Imagine... Raid Shadow Legends... Without any of the effort of 3d character modelling or animations...
Also I'm still not a big fan of not being able to tell what powers each merc has before owning the merc.
Also the game literally bugged for me and refused to show me the "Tutorial" tasks (or any tasks) at first and it took me restarting the app to realize buying heroic mode or completing the barrens was neither part of the tutorial nor what was gating me from opening my packs... (Although completing some of the barrens technically is, through the tutorial tasks)
So far, I'm enjoying it. Totally F2P, and only barely tried PVP. As someone who has spent too many hours playing various pokemon games, this scratches the same itch. Simple battle rules, some fun combos to be found, repetitive tasks, grind for levels, gotta catch 'em all.
I'm glad I didn't purchase anything beforehand, as for whatever strange reason, I (so far) enjoy the collection loop and don't mind the grind. In fact, I have barely touched the PVP, as it will invariably become a meta-dominated arena; I enjoy being able to play around with fun combos that might not be overpowered enough to fare well in PVP.
Pretty sure my interest will drop once I get all the mercenaries; not sure if I'll have the required motivation to level them all the way up. I'm more interested in the challenge of getting all the mercenaries. That being said, a pleasant option to ranked ladder and BG.
So far I like it better than I thought I would, but I had pretty low expectations. I'm not sure that it will have lasting appeal though.
I didn't pre-order. I did buy the 5 euros bundle, but I won't buy the 20 euros bundle unless I'm still playing this mode regularly by the end of the month.
Difficulty in PvE seems to range from somewhat challenging to ridiculously easy. In a few battles tactics matter, but often it's just a matter of whether your pile of stats is bigger than the enemy's. I've only done the first page of the Barrens so far, maybe things get more spicy later on.
Heroic missions bumped the opponents up a few levels, but other than that there doesn't seem to be much of a difference. Maybe XP is higher because of the higher levels? The coin rewards looked pretty similar to normal mode.
I'm not sure yet if I want to do PvP. I'll probably watch a stream to get an idea of what it's like.
I don't imagine there is a very large demographic of players who would be willing to spend $5 that aren't willing to spend $10. If you aren't used to spending, you won't spend. If you are used to spending, the difference of a few dollars won't deter you.
My biggest dissapointment so far is the PVP. The bots are very easy to beat; their teams generally have no cohesive strategy such as having a Wrynn, Gul'dan and Mukla in their lineup. Still pretty fun all around, a little mindless if you did pre-order at the start.
The format has potential, but right now the matches feel very same-y. There over forty different characters, but at their core, each merc will either deal damage or regain life with little bits of variation across each character.
There needs to be more dimensions in the game play, something more to think about. I trust that over time blizzard will update the game and make improvements like they did with battlegrounds. But as it is now the game feels unfinished.
Alright, I made Lithin more expensive to get rid of its early-drop potential. I might still end up changing "its Cost" to "the spell's Cost" or something like that.
And now it's time for some extra feedback:
FieselFitz
Well that's certainly quite a design. Unfortunately I can't say that I like it too much. I admire the Murloc werewolf flavor, but there will be many times in which it'll be played and then just removed, resulting in you essentially just blowing up a large part of your deck without any real strategic benefit. It being a 6-Cost Murloc with an effect that wants you to play a traditional swarmy Murloc strategy is a little bit weird.
Wailor
I quite like its parallels to Mal'Ganis, and I also appreciate that it's something strong that can't be used with The Demon Seed (haha). Pretty good overall.
I did not watch any of the videos pre-launch, nor any gameplay video.
I did not buy any preorder.
I had high expectations about this new mode, but has been a letdown to me. Cleared all the Barrens bosses, but the game until now seems very boring and repetitive to me. Wasted 500g on various camp improvements. The fact that the currency is the same with the canonical HS is a massive disadvantage for every F2P player like me. Tried a round of PVP, clearly unbalanced matchup. Also, the UI while fighting is horrible and bad designed: enormous unused empty spaces and a board that is hard to read, making playing this way more difficult than it actually is.
I'm loving it, but I'm also a filthy whale who bought all three bundles; as such I had a boatload of starting packs (and thus, coins to upgrade). After 167 packs (with gold to spare), I'm only missing five Mercs total, and just about every character I own has rank 3 abilities.
