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The latest comments from across the whole site. Jump into any conversation by clicking where it was posted.

  • Thread post edits not immediately visible

    To Flux or any moderator that might know this; is my observation correct that thread post edits are somehow not immediately updated? I tend to make a lot of edits to my posts to get to the final version and since there is no preview feature I have to check these live. Starting today, I noticed that my edits are not occurring immediately anymore. Sometimes not even after a few page refreshes. When I press the edit button, I always do see my latest change though (in edit mode). By the way, I doubt this is a browser specific related issue.

    Any thoughts on this "issue" perhaps?

  • [Game] Card Treasure Hunt (The Resurrection Attempt)

    Pretty Big Flavor Fail Here.

    Especially These Jerks.

    Outposts They're Just Not Near.

    Never ( ironically ) Works.

     

     

  • Wrathscale Illidari Duels DH

    Went 10-3 with this yesterday, bringing my average to 9.5 wins over my last 4 runs (8, 9, 11, 10) and a 6.3 average over 9 games. 

    I did add a Cult Master in place of the Haunted Creeper. 

  • Actual balance suggestions, TF, Aphelios, Viktor, Nocturne, Fiora, Vlad, Jarvan, and more.

    Lot's of interesting suggestion here and I like the changes to Viktor Nocturne and ravenous flock.

    Twisted Fate

    That champion is not useless without level up since he has a versatile play effect and nerfing his level up condition alone won't be enough, drawing cards is vital component for any card game which mean we are always going to get more draw packages and our boy TF is always going to take advantage of that.

    Aphelios

    The fact that Aphelios don't need to attack before his level up is one his many advantages, it increase his survivability since it reduce the chance of him dying to combat tricks, and he is still useful because he keeps generating a bunch of versatile cards.

    Vladimir

    Why buff him? our fabulous not a vampire is in a good spot right now, and remember that Radiant Guardian was 5 attack with permanent life steal and that was too strong, so do we wan't to give a 6 attack life steal?

    LeBlanc

    The fact that Leblanc does not resemble her league counterpart is a sentiment that I have seen echoed in many places, but it's one that I don't agree with. in league Leblanc is squishy burst mage, in Runeterra she has high damage and low health so that's accurate, as for her deception gimmick, that way we have cards like Mimic and Black Rose Spy attack with Leblanc and then use spy to create another Leblanc like how her mirror image passive works in league.

    Iterative Improvement

    Why nerf this card? I don't see it being used in any top tier deck beside TF/Fizz, the synergy it has with Wiggly Burblefish is too powerful but that can be fixed by nerfing burblefish.

    Atrocity 

    The problem with this card is not champions, it's Spell Shield , Atrocity into They Who Endure was a risky combo since a single Hush or Flash Freeze could interrupt it, but units like level 2 Nasus,The Destroyer and The Great Beyond all have spell shield, now you have to have at least two burst speed spells to counter it.

  • Reviewing Hearthstone's New Priest Cards Arriving in Forged in the Barrens

    Priest is more than dead. I would never consider it playable. We were tenth place and we would be 11th if that was possible.

    Priest got sent to the "card gen is bad, but you can't draw as well" Heaven because the 2 mana cicles we get are not going to be usable when other classes have 1 mana draw 4 or 0 mana draw 2.

    Chakki being in the final design Team sucks because they keep adding this Priest Tax where cards in the class actually cost 1 extra and not 1 less like most other class cards and its getting stupid.

    Why does Priest get the "2 card strong combos that don't give advantage without Draw" im 2021?

  • Legends of Runeterra Will Only Have 10 Regions, Balance, Patches, Dev, & More - Riot Dovagedys Dev Interview Recap

    Quote From Nevin

    I’m open to creative solutions for this, but if the team doesn’t even have a plan yet then I’m worried that the game is heading toward a bad place in a year or two.

    I wouldn't say that they don't have any plan; it's more like they have multiple plans that they are internally assessing and they don't want to say anything publicly until they know which one they're going to use.

    For what its worth, there is a major CCG that doesn't use rotation at all: Yu-Gi-Oh TCG. They instead rely on a fairly extensive ban/restriction list to keep things in check. Fans of that game can quickly point out flaws with this implementation, but many of those issues arise from the fact it's a physical game and can't do live balance patches like digital CCGs can.

  • Reviewing Hearthstone's New Priest Cards Arriving in Forged in the Barrens

    Hoping to stick one minion to the board and endlessly buffing it is something that Tempo/Aggro Priest already tries to do and they fail hard at it. Lack of draw is another issue that hasn't been addressed. Card generation doesn't work well for fast decks unless they work under a very synergistic archetype (Underbelly Angler, Librams). Priest only generates random stuff with no way to predict or control what gets added to hand. It works in Control Priest because they have time to figure out what to do with whatever garbage gets added to hand. Tempo/Aggro Priest doesn't have such a luxury. It needs to get on the board immediately and stick to it in order to get the buffs going. It lacks ways to get back on the board (Rally is the only thing available), it lacks ways to close out games, it lacks reliable reloading, it just lacks everything.

