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    posted a message on In hindsight, what design changes might you have made to HS?

    I don't think anything like instants would work very well.  Hate your opponent roping?  Just wait for a world in which all your actions need to wait for a potential opponent interaction.

    Maybe an option (that also helps deal with non-interactive face decks) is that hero attacks are "registered" on your turn, and then the start of your opponents turn is a phase giving them the option to block with minions or spells?  Sounds kind of fun, but problamatic with (a) game-winning attacks that your opponent stalls/ropes (b) windfury minions.

    Posted in: General Discussion
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    posted a message on In hindsight, what design changes might you have made to HS?

    Auto-draw at a cost of 2-mana, if >= 2 mana remaining?  Some sort of warlock hero power for all classes?  You're right about agro, but I don't think we need to sacrifice draw because of it, necessarily.  No free draw though, you're right.

    Posted in: General Discussion
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    posted a message on In hindsight, what design changes might you have made to HS?

    All the fan creation competitions have got me thinking how I might redesign HS itself, if I were in control.  I know a ton of testing and iterating went into the game, and obviously it's quite well designed, but I'm sure there are things the devs would change if they could, and I know there are things I would change.  How about you?

    I'm not really talking about major game mechanics - HS with land mechanics from Faeria or MTG would be an entirely different game - but if they'd improve the gameplay, go for it.  Mostly, I'm thinking minor-moderate adjustments while retaining the core game.

    Some initial thoughts, may or may not have any merit:

    • Improved draw - there's nothing worse than drawing Flame Imp with an empty hand turn 10.  A replace mechanic like Duelyst or else some sort of minimum hand size (empty hand always draws 1 -> play imp and get another card) are an improvement.
    • Permanent board spots - this is a more significant mechanic change, but the ability to choose positions and spread out minions (vs automatically playing adjacent to existing minions, or the "middle" of an empty board) opens up some interesting choices and strategies. It also complicates summon minions like Haunted Creeper and adjacent cards like Flametongue Totem, but worth considering.

    I know there's a lot of other common ideas like less emphasis on randomness and more relevant arena hero powers (warrior/hunter)...what other ideas do you have?

    Posted in: General Discussion
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    posted a message on Leper Gnome is op: nerf

    There is an extensive alien empire on the dark side of the moon.  Prove me wrong.

    Posted in: Card Discussion
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    posted a message on Arena Pass as a Quest Reward?
    Quote from Namokar >>

    Well, my reasoning for the idea is that there is a "Casual mode" which in theory is a precursor to "Ranked" but there is no entry level Arena format. 

    If not a quest that rewards a free Arena play then perhaps an Arena practice mode where there is no cost to play that also offers no rewards.  Allowing players to "try it before they buy it" so to speak.

     Well, I see the appeal but I think that's why you get the guaranteed pack, ya know?  Worst case, you go 0-3 (which, honestly, is not easy to do even if you're bad.  There's usually someone even worse at 0-2 to at least give you one win) and spend 150g for a pack and some dust instead of 100g for just the pack.  Not that bad of a deal, and you'll pretty quickly get better and start getting 3 wins, then 5 wins, and pretty soon you're a seasoned veteran.
    Posted in: The Arena
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    posted a message on More deck slots?
    Quote from eliasfajardo >>

    let blizz do their work and shut up

     Constructive, AND eloquently put.  Well done!
    But yes, I like the idea a lot.  In fact, it could make the game simpler for new players, not harder.  Maybe have, what, 6 deck slots per class?  5?  Not 9, I'm sure, so that's the point: it would be easier to remember which deck is which than it is now, cuz you'd only have a handful for each class, and yet the total deck slots would be much, much larger.  I love it.
    Posted in: General Discussion
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    posted a message on Are legendary cards becoming useless?
    Quote from eviltwin94 >>

    OP its saying most of the legendaries in the game are useless and dont see game, he is not saying that all legendaries are useless. Grow up and stop being such haters in the forum.

     "Are legendary cards becoming useless?" is precisely the title of the thread.  Age has nothing to do with it. 
    Either way, the answer's no.  Some see less play, just like some commons and rares and epics see less play as other cards take their place.  It's the normal cycle of a game.  "Legendary cards" are as useful as ever.
    Posted in: General Discussion
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    posted a message on Are legendary cards becoming useless?

    Must we resort to hyperbole like "useless"?  Of course they aren't useless.  Even if the growing power of other cards were displacing legendaries - and there's really no evidence that's the case - it's still abundantly clear that cards such as Reno Jackson, Alexstrasza, Dr. Boom and Mal'Ganis are popular and critical components of powerful decks.  

    Posted in: General Discussion
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    posted a message on Why no one uses this removal? (Sparring Partner + Black Knight)
    Quote from ameret18 >>

    I don't think it would be the only removal in a warrior taunt deck, but its not that hard to pull of, I almost always end up using Cabal Shadow Priest-Shrinkmeister combo...

     ...almost always?  Really?  You're either absurdly biased, or playing woefully and saving your cards just so you can, sooner or later, play that combo, regardless of eventually losing.  In either case, at least you have two shadow priests.  The other combo only has one Black Knight.
    Posted in: Card Discussion
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    posted a message on Sword of Vengeance

    +1 | +0 ? Am I misreading something here; or else, why not just say +1 attack?

    Also, is the effect intended for when attack only?  As it stands, take damage from 3 minions on your opponents turn ---> 5 durability weapon.  Either way, I think it would be preferable to set it at 1 durability, and adjust the price accordingly.  Then again, that brings it too close to warrior's -1 attack weapon...so idk about this weapon.  

    Posted in: Fan Creations
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    posted a message on $100 in packs or LoE and $80?

    LoE.  No question.  

    Posted in: General Discussion
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    posted a message on Trolls in this brawl?

    Haven't had an obvious troll, but I've had a number of priests not heal me.  We lose with him at 25+ while I'm dead, including 2xGuardian of Kings.  Good strategy, bro.

    Posted in: Tavern Brawl
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    posted a message on Hearthstone's next adventure?

    I think GvG actually slightly improves Ulduar's chances.  Hearthstone is really sticking to the high-fantasy WoW elements, with all the dragons and knights and such, but GvG added a little sci-fi flair with the mechs that helps push Ulduar back on the table.

    I think it's pretty obvious that ICC and Kara are two of the favorites, though.  I say ICC, then an expansion, and then align Kara with Halloween 2016.

    Posted in: Adventures
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    posted a message on 2 ShieldBlock Vs 2 Bash

    I don't CW much but off the top of my head I think 2x bash makes a lot of sense right now.

    Posted in: Warrior
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    posted a message on This Brawl is too difficult!
    Quote from agithore >>

    Most difficult brawl ever.

     "Fine!  You all want co-op so bad?  Here's your #%$&*# co-op!  Be careful what you wish for!"
    Posted in: Tavern Brawl
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