My tanky Shadow comp has just about reached level 30, halfway through Winterspring. TLK, Cariel, Tirion, Sylvanas, Tamsin, and Vol'jin. I would give A+ rankings to TLK, Cariel, and Tamsin, 'cause they're fucking awesome, with an A for Vol'jin, B for Sylvanas, and sadly a C for Tirion. Tirion has been my weak-link, Sylvanas is merely okay, and Vol'jin is great but lacks a certain "spice" to net the + mark.
There doesn't appear to be a better way beyond simply checking each one in turn. Kind of annoying, but after a major pack-opening session you might end up doing that anyway to upgrade people.
Well, out of the 4 PvP games I played as f2p, I found 3 bots. Really small sample size, but that's really discouraging at least on the PvP side.
The PvE side is fine. When first teased (before the delay), I was overexcited, when the reveal season started, I was underexcited, so yeah... it's better than the expectation I had during reveal season but not the amazing Slay the Spire-esque I wanted during the first tease.
I guess one of the reasons why is the fact that I still believe the biggest incentive behind the game mode was the monetization process rather than the gameplay. This doesn't mean there's no gameplay design, there was just a larger focus on trying to gain money of the game mode, which is fine. However, Battlegrounds was designed with the main focus being gameplay and it became the success it did because of it.
EDIT: Also, could Blizzard please speed up the animation after the dungeon is cleared and we get to the treasure? That animation is so slow it hurts.
How do you know they were bots?
Also, a way they could improve the difficulty of the mode is create "raid" encounters. (unless those exist in some fashion in blackrock mountain, I don't know, I haven't gotten there yet)
Raid encounters would require very specific team setups but would have great or rare rewards. If we are comparing apples to apples, or in this case "gachas to gachas". To cite another source: Galaxy of Heroes. Their raid encounters gave you "rare" shards. (aka coins for Hearthstone) . The raid had a 3 day cooldown or whatever if you successfully completed it, so you couldn't just farm it all the time. But the point was to gain access to newer (aka more powerful) characters to use in PvP modes.
I'm not sure I exactly want to see that. (We don't want PvP being dictated by whomever has the most money or whatever like Galaxy of Heroes essentially did), but the point is they could add alternative fun things that improve the replayability.
My other gripe is that for a "rogue-lite" game, it is missing some integral mechanics.
1) Maps are way too short, bosses are stupid easy as someone who pre ordered Diablo and TLK.
2) There are no "event" hubs on the map. Maybe this changes or Ive just been unlocky but so far the "mysterious event" has always been a stranger (that gives you tasks that help you unlock equipment), or an exploding potato (Which IMO is a double edged event, and seems dumb). Events give you a chance to gain power spikes or power losses (i.e. in other rogue lite games, they can give you equipment, powers, stats, etc) or if you fail the event, they can make it harder on you. It seems Blizz decided to go extremely simple in this area and remove events altogether because they feared the backlash of "negative events". However without risk/reward in the map, it becomes a simple repetitive game mode that doesn't draw you in.
3) The Spirit Healer "event" like other roguelikes, should provide you alternatives to just reviving a single member. If you choose a path with a spirit healer on it, and you have no dead members, it does nothing for you. In other rogue games, if you come across "rest" areas and don't actually need to reset, they usually provide you with an option to improve your plan, improve your party, etc.
Overall the game mode isn't "bad" but it's not as great as I thought it would be. I fear that it will become another Duels mode (popular for a week or two and then really only played by a few hardcore people)
Usually, when you wait for 1~2 minutes and match up with an opponent named "Your Opponent", it means that the matching system couldn't find a "fair opponent" (taking into account hero levels and skill levels on said hero), so the system "makes one up" using Blizzard AI. It's easy to know one after you matched with one, they do their moves immediatly and they do pretty obvious misplays. At least, that's what the Youtube comment section from Trump's newest PvP mercs video told me (so take my own assessment with an unhealthy pinch of salt).
As far as the difficulty concerns, you don't need 2 pre orders to make the PvE insanely easy, I didn't even buy the 5€ one (I'll possibly buy it after clearing BRM). Also, a good part of the game mode is that it's made also taking into account the ability to build more expansions and more content (from heroes to dungeons to even events, for that matter [like the one you described from Galaxy of Heroes, though I'll expect something less like something new every 3 days and more like "Strong monsters invaded Felwood", for example]).