    The only thing that Priest has going for it in this set is some sort of Spell Control archetype. But it no longer has the infinite potential of Galakrond to last throughout the game and they didn't really give the class any win conditions. That shadow archetype tease felt like a slap in the face. They added one source of direct damage and it was the worst possible one with a pathetic minor buff. They kept a terrible legendary in the core set. They took away several important tools and added a bunch of useless stuff. I don't have any hope for anything other than Control Priest going forward and even that is going to be lacking. My opinion is extremely negative but they didn't really give me any reason to believe in any of the changes they made. The legendaries from the set are decent, at least.

  • The Cards We're Going to Miss Plenty When Descent of Dragons Rotates

    DQA, the not so broken highlander card... will miss her

  • Deck Builder doesn't show any cards

    https://ibb.co/G26VYK2

    See image above for reference

    Doesn't matter what mode, what class. I even tried to import a deck and it still shows nothing. Tried Firefox, Chrome, and Edge - All had same issue. No Ad Blocker or anything else I can think of that would affect it (Edge and Chrome have -0- installed third party apps)

  • Rewards Track: Current progress

    Since I started this thread back in November 2020, I have a few housekeeping questions about its future:

    1) Did you like the information and/or dialogues in this thread?

    2) Do we want to continue this for the next rewards track and if so should a new thread be created instead of keeping this one alive?

    Personally, I really enjoyed this thread and received some useful info/tips from my fellow HS players which helped me along my climb of the rewards track. So I would very much like for this thread to be repeated for the upcoming rewards track. Also, to have it more partitioned, a separate thread per rewards track sounds more logical to me.

  • Legends of Runeterra Will Only Have 10 Regions, Balance, Patches, Dev, & More - Riot Dovagedys Dev Interview Recap

    Quote From minuano28

    Also Rengar is from Ixtal not Ionia. 

    Great catch! I actually re-listened just to confirm that I got it correct, and Dovegedys did say "Rengar" (around 2:10:00).

    I'm actually terrible with lore, but I do know Rengar's lore has been retconned a lot. Currently his official home is Kiilash Village, which is technically Ixtal but its right at the border of Shurima and therefore commonly associated with it. On Riot's official LoL pages, Rengar actually currently appears under both "Ixtal Champions" and "Shurima Champions". I don't know much about earlier iterations of his lore, but since  Rengar was released way back in 2012 while both regions were only conceived in recent years, it's possible that Dovagedys is thinking of some obsolete lore that associated him with Ionia. It's also possible this was a Freudian slip, spoiling that Rengar will be "relocated" to Ionia similarly to how Nocturne was relocated to Shadow Isles and that Ixtal won't be a region. Or its possible he just had a brain fart when he was trying to list Ionia champions on-the-spot. :-P

  • Reviewing Hearthstone's New Shaman Cards Arriving in Forged in the Barrens

    Though I do not doubt the power of murloc shaman, we do need to keep in mind that Underbelly Angler is leaving standard. This means that murloc shaman will have fewer cards, less recovery, and if they fail to snowball hard in the early game they will likely run out of steam and lose.

  • [Barrens] Control C'Thun Warlock

    Ikr :D i'll definitely try it. Not saying it's going to be the best deck out there by any means, but should be cool

  • Need some help with WoW resource mechanics

    Wowhead is usually the tried and true method for anything like this. They have the most extensive catalog in my opinion

     

    https://www.wowhead.com/resources

     

    But if you want something more personal I'm pretty sure since the level crunch you can play death knights and demon hunters on a free wow account, since they start at a lower level, but dont take my word for that.

  • Seven Awesome Pro Decks for Hearthstone's Classic Format

    Made a version of Handlock on my alt account just because I felt it would be the best option to play my golden Lord Jaraxxus that I have on there.  I knew not dusting him while he’s been totally useless for so long would pay off some day!

  • Reviewing Hearthstone's New Hunter Cards Arriving in Forged in the Barrens

    I completely forgot we have a neutral Weapon now! Unless they hard code it not to offer it, you're right that it should be an option. That makes for an interesting little potential choice, though I think you'd usually prefer just to get damage in Hunter.

  • Reviewing Hearthstone's New Priest Cards Arriving in Forged in the Barrens

    Quote From jacob1487

    Cool review, just one thing about your deck, is it meant to be wild, because knife juggler and leper gnome are rotating

    I think it was just an oversight, making most of the theorycrafted deck unusable

  • Rewards Track: Current progress

    Looking like I'll hit 250 by the time it is done. Definitely more gold (though I've been spending it without tracking it) and tons of packs along the way (mostly thanks to Duels). I am 2 legendary minions and one Hysteria (dusted when nerfed, only got one back) short of a full collection for DMF. No other set has come that close, though my time spend playing has been way up due to pandemic life (or lack thereof).

