enemies. And the turn after it summons a pirate again. It switches each turn.
0
Time for a balance patch.
Speed is what this gamemode currently is all about. Chance abilitys that either buff or slow ability speed from ''ALL ALLIES'' or ''ALL ENEMIES'' into single target. Slowing or speeding an entire team is just too much vallue and is currently impacting who wins or loses way too much.
On top of that there's no thinking required if something target's everything. It would be way more interesting if a speed slow would target highest or lowest health ally or enemy for excample. That way you have tot think and play around your abilities rather then just spamming then.
6
Is it only me or is it really stupid that we can't see the abilities of the mercenaries we still want to craft???
How can we decide which one we want if we don't know what they do? PLS fix that flawed game design...
0
Played in the past vs a roque that managed to summon prince keleseth three times on turn 2. Every minion in his deck +3/3. I was playing a controll deck. Still managed to win somehow.
0
Got legend with a controlish type of hunter deck that runs a lot of tech minions in wild mode.
0
Was a few months ago before she got nerfed.
0
Salt Salt Salt. I need more salt. What just happened burned painfully in my eyes.
Opponent was playing dk raza priest, He had 2 cards in hand left after I used bran + dirty rat combo. I pulled his combo piece Spawn of shadow as well as reno jackson. Killed both using rush minions. I still had minions left of the board and brought the opponent down to 8 hp.
- I reno myself the turn before and had after a few pings still like 24 hp left. Opponent no combo pieces left while only having 2 cards in deck.
- What happened: he drew dragonqueen. Plays it and gets Coldarra drake. Which means he can use his hero power unlimmited ammount of times and just bursted me to death with it.
Playing your tech cards perfect and then losing in such fasion. Both Dragonqueen as well as raza played the moment drawn; so I couldn't counter those.
0
Having brann bronzebeard on the field. Play dragonqueen alexstraza. Get 4 0-mana cost dragons. Including another dragonqueen alexstraza. My hand went from almost empty to full with 0 cost dragons. On top of that I got Ysera unleashed. So my deck got also a fourtheen dragon card boost. And the game was won soon after.
0
Priestes of fury should have been a legendary. Then it should have be close to being op but not broken. Having a strong card is fine but having too many powerhouses aint good. Making it a legendary means drawing it less quick on curve and only having 1 powerhouse instead of 2. which is reasonable I would say.
Altrus: not sure never considered it a problem. Might be a matter of the type of deck you play. Strong card and worthy of being a legendary. 4 mana cost seems reasonable considering it to be a legendary while still being a combo card. How strong this card is is most depending on the type of matchup you play. Can be strong vs certain matchups but it never felt broken.
Glaivebound adept: not sure what blizzard wanted to achieve with that nerf.
About you feeling bad about your deck: being not the right deck for current meta. Feels bad but certain decks do not fit during agro meta. Just like some controll decks have no life during combo decks meta. Meta changes and so does the performance of certain decks. Nothing is ethernal pls accept that.