Questlines for Hunter, Warlock, and Mage are just too efficient and consistent in Wild. Each of those decks WILL close out the game by turn 9 at the latest Turn 6-8 are on possible quite easily, as well. They are all far to reliable. These nerfs do nothing to stop that, as I rarely see Stealer of Souls and the decks running giants are able to drop Molten Giant alongside the Flesh Giant.
A necessary change, as it was an auto-pick as a first bucket treasure. Even with this change, it may still be OP and need to be "Neutral minions you play..." or "in your hand" get the buff & discount to prevent token interaction.
When I heard a new game mode that would be related to a Roguelike RPG I expected something better structured and fun not a Battlegrounds 2.0 with fewer functions.
As a wild player, this patch really lowered my expectations of the balance team for the future. I hate to be the guy that complains every time something is not perfect, but goddammit I just wanna play wild without 80% of my opponents to be questline warlock.
I just wanna see all of the wild stats that they have so at least I have a sense on what makes them so reluctant to nerf the deck.
Sigh, I genuinely don't ever post in salt threads. But I think if I'm being truly honest, this is by far the least fun I've ever had in a meta, both as playing as classes and against others.
The only class I can even markedly climb with and enjoy on some small scale is quest shaman. And even then most wins feel shallow and contrived. But then I look at most of the decks I face and realize they are equally as shallow.
Anacondra/Celestial Druid's who just vomit out cards and pray to RNG that their fungal fortunes doesn't discard any of their key cards. (literally if it does, they just instantly concede, because why build a "fair" deck when you can build a broken deck that has 0 comeback potential for your opponent, and if you fungal discard your key minions, just insta-concede and try again!)
Quest Warlock, which after the SECOND round of nerfs is still strong and ridiculous. They keep nerfing other cards, instead of the core of the problem. Which if you'll pardon my language IS THE FUCKING QUEST.
I seriously have not disliked a meta as much since probably Jade Druid. Or maybe Rastakhan's rumble. But seriously this current meta is the most polarizing meta ever. And I honestly feel like if mercenaries and/or the next expansion falls flat I'm done with Blizzard. (Considering that I've been playing Blizzard games for over 25 years now, it's almost sad, but also considering that their company has changed drastically I think it's time the king was dethroned...)
Wow. You have a lot of issues with the game. I disagree with many of them, and the ones I do agree with aren’t as important to me as they are to you, but that’s ok. Your opinions are valid, and of course it’s fine if you like different games than me. I’m only sorry that it’s taken you so much time, money, and mental energy to realize that Hearthstone is not the game for you.
For your sake, I hope that you’re close to making that break for real. You deserve to be putting that time and money into a game (or other hobby) that you do enjoy.
Each mercenary has access to different abilities, giving you a wide range of strategies to try.
Mercenaries have levels.
When you level a mercenary they get stronger and will obtain new abilities.
Your abilities can also earn experience to level up.
The maximum level of each mercenary is at least 30.
Your mercenaries can equip gear that they find in runs. This gear makes them stronger and you may want to find certain pieces of each merc.
You find more mercenaries by playing the game.
A few factual issues here:
As I understand it, your abilities don't earn experience; they become upgradeable to higher ranks as the mercenary levels up. Once the upgrade has unlocked at a certain level, you must spend Mercenary Coins to complete the upgrade.
There are two kinds of "gear": equipment and treasures. Equipment applies a passive bonus that usually applies to one of the mercenary's abilities. Equipment is part of your collection, and one piece is selected for each mercenary before you start a run. You can craft equipment with mercenary coins.
Treasures, on the other hand, are temporary bonuses you find in the course of a run. They function like the treasures in Duels, and they disappear at the end of the run.
Dean has said they do not make balance changes with monetary gain in mind. I imagine the data that they have is different than the data we have so they have been reluctant to nerf it.
The map is the only part of this game that resembles Slay the Spire.
The combat in Mercenaries is nothing like a deck-building card-battler. The combat abilities and equipment for each Mercenary are fixed at the start of the run, and they are always available during every round of a fight (unless they have a cooldown).
In a deck-builder, the strategy is all about making your deck efficient so that you'll draw what you need in combat. In Mercenaries, it's about using your fixed abilities to the best effect by maximizing synergies among party members and by exploiting the damage triangle wisely.
That is a Spirit Healer. It resurrects one random mercenary that has died in battle.
Normally, if one of your mercenaries dies, it's out for the rest of the run. You start with a party of six, and you choose three of those six for each battle. Dead party members will reduce your options in future battles.
