• 0

    posted a message on Which was the bigger failure, Mercenaries or Duels?
    Quote from kwikill >>

    There are a lot of very valid criticisms for Mercenaries, but the one that absolutely baffles me is all the people expecting better visuals.

    It's an extra mode using existing Hearthstone assets. The design philosophy is far more "hey, what else can we make this framework do?" than "let's make a totally new game".

     Most of that comes from the gameboard being little better than a photographed piece of cardboard.  100% they could have made a more visually interesting field to play the game on.  But yes, they treated their new game mode as a cheap asset flip.

    Posted in: General Discussion
  • 0

    posted a message on Which nerf is more likely for pirate warrior quest? vote.
    Quote from fabjx >>
    Quote from Bengalaas >>

    1. It has been tier two since before the patch

     are you serious? LOL

     There is only 1 tier one class atm which has 2(ish) decks.  Turns out that a 0 mana 4/5 Rush minion is better than just about anything else out there.

    Posted in: General Discussion
  • 1

    posted a message on Which was the bigger failure, Mercenaries or Duels?

    Mercs.  Duels is a niche product.  Duels is for people who like constructed, draft, and absurd power levels all at once but has done a decent job of entertaining that audience and didn't have a huge investment with most of the code already being in place from both Arena and Dungeon runs.  Some new art, some new powers, stamp a "NEW GAME MODE" on it and ship it.  Even with very little support its has a decent audience.

    Mercs should have a much wider appeal as the turn based gacha games have a long track record of success.  And it cost a much larger amount of investment going into it but flopped completely. 

    Posted in: General Discussion
  • -4

    posted a message on Captain Blackheart's Treasure is This Week's Tavern Brawl

    Still better than constructed.

    Posted in: News
  • 0

    posted a message on The definition of insanity is doing the same thing over and over again and expecting different results

    Did Hugo reserve 4 posts for his own rants or did a mod stomp on him?  As to the OP:  Good decks are good because they are consistent in card games.  Bad decks are bad because they don't consistently generate the problems or solutions they need to win a game.  If a deck fails the consistency question, nothing else really matters.

    Posted in: Wild Format
  • 3

    posted a message on Which nerf is more likely for pirate warrior quest? vote.
    Quote from ker111 >>

    I voted for reducing Juggernaut's damage solely because of my lack of confidence in the current dev team. 

    My expectations were low, once again Blizzard and the Hearthstone devs found a way to deliver even less than I expected.

    Posted in: General Discussion
  • 8

    posted a message on 22.0.2 Patch Notes - Balance Changes (BG, Constructed), Arena Update, Bug Fixes & More
    Quote from SinAscendant >>

    The game is not balanced around a game mode that less than 15% of constructed players play my guy. They don't balance for Wild. Why is this such a hard concept for people to figure out? 

     My guess would be the numerous wild-specific balance changes they have made in the past.

    Posted in: News
  • 2

    posted a message on Which nerf is more likely for pirate warrior quest? vote.

    I voted for reducing Juggernaut's damage solely because of my lack of confidence in the current dev team.  Option 2 is a less bad solution, narrowing the mana range of pirates/weapons generated to 3 or less would be the better solution.  No 12 free mana turns would take a few %s off without fundamentally undermining the questline's design.  Although the best solution would be to delete the last 2 years worth of cards from the game, swap the card design and custodial teams, fire Ayala, and start with a clean slate.

    Posted in: General Discussion
  • 0

    posted a message on Brawl Block: Tinyfin Mode is This Week's Tavern Brawl

    Forcing people to play Ranked to complete one of their 3 weekly quests was an awful idea.  Cutting all rewards by a third if you don't play Ranked is an awful idea.  Now they're trying to use the "deal 1,000 [elemental] damage" quest to force people back into Mercenaries.  They have to do all this because the current design team is beyond incompetent.

    Posted in: News
  • 0

    posted a message on Didn't got a legendary within the first 10 packs
    Quote from ucel >>

    I've go Drek'thar as first legendary :(. Shoudn't it be excluded?

     Should it be?  Of course.  Was it?  No, that'd require far more effort than Blizzard is putting into the game atm.

    Posted in: General Discussion
  • 1

    posted a message on I miss ben brode.
    Quote from MalhaFunk >>

    Do you miss having to wait two months for abalance patch?

    Better than the two years of horrid card design and insane power creep that we've gone through.

    Posted in: General Discussion
  • 0

    posted a message on Anyone excited for today's card reveal??? or no???

    Not unless the current card design team was swapped with the building's custodial staff.  I think they'd do a better job with the cards.  The current team has powercrept card draw to the point where constructed is horrid to play.

    Posted in: General Discussion
  • 0

    posted a message on BLIZZ has let Wild Break Again - NOT RIGHT!

    Blizzard had multiple fixes and nerfs for Mercenaries with a week of its launch, let they let a meta-breaking bug hang around in Wild for ~2 weeks before fixing it.  Even if it is something more complex than just a database tweak to fix, they could have temp banned the card in Wild until fixed.

    Yes, that is Blizzard letting Wild being broken.  And of course players will use a bug like that to their advantage, but in a competitive format you expect people to play competitively.

    Posted in: Wild Format
  • 0

    posted a message on An Analysis of Why UiS Quests Broke the Meta

    I think questlines can be fixed by gutting card draw.  For the last 2 years they've been powercreeping the shit out of draw and that's done horrid things for the game, including making questlines so easy to complete early.  Increase the cost of every draw card by half a mana per card drawn, remove all card draw elements from every quest for more thematic rewards, and maybe constructed won't be just competitive masturbation.  And it'd also slow down garrote rogue and aggro druid to boot, both decks heavily reliant on drawing absurd numbers of cards in the first 5 turns of a match.

    Posted in: General Discussion
  • 0

    posted a message on What does (and doesn't) count for the Farewell and Good Night quest

    Some of these may vary based on portrait, unsure.

     

    What doesn't:  games with Illucia in Duels

    mage in casual

     priest in brawl

    Jaina in Classic

    What does:  games with Rexxar in Brawl

    hunter, shaman (thunder Kkng) in wild

    Shaman/hunter in Arena

     

    Add in your own results please, I'll try to keep this updated

    *updated, thanks for the info

    Posted in: General Discussion
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