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    posted a message on Armor removal / piercing mechanic?

    When I first started playing I figured that spells would bypass armor.  Armor would only stop physical attacks.

    Kinda sad it didn't work that way, would be more interesting.

     

    But, WoW has mechanics to strip armor, seems only natural to me that they'd introduce that into the game at some point.  I think to do that though they need to build some neutrals that grant armor so that it would be more universally useful.

    Posted in: General Discussion
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    posted a message on Design insights with Ben Brode

    My suggestion - Every 20th pack you open with have at least 1 legendary.

     

    That is all.

    Posted in: General Discussion
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    posted a message on Finally! A solution to those aggro and secretdin

    I'm going to brainstorm some ideas.  Not saying good ideas, just ideas.  Take em or leave em.

     

    Idea #1 - Tuskarr Jouster

    -1 Healbot

    +1 Tuskarr Jouster

    Less reliable heal for a bigger body.  Seems like a good trade to me.  I guess it depends on how despate you are for that heal. 

     

    Idea #2 - Cult Master

    -1 Lay on Hands

    +1 Cult Master

    Lay on Hands just seems too slow to me.  Maybe it works in this deck, I can't really say.  But, I'd think with your musters, hero power, and murlocks you could get 2 draw and a body on board pretty reliably all for half the cost. 

     

    Posted in: General Discussion
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    posted a message on Weekly Card Design Competition [Special Edition] - Merchant Submission Topic [REVIEW PHASE, UP-VOTING ONLY]

    The Merchant class has a boatload of cards/abilities that add coins to the hand.  I felt like one could quickly ramp up to 10 cards and then the power of the class would be blunted.  I felt a way to increase hand size would be very welcome for the class.  This also lets you get 2 coins when you use your hero power.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition [Special Edition] - Twilight's Hammer Submission Topic [REVIEW PHASE, UP-VOTING ONLY]

    Pretty strong 3 drop.  going to have a nice 3/4 body on your opponent's turn and you will have pinged one of their minions for 1 most likely.  Potential sysnergy using it on your own minions such as Nerubian Egg.  Will very slowly kill even bigger targets, but, that's probably not going to happen very often unless you can protect this. 

    Note:  Since this is health transfer and not damage it won't trigger things like Acolyte of Pain, nor can the transferred health be healed.  Will also bypass divine shield, would instakill a Scarlet Crusader for instance.

    The basic idea  is that a minion falls into the maw here and is slowly digested feeding the Scarlac.

    Posted in: Fan Creations
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    posted a message on Hearthstone? Or Paladinstone?

    I played 7 games today at rank 17 to get my 5 wins with Hunter.  I beat 4 Paladins and 1 Shaman.  Lost to 1 paladin and 1 mirror match mid range hunter.  (freakishly mirror because I threw some tgt cards in there on my own design)

     

    So, of 7 games 5 were paladin and I went 4-1.

     

    There is seriously a lot of paladin in ranked right now.  I silenced 2 Tirons in that little run.  Rank 17 is no joke.

    Posted in: General Discussion
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    posted a message on The Grand Tournament: Arena Impact

    I've probably played 20 arena runs since TGT.  Druid was my best run at 11-3.  I don't even think I had a swipe, just a good curve and big minions.

    I was hoping the random pack thing would discourage better players from playing arena and it would be more populated with new players.  I can't say I've noticed any drop in the opposition.  Maybe the opposite.  I guess maybe the first  couple games might be a bit weaker now, but once you hit 3 wins it's as bad as ever.

    My strategy with my gold was to invest solely in arena.  I started with a nest egg of about 2500 gold, I'm down to 1800 now and so far zero legendaries.  It's getting to the point where I think I probably should get one soon or just accept the odds going against me.  Its' been a little frustrating.  I remember when GVG came out, there was a week or two when I was unstoppable in Arena.  I miss the hell out of that week with this release.   I'm starting to question if I had the wrong strategy and should have just bought 25 packs of TGT instead.  I do think I'm averaging over 3 wins still, probably 3.5-3.7 somewhere in there.  So, I'm probably still getting more value than just buying packs, but, with the random packs I dunno.  Maybe I F-ed up.

    Maybe I just need to adjust to the new dynamics of Arena now.

    Posted in: The Arena
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    posted a message on Weekly Card Design Competition #31 - FINAL POLL

    I would say it has to be capable is the standard.  In certain matchups it is INCAPABLE.  Whatever, maybe the mods feel as long as it can sometimes give a different class card that's close enough.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #31 - FINAL POLL
    Quote from rdeegan jump
    Quote from jazzfan27 jump

    Hellreaver - I hate to nitpick, but I don't think this qualifies by the rules.  If you are playing warlock, this card is in capable of giving a player a class card that it cannot normally cast.  0/5

    I'm pretty sure this does count. The card itself is capable of giving a player a card outside of their class. There wasn't a specification about it always giving a player such a card, and there are many other cards which only give a player such a card under certain circumstances (which is your objection to this one).