Ah, I hadn't thought that this might not be the major overhaul they've teased. In that case, it makes some sense to have a stopgap measure in the meantime. I hope that you're right! I would, honestly, be surprised if this was their main effort.
i dont enjoy duels very much, but when i play i always try hunter and warrior with deathrattle stuff, and is annoying having to start a run and abandon it like 1 to 10 times cause the game doesnt fell like offering me one of the classes i wanna try, this wont help with valance issues (maybe even make it worse since everyone will be able to play the broken class every run, i watching at you priest) but for those who like 1-3 classes will be a welcome change
All the initial Mercenary choices already revealed?
You know what number is also "more than 50"?
53.
So is 57.
And so is 862, but I don't think they'd say "more than 50" in that case.
My point is that there's still room for a surprise reveal of an extra-special card or two closer to launch ... if they choose to play it that way.
Are Epic Card Packs Coming to Hearthstone? Datamining Reveals Blizzard's Potential Plans
"Has become"? LOL, as if it happened just recently.
Our Thoughts on Today's Warlock Balance Changes Targeting Stealer of Souls and Flesh Giant
Kinda made me chuckle. "Hearthstone community! Please be more outraged!"
Deathwing and Leapfrogger Are Currently Disabled in Hearthstone Battlegrounds
Any word in the new mystery quest and it's bugs?
Our Thoughts on Today's Warlock Balance Changes Targeting Stealer of Souls and Flesh Giant
Questlines for Hunter, Warlock, and Mage are just too efficient and consistent in Wild. Each of those decks WILL close out the game by turn 9 at the latest Turn 6-8 are on possible quite easily, as well. They are all far to reliable. These nerfs do nothing to stop that, as I rarely see Stealer of Souls and the decks running giants are able to drop Molten Giant alongside the Flesh Giant.
Meek Mastery Moves to Pool 2! A Larger Hearthstone Duels Update is Arriving Later This Expansion
A necessary change, as it was an auto-pick as a first bucket treasure. Even with this change, it may still be OP and need to be "Neutral minions you play..." or "in your hand" get the buff & discount to prevent token interaction.
Blizzard Has Published a Server-Side Fix for Stormwind's Mystery Card Back, More Hearthstone Bug Fixes Coming Tomorrow
Major patch = Major bugs.
At least hearthstone hearthstone the game is still playable. Moving on.
Blizzard Has Published a Server-Side Fix for Stormwind's Mystery Card Back, More Hearthstone Bug Fixes Coming Tomorrow
Deathwing isn't being added back anymore, it got edited
Hearthstone's Mercenaries Debut Stream - Everything New We've Learned About the Mode Releasing in October
When I heard a new game mode that would be related to a Roguelike RPG I expected something better structured and fun not a Battlegrounds 2.0 with fewer functions.
Blizzard Has Published a Server-Side Fix for Stormwind's Mystery Card Back, More Hearthstone Bug Fixes Coming Tomorrow
Pfft, playtesting? What’s that?
Our Thoughts on Today's Warlock Balance Changes Targeting Stealer of Souls and Flesh Giant
As a wild player, this patch really lowered my expectations of the balance team for the future. I hate to be the guy that complains every time something is not perfect, but goddammit I just wanna play wild without 80% of my opponents to be questline warlock.
I just wanna see all of the wild stats that they have so at least I have a sense on what makes them so reluctant to nerf the deck.
Group Therapy! Need to blow off some steam? Mega salty? Here's the place!
Sigh, I genuinely don't ever post in salt threads. But I think if I'm being truly honest, this is by far the least fun I've ever had in a meta, both as playing as classes and against others.
The only class I can even markedly climb with and enjoy on some small scale is quest shaman. And even then most wins feel shallow and contrived. But then I look at most of the decks I face and realize they are equally as shallow.
Anacondra/Celestial Druid's who just vomit out cards and pray to RNG that their fungal fortunes doesn't discard any of their key cards. (literally if it does, they just instantly concede, because why build a "fair" deck when you can build a broken deck that has 0 comeback potential for your opponent, and if you fungal discard your key minions, just insta-concede and try again!)
Quest Warlock, which after the SECOND round of nerfs is still strong and ridiculous. They keep nerfing other cards, instead of the core of the problem. Which if you'll pardon my language IS THE FUCKING QUEST.
