They already had Warmaster Voone who, while not a dragon himself, is arguably more dragon related than Brightwing is. Needless to say, dragons will really welcome getting 2 more mercs, even if Wrathion is another weird one for the tribe.
- Unstable Magic will be pain in the ass to fight against - deathrattle hunter/priest, big anything will be raped hard.
- Flames of the Kirin Tor - really? Technically infinite fireballs, turn 3 cast fire spell, turn 4 cast fireball, 5 turn cast fireball, turn 6 cast fireball etc. Just burn the face.
- Ring of Refreshment - it will be OP with some HPs, for example: buffed mage ones (+tons of spells) or DH Outlander (+reduced cost)
- Heavy Armor - hard to evaluate, you can be easily raped with Arcane Missles, priest HP or any aggro and it's useless for most classes, but in one case it's amazing - Warrior, especially bomb Warrior, you can easily stack tons of armor multiplying your health, which can only be removed one by one. Imagine warrior with 50 armor which must be attacked 60 times to be killed. You can overfatigue each class (you will take only 1 fatigue dmg anyway). Maybe quest warlock would have a chance, but still he would hurt you only for 1 dmg each time. I won't be suprised if they remove this treasure from warrior pool.
- removed Fireshaper - YES!!!
- Expedited Burial removed from Hunter pool - good, this treasure was OP in Hunter
- Mantle of Ignition removed from Priest and Warrior pool - good, I undestand Priest change, but not sure about Warrior. Was it so useless in Warrior that only flooded choice pool?
And, above that, my major issue: the Quest Warrior is boring to play against. Not only it have infinite value but the components of the deck are the same, always the same pirates, I face Quest Warrior like 30% of ranked and it is always the same deck, same decisions.
I would prefer, if the quest would be more challenging for deckbuilding, like:
The weapon restriction isn't much of a limitation, as completing the first questline stage will draw a weapon. The Wild version plays more cheap pirates, so questline progression is quicker. Additionally there is N'Zoth's First Mate which provides a weapon even earlier and for less mana.
That the shots are random isn't a huge detractor either, since anything they hit in the early game is useful: minion hits enable trades, while face hits shorten the time the opponent has to present a counter-lethal. Since Wild has several free pirates (Patches the Pirate, Parachute Brigand), the Pirate Warrior is pretty much always ahead on board in the early game and Defias Cannoneer extends that by another turn.
While the card is stronger in Wild, it bothers me in Standard as well. If you don't deal with it quickly, the hits on board and on your life total will become a problem. Not all decks can deal with a 3-health minion efficiently, especially after their own minions being cleared by weapons and cannon shots, which means the Pirate Warrior gets to disrupt your turn for a very low cost.
Overall, the questline feels unfair because it rewards the Pirate Warrior for playing good cards, but I'm not sure why Cannoneer feels more unfair than other pirates. Maybe it has to do with him being the latest addition to the deck. Maybe it has to do with the time in the match that he appears on the board, when you think you can take over the board before the questline completes, but Cannoneer destroys those dreams. It's probably a combination of those: Standard Pirate Warrior used to have a strong start and a strong finish, but a weaker middle, and Cannoneer fixed that.
It's definitely a sign that your opinion is an actual hot take. But you know what? That's completely fine and valid. You can have an opinion that is severely disliked by the community, as long as you're not being a dick about it. It's a good form of discussion.
I don't think a nerfless wild format would be worth the effort though. The meta will be very stale very quickly since it's going to be hard to beat the decks that are already tier S to begin with, and this will discourage a lot of people from playing it. It might seem like a neat Idea to be able to play the deck that you love at it's fullest power, but trust me people are definitely going to be playing quetline warlock anyways and it's not going to be a fun experience.
Demonxz95 - I'm not sure what the Scale has to do with Demon summoning from a perspective of flavor. This is a strong card if you can mulligan into it, getting it out quickly so you can ab/use the effect early and often. I think it could be okay if you lose the Demon tag because then you won't be able to apply additional synergies; they'll just be bodies. That being said, the main concern for me is that you're rewarding Handlock for doing what he already intends to do, so this is an automatic inclusion.
BasilAnguis - The text of Prince's Ring is problematic: I didn't get it initially (I thought you were literally turning the spell into a minion, like Blessing of Authority is a 5/8/8 or something). In the end it seems like a long-winded way to get around having to Hero Power first. Beyond that, I agree with AeroJulwin in-that the two Priest weapons are quite strong if they last the whole game. I personally would either tinker with Ring of Purity - like AeroJulwin said - or tinker with Prince's Ring, perhaps to do what I thought it did :) Something like "You can play targeted spells as if they were minions. When they die, they turn back into spells." a la Cannonmaster Smythe.
