i dont disagree, but the reason loetheb was created was to counter Miracle rogue so now that Rogue is dead for the most part
Loatheb certainly does counter Miracle when played at the right time, but to think that was it's only or even it's main purpose is a very narrow reading of why that card is necessary to the game
The chance of drawing a legendary isn't related to the number of cards in the series, it is set pretty statically to be around 1% of the cards opened. What changes are your chances of opening any PARTICULAR legendary once you get one. With a large amount of legendaries in the expansion relative to the total card collection, that means you'll have to keep opening lots of packs to either open them all or get enough dust to make them all, but it won't make them any more common, unless Blizz changes the base chance of getting one.
I don't understand: if you're a "pure arena player", why do you care about which cards you have in your collection? You won't ever have to worry about making a constructed deck. The type of card pack should be irrelevant.
I'm 2 cards away from having a full collection (at least one of each card), and my preference has been to craft legendaries whenever possible, since the changes of opening up rares/epics in packs is much higher than legendaries
IMO, the Charge mechanic is the most broken thing in Hearthstone. A disproportionate number of the nerfs and changes to cards over Hearthstone's short lifetime have been either directly to a card with Charge or a card that interacts with Charge cards to produce immediate, OP effects. The more ways you can find to abuse charge, the more successful decks tend to be.
In recent metas, see: Leeroy, Doomguard, Grom, FoN, UtH, Raging Wargen OTK, Al-Akir, etc.
The higher ranks (20-7) tend to be flooded with aggro decks. If you run a slow deck, you are often at a disadvantage. Passing the first 3 turns and droppong a drake/giant turn 4 may mean you're dead by turn 5. Try a different deck to rank up, and pull out handlock closer to rank 5
The less RNG is in the meta, the better. They should remove most of the RNG effects entirely save for a few like Knife Juggler or Ragnaros. Still don't get why Storm deals 2-3 damage. Just make it 2 FFS.
Storm costs 3 with a 2 mana overload. That's a a 5 mana cost AOE spell. Vs explosive track (2 dmg for 2 mana), Starfall (2 dmg or 5 dmg for 5 mana), consecration (2 dmg +to hero for 4 mana), Holy Nova (2 dmg + to hero+ heal you and your minions for 5 mana), and hellfire (3 dmg to everyone for 4 mana).
On that field, 2-3 sounds balanced correctly, as it doesn't provide any heal, doesn't hit the other hero, and doesn't help or hurt your own minions. If it's going to be made non RNG. it would be way underpowered at straight 2 dmg for 5, in which case it should be made 3 dmg. However, I like it how it is, even when RNG doesn't fall in my favor.
Agreed. I just mention that because having a normal weapon and just giving it spell DMG means they could sit on it and benefit from the +1 DMG over and over
..... You do realize that they created this game and the game it's based on, and that it's continued existence rests on the fact that it is potentially profitable for them?
I have no problem whatsoever paying a reasonable amount for the activities that provide entertainment and fun.
I have purchased two packs of 40 cards for myself, and one for my wife. We both paid for Naxx with in-game gold. I am 4 cards away from having all of the cards in the game (2 legendary, 2 epic). So if I've spent $150 to play this game daily for the past year, that comes down to $0.50 a day, or $0.25 a day per person since it's both my wife and I. A pretty good deal for me, and I am glad to financially SUPPORT the company providing it and continued fun for the two of us.
I just did some testing. Fun facts: If you use Force of Nature with Kel'Thuzad and attack face, the treants die and stay dead. But if they die to other minions, then the come back at the end of the turn. It makes sense from a phase resolution standpoint, but I wasn't sure how it would work in practice.
As someone playing hunter this season (14 to 8 so far, and climbing), the reason I chose it was because I am seeing alot more secrets everywhere - hunters, mages and now even palis, too (when I see them). The only class that can effectively deal with secrets is hunter, so that's how I adapted to this current meta. When I reach rank 5, I plan on changing again, maybe priest.