Well, I also got the bomb event a lot and the task event a couple of times, but I've also got a portal to fight the final boss of it a couple of times. There's room for more stuff there, too.
As far as the healer goes, I just avoid those like the plague. I think I only got into it once and it was because Xyrella died. And again, there's room for improvement there.
Well, out of the 4 PvP games I played as f2p, I found 3 bots. Really small sample size, but that's really discouraging at least on the PvP side.
The PvE side is fine. When first teased (before the delay), I was overexcited, when the reveal season started, I was underexcited, so yeah... it's better than the expectation I had during reveal season but not the amazing Slay the Spire-esque I wanted during the first tease.
I guess one of the reasons why is the fact that I still believe the biggest incentive behind the game mode was the monetization process rather than the gameplay. This doesn't mean there's no gameplay design, there was just a larger focus on trying to gain money of the game mode, which is fine. However, Battlegrounds was designed with the main focus being gameplay and it became the success it did because of it.
EDIT: Also, could Blizzard please speed up the animation after the dungeon is cleared and we get to the treasure? That animation is so slow it hurts.
How do you know they were bots?
Also, a way they could improve the difficulty of the mode is create "raid" encounters. (unless those exist in some fashion in blackrock mountain, I don't know, I haven't gotten there yet)
Raid encounters would require very specific team setups but would have great or rare rewards. If we are comparing apples to apples, or in this case "gachas to gachas". To cite another source: Galaxy of Heroes. Their raid encounters gave you "rare" shards. (aka coins for Hearthstone) . The raid had a 3 day cooldown or whatever if you successfully completed it, so you couldn't just farm it all the time. But the point was to gain access to newer (aka more powerful) characters to use in PvP modes.
I'm not sure I exactly want to see that. (We don't want PvP being dictated by whomever has the most money or whatever like Galaxy of Heroes essentially did), but the point is they could add alternative fun things that improve the replayability.
My other gripe is that for a "rogue-lite" game, it is missing some integral mechanics.
1) Maps are way too short, bosses are stupid easy as someone who pre ordered Diablo and TLK.
2) There are no "event" hubs on the map. Maybe this changes or Ive just been unlocky but so far the "mysterious event" has always been a stranger (that gives you tasks that help you unlock equipment), or an exploding potato (Which IMO is a double edged event, and seems dumb). Events give you a chance to gain power spikes or power losses (i.e. in other rogue lite games, they can give you equipment, powers, stats, etc) or if you fail the event, they can make it harder on you. It seems Blizz decided to go extremely simple in this area and remove events altogether because they feared the backlash of "negative events". However without risk/reward in the map, it becomes a simple repetitive game mode that doesn't draw you in.
3) The Spirit Healer "event" like other roguelikes, should provide you alternatives to just reviving a single member. If you choose a path with a spirit healer on it, and you have no dead members, it does nothing for you. In other rogue games, if you come across "rest" areas and don't actually need to reset, they usually provide you with an option to improve your plan, improve your party, etc.
Overall the game mode isn't "bad" but it's not as great as I thought it would be. I fear that it will become another Duels mode (popular for a week or two and then really only played by a few hardcore people)
The artwork is gorgeous and the idea is nice. I like Aerojulwin's suggestion about the wording. Demon is probably also right about the card feeling more Priest than Paladin.
Of course, the artwork is gorgeous, because Jeeru is the Dungeon Run boss, so she was painted by artists hired by Blizzard.
Well, out of the 4 PvP games I played as f2p, I found 3 bots. Really small sample size, but that's really discouraging at least on the PvP side.
The PvE side is fine. When first teased (before the delay), I was overexcited, when the reveal season started, I was underexcited, so yeah... it's better than the expectation I had during reveal season but not the amazing Slay the Spire-esque I wanted during the first tease.
I guess one of the reasons why is the fact that I still believe the biggest incentive behind the game mode was the monetization process rather than the gameplay. This doesn't mean there's no gameplay design, there was just a larger focus on trying to gain money of the game mode, which is fine. However, Battlegrounds was designed with the main focus being gameplay and it became the success it did because of it.
EDIT: Also, could Blizzard please speed up the animation after the dungeon is cleared and we get to the treasure? That animation is so slow it hurts.
New idea. I think the previous one was more original, but this one is cleaner and has some nice paralelisms with Mal'Ganis.
Again, I'm not very happy with the wording.
