I haven't changed a single card and continue playing Beast Hunter / Quest Hunter / Quest Priest. Actually, because no Nathria card makes these decks stronger.
So yeah, awesome expansion. Haven't crafted a single legendary yet, cause, well, there is no need to.
I'm not a senior game architect or smth. But may I humbly propose some ideas for future expansions:
1) stop inventing a new keyword for each expansion; seriously, it's quite lame to have all decks revolving around a single mechanics, like corrupt or reborn, and then drop it completely next expansion;
2) think how you might creatively apply all that stuff you have already invented, like give a Mage big worthy offensive spells instead of a single Drakefire Amulet, or some items really worth discarding a card to a Warlock;
3) please, the randomness of 'discover' is totally enough, no need for another archetypes fully dependent on sheer luck, like a Thief Rogue
4) make each class unique with its own features that synergize with hero power, not like 'okay, this expansion is all about mechs, let's look what class has better mechs'
6) would be extremely nice if you prevented one-sided play, when one party just seeks to fulfill their deck's winning condition (remember Quest mage with infinite fireballs or Shudderwock Shaman?) paying little to no attention what another player is doing; add interactivity, please!
I would also ask to stop introducing new legendaries that are just improved regular cards, and you pay for a having a bit more chance. But I'm a realist.
We have at least two of them (remember Mechathun?), and both are hardly playable at all. What Blizzard really did is killing the control. It doesn't exist anymore. Some control decks were fun, but they are in general boring and make match duration unpredictable, so Blizzard just improves experience for new players.
You may dodge it with Samuro (either with Whirling Blade, which makes him immune, or with Mirror Image, which makes Rend attack the image), any summoned high-attack minion (like Voone's dragon or Rexxar's Misha), you may freeze Rend with Varden's Ice Lance — tons of variants, actually
Hey, you only need mysterious strangers to progress tasks, and there are quite a few mercs which really need level 7 equip. Otherwise you go specific bounty run for specific merc coins, and I daresay that for any legendary coin you need to face level 30 encounter (so the same probability to get the stranger).
Hmm. If you're managed to complete this on turn 6 (and I don't see how you could do it faster), there will be 10 cards left in your deck (3 you have initially, 3 more you would draw on turns 1-3, 4+5+5 = 14 are the quest itself). The only point to struggle with this quest is having an OTK combination, which DE has in abundance (Il'gynoth or Illidari Inquisitor plus Felosophy). I expect the meta to be horrible.
0
Why Deathborne? It's a very bad removal and makes little sense without Kel'Thuzad, the Inevitable. Why not Star Power or Blizzard?
4
How does Doomsayer help if there are no freezing spells? Smothering Starfish or Deathwing the Destroyer seem to be a better choice
2
Let me name the counters in Standard: Shadow Word: Ruin, Twisting Nether, Brawl, Deathwing the Destroyer, Holotechnician + any 1-damage dealer, Lightbomb, Urchin Spines + a couple of Shellshot or Ricochet Shot, Soulstealer, Whirlpool, Shard of the Naaru, Smothering Starfish, or, finally, Doomsayer + mass freeze.
Try winning by populating a board with fat minions at turn 10, and you will soon learn something about this game.
0
What's the purpose of Cariel here? Just having one more rush minion?
1
I haven't changed a single card and continue playing Beast Hunter / Quest Hunter / Quest Priest. Actually, because no Nathria card makes these decks stronger.
So yeah, awesome expansion. Haven't crafted a single legendary yet, cause, well, there is no need to.
2
I'm not a senior game architect or smth. But may I humbly propose some ideas for future expansions:
1) stop inventing a new keyword for each expansion; seriously, it's quite lame to have all decks revolving around a single mechanics, like corrupt or reborn, and then drop it completely next expansion;
2) think how you might creatively apply all that stuff you have already invented, like give a Mage big worthy offensive spells instead of a single Drakefire Amulet, or some items really worth discarding a card to a Warlock;
3) please, the randomness of 'discover' is totally enough, no need for another archetypes fully dependent on sheer luck, like a Thief Rogue
4) make each class unique with its own features that synergize with hero power, not like 'okay, this expansion is all about mechs, let's look what class has better mechs'
5) ADD MORE FUN. More non-trivial obnoxious decks! I was enjoying playing Sherazin, Corpse Flower or Rin, the First Disciple — I sucked like hell, but it was a pure joy still
6) would be extremely nice if you prevented one-sided play, when one party just seeks to fulfill their deck's winning condition (remember Quest mage with infinite fireballs or Shudderwock Shaman?) paying little to no attention what another player is doing; add interactivity, please!
I would also ask to stop introducing new legendaries that are just improved regular cards, and you pay for a having a bit more chance. But I'm a realist.
0
Freeze shamans will have so much fun playing against this Raid Boss Onyxia.
0
We have at least two of them (remember Mechathun?), and both are hardly playable at all. What Blizzard really did is killing the control. It doesn't exist anymore. Some control decks were fun, but they are in general boring and make match duration unpredictable, so Blizzard just improves experience for new players.
0
Just like Celestial Alignment, but twice less probable. What's your point?
0
> and then he does 200 to your strongest merc.
That's actually quite easy, if you think a bit.
You may dodge it with Samuro (either with Whirling Blade, which makes him immune, or with Mirror Image, which makes Rend attack the image), any summoned high-attack minion (like Voone's dragon or Rexxar's Misha), you may freeze Rend with Varden's Ice Lance — tons of variants, actually
1
Simply allow buying portraits, and make legendary skins for equip, that's it ;)
4
That's actually embarassing.
Hey, you only need mysterious strangers to progress tasks, and there are quite a few mercs which really need level 7 equip. Otherwise you go specific bounty run for specific merc coins, and I daresay that for any legendary coin you need to face level 30 encounter (so the same probability to get the stranger).
What's all this fuss about?
1
That's much easier — you're getting the most undesirable opponent, if your WR is high. Even without archetype analysis it's quite simple.
1
Hmm. If you're managed to complete this on turn 6 (and I don't see how you could do it faster), there will be 10 cards left in your deck (3 you have initially, 3 more you would draw on turns 1-3, 4+5+5 = 14 are the quest itself). The only point to struggle with this quest is having an OTK combination, which DE has in abundance (Il'gynoth or Illidari Inquisitor plus Felosophy). I expect the meta to be horrible.
-2
Wow, first candidate to be nerfed immediately. Are they crazy?