• 3

    posted a message on Lunacy experience remains the same

    People don't seem to understand a pretty obvious thing. The nerfs weren't meant to make Lunacy Mage worse against its good matchups. They were meant to make sure that its bad matchups beat it even harder. The nerf to the Watch Posts should give some breathing room for Aggro decks to come back into the game. With more aggro decks populating the ladder, Lunacy Mage will start running into more bad matchups and those should bring its win rate down to a reasonable level where it's not utterly garbage but far from meta defining. They don't want the deck to die because a lot of people enjoy it but they also don't want ladder tryhards thinking that it's super competitive and that they should play it for maximum efficiency on their climb to the high ranks. This should diminish the total population of the deck and its win rate should come down to an okay number (not great but not terrible either).

    Posted in: General Discussion
  • 0

    posted a message on Darkmoon Prizes are gone

    I liked the prizes but it's true that they made strong heroes more oppressive. Unfortunately, they were really the only way for the weaker heroes to catch up to the broken ones and occasionally turn the tables on them. Now we are back at the starting point: broken heroes remain broken and garbage heroes remain absolute garbage that can only win with an insane amount of luck. I wish they balanced some other heroes. They did revert the buff on Elise but that's not a good thing. Elise was broken at 2 gold per discover but at 3 gold she is absolutely terrible. They should have just removed her from the Hero pool because she clearly needs a complete rework. Meanwhile, Jandice can just bounce things around for free and gain a huge advantage from a single token. She is definitely the most problematic Hero by far. Also, Millhouse remains incredibly oppressive in the early game. 

    Posted in: Battlegrounds
  • 0

    posted a message on [Suggestion] Discover mechanic in pack opening.
    Quote from SinAscendant >>
    Quote from samuellima91 >>
    Quote from SinAscendant >>
    Quote from samuellima91 >>
    Quote from SinAscendant >>
    Quote from samuellima91 >>
    Quote from DeafKnight >>

    That literally goes against the whole point of finding cards in packs and growing a collection. 
    It's supposed to mirror actual card pack buying in real life - you don't get to give rare cards back at the shop when you open an MtG pack and demand a better choice, do you?
    Same applies here. This is simply more of the usual greed from players who don't want to put the work into growing and making a colleciton.

     There is no reason for a digital card game to follow the same rules as in physical card games. Digital card games should be a natural evolution of this game genre and not an imitation.

    Quote from LilianVoss >>

    That's like going to a Ferrari dealer and saying "You know what, I really want a Ferrari but I cannot afford it, so can you make it like way cheaper so I can buy one?" If you cannot afford Ferrari, you go and buy a Ford. If you cannot afford entire Hearthstone collection, you go with what you can have or move to a new game.

    Could Hearthstone be more affordable? Of course, always, but your request is just ridiculous.

     

     

     His request is not ridiculous. Gwent and Legends of Runeterra let you choose the cards you get from packs. Gwent does exactly what he suggests and shows three options you can pick after opening a pack. And Legends of Runeterra has both random champions in capsules and the Wild Card mechanic. Wild Cards are blank cards of any rarity that just let you choose any card of that rarity to add to your collection. Random cards obtained in capsules are occasionally upgraded into Wild Cards. And there are capsules with only Wild Cards in them. It's another way of obtaining cards that complements the usual crafting system. Why Hearthstone has to be so primitive when the competition is only evolving?

     LoR also forces you to get 3 copies each of the hardest to get cards to have a playable deck. I played it for a few weeks and still didnt earn enough to make a full deck.

     

    Gwent has (or at least had) a 1% legendary droprate with no pity timer.

     

    https://forums.cdprojektred.com/index.php?threads/stats-kegs-ratio-and-drop-rate.6901480/

     

    in the first 100 hearthstone packs you are guaranteed at least 3 legendaries with an average of 5. 

     Those 100 packs costs 10k gold which takes months to obtain or a bunch of money. I started playing Runeterra around two months ago. I play very casually. I only play the game every two days or so and i only do my quests and get the daily bonus exp. In that short time (compared to HS), i already gathered a huge amount of Wild Cards (90+ commons, 60+ rares, 10+ epics and 5 champions) and over 21k shards. And these are just my crafting resources. I got an absurd amount of random cards as well. Without spending a single dime. I can craft pretty much any top tier deck.

