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    posted a message on Eye for an eye bug?
    Quote from Pherosizm >>
    Quote from ArcyroX >>

    But yes, I wish they change it so that Flare wouldnt get Counterspelled...

     Slightly off-topic, but I agree with this so much. I love mage, but this interaction is so silly.

    It would be weird for them to fix this, though, since the cards are behaving properly, unless they printed an extra line on Flare that said "cannot be countered".

    A tad specific though.

     They could change it to a 0/0 weapon (Called Flare Gun) with a battlecry that destroys all enemy secrets and draws a card.  Counterspell problem solved! (but it would create some odd weapon interactions)

     

     

    Posted in: General Discussion
  • 0

    posted a message on The Nameless One -> Rattlegore
    Quote from MoonUnit >>

    If you hover over any minion, it will show the base stats and then any adjustments/enchantments underneath. Rattlegore’s deathrattle is always -1/-1 from its base stats - the 8/8 Rattlegore that is summoned from the original is actually a different minion, it’s base stats are 8/8 and not 9/9 with a -1/-1 enchantment, as you will see if you hover your mouse over the card, and this carries on down the chain. Rattlegore is effectively 9 different minions. The Nameless One becomes a 9/9 Rattlegore  (assuming the Rattlegore on board is the original 9/9) with an enchantment to make it a 4/4, so it will still create an 8/8 when it dies because it’s base stats are actually 9/9. Similarly if you target a Rattlegore part way down the deathrattle chain, say a 6/6, you will create a 4/4 copy of a Rattlegore with 6/6 base stats, and get a 5/5 out of its deathrattle.

    The card is indeed worded correctly, but I do understand how it could cause confusion. Unfortunately if they made the description more detailed, it would probably be even more likely to confuse people.

    None of what you described agrees with the card description which is simply "Resummon this with -1/-1" (no mention of base stats, no implication that its a different minion being summoned etc.).  In the example you gave using the text as it is written on the card, the nameless one should resummon itself as a 3/3 ("this" being the nameless one, and -1/-1 to give the 3/3 stat line).

    Just for clarity - I understand how it works (and why it works that way), but that is not how the card is written. 

    Going back to my original suggestion it would (imo) make more sense if it said "Summon an 8/8 Rattlegore" and that 8/8 Rattlegore had a deathrattle which says "Summon a 7/7 Rattlegore". It's much more intuitive and you know the stats of the minion being summoned without having to hover over anything.  You would still need to see the card in action once to know for sure that the next Rattlgore also summoned more Rattlegores, but there must be a way of wording it concisely that isn't as bad and confusing as the way the card is currently written.

    edit:  Just to add - on mobile hovering over to see stuff isn't ideal either.

    Posted in: Card Discussion
  • 0

    posted a message on The Nameless One -> Rattlegore

    I actually don't care how he works in practice and this ins't supposed to be about nerfing a card (I really like how he currently works), but his card text should be accurate and reflect what he does in play and it's clearly not currently the case (obviously this should apply to all cards).

    As it stands the card text says "Resummon this with -1/-1".  As it is written any non-rattlegore card which acquires this deathrattle should resummon itself, not Rattlegore.  If you reduce his attack to 1 and kill him he should re-summon with 0 attack (and conversely if he's buffed to x/x he should come back as a x-1/x-1). 

    With the alternate deathrattle text I proposed (and used in your example) the 4/4 Nameless one now says it will summon an 8/8 Rattlegore (and that is in fact what will happen when the faceless one dies), then this makes perfect sense and no one will be surprised when that happens.  I agree there might be some lack of clarity regarding the fact that the next rattlegore (and so on) would have a deathrattle but there must be some way this could be accomodated.

    That is the only logical interpretation of the card as it is currently written (imo).

    p.s. his voice lines should also get higher pitched as he gets smaller untill you have a tiny Baby-Groot-like Rattlegore!

    Posted in: Card Discussion
  • 7

    posted a message on The Nameless One -> Rattlegore

    Arguably it is a bug, as what happens in-game does not agree with the card text.  They should change the text to something like "summon an 8/8 rattlegore" and on the 8/8 rattlegore it says "summon a 7/7 rattlegore" etc. 

    Not as elegant but at least it's accurate, and you should never just have to "know" how cards behave, particulalry in such a simple example as Rattlegore. 

    The game is full of stuff like this though, so probably best just to add it as a "lesson learned" and move on!

     

    Posted in: Card Discussion
  • 1

    posted a message on Blade storm doesn't kill a 30+ health minion

    That's obviously a bug.  I presume it stems from the changes related to infinite Dreadsteed and Defile

    Happy new year to you too!

    p.s. nearly gave you a kiss out of habit!

    Posted in: General Discussion
  • 0

    posted a message on The Achievements ruin pack opening

    Some of them also give you experience points for the progression, so arguably they contribute to gold in a round about sort of way.  Most (maybe all?) of the ones that give XP are linked to the class legendarys for the Darkmoon Faire.