    You could say the same thing about Pickpocket if your opponent is a rogue, or about rite of summoning if it summons a card which is of your class.

    You are right pickpocket should be disqualified as well.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #31 - FINAL POLL

    My thoughts

    Soulburn - I think I'd rather shuffle 4 random spells into my opponents deck.  1/5

    Rite of Summoning - Pretty good card.  huge combo'd with Malygos.  4/5

    Polymorph Demon - I don't see the point.  Was this really the best card on the page?  1/5

    Forbidden Knowledge - Seems like this could be a real card.  5/5

    Pick Pocket - Modest hand destruction.  I like it.  Great anti-combo tech.  Imaginative.  5/5

    Bribe - OP.  2/5  Should cost more like 7 or 8.

    Graphite Rod - I can never tell what class weapons are.  Is this a WArlock weapon?    I guess it's ok, no matter the class.  3/5

    Monkey's Paw - Pretty strong effect, but, somewhat hard to get going.  I think it not being a copy of a card from your opponent's deck probably kills any chance it had.  1/5

    Forest Vigilance - It's like a weaker Mind Vision.  I don't think it's good enough.  2/5

    Bandit's Guile - Not sure we need another Vanish.  Probably just too many vanish effects like this would make mill rogue too strong.  2/5

    Consuming Fel Axe - Seems like I saw this weapon 15 times.  I'm not sure on the balance would need to playtest, but, I'm leaning towards OP. 3/5

    United Front - Wow.  I like that it's epic so that it doens't dominate Arena.  I don't know Im' worried that it's a little too good for fatigue pally, but, maybe fatigue pally needs some help.  I'll say 4/5.

    Hellreaver - I hate to nitpick, but I don't think this qualifies by the rules.  If you are playing warlock, this card is in capable of giving a player a class card that it cannot normally cast.  0/5

    Arsenal - I think the combo part just makes this OP.  2/5

    Arcane Knowledge - Interesting take on Gang up.  Looks like it could be a real card, but It's hard to judge potential abuse off the top of my head.  4/5

    Dalaran Assistance - Kinda silly, I doubt that you could even play this in secret paladin.  Just too costly for such a situational effect IMHO.  3/5

    Elemental Call - I find this one kinda booring, and I think I've seen it before.  Surprised that folks voted it in.  3/5

    Enchant Weapon - I think this is too good.  You're probably going to get at least 3 instant damage and probably at least 6 more over time.  and that's on the low end.  You get Doomhammer and you have 27 points of damage on the board on turn 5.  2/5

    Power Word Vision - I wish there was a more verbose way to word this, but, I'm not sure that there is.  Just the priest version of Blessing of Wisdom, seems like a real card to me.  4/5

    Visitors of the DReamer - Nice all around card.  4/5

    Drakewood Summoning - I'm not sure why this should cost less than the one that turns them into 2/2s.  3/5

    Backstabber's Bluff - Fun card, very imaginative.  Love the flavor.  Seems a bit undercosted to me though.  If you grab an opposing Ragnaros who cares if it can't attack, and with all the taunt and inspire cards you can quite easily not worry about the can't attack drawback.  I'd either up the cost quite a bit or have them be removed from play while this is in play.  4/5

    My vote goes to Forbidden Knowledge.  It just seems like it was lifted from the brains of Hearthstone card makers.

    Posted in: Fan Creations
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    posted a message on Legenday Spells for Everyone.
    Quote from feldm jump

    Most of the effects are interesting, but they seem to me like "minions effects", since they affect the game itself instead of acting and then ending on the same turn (like flamestrike or imp-losion for example).

    Like, you use them and they'll last for the rest of the game, that's kinda weird. Taking only Wisdown, for example: when I use it, all of my enemy cards will be revealed until the rest of the game, right? That's why it seems like a minions effect, that would last as long as the minion is alive.

     

    Think of Shadowform.  It's a spell effect that is much like these that it changes the game on a permanent basis.  The Mistcaller is somewhat similar as well,  even though there is a body attached to the effect, there is no necessity for there to be a body with that effect, you could just as easily have the effect as a spell.

    Posted in: Fan Creations
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    posted a message on Legenday Spells for Everyone.
    Quote from skorpionex jump

    Meh, rogue legendary = coin.

    More like a free Wild Growth that goes away when you choose to cast a spell.

    Posted in: Fan Creations
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    posted a message on Legenday Spells for Everyone.
    Quote from DoctorWhoops jump

    I don't get it, do you get the effect for the rest of the game? ( I assume you do)

    These cards are just really really weird, and badly balanced, and just do not fit into the game.

    Maybe stick to playing the game instead of making it...

    sorry

    Yeah, the effects are persistent.

     

    And I do think I made Ferocity too cheap.  Would make aggro druid too easy.  Also, on Energy you are only to lose one crystal, not one every time you cast a spell.

    Posted in: Fan Creations
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    posted a message on Legenday Spells for Everyone.

    Nobody has any comments? 

     

    OP is Sad Panda.

    Posted in: Fan Creations
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