2
I saw my wife playing against theChiv once, and was happy to see her win against him. Haven't played against any other famous players I'm aware of
0
Some card games with bigger decks also include mama cards in about a third of the card slots
3
Loatheb certainly does counter Miracle when played at the right time, but to think that was it's only or even it's main purpose is a very narrow reading of why that card is necessary to the game
0
The chance of drawing a legendary isn't related to the number of cards in the series, it is set pretty statically to be around 1% of the cards opened. What changes are your chances of opening any PARTICULAR legendary once you get one. With a large amount of legendaries in the expansion relative to the total card collection, that means you'll have to keep opening lots of packs to either open them all or get enough dust to make them all, but it won't make them any more common, unless Blizz changes the base chance of getting one.
0
I don't understand: if you're a "pure arena player", why do you care about which cards you have in your collection? You won't ever have to worry about making a constructed deck. The type of card pack should be irrelevant.
5
Link to the card animation: http://youtu.be/ydn00kJwOFE?t=36m23s
0
I'm 2 cards away from having a full collection (at least one of each card), and my preference has been to craft legendaries whenever possible, since the changes of opening up rares/epics in packs is much higher than legendaries
0
IMO, the Charge mechanic is the most broken thing in Hearthstone. A disproportionate number of the nerfs and changes to cards over Hearthstone's short lifetime have been either directly to a card with Charge or a card that interacts with Charge cards to produce immediate, OP effects. The more ways you can find to abuse charge, the more successful decks tend to be.
In recent metas, see: Leeroy, Doomguard, Grom, FoN, UtH, Raging Wargen OTK, Al-Akir, etc.
0
The higher ranks (20-7) tend to be flooded with aggro decks. If you run a slow deck, you are often at a disadvantage. Passing the first 3 turns and droppong a drake/giant turn 4 may mean you're dead by turn 5. Try a different deck to rank up, and pull out handlock closer to rank 5
0
Storm costs 3 with a 2 mana overload. That's a a 5 mana cost AOE spell. Vs explosive track (2 dmg for 2 mana), Starfall (2 dmg or 5 dmg for 5 mana), consecration (2 dmg +to hero for 4 mana), Holy Nova (2 dmg + to hero+ heal you and your minions for 5 mana), and hellfire (3 dmg to everyone for 4 mana).
On that field, 2-3 sounds balanced correctly, as it doesn't provide any heal, doesn't hit the other hero, and doesn't help or hurt your own minions. If it's going to be made non RNG. it would be way underpowered at straight 2 dmg for 5, in which case it should be made 3 dmg. However, I like it how it is, even when RNG doesn't fall in my favor.
0
Agreed. I just mention that because having a normal weapon and just giving it spell DMG means they could sit on it and benefit from the +1 DMG over and over
0
I could only see that if it was an x/2 +1spell dmg weapon that said "remove one durability each time a spell is cast
1
..... You do realize that they created this game and the game it's based on, and that it's continued existence rests on the fact that it is potentially profitable for them?
I have no problem whatsoever paying a reasonable amount for the activities that provide entertainment and fun.
I have purchased two packs of 40 cards for myself, and one for my wife. We both paid for Naxx with in-game gold. I am 4 cards away from having all of the cards in the game (2 legendary, 2 epic). So if I've spent $150 to play this game daily for the past year, that comes down to $0.50 a day, or $0.25 a day per person since it's both my wife and I. A pretty good deal for me, and I am glad to financially SUPPORT the company providing it and continued fun for the two of us.
0
I just did some testing. Fun facts: If you use Force of Nature with Kel'Thuzad and attack face, the treants die and stay dead. But if they die to other minions, then the come back at the end of the turn. It makes sense from a phase resolution standpoint, but I wasn't sure how it would work in practice.
0
As someone playing hunter this season (14 to 8 so far, and climbing), the reason I chose it was because I am seeing alot more secrets everywhere - hunters, mages and now even palis, too (when I see them). The only class that can effectively deal with secrets is hunter, so that's how I adapted to this current meta. When I reach rank 5, I plan on changing again, maybe priest.