FEEDBACK
Neoguli
The artwork is gorgeous and the idea is nice. I like Aerojulwin's suggestion about the wording. Demon is probably also right about the card feeling more Priest than Paladin.
Aerojulwin
Zanari the Brilliant is probably my favorite one, but I'd probably make it a Priest card and remove the Divine Shield, so that the text doesn't look so crammed.
Rhea the Mainframe should probably be Neutral, as Demon said.
Forest Guardian looks more like a Druid Beast than like a Shaman Elemental. Since Shaman Nature spells are usually lightning-related, maybe the artwork should be an electric Elemental or something. Besides that, I'd change the effect to "If all minions in your deck are Elementals, gain Nature Spell Damage +2". Buffing spells in your hand is a bit weird.
Fedrion
I don't know, maybe it's a bit too strong for a 6 mana card. Maybe rise the cost to 7 or 8 and buff the main body's stats?
ChickyChick
Feels balanced and flavorful enough, not much to add. You should probably make the Hero Power itself, as someone else said.
FieselFitz
I'm not a big fan of big minions with a huge cost like this one, because they're too much of a gamble, depending on whether your opponent has removal or not.
If you buy "Traditional Heartstone"(tm) packs for gold you can double-click/double-tap on the "100 gold" button on the left to enter a custom amount. I tested this with Stormwind packs. This seems not to work with Mercenaries packs.
This is not good for Blizzard because I would've sacrificed some of my gold for this but not if I have to buy the packs one by one. Perhaps I've already lost interest in the mode once this is fixed.
So what does everyone think?
Imagine... Raid Shadow Legends... Without any of the effort of 3d character modelling or animations...
Also I'm still not a big fan of not being able to tell what powers each merc has before owning the merc.
Also the game literally bugged for me and refused to show me the "Tutorial" tasks (or any tasks) at first and it took me restarting the app to realize buying heroic mode or completing the barrens was neither part of the tutorial nor what was gating me from opening my packs... (Although completing some of the barrens technically is, through the tutorial tasks)
So what does everyone think?
So far, I'm enjoying it. Totally F2P, and only barely tried PVP. As someone who has spent too many hours playing various pokemon games, this scratches the same itch. Simple battle rules, some fun combos to be found, repetitive tasks, grind for levels, gotta catch 'em all.
I'm glad I didn't purchase anything beforehand, as for whatever strange reason, I (so far) enjoy the collection loop and don't mind the grind. In fact, I have barely touched the PVP, as it will invariably become a meta-dominated arena; I enjoy being able to play around with fun combos that might not be overpowered enough to fare well in PVP.
Pretty sure my interest will drop once I get all the mercenaries; not sure if I'll have the required motivation to level them all the way up. I'm more interested in the challenge of getting all the mercenaries. That being said, a pleasant option to ranked ladder and BG.
So what does everyone think?
So far I like it better than I thought I would, but I had pretty low expectations. I'm not sure that it will have lasting appeal though.
I didn't pre-order. I did buy the 5 euros bundle, but I won't buy the 20 euros bundle unless I'm still playing this mode regularly by the end of the month.
Difficulty in PvE seems to range from somewhat challenging to ridiculously easy. In a few battles tactics matter, but often it's just a matter of whether your pile of stats is bigger than the enemy's. I've only done the first page of the Barrens so far, maybe things get more spicy later on.
Heroic missions bumped the opponents up a few levels, but other than that there doesn't seem to be much of a difference. Maybe XP is higher because of the higher levels? The coin rewards looked pretty similar to normal mode.
I'm not sure yet if I want to do PvP. I'll probably watch a stream to get an idea of what it's like.
Card Design Conversation - Quick Work
I don't understand Fortifying Brew, how is it any different than just gaining 12 armor?
Mercenaries Launch and Welcome Bundles Now Available - Get Legendary Mercenaries & Packs for Cheap!
I don't imagine there is a very large demographic of players who would be willing to spend $5 that aren't willing to spend $10. If you aren't used to spending, you won't spend. If you are used to spending, the difference of a few dollars won't deter you.
So what does everyone think?
My biggest dissapointment so far is the PVP. The bots are very easy to beat; their teams generally have no cohesive strategy such as having a Wrynn, Gul'dan and Mukla in their lineup. Still pretty fun all around, a little mindless if you did pre-order at the start.
So what does everyone think?