    In HS, it took me more than a year to understand how to make the most out of my small amount of resources and i could only play with budget aggressive decks (which i'm not a fan of). Eventually, i got fed up and just started spending in order to obtain the cards needed for the archetypes that interested me. I have been screwed by the randomness in packs plenty of times. I have also had great luck several times. But, in the end, it's just gambling. It's a pay to have fun system where you need to starve yourself out of cards in order to save resources for the next expansion or just pay a lot of money to have only a chance of getting what you want. 

     >5 champions

     

    So after 2 months you can craft 90% of a single deck? All meta decks need the full 6 champs.

     

    I have played HS since launch. I was 100% F2P until early last year, and I could consistently make 5-6 decks per expansion. 

     

    Over the course of an xpac, you will naturally make around 8k gold playing casually. If you play more; or if you play a lot of Arena, which you should if you're looking to make income; you get more. 

     

    My point is that I have spent at least a month on both LoR and Gwent and at best got the same amount of resources as I did in HS.

     Not all meta decks need the 6 champions. Decks like Hyper Aggro Endure only use three copies of a single champion (Kalista). Also, i mentioned that i have over 21k shards. Shards are the same as dust i HS. They are used to craft cards as well. With 21k shards i can craft 2 full sets (each copy of a champion costs 3000 shards) of champion cards. With the Wild Cards, that's more than enough for any meta decks.

     I have so many cards and resources that i actually have room to breath and i can experiment freely with the cards I've got. I don't have to hold back as much and play the same decks non stop for months. And the last thing is: if you get the same amount of resources in the other games as you did in HS, that's enough proof that their systems are way better as they offer more avenues for crafting and let you choose your cards. They offer freedom of choice while HS only tries to shackle you and force you to spend or starve for months while gathering little scraps for the next expansion.

     Okay, so in 2 months you were able to get enough for 3 decks.

     

    As I already said, when I was F2P I could generally make 4-5 decks per expansion in HS. 

     

    Therefore, where is the improvement?

     Making 4 to 5 decks per expansion sounds like a stretch to me. It was probably easy to make decks in Hearthstone's early days as there weren't many cards or strategies available. However, that's not the case nowadays. Control and Combo decks are way too expensive. With only 80 packs, i don't see how you could be able to play with one of those. Or you played only aggro? Aggro is cheap and efficient. Anyone can build a Zoolock and do decently. I can actually build expensive Control and Combo decks with my resources in Runeterra. I'm not stuck playing aggro just to have an efficient climbing.

    Also, you mentioned that i should play Arena if i want more income. I'm sorry but being forced to play a game mode that i highly dislike just to have a better chance of having more resources isn't something i appreciate. Runeterra gives the player an Expedition Token (which is the equivalent of a Tavern Ticket for the Arena in this game) in every weekly chest but i'm not forced to play it at all to have more cards.

    Quote from SinAscendant >>
    Quote from TheBestBob >>

    That’s a bit idiotic to say. An expansion cycle is around 4 months - you get 80 packs in that time. Two months is then equivalent to 40 packs. 40 packs in HS will get you ~ 2 legendaries. You get a champion every week from the weekly vault in LOR if you play even for a couple of hours, so at 1 a week and maybe 2 more from capsules, you’ve got 10 champions in two months compared to 2. Runeterra is way, way cheaper than HS.

     What about the free leg (now 3 legs) that Hearthstone gives out every patch?

     

    What about the free pack every week for Brawl?

     

    What about the pack granting quests that also come with every xpac?

     

    What about the events that give out multiple packs?

     

    Of course your comparison is gonna favor other games if you ignore half of the sources of cards

     1 - Three free legendaries is nice but they are completely random. Some people can't afford to play with more than a few classes due to the cost of the game. Thus, people might end up stuck with legendaries that are completely useless to them and will be forced to disenchant them for a incredibly small value. Also, not every card is meta defining or even playable. Again, it's a higher chance that these freebies become totally worthless.

    Usually, one of the free legendaries is neutral which is good but their playability is highly inconsistent. Silas Darkmoon isn't more than a fringe tech right now. Archmage Vargoth has potential but only sees play in Resurrect Priest (blergh). Kael'thas Sunstrider was definitely a great freebie but he has been nerfed into oblivion. Sathrovarr doesn't see play in standard, at all. The Galakrond's were by far the best cards they ever gave out for free but they do require their invoke cards, pay off cards and Kronx Dragonhoof to reach their full potential. There are always limitations to these freebies. 

