Multi-Shot cannot hit the same minion. Text is the same.
- lv426a11
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Member for 9 years and 24 days
Last active Thu, Apr, 25 2024 16:52:12 -
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Ophion-EU posted a message on I still think DH hero power is wrongPosted in: General DiscussionI kind of agree, mostly because it makes balancing certain effects on neutral cards (like inspire) pretty much impossible, limiting design space.
Other than that I don't mind it being 1 mana. In fact I'm quite happy to see a vanilla hero power that's actually useful and gameplay-defining in modern Hearthstone, rather than just something you use when you have mana to spare and have no impact on how you build your deck or play the game (Priest, Druid, Paladin, etc).
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An1ron posted a message on How healthy is kazakusan for the meta?Posted in: Standard FormatFun design card which unfortunately leads to very polarising meta. Meta is now Kazakusan druid beating all slower decks, agro decks trying to rush druid and control decks farming these aggressive archetypes.
In the last VS report was said that it is probably the most polarised meta since quest rogue Ungoro meta. The matches are like you either win or lose (30/70,70/30). Stormwind questlines were even less polarised.
I like Kazakusan, but I don't think the current form of this card or druid, in general, will keep fun for me for a long time. Hoping for some changes in a week or two.
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Blue_Banana_whotookthisname posted a message on Vanndar and Devolving Missles bugPosted in: General DiscussionQuote from parishbishop >I dont know what you can be referencing? Miss what? I played the card, buddy played missiles, and the minions I drew after Vanndar were not discounted. Its pretty str8 forward.
You played Dark Inquisitor Xanesh, Vanesh wasn't the lowest cost card in your deck when you played it so the battlecry never activated. And only two of the missiles hit Vanesh, you had Fleethoof Pearltusk on the board.
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Banur posted a message on I just returned after years, how do I get started again?Posted in: General Deck BuildingA few things first:
There are three somewhat overlapping modes: Classic, Wild and Standard.
Classic is the game from 2014. Cards are frozen with their stats and abilities at that point in time. Unlikely to ever be touched again in terms of balancing or updates. Cards you have from that period of time will be available to use. Crafting and dusting will affect other modes.
Standard is the current format that features the last two years of expansions plus the Core set. The Core set is a free set of cards containing Basic and Classic cards as well as some selected cards from other expansions. This set rotates once per year, giving Blizzard some way of balancing what is available for everyone in addition to the expansions. Expansions rotate to Wild as a set all cards released per year (all three expansions and all three mini sets) after the two year period. Expect periodic balance changes with full dust values for changed cards (exceptions apply). Mini sets are additional cards released roughly at expansion mid point to shake up the meta.
Wild is where all cards end up in and where all (except one) cards are available for use. Less frequent balance changes. Cards in Wild share a slot with Classic and for their golden forms also with the Core set. If you dust something here from the Classic set, you will lose it in the Classic mode. Although the Core set is free, it's only limited for the duration of the year. If you dust something that is also available in the Core set, you will still be able to use it for that duration of time, but it will be gone with the rotation.
Another change is that we don't get gold from quests any more and the introduction of the reward track. Completing quests and playing yield experience that let you advance through the track with different rewards per level until 100. From then on you will just receive gold until the cap at level 400. You can buy the Tavern Pass for some additional cosmetics and an experience boost.
I assume you got the free deck promotion? Which deck did you pick? Also watching the currently running Grandmaster tournament might help you understand how some of the decks work.
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RichardSRocha posted a message on Odd/Even Priest - so much potentialPosted in: Standard FormatI think giving support to odd/even decks a mistake. The payoff for handicapping yourself already exists: upgrading your hero power. Creating cards that increases this payoff tends to create a situation in that odd/even decks are way stronger that it's vanilla counterparts.
But don't take my opinion too seriously: I think the introduction of the odd/even mechanic a stupid move for the game.
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Here's question you probably can't answer. If the battlecry read "Deal 4 damage to this minion" would it still be the same outcome with Jungle Giants? The minion has to exist on board to take damage, therefor it must have been summoned.
Anyway, while we're at it Rattlegore also suffers from the Anub'arak effect of not doing what it says on the card. If you buff/de-buff him - doesn't matter, he comes back with -1/-1 from what the previous deathrattle thinks he should be. If you steal/copy the deathrattle and put in on another minion - you're still getting Rattlegore back, not the other minion.
