Multi-Shot cannot hit the same minion. Text is the same.
- lv426a11
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Member for 9 years and 22 days
Last active Wed, Apr, 24 2024 13:34:10 -
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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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You know what I really hate about anouncements of anouncments then a huge delay before the patch? The fact that you end up playing against all the tryhards who deliberately abuse the cards blizzard themselves have already decided are too powerful.
It suck - I'm facing more paladins than ever now...
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I would argue that you should never dust anything other than cards that have been recently nerfed or cards you have more than one of (or golden cards you dont think you will ever use). The dust return is so poor that it's rarely worth it.
The way the dust/card system is designed you can fairly quickly get all the common and rare cards. You will also get a couple of legendary cards quite quickly from the rewards track and pity timer (1 legendary in your first 10 packs of each set is garuanteed I think). You will never get duplicates until you have all of that rarity of card, and when you do get a duplicate from the reward track you can re-roll it to something else.
In the "My Collection" section you can use the search keywords "refund" to see which cards give full dust refund and "extra" to see your duplicate cards
As a final thought - I always tend to craft neutral legendaries in preference to class legendaries because they generally have more flexibility and you can use them with every class. Class legendaries do tend to have more powerful and unigue effects though.
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I think hound is broadly OK with the exception of the interaction with Always a Bigger Jormungar.
The cleave effect is one of the few things that you can actually try to play around - either using locations or dormant minions to "block" a spot, or by playing taunts on the end. Even if you have neither of those things you can position your biggest minion in the middle so that the hound dies.
No one thinks hound is too good in Death Knight which tells you that the problem lies with the other hunter cards, not the hound.
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I run other discover cards too. You can't hamstring yourself by avoiding a powerful mechanic even if you don't like the prevelance of the mechanic in the game. I would prefer these cards didn't exist - but they do, so you have to use them if you want to win.
As I said in my post - I actually really like the concept of discover as a mechanic. I just think there's far too much of it now and it often becomes the defining part of a game.
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It's a battlecry though instead of a deathrattle which is a big difference.
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While I agree with the sentiment I disagree with most of the cards you've used as examples and I also think there's a second component that relates to deck design. There's no more skill using Brawl than any other board clear, and arguably brawl is one of the more powerful ones which will always be relevant regardless of minion powercreep.
Using board clears as an example, a bigger issue is the number of board clears available and the number of cards which build a board in one go. There's no more "holding minions to play around the clear". You just vomit them down and if they have a clear, you create a new board next turn. Paladin and totem shaman are the perfect examples of this. Equally, just because the opponent has already used their two clears doesn't mean there aren't a bunch more. Priest has potential for something like 8 board clears and if they got a proper win condition the deck would be clears + whatever was required for the new win condition.
Regarding synergy between cards, the way they are designed you basically just stick all of the "synergy cards" in your deck and flesh out the rest with whatever overpowered cards remain. Odin warrior is basically draw, armour and clears. The new excavate cards are probably going to be the same given how overpowered the legendary excavations seem to be, and dragon druid basically requires all/most of the new dragon cards.
p.s. Identity theif is (imo) one of the more thoughtful cards in the game - not about when you play it, but what you pick to best support your gameplan (or disrupt the opponent if you're running The Harvester of Envy).
p.p.s there's also too many OTK's and too much draw now in my opinion.
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I don't want to put a downer on Hearthstone, but it really feels like the devs have run out of ideas and are just reprinting cards with powercreep. Warlock can literally discover and play The Azerite Snake to be played on curve. I'm not saying that it's very likely or you would ever want to do that, but it just shouldn't be possible. Such a swingy card should be more akin to a quest reward or 8+ mana card.
The fact it's a minion makes replaying it more than once very likely, and at worst we have a 10 mana, 2-card combo that deals 20 damage and heals 20 health.
The discrepancy between the classess is going to be more pronounced than ever. I'm also very cynical about the current approach of "release stuff that's obviously very overpowered" only to nerf it 2 weeks later after everyone has suffered from a shit meta for 2 weeks. I would say that "maybe the devs have more data than us" but history tells us that this is not the case and the obviously overpowered cards are, in fact, overpowered.
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I cant decide if this is good or not, but I'm glad it's not another obvious card to support a "face-is-the-place" style hunter deck.
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So...massive powercreep and a 2 mana card that has the potential to take off a huge chunk of health if you don't have an answer. Sure it dies to any 1 drop, but if you're going second you may not get a chance to answer this on time and lose the game as a result. Poisonous is fairly pointless on this card given it's cost, but I'm sure there will be some scenarios when it it matters.
Overall, I feel the direction Blizz is going with this game is the wrong one.
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I don't like the quickdraw mechanic at all. Really adds another high-roll potential to cards that just isn't necesarry or fun (imo).
Wow...you drew your quickdraw card the turn you want to play it - I guess I should have played around it.
In particular the saronite chain gang clone is going to be very un-fun on turn 4.