    2 - The free pack is nice when you are starting but after playing for a while its value diminishes very quickly. They aren't worth more than 40 dust for me at this point. Compare it to the weekly vault in Runeterra which always guarantees a ton of cards and resources + 1 Expedition Token and 1 Champion Wild Card and you can clearly see who is more generous.

    3 - These are always nice. I hope they continue and don't get absorbed into the reward track.

    4 - These are cool as well but the events nowadays are worse than they were in the past. The Double Gold and the Gold + Dust event were the best ones but they haven't come back. Now, we get extremely simplistic ones that give some packs and that's about it. The most recent event in Runeterra offered a reward track with a specific way to progress through it that was separate from the regular track. It introduced 5 new Epic cards to shake up the meta and the cards were given for free for progressing through the track. There were other minor rewards and a paid track full of cosmetics. It was pretty good, overall.

    5 - Even with the other free sources of cards, Hearthstone still comes out as the stingier game.

    Posted in: General Discussion
  • 0

    posted a message on [Suggestion] Discover mechanic in pack opening.
    Quote from LilianVoss >>

    It's not about what we want, it's about being realistic with expectations. As a player, I would also want a whole lot of additional stuff for free so I can experience the game in full without spending any money. That would be perfect, but is it realistic? How long do you think game would last if money stopped coming in?

    On the other hand, if it would be the way what Blizzard wants, then there wouldn't be any free stuff and one card pack would cost at least 10$. But they understand that's an unrealistic scenario for a game to exist, so we have a situation that's somewhere in the middle - you pay some and you get some for free.

    I do believe that if Hearthstone was made by some small indie company, they would be satisfied with less revenue and we would be getting more free stuff. Instead, it's made by a large multi billion dollar corporation who's whole purpose of existing is to make as much money as possible. That's why when you say "I want more free stuff" mostly lands on a deaf ears, because more of "free" means less money. 

    In my opinion, main reason why positive changes come to Hearthstone slowly lies in it's playerbase behavior.  People keep asking for a change, but at the same time change nothing themselves. Only way I see positive changes will come faster is if for both f2p and paying players start speaking to Blizzard language they will understand:

    1. F2P players - instead of asking for more free stuff over and over again, but continuing to play the game every single day, just move away from the game for a while. When they start losing players in larger numbers, more free stuff will be coming.

    2. Paying players - instead of constantly complaining how expensive Hearthstone is (and I do agree with you, it is very expensive), but at the same time continuing to spend money again and again, stop being a customer! Best way to vote for a change and make it count is to vote with your wallet.

     I don't know if you are answering to me or to someone else but i need to clear up something that you seem to be misunderstanding. The point of the argument is not about "getting more free stuff". What OP wants is to be able to choose one card between three options in order to make the most out of what he is investing, what he wants to play and his collection. He isn't asking to discover three cards and keep all three of them. He just wants a fair system where players can have a better chance of getting something they can actually use. The player gets the exact same amount of stuff but they can adapt based on what they already have and what they want to experiment with. It's not like having three options is going to guarantee the player anything. They might still not find anything useful but, at the very least, it will feel way less awful as having a choice will diminish any negative feelings from a bad pack opening.

    If you want to argue that the company can be as unfair as they want with the system they implement in order to maximize profit then, yes, they can and that's not illegal. Your suggestion on how to fight back is perfect as well. I'm already doing my part. I'm not satisfied with how things are after experiencing better systems in other games so i'll stop paying for anything. I already ignored the last bundle and i'm going to stop paying completely based on what i manage to accumulate until the next expansion. I already paid too much and, despite some improvements here and there, the game is only getting more expensive. I'm not supporting this anymore.

    Posted in: General Discussion
  • 0

    posted a message on [Suggestion] Discover mechanic in pack opening.
    Quote from SinAscendant >>
    Quote from samuellima91 >>
    Quote from SinAscendant >>
    Quote from samuellima91 >>
    Quote from DeafKnight >>

    That literally goes against the whole point of finding cards in packs and growing a collection. 
    It's supposed to mirror actual card pack buying in real life - you don't get to give rare cards back at the shop when you open an MtG pack and demand a better choice, do you?
    Same applies here. This is simply more of the usual greed from players who don't want to put the work into growing and making a colleciton.