The format has potential, but right now the matches feel very same-y. There over forty different characters, but at their core, each merc will either deal damage or regain life with little bits of variation across each character.
There needs to be more dimensions in the game play, something more to think about. I trust that over time blizzard will update the game and make improvements like they did with battlegrounds. But as it is now the game feels unfinished.
Card Design Conversation - Quick Work
CG guys, what a way to kick off new season 🎉
Just My Type - Card Design Competition Discussion Thread
Alright, I made Lithin more expensive to get rid of its early-drop potential. I might still end up changing "its Cost" to "the spell's Cost" or something like that.
And now it's time for some extra feedback:
What Are Hearthstone Mercenary Coins? How to Obtain and Spend Them
Why did I earn gold coins for a mercenary I don't own? Seems like a ripoff, or forcing me to craft mercs I may not want.
So what does everyone think?
I did not watch any of the videos pre-launch, nor any gameplay video.
I did not buy any preorder.
I had high expectations about this new mode, but has been a letdown to me. Cleared all the Barrens bosses, but the game until now seems very boring and repetitive to me. Wasted 500g on various camp improvements. The fact that the currency is the same with the canonical HS is a massive disadvantage for every F2P player like me. Tried a round of PVP, clearly unbalanced matchup. Also, the UI while fighting is horrible and bad designed: enormous unused empty spaces and a board that is hard to read, making playing this way more difficult than it actually is.
Can't find any reason to keep playing.
So what does everyone think?
I'm loving it, but I'm also a filthy whale who bought all three bundles; as such I had a boatload of starting packs (and thus, coins to upgrade). After 167 packs (with gold to spare), I'm only missing five Mercs total, and just about every character I own has rank 3 abilities.
My tanky Shadow comp has just about reached level 30, halfway through Winterspring. TLK, Cariel, Tirion, Sylvanas, Tamsin, and Vol'jin. I would give A+ rankings to TLK, Cariel, and Tamsin, 'cause they're fucking awesome, with an A for Vol'jin, B for Sylvanas, and sadly a C for Tirion. Tirion has been my weak-link, Sylvanas is merely okay, and Vol'jin is great but lacks a certain "spice" to net the + mark.
Alternate portraits: which do I have
There doesn't appear to be a better way beyond simply checking each one in turn. Kind of annoying, but after a major pack-opening session you might end up doing that anyway to upgrade people.
Mercenaries Launch and Welcome Bundles Now Available - Get Legendary Mercenaries & Packs for Cheap!
I was kinda hoping to reroll mercanaries legendary quest for a Hearthstone one.
Can only remove it though - ah well.
So what does everyone think?
Usually, when you wait for 1~2 minutes and match up with an opponent named "Your Opponent", it means that the matching system couldn't find a "fair opponent" (taking into account hero levels and skill levels on said hero), so the system "makes one up" using Blizzard AI. It's easy to know one after you matched with one, they do their moves immediatly and they do pretty obvious misplays. At least, that's what the Youtube comment section from Trump's newest PvP mercs video told me (so take my own assessment with an unhealthy pinch of salt).
As far as the difficulty concerns, you don't need 2 pre orders to make the PvE insanely easy, I didn't even buy the 5€ one (I'll possibly buy it after clearing BRM). Also, a good part of the game mode is that it's made also taking into account the ability to build more expansions and more content (from heroes to dungeons to even events, for that matter [like the one you described from Galaxy of Heroes, though I'll expect something less like something new every 3 days and more like "Strong monsters invaded Felwood", for example]).
Well, I also got the bomb event a lot and the task event a couple of times, but I've also got a portal to fight the final boss of it a couple of times. There's room for more stuff there, too.
As far as the healer goes, I just avoid those like the plague. I think I only got into it once and it was because Xyrella died. And again, there's room for improvement there.
So what does everyone think?
How do you know they were bots?
Also, a way they could improve the difficulty of the mode is create "raid" encounters. (unless those exist in some fashion in blackrock mountain, I don't know, I haven't gotten there yet)
Raid encounters would require very specific team setups but would have great or rare rewards. If we are comparing apples to apples, or in this case "gachas to gachas". To cite another source: Galaxy of Heroes. Their raid encounters gave you "rare" shards. (aka coins for Hearthstone) . The raid had a 3 day cooldown or whatever if you successfully completed it, so you couldn't just farm it all the time. But the point was to gain access to newer (aka more powerful) characters to use in PvP modes.
