• 2

    posted a message on Game mechanics change/addition

    Hey folks,

    Was talking with few RL friends and we discussed the state of HS, what we think, love, hate about it.
    Most of us feel kinda irritated by "shove new arch types" on us expansions, or just adding some gimmicks that either
    just take card space or someone finds a broken way to use it (wont name decks, cause you'll see later in the wall of text) and or makes
    old decks useless in context "we want more new decks, out with the old".
    Well, we love some "old" stuff, something that attached us to a specific class we adore.

    Discussion led  to "new" ideas, more accurately, how to implement some MTG/other TCG interactions to keep the game fast yet to still have the feel that both players
    have a say on the board state.
    Then we made a summery of things we have.
    (charge, rush, taunt, discover, echo, draw a card, draw a specific card, battle cry, deathrattle, adapt, divine shield, freeze.....and so on)
    ^We actually managed to name all effects in existence atm xD

    When we actually named all of them, we noticed, well damn there is allot  actually that HS has to offer.
    But why the do we feel somethings are broken when there are so many things that can be used, and something feel like they should be awesome but again are not.

    I would love to hear ideas to from player point of view, what do you think Team 5/HS can do to further improve this game.

    This were some our thoughts/conclusions (cut short cause I am definitely not gonna write an 50 page essay.
    PLS ADD/COMMENT


    1.Stats - effect dis-balance
    I personally, more than others, feel like that effects (cards) need to be looked at the following way.
    -when is it dropped?
    -what effects it has
    -possible states on the board
    -board state after it

    Spells (aoe clears) need to be rigged in the same way by the ^.
    Removal needs to be more or less standardized, is it a single card, combination of cards and ect.
    I feel that specially at this point HS is in a bad shape, needs to get looked at and brain stormed.
    (and yes I am a mage/control player and this point dissed me off more than the rest)


    2.Curve impact (follow up on point 1)
    This time, mutual feeling is that the later the card is dropped (aka more manna it cost) the card should have some sort of
    immediate impact or high possibility of it.
    Example was Emeriss in Hunter class. (non of us are Hunter fans just fiy)
    It's a 10 cost minion, that in all respect does something awesome, but it's effect can be used next turn only.
    Till then it's nothing, further more in a class with no card draw nor the tools for late game style (atm non valid might I add).
    So idea is great, a dragon buffing your hand, but why not make it less stat's with lets say rush/charge and turn it in to a possible finisher?
    Or give it a taunt....w/e.
    The logic is, it's a 10 cost card that you can not cheat out before it, it should by all given rights have more significance.

    You all can name cards with much less manna cost that are more threatening then the named card.

    Basically following that logic, as cost goes down (rarity also included in the equation, specially legendary cards) the effect needs to be more balanced.

    Wont go further cause just on this point I could spend all day, but think you can get my drift.

    3.Non existence of graveyard / banish effect
    Huge fan of resurrection mechanics, hate when there is no way to counter it.
    Team 5, just make a legendary that banishes all minions/spells played till that moment.
    Hadronox Druid seems fun, but cancer to play against later in the game since he can actually pull out much quicker then trun 9.
    Make big Priest viable, make it so it can cheat and resurrect some scary stuff, but gives us tools against it also.


    4.Non existing tinkering with opponents  hand
    Dirty Rat was awesome and it needs it's replacement, be it with "Turn a minion in your opponents had in to X/X" or anything down those lines.


    5.Classic/Basic set problem
    Simply put, they need to revamp it, add/remove cards from it so it's more new player friendly.
    Atm have people quitting for other TCG's cause HS dos not give them enough tools to match make and have fun.
    Aka missing win conditions that can work almost always.


    6.Reviving mechanics
    Gonna keep it short, will let you guys discuss.
    -ways to attack a minion even if there is a taunt in the way
    -ways to go face with extra dmg like something Explosive Runes with spells and minions
    -hand buffing
    -deck buffing (our thoughts were why buff the whole deck, when you can have cards that buff 2-3 top minions)
    -swipe effects (attacking adjacent minions)
    -on X amount HP effects this one has so many options, yet I am aware of 2 cards in the current meta
    -cards that get boosted with higher manna, something like echo tries to do, add more value later
    -cards that you spend extra manna for extra effect to activate

    There were lost more stuff said, but can remember them all nor do I have the will to write any further.

    Again I am really interested in your thoughts where HS can go.
    And yes I am aware of all the peeps who make costume cards here, costume XPAC's, but the point here
    is just the general direction of the game.

     

    Posted in: General Discussion
  • 1

    posted a message on big mage witchwood

    - Toki, Time-Tinker -slow
    -Sindragosa (feels so damn slow)
    -2 Raven Familiar i find them more useless than not

    +2 Bright-Eyed Scout
    +2 Water Elemental it controls the board for you as well you get extra ele for Bonfire Elemental

    Posted in: Standard Format
  • -1

    posted a message on Sons of Arugal

    Gonna try this, when the XPAC comes out, seems fun.

    Also, maybe spiteful now becomes a real thing. My initial take is this. Have few version built around this:

    Spiteful - Elemental
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    Minion (24) Ability (5) Playable Hero (1)
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    Posted in: Sons of Arugal
  • 1

    posted a message on The 'Told You So' Prediction Thread

    Kay, well:

    1. Cubelock still tier1 (pushing S) - lost N'zoth, but gained some awesome cards too, still will be oppressive and will limit deck diversity cause it's THE deck to beat.

    2. Shaman and Paladin will be mostly likely the other two tier 1 decks - in which from is to be seen

    3.Tier 2 decks will be Hand Druid, Control Mage, Priest variants (tho priest lingers between tier 1 and 2), Control Warrior (odd or even)

    4.Tier 3 will be filled with Elemental/minion Mage decks (they are slow and cant push out Cubelock, hence cant compete), poor Hunter will be here cause no more Barns and Y'Shaarj, Rage Unbound, other tools seem just slow.

    At some point, probably too late, Blizzard will notice that power level of cards that cheat out huge minions (aka cheat the mana curve) are bad for the game and will nerf Possessed Lackey. But it will follow some nerfs that will just kill Cubelock completely cause thats what they do....

     

     

    Posted in: General Discussion
  • 6

    posted a message on New Legendary Mage Card Reveal - Archmage Arugal

    Leyline Manipulator works in this deck too, all the extra minions you get, you can discount them

    Posted in: News
  • 2

    posted a message on Big Spell Mage: A Control Archetype for the Kobolds and Catacombs Era

    Somehow have more luck running plated beetles than Iceblook package and or Kabal Courier that is hit and miss card

    Posted in: News
  • 1

    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place!

    RNG is what kills the fun -.-!! Winning or losing just cause someone high rolls.

    RNG = skill in Blizzards eyes. Damn I hate this game soo much atm cause of this

    Posted in: General Discussion
  • 1

    posted a message on Is worth dusting cards to make a top tier deck?

    If the said deck can take you to rank 5 or above for 6 months minimal than it can be worth it

    Posted in: General Deck Building
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