     There is no reason for a digital card game to follow the same rules as in physical card games. Digital card games should be a natural evolution of this game genre and not an imitation.

    Quote from LilianVoss >>

    That's like going to a Ferrari dealer and saying "You know what, I really want a Ferrari but I cannot afford it, so can you make it like way cheaper so I can buy one?" If you cannot afford Ferrari, you go and buy a Ford. If you cannot afford entire Hearthstone collection, you go with what you can have or move to a new game.

    Could Hearthstone be more affordable? Of course, always, but your request is just ridiculous.

     

     

     His request is not ridiculous. Gwent and Legends of Runeterra let you choose the cards you get from packs. Gwent does exactly what he suggests and shows three options you can pick after opening a pack. And Legends of Runeterra has both random champions in capsules and the Wild Card mechanic. Wild Cards are blank cards of any rarity that just let you choose any card of that rarity to add to your collection. Random cards obtained in capsules are occasionally upgraded into Wild Cards. And there are capsules with only Wild Cards in them. It's another way of obtaining cards that complements the usual crafting system. Why Hearthstone has to be so primitive when the competition is only evolving?

     LoR also forces you to get 3 copies each of the hardest to get cards to have a playable deck. I played it for a few weeks and still didnt earn enough to make a full deck.

     

    Gwent has (or at least had) a 1% legendary droprate with no pity timer.

     

    https://forums.cdprojektred.com/index.php?threads/stats-kegs-ratio-and-drop-rate.6901480/

     

    in the first 100 hearthstone packs you are guaranteed at least 3 legendaries with an average of 5. 

     Those 100 packs costs 10k gold which takes months to obtain or a bunch of money. I started playing Runeterra around two months ago. I play very casually. I only play the game every two days or so and i only do my quests and get the daily bonus exp. In that short time (compared to HS), i already gathered a huge amount of Wild Cards (90+ commons, 60+ rares, 10+ epics and 5 champions) and over 21k shards. And these are just my crafting resources. I got an absurd amount of random cards as well. Without spending a single dime. I can craft pretty much any top tier deck.

    In HS, it took me more than a year to understand how to make the most out of my small amount of resources and i could only play with budget aggressive decks (which i'm not a fan of). Eventually, i got fed up and just started spending in order to obtain the cards needed for the archetypes that interested me. I have been screwed by the randomness in packs plenty of times. I have also had great luck several times. But, in the end, it's just gambling. It's a pay to have fun system where you need to starve yourself out of cards in order to save resources for the next expansion or just pay a lot of money to have only a chance of getting what you want. 

     >5 champions

     

    So after 2 months you can craft 90% of a single deck? All meta decks need the full 6 champs.

     

    I have played HS since launch. I was 100% F2P until early last year, and I could consistently make 5-6 decks per expansion. 

     

    Over the course of an xpac, you will naturally make around 8k gold playing casually. If you play more; or if you play a lot of Arena, which you should if you're looking to make income; you get more. 

     

    My point is that I have spent at least a month on both LoR and Gwent and at best got the same amount of resources as I did in HS.

     Not all meta decks need the 6 champions. Decks like Hyper Aggro Endure only use three copies of a single champion (Kalista). Also, i mentioned that i have over 21k shards. Shards are the same as dust i HS. They are used to craft cards as well. With 21k shards i can craft 2 full sets (each copy of a champion costs 3000 shards) of champion cards. With the Wild Cards, that's more than enough for any meta decks.

     I have so many cards and resources that i actually have room to breath and i can experiment freely with the cards I've got. I don't have to hold back as much and play the same decks non stop for months. And the last thing is: if you get the same amount of resources in the other games as you did in HS, that's enough proof that their systems are way better as they offer more avenues for crafting and let you choose your cards. They offer freedom of choice while HS only tries to shackle you and force you to spend or starve for months while gathering little scraps for the next expansion.

    Posted in: General Discussion
  • 1

    posted a message on [Suggestion] Discover mechanic in pack opening.
    Quote from Shiny >>
    Quote from samuellima91 >>
    Quote from SinAscendant >>
    Quote from samuellima91 >>
    Quote from DeafKnight >>

    That literally goes against the whole point of finding cards in packs and growing a collection. 
    It's supposed to mirror actual card pack buying in real life - you don't get to give rare cards back at the shop when you open an MtG pack and demand a better choice, do you?
    Same applies here. This is simply more of the usual greed from players who don't want to put the work into growing and making a colleciton.