I honestly don't understand why cannoneer gets so much flak. The card needs a weapon to function, in quest warrior it almost never comes out on curve, and the shots aren't guaranteed to hit what you want it to hit, which means your opponent is taking a gamble on his swing. Its not even strictly hard to play around. In fact, even in mulligan you'd much rather have Harbor Scamp or Bloodsail Deckhand any day.
Maybe its more devastating in wild than in standard, but its wild and there's more things to worry about than something like this.
I'll comment on the Mercenaries section, since that's the mode I play most often nowadays:
- I'm pleasantly surprised that they're adding content mid-expansion. After the launch, I really expected to only see new mercenaries and new zones when the Standard card pool was expanded (in other words, during major expansions and mini-sets only).
- Two of the mercs have abilities in multiple spell schools, which is a great way to efficiently build up options for the various synergy groupings.
- Similarly, dragons finally get a fighter, and fire/frost hybrid teams come closer to being a viable approach with an elemental that has access to both effects.
- Not too sure about the utility of the Training Grounds. Levelling mercs was already the easiest thing to achieve, so making it even easier seems somewhat unnecessary. At least building them won't break the bank. :)
Anyway as much as I have been enjoying this discussion, I have the feeling that we have said all that could be said on this subject ( or at very least I did) and that we are kinda just repeating ourselves at this point so this probably going to be my last post here. Plus there are other subjects that I would like to discuses.
Haha, yeah, that seems right. Thanks for the discussion!
I 100% concur. Cannoneer doing "two pings of 2 damag each" in an archetype that access to infinite weapons just feels...wrong. Them nerfing the 2nd stage of the quest is a step in the right direction but the card would still see play if it was 4 mana. Hell, they could also keep it at 3 mana and make it do one ping and it would STILL see play.
I don't mind pirate warrior acting/playing out like an aggro deck. What I don't like is them having infinite resources and a source of continual damage that is guaranteed. (it's not like they have to luck into drawing a hero card after all).
I still think the quests themselves were a very poor design decision all around and honestly most of them, if not all should not have been printed. The only other card I feel like I've ever felt that way about was Dr. Boom's hero card for warrior.
Edit: and the only cards they are losing in the rotation are Sword Eater and Circus Amalgam. Granted they may or may not lose pirates in the core rotation as well, such as fogsail freebooter or bloodsail raider, but honestly I suspect Team5 will just print more...
Looks like what they are doing is taking away all dust people got to go back and redo everything from scratch. I got 8000, and now appear to have lost 8000. But again, not a huge deal.
Setting aside the mistakes with the heal-up, I'm still baffled over the original issue. I saw the dust popup. So I had somehow recorded too many copies of golden rewards cards?
Like, did the rewards track show 2 uncraftable cards and then it added 6 to my collection?
Full Patch Notes for Hearthstone's 22.2.0 Update Coming on January 25
Did you notice the art of Unstable Magic is a polymorphed Reno, can't stop laughing at that 🤣
Full Patch Notes for Hearthstone's 22.2.0 Update Coming on January 25
Just something to note about the card back Dancing Lion. It was the winner of an art competition last year: https://outof.cards/hearthstone/2611-winner-of-the-hearthstone-china-card-back-competition-the-winners-card-back-is-being-added-to-the-game
Hearthstone Battlegrounds Gets New Hero Skins for Lunar New Year's Three Kingdoms & Mount Racing Themes
I think it's more to do with the Stormwind mount spells, of which 2 appear here, than any foreshadowing.
Full Patch Notes for Hearthstone's 22.2.0 Update Coming on January 25
They already had Warmaster Voone who, while not a dragon himself, is arguably more dragon related than Brightwing is. Needless to say, dragons will really welcome getting 2 more mercs, even if Wrathion is another weird one for the tribe.
Full Patch Notes for Hearthstone's 22.2.0 Update Coming on January 25
About duels and treasures:
- Unstable Magic will be pain in the ass to fight against - deathrattle hunter/priest, big anything will be raped hard.
- Flames of the Kirin Tor - really? Technically infinite fireballs, turn 3 cast fire spell, turn 4 cast fireball, 5 turn cast fireball, turn 6 cast fireball etc. Just burn the face.