I'm not sure I exactly want to see that. (We don't want PvP being dictated by whomever has the most money or whatever like Galaxy of Heroes essentially did), but the point is they could add alternative fun things that improve the replayability.
My other gripe is that for a "rogue-lite" game, it is missing some integral mechanics.
1) Maps are way too short, bosses are stupid easy as someone who pre ordered Diablo and TLK.
2) There are no "event" hubs on the map. Maybe this changes or Ive just been unlocky but so far the "mysterious event" has always been a stranger (that gives you tasks that help you unlock equipment), or an exploding potato (Which IMO is a double edged event, and seems dumb). Events give you a chance to gain power spikes or power losses (i.e. in other rogue lite games, they can give you equipment, powers, stats, etc) or if you fail the event, they can make it harder on you. It seems Blizz decided to go extremely simple in this area and remove events altogether because they feared the backlash of "negative events". However without risk/reward in the map, it becomes a simple repetitive game mode that doesn't draw you in.
3) The Spirit Healer "event" like other roguelikes, should provide you alternatives to just reviving a single member. If you choose a path with a spirit healer on it, and you have no dead members, it does nothing for you. In other rogue games, if you come across "rest" areas and don't actually need to reset, they usually provide you with an option to improve your plan, improve your party, etc.
Overall the game mode isn't "bad" but it's not as great as I thought it would be. I fear that it will become another Duels mode (popular for a week or two and then really only played by a few hardcore people)
Just My Type - Card Design Competition Discussion Thread
Of course, the artwork is gorgeous, because Jeeru is the Dungeon Run boss, so she was painted by artists hired by Blizzard.
So what does everyone think?
Well, out of the 4 PvP games I played as f2p, I found 3 bots. Really small sample size, but that's really discouraging at least on the PvP side.
The PvE side is fine. When first teased (before the delay), I was overexcited, when the reveal season started, I was underexcited, so yeah... it's better than the expectation I had during reveal season but not the amazing Slay the Spire-esque I wanted during the first tease.
I guess one of the reasons why is the fact that I still believe the biggest incentive behind the game mode was the monetization process rather than the gameplay. This doesn't mean there's no gameplay design, there was just a larger focus on trying to gain money of the game mode, which is fine. However, Battlegrounds was designed with the main focus being gameplay and it became the success it did because of it.
EDIT: Also, could Blizzard please speed up the animation after the dungeon is cleared and we get to the treasure? That animation is so slow it hurts.
Just My Type - Card Design Competition Discussion Thread
New idea. I think the previous one was more original, but this one is cleaner and has some nice paralelisms with Mal'Ganis.
Again, I'm not very happy with the wording.
Rhea the Mainframe should probably be Neutral, as Demon said.
Forest Guardian looks more like a Druid Beast than like a Shaman Elemental. Since Shaman Nature spells are usually lightning-related, maybe the artwork should be an electric Elemental or something. Besides that, I'd change the effect to "If all minions in your deck are Elementals, gain Nature Spell Damage +2". Buffing spells in your hand is a bit weird.
What Are Hearthstone Mercenary Coins? How to Obtain and Spend Them
You upgrade those buildings with gold (regular hearthstone gold) while mercs and their abilities costs coins.
So yes, unless youve encountered a visual error, you're paying normal hs gold for those upgrades.
Mercenaries Launch and Welcome Bundles Now Available - Get Legendary Mercenaries & Packs for Cheap!
With preorder you got a diamond frame and the mercenaries come with some voice lines in that form, so i guess you paid for extra bling.
Quest Trading - Play A Friend!
Battletag: Szafirmag#2937
Region: EU
Trade Only?: Yes
BUG: Unable to buy multiple packs at once for gold
If you buy "Traditional Heartstone"(tm) packs for gold you can double-click/double-tap on the "100 gold" button on the left to enter a custom amount. I tested this with Stormwind packs. This seems not to work with Mercenaries packs.
This is not good for Blizzard because I would've sacrificed some of my gold for this but not if I have to buy the packs one by one. Perhaps I've already lost interest in the mode once this is fixed.
For the Horde
It's worth to use xyrella instead of guldan?
TI SFIDO AL MAK'GORA
I use a similar team but I use millhouse and xyrella instead of guldan, it's funny and strong!