     There is no reason for a digital card game to follow the same rules as in physical card games. Digital card games should be a natural evolution of this game genre and not an imitation.

    Quote from LilianVoss >>

    That's like going to a Ferrari dealer and saying "You know what, I really want a Ferrari but I cannot afford it, so can you make it like way cheaper so I can buy one?" If you cannot afford Ferrari, you go and buy a Ford. If you cannot afford entire Hearthstone collection, you go with what you can have or move to a new game.

    Could Hearthstone be more affordable? Of course, always, but your request is just ridiculous.

     

     

     His request is not ridiculous. Gwent and Legends of Runeterra let you choose the cards you get from packs. Gwent does exactly what he suggests and shows three options you can pick after opening a pack. And Legends of Runeterra has both random champions in capsules and the Wild Card mechanic. Wild Cards are blank cards of any rarity that just let you choose any card of that rarity to add to your collection. Random cards obtained in capsules are occasionally upgraded into Wild Cards. And there are capsules with only Wild Cards in them. It's another way of obtaining cards that complements the usual crafting system. Why Hearthstone has to be so primitive when the competition is only evolving?

     LoR also forces you to get 3 copies each of the hardest to get cards to have a playable deck. I played it for a few weeks and still didnt earn enough to make a full deck.

     

    Gwent has (or at least had) a 1% legendary droprate with no pity timer.

     

    https://forums.cdprojektred.com/index.php?threads/stats-kegs-ratio-and-drop-rate.6901480/

     

    in the first 100 hearthstone packs you are guaranteed at least 3 legendaries with an average of 5. 

     Those 100 packs costs 10k gold which takes months to obtain or a bunch of money. I started playing Runeterra around two months ago. I play very casually. I only play the game every two days or so and i only do my quests and get the daily bonus exp. In that short time (compared to HS), i already gathered a huge amount of Wild Cards (90+ commons, 60+ rares, 10+ epics and 5 champions) and over 21k shards. And these are just my crafting resources. I got an absurd amount of random cards as well. Without spending a single dime. I can craft pretty much any top tier deck.

    In HS, it took me more than a year to understand how to make the most out of my small amount of resources and i could only play with budget aggressive decks (which i'm not a fan of). Eventually, i got fed up and just started spending in order to obtain the cards needed for the archetypes that interested me. I have been screwed by the randomness in packs plenty of times. I have also had great luck several times. But, in the end, it's just gambling. It's a pay to have fun system where you need to starve yourself out of cards in order to save resources for the next expansion or just pay a lot of money to have only a chance of getting what you want. 

     Yes, but you're forgetting one thing. Runeterra is dull as dishwater. 

     That's your opinion. I find the game to be way more strategic than Hearthstone. Each Champion (the most expensive cards) is worth building a deck around and they all work consistently as a win condition. Not all of them are meta but all of them are worth playing with for fun. In HS, there are plenty of good cards but a lot of horrible useless garbage (including legendaries) that isn't worth even the effort of disenchanting. There's not as much randomness as well. They are adding that slowly but, for now, it's not as overwhelming as in HS.

    Posted in: General Discussion
  • 1

    posted a message on [Suggestion] Discover mechanic in pack opening.
    Quote from SinAscendant >>
    Quote from samuellima91 >>
    Quote from DeafKnight >>

    That literally goes against the whole point of finding cards in packs and growing a collection. 
    It's supposed to mirror actual card pack buying in real life - you don't get to give rare cards back at the shop when you open an MtG pack and demand a better choice, do you?
    Same applies here. This is simply more of the usual greed from players who don't want to put the work into growing and making a colleciton.

     There is no reason for a digital card game to follow the same rules as in physical card games. Digital card games should be a natural evolution of this game genre and not an imitation.

    Quote from LilianVoss >>

    That's like going to a Ferrari dealer and saying "You know what, I really want a Ferrari but I cannot afford it, so can you make it like way cheaper so I can buy one?" If you cannot afford Ferrari, you go and buy a Ford. If you cannot afford entire Hearthstone collection, you go with what you can have or move to a new game.

    Could Hearthstone be more affordable? Of course, always, but your request is just ridiculous.