- Ring of Refreshment - it will be OP with some HPs, for example: buffed mage ones (+tons of spells) or DH Outlander (+reduced cost)
- Heavy Armor - hard to evaluate, you can be easily raped with Arcane Missles, priest HP or any aggro and it's useless for most classes, but in one case it's amazing - Warrior, especially bomb Warrior, you can easily stack tons of armor multiplying your health, which can only be removed one by one. Imagine warrior with 50 armor which must be attacked 60 times to be killed. You can overfatigue each class (you will take only 1 fatigue dmg anyway). Maybe quest warlock would have a chance, but still he would hurt you only for 1 dmg each time. I won't be suprised if they remove this treasure from warrior pool.
- removed Fireshaper - YES!!!
- Expedited Burial removed from Hunter pool - good, this treasure was OP in Hunter
- Mantle of Ignition removed from Priest and Warrior pool - good, I undestand Priest change, but not sure about Warrior. Was it so useless in Warrior that only flooded choice pool?
Full Patch Notes for Hearthstone's 22.2.0 Update Coming on January 25
And, above that, my major issue: the Quest Warrior is boring to play against. Not only it have infinite value but the components of the deck are the same, always the same pirates, I face Quest Warrior like 30% of ranked and it is always the same deck, same decisions.
I would prefer, if the quest would be more challenging for deckbuilding, like:
Stage 1: Play 3 different pirates
Stage 2: Attack with your hero 2 times
Stage 3: Equip 2 different weapons
Yu-Gi-Oh Master Duel Is Giving Away up to 200 Free Cards to Playstation Plus Members
I'm planning on writing guides for each one after getting a better grasp of the game, but I'm not that great at evaluating these things.
What I'm 78% certain of is that both will get you curb-stomped in ranked :p
Yu-Gi-Oh Master Duel Is Giving Away up to 200 Free Cards to Playstation Plus Members
It would be cool if a article going over the starting structure decks were to be made.
Full Patch Notes for Hearthstone's 22.2.0 Update Coming on January 25
The weapon restriction isn't much of a limitation, as completing the first questline stage will draw a weapon. The Wild version plays more cheap pirates, so questline progression is quicker. Additionally there is N'Zoth's First Mate which provides a weapon even earlier and for less mana.
That the shots are random isn't a huge detractor either, since anything they hit in the early game is useful: minion hits enable trades, while face hits shorten the time the opponent has to present a counter-lethal. Since Wild has several free pirates (Patches the Pirate, Parachute Brigand), the Pirate Warrior is pretty much always ahead on board in the early game and Defias Cannoneer extends that by another turn.
While the card is stronger in Wild, it bothers me in Standard as well. If you don't deal with it quickly, the hits on board and on your life total will become a problem. Not all decks can deal with a 3-health minion efficiently, especially after their own minions being cleared by weapons and cannon shots, which means the Pirate Warrior gets to disrupt your turn for a very low cost.
Overall, the questline feels unfair because it rewards the Pirate Warrior for playing good cards, but I'm not sure why Cannoneer feels more unfair than other pirates. Maybe it has to do with him being the latest addition to the deck. Maybe it has to do with the time in the match that he appears on the board, when you think you can take over the board before the questline completes, but Cannoneer destroys those dreams. It's probably a combination of those: Standard Pirate Warrior used to have a strong start and a strong finish, but a weaker middle, and Cannoneer fixed that.
Hearthstone's Upcoming Standard and Wild Balance Changes Datamined for Patch 22.2.0
It's definitely a sign that your opinion is an actual hot take. But you know what? That's completely fine and valid. You can have an opinion that is severely disliked by the community, as long as you're not being a dick about it. It's a good form of discussion.
Hearthstone's Upcoming Standard and Wild Balance Changes Datamined for Patch 22.2.0
I don't think a nerfless wild format would be worth the effort though. The meta will be very stale very quickly since it's going to be hard to beat the decks that are already tier S to begin with, and this will discourage a lot of people from playing it. It might seem like a neat Idea to be able to play the deck that you love at it's fullest power, but trust me people are definitely going to be playing quetline warlock anyways and it's not going to be a fun experience.
Full Patch Notes for Hearthstone's 22.2.0 Update Coming on January 25
Damnit. Aggro rogue was just beginning to show up on the radar in wild.
Big Demon Demon Hunter
Reno Druid?
Big Demon Demon Hunter
Love Big Demon DH, getting 4 copies of [Hearthstone Card (Taintheart Tormentor) Not Found] against something like a Priest is tons of evil fun.
Any chance we can see that one Reno deck written up in the future? :D
Legendary Loot - Card Design Competition Discussion Thread
Demonxz95 - I'm not sure what the Scale has to do with Demon summoning from a perspective of flavor. This is a strong card if you can mulligan into it, getting it out quickly so you can ab/use the effect early and often. I think it could be okay if you lose the Demon tag because then you won't be able to apply additional synergies; they'll just be bodies. That being said, the main concern for me is that you're rewarding Handlock for doing what he already intends to do, so this is an automatic inclusion.
