For me, like others, I like the class rares/epics for decks, but once you have a winning deck/decks, you don't "need" more class specifics, and even at that rate, you can EASILY craft the missing ones for a few hundred dust. The problem is having the legendaries in those decks, or just as a collector. At 1600 dust those are tough to craft, and that is literally crafting a BRAND NEW deck with epics/rares for a different class. So, personally I would rather find legendaries in my packs, and just crafting the class specific rares/epics i need for a deck.
Yeah, I get what you are saying about when I attack into a 5/5 soldier that has blessing of kings, that I am damaging the blessing of kings part of that minion's health, so when I silence it, it returns to having 1 health rather than dieing.
Am I correct that you are agreeing with me that my first scenario is wrongly implemented and the yeti should return to being a 4/1 after the silence?
I am agreeing with you. The Buffs should be put on the minions as a blanket or layer or "shield" per se that have these stats over the CURRENT STATE OF THE MINION, so when you silence the BUFF you are effectively just removing that blanket/layer, resulting in the minion back to its state.
So if the minion was a 4/4 in the current state and you buffed it +4/+4 then you remove the buff minions back to a 4/4. However if the minion was a 4/4 and you attacked it to a 4/1 and you buffed the 4/1 with a +4/+4 the minion should be "seen" as 4/1 with (+4/+4) on top of it Net 8/5. so if you hit it for 2 damage it would be 4/1 + (4/2) resulting in a net of 8/3 and if you silence it, would then be a 4/1 as you just removed the (4/2). If this above and beyond its original stats is true, than turning someones attack to 1 and then removing it with silence should effectively leave the attack at 1, but it doesn't and gets reverted back to its original attack value or the state in which the minion was in before the silence and before the debuff.
Any chance of adding in the ability to "replay" the game. Right now Hearthlog.com you can replay the game on the website, but doesnt offer the stats that you do, so i essentially run them both.
Would be cool to have a side or built in feature even that can "replay" the card plays, sorta like replaying chess games
I think this is how it SHOULD work, with the way it is WORDED.
You play a minion and it "heals" 2 to all minions or heals for 3 then the ATK is 4of(4) HEALTH 1of(5) would then be ATK 4of(4) and Health 4of(5) so a debuff would do nothing.
Now these BUFF cards should do this in that case ATK 8of(4+(4)) and Health 4of(5+(3)) so when you REMOVE the buff it would be ATK 8-(4)of(4) and HEALTH 4-(3)of(5) Effectivly debuffing the +stats it gave it TEMPORARILY. The "buff" feature should be looked at like a "shield" or "layer" on the character while a HEAL is permanent, just like you can't "heal" a minion higher than its max health, a BUFF shouldn't persist beyond its buffed state.
So if the minion was 8 buffed up from 4 and Health was 4 buffed up from 1 stats SHOULD return back, now if you HIT the minion with BUFFs you are effectively attacking the BUFFED health and not the 1 health that the minion had left, so you couldn't DEBUFF a minion into death.
What are your thoughts on the Hearthstone leveling rewards system?
Honestly, I think the golden cards that are NOT DEable to me are worthless presents. I would like possible more "gold" options in leveling, or maybe more dust, or different cards, or a pack at level 50, something that is more USEFUL than a golden card.
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and ANY aoe from ANY class wipes all them out in one spell.....
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For me, like others, I like the class rares/epics for decks, but once you have a winning deck/decks, you don't "need" more class specifics, and even at that rate, you can EASILY craft the missing ones for a few hundred dust. The problem is having the legendaries in those decks, or just as a collector. At 1600 dust those are tough to craft, and that is literally crafting a BRAND NEW deck with epics/rares for a different class. So, personally I would rather find legendaries in my packs, and just crafting the class specific rares/epics i need for a deck.
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That isn't a bad idea either. Either way, the wording, the mechanics, or something needs to be changed and implemented regarding this situation.
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Laces out!
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I am agreeing with you. The Buffs should be put on the minions as a blanket or layer or "shield" per se that have these stats over the CURRENT STATE OF THE MINION, so when you silence the BUFF you are effectively just removing that blanket/layer, resulting in the minion back to its state.
So if the minion was a 4/4 in the current state and you buffed it +4/+4 then you remove the buff minions back to a 4/4. However if the minion was a 4/4 and you attacked it to a 4/1 and you buffed the 4/1 with a +4/+4 the minion should be "seen" as 4/1 with (+4/+4) on top of it Net 8/5. so if you hit it for 2 damage it would be 4/1 + (4/2) resulting in a net of 8/3 and if you silence it, would then be a 4/1 as you just removed the (4/2). If this above and beyond its original stats is true, than turning someones attack to 1 and then removing it with silence should effectively leave the attack at 1, but it doesn't and gets reverted back to its original attack value or the state in which the minion was in before the silence and before the debuff.
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Any chance of adding in the ability to "replay" the game. Right now Hearthlog.com you can replay the game on the website, but doesnt offer the stats that you do, so i essentially run them both.
Would be cool to have a side or built in feature even that can "replay" the card plays, sorta like replaying chess games
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Great job I like this! Hopefully they add holiday quests/promos or special events to get new different updated cards. I wouldnt mind that.
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I think this is how it SHOULD work, with the way it is WORDED.
You play a minion and it "heals" 2 to all minions or heals for 3 then the ATK is 4of(4) HEALTH 1of(5) would then be ATK 4of(4) and Health 4of(5) so a debuff would do nothing.
Now these BUFF cards should do this in that case ATK 8of(4+(4)) and Health 4of(5+(3)) so when you REMOVE the buff it would be ATK 8-(4)of(4) and HEALTH 4-(3)of(5) Effectivly debuffing the +stats it gave it TEMPORARILY. The "buff" feature should be looked at like a "shield" or "layer" on the character while a HEAL is permanent, just like you can't "heal" a minion higher than its max health, a BUFF shouldn't persist beyond its buffed state.
So if the minion was 8 buffed up from 4 and Health was 4 buffed up from 1 stats SHOULD return back, now if you HIT the minion with BUFFs you are effectively attacking the BUFFED health and not the 1 health that the minion had left, so you couldn't DEBUFF a minion into death.
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What are your thoughts on the Hearthstone leveling rewards system?
Honestly, I think the golden cards that are NOT DEable to me are worthless presents. I would like possible more "gold" options in leveling, or maybe more dust, or different cards, or a pack at level 50, something that is more USEFUL than a golden card.