Stuff like this is inexcusable in a card game (imo), where the interactions matter and decide what you do in a game. For the most part you shouldn't have to try something once to see what happens.
As for an interaction which grinds my gears - stealing/copying a Souleater's Scythe soul card does not let you discover anything at all, even though the minions are "already inside the soul cards". Lost a game because of that one...
p.s. I'm not asking people to use mental gymnastics to try and explain why it works the way it does - the simple fact is that it doesn't do what it says it should do.
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I'm not salty. I'm just fucking sick of the way the Devs have ruined this game. OTK's galore, mana cheat, stupid high-roll decks.
It's like a 2 player solitaire now. All the decent decks basically ignore the opponent and do their thing. Face is definitely the place now especially for druid pew pew pew pew decks.
Why is Bran still here? He was fun back in the day, but he's absolutely obnoxious now.
Don't get me started on the new class "Discover Knight". They have such a small pool of cards discover is bascially - "pick which spell you need bypassing the apparent power restrictions we made for your class"...
Also - freeze, freeze, freeze, freeze....
I'll finish with a Hearthstone fact that not many people know.
Warrior and Shaman are also present in this game. There's an easter egg when you play a Rogue which sometimes foreshadow thier existence, but we've yet to see them for real...
Eidt: Also - why the fuck do some classes have near infinite cheap draw now?
Edit 2 - why did they create Horn of Winter
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Agree - mana cheat (in all it's clever guises) and discover is killing this game imo. Also - freeze as a mechanic is overused and un-fun imo. I've played a minion - let me use it.
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It's funny. They've nerfed a bunch of cards that create "very bad play experiences" but have continued to print cards which create "very bad play experiences". It's almost as if they don't know what these cards will do, then they have a shocked Pikachu face when busted stuff happens.
The change to Anub’Rekhan is fine, but the real problem was the combo with Brann, both in generating twice the armour and in doubling the subseqeuent "very bad play experiences". Obviously this is facilated by another "very bad play experience" in Guff.
The change to Renethal is mis-guided imo. People play him because you need to have 40 health to survive the absurdity of the aggro decks these days. Even with 40 health you can easily be dead on turn 5 and it does nothing to protect from OTK. I think this change will kill priest who will now extensively have (you guessed it) "very bad play experiences".
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The weapon already did it's thing and put the sould in the "soul bound" card. I stole the card - I steal the soul!
That's my view anyway...
I really wish Blizz would make these interaction obvious. If something doesn't work just stop it from being discoverable/stealable. They've said they will do it will "corpse" based thefts so why not other stuff.
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Opponent used Souleater's Scythe. I stole one of the soul cards from a DH using Theotar. When I played it nothing happened.
The "Bound Soul" card says "Discover a minion consumed by souleaters scythe". To me - I should have been able to pick from the three minions consumed and there is nothing in the wording of either card that suggests this shouldn't have worked.
Bug or intended behaviour?
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I think with the current expac. you're seeing quite a few non-Renethal decks. Admittedly these tend to be OTK or aggro (or Rogue shennanigans), but nonetheless highlight the drawback of Renethal which is the lack of conistency (which is actually bigger than you think, it just doesn't seem that way you play against a deck which still seems to have the answers).
There is definitely an argument to HoF him as he has become quite prevelant, but I think the main issue is the power level of the early game that makes him essential if you're not playing aggro. You can still easily die by turn 6 from 40 health...
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I dont get it - they (rightly) nerf Denathrius and at the same time print Astalor Bloodsworn. I know he doesn't have lifesteal, but he also doesn't need to infuse and has some use early game. Obviously he's also busted with Brann, who at this stage is becoming a joke of a card. Blizz don't even need to refund for Brann, so why not just get rid of him again?
I feel like Blizz are trolling us at this point...
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Has anyone else noticed that Xyrella animation speed is mega slow now (and as a result you can't use the hero power the same turn due to the timer running out)?
Maybe I just had a lot of deathrattles going off (i did) but it just felt reeeaalllyyy slow.
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I guess the issue with Duals was it was relatively easy to manipulate the buckets to consitents get superbly overpowered decks and treasures, such that there was basically a meta - you play the meta decks or lose.
I agree the current system seems a bit lazy, but arguably is should reduce the high-roll nature of many of the decks and possibly encourage less extreme decks. It also makes the bucket choices more challenging and perhaps (could) add a little more skill to the selection process.
I still agree it needs a tweak though.