BasilAnguis - The text of Prince's Ring is problematic: I didn't get it initially (I thought you were literally turning the spell into a minion, like Blessing of Authority is a 5/8/8 or something). In the end it seems like a long-winded way to get around having to Hero Power first. Beyond that, I agree with AeroJulwin in-that the two Priest weapons are quite strong if they last the whole game. I personally would either tinker with Ring of Purity - like AeroJulwin said - or tinker with Prince's Ring, perhaps to do what I thought it did :) Something like "You can play targeted spells as if they were minions. When they die, they turn back into spells." a la Cannonmaster Smythe.
Hearthstone Battlegrounds Gets New Hero Skins for Lunar New Year's Three Kingdoms & Mount Racing Themes
Darkmoon Races was Darkmoon's miniset and was race themed.
Missing Cards? Free Arcane Dust? Blizzard Issues a Statement on Recent Hearthstone Issues
My golden cards are back & my dust is at 0. The cards I crafted before are still there.
Full Patch Notes for Hearthstone's 22.2.0 Update Coming on January 25
I honestly don't understand why cannoneer gets so much flak. The card needs a weapon to function, in quest warrior it almost never comes out on curve, and the shots aren't guaranteed to hit what you want it to hit, which means your opponent is taking a gamble on his swing. Its not even strictly hard to play around. In fact, even in mulligan you'd much rather have Harbor Scamp or Bloodsail Deckhand any day.
Maybe its more devastating in wild than in standard, but its wild and there's more things to worry about than something like this.
Full Patch Notes for Hearthstone's 22.2.0 Update Coming on January 25
Well, with no announcement, they can easily just reset everything and not give you a ticket. So just wanted to be sure to avoid being screwed.
Full Patch Notes for Hearthstone's 22.2.0 Update Coming on January 25
I'll comment on the Mercenaries section, since that's the mode I play most often nowadays:
- I'm pleasantly surprised that they're adding content mid-expansion. After the launch, I really expected to only see new mercenaries and new zones when the Standard card pool was expanded (in other words, during major expansions and mini-sets only).
- Two of the mercs have abilities in multiple spell schools, which is a great way to efficiently build up options for the various synergy groupings.
- Similarly, dragons finally get a fighter, and fire/frost hybrid teams come closer to being a viable approach with an elemental that has access to both effects.
- Not too sure about the utility of the Training Grounds. Levelling mercs was already the easiest thing to achieve, so making it even easier seems somewhat unnecessary. At least building them won't break the bank. :)
The Demacia Problem
Haha, yeah, that seems right. Thanks for the discussion!
Full Patch Notes for Hearthstone's 22.2.0 Update Coming on January 25
I 100% concur. Cannoneer doing "two pings of 2 damag each" in an archetype that access to infinite weapons just feels...wrong. Them nerfing the 2nd stage of the quest is a step in the right direction but the card would still see play if it was 4 mana. Hell, they could also keep it at 3 mana and make it do one ping and it would STILL see play.
I don't mind pirate warrior acting/playing out like an aggro deck. What I don't like is them having infinite resources and a source of continual damage that is guaranteed. (it's not like they have to luck into drawing a hero card after all).
I still think the quests themselves were a very poor design decision all around and honestly most of them, if not all should not have been printed. The only other card I feel like I've ever felt that way about was Dr. Boom's hero card for warrior.
Edit: and the only cards they are losing in the rotation are Sword Eater and Circus Amalgam. Granted they may or may not lose pirates in the core rotation as well, such as fogsail freebooter or bloodsail raider, but honestly I suspect Team5 will just print more...
Missing Cards? Free Arcane Dust? Blizzard Issues a Statement on Recent Hearthstone Issues
Looks like what they are doing is taking away all dust people got to go back and redo everything from scratch. I got 8000, and now appear to have lost 8000. But again, not a huge deal.
Missing Cards? Free Arcane Dust? Blizzard Issues a Statement on Recent Hearthstone Issues
Setting aside the mistakes with the heal-up, I'm still baffled over the original issue. I saw the dust popup. So I had somehow recorded too many copies of golden rewards cards?
Like, did the rewards track show 2 uncraftable cards and then it added 6 to my collection?
Full Patch Notes for Hearthstone's 22.2.0 Update Coming on January 25
Don't they always do that after significant Duels updates? I can't see how they could avoid it when an entire hero disappears.