    Posted in: General Discussion
  • 3

    posted a message on The Achievements ruin pack opening

    So - I didn't mean that it was game breaking or in some other way harming my very existence - but 'cmon. 

    The whole point of "hover over and see the colour" when you're card opening is the excitment of wondering what card you've got.  The achievement systmen needlessly ruin that (when it worked absolutely fine before)

    It just smells like blizzard pushed the achievement through as quickly as possible without any playtesting at all.

    Everyone seems to accept that stuff is just pish and we should be grateful for the scraps.  I live my life to a higher standard than "it will do for now" and see no reason why Blizzard shouldn't do the same. 

    In many regards the internet has ruined games because the developer knows they can fix it later.  Bring back the glory days of the ZX Spectrum when everything worked as the developer intended.../s...

    Posted in: General Discussion
  • 0

    posted a message on Tikatus is the real problem in this meta.......
    Quote from Fog_za >>
    Quote from lv426a11 >>

    If they kept the part where the warlock discards 5 cards as well I would be cool with that (i.e. uncorrupted - as it currently is.  Corrupted - both players discard 5 cards).

    It's still a pain in the ass for the opponent (potentially) but it removes the cheese fatigue element when it's played multiple times.

     Wow... Just wow. So the warlock has to draw like mad to pull off the win condition but also die in fatigue, being unable to generate the damage of warrior or the value of priest. Great suggestion.

    It's a decent suggestion - an 8/8 for 6 mana is a tempo play with a downside.  The corrupt makes the downside the same for both players while slowing down when he can be played.

    Who says you have to draw like mad to play him?  Why does he have to be a win condition anyway?  And what relevance do Priest and Warrior have to the dicsussion on one warlock card?  If your argument is about whether warlocks have any tier 1 or 2 decks then that's a differnt discussion.

    I've said it before in this thread, the issue with the card (imo) is that it's just not fun to play against irrespective of whether it's too good (or not) or meta defining.  There's no counterplay (other than kill them before they play it) and that's not a good design.

    Posted in: General Discussion
  • 0

    posted a message on Tikatus is the real problem in this meta.......

    If they kept the part where the warlock discards 5 cards as well I would be cool with that (i.e. uncorrupted - as it currently is.  Corrupted - both players discard 5 cards).

    It's still a pain in the ass for the opponent (potentially) but it removes the cheese fatigue element when it's played multiple times.

    Posted in: General Discussion
  • 17

    posted a message on The Achievements ruin pack opening

    So I just opened my tavern brawk pack.  It contained cenarius.  I knew this before I hovered over any of the cards.  Why?  Because two awards popped up on my screen - Classic legendary collector and Classic Druid Collector.

    Way to go to suck the fun out of pack opening.   At least make the awards appear after the cards are opened....

    Rant over...

     

     

     

     

     

    Posted in: General Discussion
  • 0

    posted a message on What do YOU want out of the Hearthstone Meta?
    Quote from adityajibhkate >>

    Prefer a combo meta with tech's against them.

    Imo I dont think combo as an archetype works properly in hearthstone due to the limited options to interact with the opponent. 

    If the tech cards definitely hit the combo pieces, then that's a near autowin counter to the deck in question.  If they don't, then it's a coinflip as to whether it hits the correct card. 

    Much skill was tested with both outcomes...../s

    Posted in: General Discussion
  • 0

    posted a message on What do YOU want out of the Hearthstone Meta?

    You can (in theory) have a aggro/midrange/control/combo meta without either of these archetypes being autowin against the less favoured deck style for your deck.  That's what the game should aim for imo, as it places much more emphasis on the match itself rather than the deck you chose. 

     

     

    Posted in: General Discussion
  • 1

    posted a message on Who's bright idea was to create this card??.

    I said it before about Glide - it's not about whether it's too good, it's about whether it's fun, and whether you can do anything about it.

    There is nothing fun about your opponent removing half your deck, and, other than playing aggro, there is nothing meaningful you can do about it.

    Blizzard has released far too many cards that the solution appears to be "play aggro and kill them before the card matters".  An engaging and thought provoking game design if ever there was one!

    Posted in: Standard Format
  • 0

    posted a message on Twin Slice, Blade Dance, Soulshard Lapidary and DH healing problem.

    Blade dance could also be changed to "deal your weapons attack to 3 minions", then at least it can't be stupidly and easily buffed (hero attack =/= weapon attack).  

    All of this misses the point that one of the main issues is that the card draw allows them to have all the combo pieces all of the time and never run out of steam until they literally run out of cards.  These are often 3 card+ combos - try pulling something like that off in priest and you'll see the issue.

    Posted in: Card Discussion
  • 0

    posted a message on Im near level 30 and...

    I think the one thing the new system has definitely created is a new found opportunity for the roping bot/obnoxious player.  I can sort of understand the logic in rewarding XP for a time played rather than wins (aggro > control in the old system), but to leave it open to rope abuse defies logic.

    That said, I just had to complete the 50 corrupt minions weekly quest and the minions have to be un-corrupted to trigger the quest, so clearly logic is lacking somewhat at Blizz HQ.

    Posted in: General Discussion
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