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    posted a message on Ancient of Lore

    guessing that one extra mana made this card to op.

    Posted in: Ancient of Lore
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    posted a message on Issues in game

    for the record, i do not view myself as an average player. I defeated heroic chess match (which doesn't have any way to netdeck and is pure skill) on first try, as well as hit rank 10 or better multiple times and can  get 6-3 in arena. though i don't really play that game mode too often as i find it not my forte and prefer rankded play. I also have almost 4 heroes golden and many epic moments to share.

    I am simply just pointing out the obvious frustartions most people are facing, in view of the incoming nerfs/changes. a lot of people are asking for changes to gold cap and nerfs to cards.

    Also, i found my hunters perma immune quite fascinating.

    Posted in: General Discussion
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    posted a message on Issues in game

     

    the rope timer is not a bug. the rope timer is an in game mechanic that disallows deck archetypes (or entire tavern brawl modes) from functioning properly because there turns time out before they are able to do anything productive (as in the case of the rogue i beat with 7 15/15 minions on the field who didn't have time to make an attack)

    no, it is not easy to get legendaries. in fact they made it more difficult to acquire legendaries. I open up on average 40 dust of cards a day. if i was to use this dust to try and create a higher end deck so i could actually play competively, by the time i got that one deck made it would have either been for nothing because i picked the wrong archetype, or it shifts out of standard or common play. 

    If i kept all these cards and just kept opening one  free pack a day for somehow winning 30 games a day despite having a job and a life then eventually i would start making dust from dupes. 

    Either way, to craft just one legendary card needed for most common archetypes, it would take me 1.5 months on average, at 30x40 (- any cards from those packs i actually needed)

    Even if i spent $160 CAD a month on hearthstone , it would still take me over a month at an average of 40 dust from each pack to craft a basic ladder deck that costs 4k dust

     

    If i wanted to play cubelock, i would need to have my 1200 dust a month from quests/play mode packs, i would also need to spend almost $600 in one month just to get enough dust to craft all the cards played in cubelock as a new player.

     

    Of course, i could always just play arena and hope to be in the less than 0.7% of players who actually hit infinite and consistently get 7 wins over and over and over and over and grind out free packs.

    This is actuality here. This is how hearthstone works for new players, players with bad pack luck and players who can't hit infinite arena IE MOST PLAYERS. MOST PLAYERS DON"T EVEN GET PAST RANK 15. If you are hitting infinite arena, if you are constantly getting gold cap, if you getting to rank ten or better CONSISTENTLY, then you are not the norm. You are an anomaly in the world of hearthstone. So please don't tell me that "MANY PEOPLE FEEL " a certain way, those "many people" don't even make up half the hearthstone player base.

     

    Posted in: General Discussion
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    posted a message on Issues in game

    Is anyone else starting to get annoyed by the rope timer. Literally won a game yesterday where the enemy had 7 15/15 minions on the field and before he could attack he timed out. There are just too many things wrong with the rope timer, too many mechanics in game that take time.

    Discover, Adapt.

    Winning a game i should obviously had lost, or losing a game i should obviously have won, simply because my/their turn timed out because there wasn't enough time to discover a card, or adapt a minion is ridiculous. In the  most recent example of this, miracle rogue, rouge kept playing spells pumping up his board, and kept drawing cards from gadgetzan auctioneer..but lost the game because he drew too many cards and wasn't able to play any further.

     

    And lets think back to the talon brawl. Giving us a full deck of discover a card cards and then making it so we can't even play them.

    Look, i can understand a minion where it's effect is "players only have 15 seconds to complete their turns" but making game modes where we are punished for regular strategic play, or causing certain deck archetypes to be at a disadvantage because there isn't enough time to discover a card. Making it so our turn times out just as we are about to hit the enemy hero and win?

     

    Seriously.

    And , if i may just have a bit more of your time, on a different note, why does my hunter have permanent immune when i switch from candle shot to a different weapn. (see photo)

     

    why are people still able to exploit temporary attack increases into permanent health boosts?

    Why do certain minions not trigger their effects

    Why did a 3 health minion surive explosive runes because it got buffed by a weapon after it died?

    Blizzard used to freeze all minions on the enemy's field, even after death rattles were triggered. Now this is no longer the case and you can buff all your 1 health minions with soul of the forest and laugh in the mage's face.

    Finally, 100g a day through play mode is not enough. THis game was promoted as f2p. Giving a player 1 card back a day for winning 30games in play mode (or 1 arena a day) is not entirely fair. It takes hours to win those 30 games UNLESS you are pro and have the top deck and win 60+% of your matches. But for the average player who is around 1/3 win , this is just not cutting it. It is forcing them to spend money on cards in a game that is promoted as f2p. This gives the people who have money an unfair advantage.

     

     

     

    Like a lot of these things just don't make sense.

     

    Posted in: General Discussion
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    posted a message on Card Rewards for Leveling Up Your Heroes

    just curious, but has anyone actually gotten all heroesto level 60 and all heroes to golden. i am currently working on 4/9

    Posted in: General Discussion
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    posted a message on Kobolds & Catacombs - Hearthstone's Seventh Expansion

    the only thing new in this expansion is the dungeon runs and rogue secrets. everything else is just old mechanics rehashed, revamped and improved. still good. the dungeon run was also a huge improvement in difficulty from the knights adventure mode. a bit more of a challenge. frozen throne story was too easy asides from the lich king

     

    it was good to see joust , hero cards, hero poer synergy  lifesteal, and recruit get some more play/synergy/renaming. but i digress, they are still old mechanics and asides from rogues finaly getting secrets an dpossibly the spell stones there really has been less new mechanics and more new interactions/synergies since frozen throne.  i guess druids got some new mechanics sort of "choose twice", "choose secretly" but, 2 cards wooo, and even those two cards are just improvements on existing system of "make a choice"

    Posted in: Guides
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