     

     

     His request is not ridiculous. Gwent and Legends of Runeterra let you choose the cards you get from packs. Gwent does exactly what he suggests and shows three options you can pick after opening a pack. And Legends of Runeterra has both random champions in capsules and the Wild Card mechanic. Wild Cards are blank cards of any rarity that just let you choose any card of that rarity to add to your collection. Random cards obtained in capsules are occasionally upgraded into Wild Cards. And there are capsules with only Wild Cards in them. It's another way of obtaining cards that complements the usual crafting system. Why Hearthstone has to be so primitive when the competition is only evolving?

     LoR also forces you to get 3 copies each of the hardest to get cards to have a playable deck. I played it for a few weeks and still didnt earn enough to make a full deck.

     

    Gwent has (or at least had) a 1% legendary droprate with no pity timer.

     

    https://forums.cdprojektred.com/index.php?threads/stats-kegs-ratio-and-drop-rate.6901480/

     

    in the first 100 hearthstone packs you are guaranteed at least 3 legendaries with an average of 5. 

     Those 100 packs costs 10k gold which takes months to obtain or a bunch of money. I started playing Runeterra around two months ago. I play very casually. I only play the game every two days or so and i only do my quests and get the daily bonus exp. In that short time (compared to HS), i already gathered a huge amount of Wild Cards (90+ commons, 60+ rares, 10+ epics and 5 champions) and over 21k shards. And these are just my crafting resources. I got an absurd amount of random cards as well. Without spending a single dime. I can craft pretty much any top tier deck.

    In HS, it took me more than a year to understand how to make the most out of my small amount of resources and i could only play with budget aggressive decks (which i'm not a fan of). Eventually, i got fed up and just started spending in order to obtain the cards needed for the archetypes that interested me. I have been screwed by the randomness in packs plenty of times. I have also had great luck several times. But, in the end, it's just gambling. It's a pay to have fun system where you need to starve yourself out of cards in order to save resources for the next expansion or just pay a lot of money to have only a chance of getting what you want. 

    Posted in: General Discussion
  • 0

    posted a message on [Suggestion] Discover mechanic in pack opening.
    Quote from LilianVoss >>
    Quote from samuellima91 >>
     His request is not ridiculous. Gwent and Legends of Runeterra let you choose the cards you get from packs. Gwent does exactly what he suggests and shows three options you can pick after opening a pack. And Legends of Runeterra has both random champions in capsules and the Wild Card mechanic. Wild Cards are blank cards of any rarity that just let you choose any card of that rarity to add to your collection. Random cards obtained in capsules are occasionally upgraded into Wild Cards. And there are capsules with only Wild Cards in them. It's another way of obtaining cards that complements the usual crafting system. Why Hearthstone has to be so primitive when the competition is only evolving?

    Will those games affect Hearthstone in some way? I think they already have. You should've seen how scarce rewards were back in 2014. We're getting more free stuff than ever and, besides a few wrong turns here and there, that trend seems to be only positive. Hearthstone is evolving. Could this evolution be faster? Sure. But "gimme more free stuff because others do it" argument is not valid.

     It's not about getting more free stuff. It's about having a fair system that let's us make the most out of what we invested in this game. We don't have that. We have a gambling machine where you can easily be screwed by getting bad cards. I still remember Duskfallen Aviana. My god, that card was atrocious! And it was a legendary! They haven't released anything that bad since but there are still plenty of cards out there that see no play and have very limited applications (like Al'ar). If people had the option to choose then it would only make the game more enjoyable and it would lift a bit of weight out of the devs shoulders as people wouldn't really be able to complain about the cards they got as it was their choice. Of course, people would still complain but the difference is that these complaints would have no justification and they could simply be ignored.

    Posted in: General Discussion
  • 10

    posted a message on [Suggestion] Discover mechanic in pack opening.
    Quote from DeafKnight >>

    That literally goes against the whole point of finding cards in packs and growing a collection. 
    It's supposed to mirror actual card pack buying in real life - you don't get to give rare cards back at the shop when you open an MtG pack and demand a better choice, do you?
    Same applies here. This is simply more of the usual greed from players who don't want to put the work into growing and making a colleciton.

     There is no reason for a digital card game to follow the same rules as in physical card games. Digital card games should be a natural evolution of this game genre and not an imitation.

    Quote from LilianVoss >>

    That's like going to a Ferrari dealer and saying "You know what, I really want a Ferrari but I cannot afford it, so can you make it like way cheaper so I can buy one?" If you cannot afford Ferrari, you go and buy a Ford. If you cannot afford entire Hearthstone collection, you go with what you can have or move to a new game.