I seriously have not disliked a meta as much since probably Jade Druid. Or maybe Rastakhan's rumble. But seriously this current meta is the most polarizing meta ever. And I honestly feel like if mercenaries and/or the next expansion falls flat I'm done with Blizzard. (Considering that I've been playing Blizzard games for over 25 years now, it's almost sad, but also considering that their company has changed drastically I think it's time the king was dethroned...)
[Game] Card Treasure Hunt (Hearthstone Riddles)
Maybe I picked this card because there was something attractive about the expansion.
[Wild] Legend Quest-Warlock
Jeez, I just noticed, NO DARKGLARE :-O
How about Flesh Giant's nerf? Almost unnoticeable?
Meek Mastery Moves to Pool 2! A Larger Hearthstone Duels Update is Arriving Later This Expansion
Nice! Good that finally this OP treasure got some treatment;
Also, just as recent tweet about upcoming Ranked changes (schedule), now Duels fans know, there is something bigger coming :)
Hearthstone's Mercenaries Debut Stream - Everything New We've Learned About the Mode Releasing in October
Wow. You have a lot of issues with the game. I disagree with many of them, and the ones I do agree with aren’t as important to me as they are to you, but that’s ok. Your opinions are valid, and of course it’s fine if you like different games than me. I’m only sorry that it’s taken you so much time, money, and mental energy to realize that Hearthstone is not the game for you.
For your sake, I hope that you’re close to making that break for real. You deserve to be putting that time and money into a game (or other hobby) that you do enjoy.
Deathwing and Leapfrogger Are Currently Disabled in Hearthstone Battlegrounds
A certain OOC member and Deathwing fan will not be happy about this
Everything You Need to Know About Hearthstone's Mercenaries Game Mode
A few factual issues here:
As I understand it, your abilities don't earn experience; they become upgradeable to higher ranks as the mercenary levels up. Once the upgrade has unlocked at a certain level, you must spend Mercenary Coins to complete the upgrade.
There are two kinds of "gear": equipment and treasures. Equipment applies a passive bonus that usually applies to one of the mercenary's abilities. Equipment is part of your collection, and one piece is selected for each mercenary before you start a run. You can craft equipment with mercenary coins.
Treasures, on the other hand, are temporary bonuses you find in the course of a run. They function like the treasures in Duels, and they disappear at the end of the run.
Our Thoughts on Today's Warlock Balance Changes Targeting Stealer of Souls and Flesh Giant
Dean has said they do not make balance changes with monetary gain in mind. I imagine the data that they have is different than the data we have so they have been reluctant to nerf it.
Everything You Need to Know About Hearthstone's Mercenaries Game Mode
The map is the only part of this game that resembles Slay the Spire.
The combat in Mercenaries is nothing like a deck-building card-battler. The combat abilities and equipment for each Mercenary are fixed at the start of the run, and they are always available during every round of a fight (unless they have a cooldown).
In a deck-builder, the strategy is all about making your deck efficient so that you'll draw what you need in combat. In Mercenaries, it's about using your fixed abilities to the best effect by maximizing synergies among party members and by exploiting the damage triangle wisely.
Everything You Need to Know About Hearthstone's Mercenaries Game Mode
That is a Spirit Healer. It resurrects one random mercenary that has died in battle.
Normally, if one of your mercenaries dies, it's out for the rest of the run. You start with a party of six, and you choose three of those six for each battle. Dead party members will reduce your options in future battles.
A New Hearthstone Puzzle Card Back "Gift of Elune" Has Been Added - Solve the Mysteries of Stormwind
The second puzzle is to play
Hearthstone's Main Menu Gets an Overhaul - Play is Now Hearthstone, Battlegrounds Out of Beta, Mercenaries Joins the Fun
Ah, I hadn't thought that this might not be the major overhaul they've teased. In that case, it makes some sense to have a stopgap measure in the meantime. I hope that you're right! I would, honestly, be surprised if this was their main effort.
Datamining in Hearthstone Duels Showcases a New Season of Wizard Duels With 10 Heroes Drafted Instead of 4
this is exactly what i was thinking
Datamining in Hearthstone Duels Showcases a New Season of Wizard Duels With 10 Heroes Drafted Instead of 4
i dont enjoy duels very much, but when i play i always try hunter and warrior with deathrattle stuff, and is annoying having to start a run and abandon it like 1 to 10 times cause the game doesnt fell like offering me one of the classes i wanna try, this wont help with valance issues (maybe even make it worse since everyone will be able to play the broken class every run, i watching at you priest) but for those who like 1-3 classes will be a welcome change