• 5

    posted a message on Mercenaries gives players control of the RNG!!

    Serious question:  Can you describe a scenario where you outwit your opponent?  

    Posted in: Mercenaries
  • 2

    posted a message on Is Mercenaries the new Artifact?

    When this mode was first teased I was pretty excited.  Then I read it wouldn't actually be using the cards.  And I became worried.

    I think I was right to worry.  In my very short sample of Mercs it was very boring.  I don't really see it getting much better wtih time.  The play is just very linear.  

    That being said, if YOU like it, more power to you.  Just not for me.  I came here to play wizard poker.

    Posted in: Mercenaries
  • 4

    posted a message on Mercenaries - your first impressions ?

    I finally played a bit.  Seemed very boring.  Felt like same strategy for every battle.

    -shrug-

    But, if you enjoy it, great!  And if you want to dump a lot of cash into it, I'm even more happy.  

    Just not for me. 

     

     

    Posted in: Mercenaries
  • 6

    posted a message on Zeddy is unhappy about new balance patch

    I thought everything he said made perfect sense.  Not sure why that should count as whining.

     

    Posted in: Standard Format
  • 1

    posted a message on All new skins coming in the next patch!!

    I'm always in favor of more cosmetics.

    Posted in: General Discussion
  • 1

    posted a message on HUGE nerfs and buffs coming soon!!!!

    The humor was lost on me.  The mods on here are weird.  I've had like 10 threads locked and yet this one gets to live.

    Sorry, but this thread is pretty worthless.  I don't mind a humor thread once in a while, but they have to have humor.  This just felt like someone describing a dream.  An incoherent stream of consciousness.  

     

    Again, sorry.

     

    Posted in: General Discussion
  • 1

    posted a message on Zeddy is happy about new balance patch

    Mindrender Illucia
    Cost 4

    3/6
    Battlecry:  You may play cards in your opponent's hand as if they were your own unitl the end of the turn.

     

    Still does similar things.  Not at all good as a time warp for aggro now.  Not even that good as an anti-combo card due to the 4 cost.  Effectively killed.  Even giving her vanilla stats doesn't make her worth playing.  More of a late game value generator now.

     

    Posted in: Standard Format
  • 4

    posted a message on The problem with the game has and is mana cheat and draw

    I agree a bit.  Disagree a bit.  I think card draw is fine.  But, should be a tempo loss.  Things like Refreshing Spring water that 'can' be tempo gains and draw together are bad.  There are a fair number of cards that can be both draw and tempo together.  I'd love to see those removed and let draw just be draw.  Some cards get synergy to allow them to be both tempo and draw.  I'd like to see this toned down.  Some synergy is fine, but when the focus of the deck revolves around a draw plus tempo synergy that gets problematic.  I guess it is ok for a combo deck that needs 10 mana and 5 cards in hand to go off.   But, I'd love to see it more limited.

    I also think mana cheat is fine.  As long as it it balanced.  And I think it really gets worse when draw is easy.  Mana cheat should have a cost.  One cost is often cards in hand, but if draw is abundant and cheap that cost is pretty small.  So,  I think mana cheat is better in classes with little draw.  They cheat something out, if you manage to deal with it, you are then ahead in tempo or cards.  But, if they cheat something out and you deal with it and remain behind, that isn't too fun.  I think that's the problem with those giants and raise dead.  You can maybe deal with that one giant being cheated out.  Maybe even 2.  But, when it becomes 4 you just run out of answers.  Feels wrong.  They are the one mana cheating, so they should be the one running out of threats.  Not you.  So, basically I don't mind an 8/8 on turn 4.  That's scary, but often can be dealt with.  What I mind is an 8/8 on 4, another on 5, 2 more on 6....   It's just too much.  You need a downside to that early 8/8 to give the opponent a chance to respond and recover.

     

     

     

    Posted in: General Discussion
  • 8

    posted a message on Is inevitability a good thing?

    So, I understand that each match must come to an end.  Every match ending is inevitable.  

    But, I think a lot of salt is created when you face a situation where you see you can't win.  No matter what you do.  No matter what you draw.  No matter how well you play.  Your fate is decided.

    Of course, there is a concede button to deal with this.  You don't have to keep fighting a fight you know is lost unless you don't know how to use the concede button.  

    But, I would rather the game be designed where there was counterplay.  Where there were cards you could include in your deck, that if you included them in your deck building, and you drew them, and played them wisely, you could potentially find ways to combat inevitable situations.

    Even if I don't include that card in my deck.  I still feel better losing to that situation if I know that I COULD have used it.  I COULD have found a way.  I COULD alter my deck to give me a chance to defeat that strategy.  That to me feels a TON better than just saying, 'that is just a bad matchup'.  

    I really wish there were more counterplay options in this game.  Maybe they need to release more cards each release so that they have room to include some clunky tech cards.

    I don't know.  Maybe folks don't want counterplay?  Maybe they think that inevitability is a good thing?  

    Where do you stand?

     

     

     

     

    Posted in: General Discussion
  • 1

    posted a message on Blanket Change to Questline Mechanics

    I think the easiest thing to do about quests is to print an anti-quest tech card.

    My idea is a minion with battlecry that resets a quest to the beginning.

    Posted in: General Discussion
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