    Could Hearthstone be more affordable? Of course, always, but your request is just ridiculous.

     

     

     His request is not ridiculous. Gwent and Legends of Runeterra let you choose the cards you get from packs. Gwent does exactly what he suggests and shows three options you can pick after opening a pack. And Legends of Runeterra has both random champions in capsules and the Wild Card mechanic. Wild Cards are blank cards of any rarity that just let you choose any card of that rarity to add to your collection. Random cards obtained in capsules are occasionally upgraded into Wild Cards. And there are capsules with only Wild Cards in them. It's another way of obtaining cards that complements the usual crafting system. Why Hearthstone has to be so primitive when the competition is only evolving?

    Posted in: General Discussion
  • 1

    posted a message on Incoming Mage Nerfs

    Cards like Mozaki, Master Duelist and Archmage Antonidas are probably the reason for their hesitation on nerfing Sorcerer's Apprentice. Mozaki can't really function without this kind of support and, although Antonidas is perfectly fine as a card, people simply doesn't care about generating Fireballs if they can't use them immediately. If Apprentice is nerfed, it is going to drag a bunch of other cards with it to limbo.

    Posted in: General Discussion
  • 1

    posted a message on Patch 18.4 nerfs!!

    Much needed change to Tortollan Pilgrim but this will impact all other slower Mage decks as well. The fact that it now removes the spell instead of casting a copy makes it very bad in slower matchups. It will get you closer to fatigue and that's a big deal. I think this is going to have a really negative impact on HL Mage or any form of Control Mage. This change isn't as simple as it looks. The card might not even be worth playing in those decks anymore.

    I think they could have just nerfed Twilight Runner to 6 or Overgrowth to 5 instead of Guardian Animals. It is also a Hunter card and this kills any chances of it being viable for the class.

    Posted in: General Discussion
  • 1

    posted a message on For everyone who was crying about how amazing Glide was pre-launch and how it needed to be nerfed immediately...

    Glide is just a victim of the current state of the meta. It's clearly bad when most of your matchups are against decks that just dump the hand really fast. If the meta was Control or Combo oriented then it would be much stronger. Ace Hunter Kreen and Star Student Stelina were highly overrated as well. Kreen isn't weak but he is more oriented toward board control and current Demon Hunter and Hunter decks only care about going face as much as possible. I played with Stelina once (randomly got her during a tavern brawl) and she felt fine. Lorekeeper Polkelt is one of the most played cards of the expansion and she directly counters him but there is no reason to mess with the opponent's deck when you can just kill them instead.

    Posted in: Card Discussion
  • 2

    posted a message on The Mega Wild Bundle - Containing 56 Packs In Total

    I got golden Whizbang... A little bit too late, i'd say. Probably dust.

    Posted in: News
  • 2

    posted a message on Issue against Bomb Warrior

    You just do the exact same thing you do against other opponents: place minions on the board, make them big and hit them in the face. You can't stop them from disabling your pure cards so try to pressure them as much as possible. Don't go all in immediately. Create some mid sized threats to bait their removals. They have tons of ways of dealing with your stuff but you can still apply a ton of pressure and the damage from the bombs should come very slowly (unless you are really unlucky). If you have any of your Lightforged Zealots in hand by turn 4 and they haven't played Wrenchcalibur, you should play them before they are disabled. Lady Liadrin is your only refill so keep in mind how many buffs and Librams you played before you play her to get as much value as you can. Bomb Warrior came into the meta as an answer to Pure Paladin and Highlander decks so don't expect to be favored.

    If you are playing a non pure version then you can use Kobold Stickyfinger to steal the weapon from them but they are going to inevitably shuffle bombs in your deck. The only thing you can do is make the most out of your tempo cards and buffs and pressure them. Libram/Pure Paladin is too much of a straightforward deck and it doesn't have much room for different strategies.

    Posted in: Paladin
  • 0

    posted a message on Fun shaman idea?

    I'm playing with a Highlander Shaman with The Fist of Ra-den because it's fun and i always summon Reliquary of Souls but games don't last long enough to draw Reliquary Prime in time. It's nice that we can do something like this but the game is just too fast nowadays. 

    Posted in: General Deck Building
  • To post a comment, please login or register a new account.