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    posted a message on New Demon Hunter Legendary Card Revealed - Final Showdown

    there are some more noteworthy interactions/to me unclear situations: first stage of quest you need 4 cards in a turn, but much like the old warlock quest, the counter for the quest should tick seperatly after each card ia drawn, right? so you draw your regular card, then you glide and the quest shoukld xomplete mid-cast, after the 3rd "glide-card" is drawn. then the reduction happens to those 3 cards in hand and possibly also to the one shuffled card in deck and then ylu draw your final glide-card which will not be reduced. but since the quest is allready updated to second stage this last card should then again start the next counter and if you are able to say play yoir second glide or other 4-card draw, you will have the next szage completed in the same turn. 

    Posted in: News
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    posted a message on New Demon Hunter Legendary Card Revealed - Final Showdown

    here is something thats needs to tested. so you draw your first cards. then you play glide, so your hand gets shuffled and you draw 4 more completing the quest. the 4 new cards in your hand get reduced. but does the first one you had drawn, which likely is somewhere in your deck now, still also get the reduction? from tje wording I would think yes? we also know from cards like incanters flow, that in-deck reduction is possible

    Posted in: News
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    posted a message on New Demon Hunter Legendary Card Revealed - Final Showdown

    I don´t know why so many people here are so certain that it is garbage, when not even the whole expansion is revealed, let alone got tested a few weeks in-game...

    Many, if not almost all, of the top decks in recent history rely/relied heavily on either great card draw or great "manacheat" (ramp and or cost reduction). If you even combine both, you can end up with such absurd abominations as pre-nerf lunacy mage. Even after nerf it is still a good enough deck, and just to give some more examples look at current or recent decks like from like priest, rogue, libram paladin,all forms of druid, DH (deathrattle has alot of "manacheat", otk relies on draw an reduction) etc.

    All I´m saying is: You should never disregard any card that has some form of "card-draw" or "mana-cheat" in the text, cause those always have the chance to create -what feels like- "unfair and overpowered plays"

    Posted in: News
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    posted a message on New Hero Cards in 3rd Expansion this year?

    That´s interesting, something I overlooked. Well with Quests, Sidequests and now Questlines, they have shown that they can think of ways to slightly alternate on mechanics to keep it different and fresh. Might well be that they have something similar prepared for the next set of hero cards

    Posted in: General Discussion
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    posted a message on New Hero Cards in 3rd Expansion this year?

    I´m sorry if this has been discussed before and I can not be the only one who thought about this. But given what Blizzard said and how the first to expansions seem to play out, it should be a reasonable assumption that we get hero cards again for the 3rd expansion end of year:

    It would fit both thematically as well as from  "rotation  standpoint". Blizzard said, that this year we will be following the mercenaries on their path and adventures and they will return throughout, having gained more experience each time.

    The first expansion, Barrens, was a relatively bland/vanilla expansion. No major new or old mechanics were introduced. We got to know the mercenaries at the start of their endeavor, dipping their little feet into the water so to say... This is shown by them having rather low mana cost and stats. Also their effects are relatively small/specific from an overall view on the game. [note that I am not necessarily talking  about the actual in-game powerlevel or viability of the cards, but from a design/thematic standpoint] The cards can be strong obviously, but the mercenaries are still a mere part of your army and not the center of it.
    Wailing Caverns Miniset then was their first raid if you will.

    With Stormwind things get spiced up. We have one of the major mechanics, Quest(line)s, return. And through that we get to see the mercs again,even following their path in-game. The actual reward cards themselves show us more experienced and lvled up characters. They have higher cost, higher stats and their effects can be huge, to the point where it will outright win you the game on spot (priest). The mercs have grown to the point where they now ARE the center of your army/deck and you build around them.

    But what could top that of in the last expansion?
    It would only be fitting, for the mercenaries to have gathered enough power and experience over the year, that now they become leaders of the army themselves and are able to replace "you" in form of new hero-cards. It would fit thematically and the last time we saw hero cards was galakrond, which at that time will be far enough in the past for Blizzard to reintroduce the mechanic.

    Posted in: General Discussion
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    posted a message on I cant emote before or after letal?

    I have this problem as well (PC player). I also thought they made it unclickable after lethal to prevent ironic spamming, but dunno maybe it is just a bug?
    But its not only about spamming some ironic emotes when you finish a Lunacy Mage, I usually don´t do that anyway. But if you had just a regular good game and the opponents says "well played" and finishes you, you don´t even have the chance to say it back (and you would not want to say it before lethal happens, in case they trolled you...)

    well, 1st world problems i guess :D

    Posted in: General Discussion
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    posted a message on Why 4 ashes cards in core?

     it actually makes total sense to put DH cards from the sets that are not rotating this year (ashes, scholomance or darkmoon) into the new DH core set. in those three expansions DH always got more cards then all the other classes. In total, if i am correct, DH has 13 more cards in those three expansions combined, then the other classes. Taking 4 of them and putting them into Coreset effectively reduces this number to 9 cards. So unless the other classes are catching up this year, DH will still have a lot more cards to choose from then the rest (talking about standard, not wild or arena)

    Posted in: General Discussion
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