     

  • Actual balance suggestions, TF, Aphelios, Viktor, Nocturne, Fiora, Vlad, Jarvan, and more.

    So here is a bigger list of changes I thought about targetting not only the meta but also the underplayed cards to make them better, have a read.

     

    Twisted Fate:

    • Change his lvl up requirement to "I've seen you draw more than 1 card in 4 different rounds".

    • Add a perk where the first time TF slays an enemy unit each round, you draw 1 (removed on lvl 2).

    The main problem with him is that he's too easy to level up for the value he provides afterward, but without a lvl up he's basically useless and easy to remove, changing his lvl up requirement so that it's no longer possible to lvl him up in a single round makes it so that the enemy actually has time to play around him. Adding a perk that forces TF into combat also makes him extra vulnerable to removal, but extra rewarding when done right. Now players get to choose whether they stick to having a lot of safe card draw, or use TF in combat to remove enemy units and draw cards on top. With this change, TF's quick attack will actually become useful, and since you essentially need to draw 1 extra card each turn after the round you play him for the lvl up requirement to count, it opens up synergies with regions with any sort of card draw, OR combat potential, so P&Z is not the only option for lvl ups anymore. The exact numbers are up to debate and need playtesting, but I think the idea of changing his lvl up requirement to "I've seen you X in different rounds" is the way to go in general.

     

    Aphelios:

    • Increase the card cost from 3 to 4.

    • The phase progression no longer resets upon leveling up.

    Not much more to say here, moon weapons themselves are pretty much balanced by being slow speed and the unit itself does not engage in combat before leveling up anyway. Increasing the cost prevents players from curving from him on turn 3, to TF on turn 4 as well, which is important. If there was anything else, I'd say make it so that moon weapons themselves no longer count towards phasing a new weapon, but if that was to go through then I'm not sure if the cost should be increased, either way, it needs playtesting.

     

    Viktor:

    • Rework Hex core upgrade:

      • When cast, the player will get to choose 1 of 3 randomly selected keywords they can afford.

      • Different keywords will have varying cost, for example, Tough will cost 1, but Elusive will cost 4.

      • Card cost now depends on the keyword chosen.

    • Lvl up requirement changed to "I've seen you play 5 created cards".

    • At lvl 2 the created cards will cost 3 less instead of 1.

    To put it simply, the hex core upgrade card will no longer have a set cost, instead, its cost will depend on the keyword chosen by the player so that applying elusive is more expensive than something like fury, for example, it will be a similar mechanic to invoking, where the randomness is still a thing, but the player has much more control, and thus can pick different ways to play depending on the situation and strategy. For the lvl up, I think he should have a more difficult requirement but a better reward, numbers are up to debate, but remember since Viktor will have to see you play created cards, removing him resets the progress.

     

    Nocturne:

    • Change the lvl up requirement to "You've attacked with 5+ Fearsome allies." OR "You've struck the enemy Nexus with a Fearsome ally 3+ times" OR "You've dealt X damage with Fearsome allies" OR literary anything that does not require nightfall as a part of a lvl up requirement.

    For as good as Nocturne is in theory, his lvl up requirement basically forces you to play with Targon to have access to enough nightfall units, and replacing that with Fearsome will actually let Nocturne be useful in more than like 1 or 2 decks. I think we all can agree that after leveling up, Nocturne works as a win condition, but it's just so unnecessarily hard to do so. Changing his requirement to SOMETHING that revolves around Fearsome units instead of nightfall will make him much better and still fit the theme.

     

    Fiora:

    • The kill counter resets upon leveling up.

    This will simply make it so that once she levels up, she will have to kill 4 more units instead of 2, bringing up the total number of kills to 6. Since she literary auto-wins the game the requirement MUST be hard, I still think that a rework is better to remove the auto-win completely, but I don't have the exact idea how so a simple nerf will work too.

     

    Vladimir:

    • Allies can only be damaged by his ability once, every other time they will be "struck for 0 damage".

    • ??? Add lifesteal at lvl 2 and Regeneration at lvl 1 maybe?

    The first part simply means that once an ally was damaged by his ability, they won't be damaged again at any point even if they are affected by it again, this will perhaps let Vlad be useful in decks without Scargrounds as he won't be killing his allies as much. Note that even though allies won't take damage more than once, they will still get their "when I survive the damage" perk activated, as they are technically struck. Giving him lifesteal is questionable considering his stats especially that he already drains at lvl 2, but I'd like to see it playtested regardless.

     

    Jarvan IV:

    • Give him Tough.

    • ??? Reduce the lvl up requirement to 3 allies instead of 4 maybe?

    So Jarvan in general is pretty underwhelming and incredibly difficult to level up, despite him having a barrier he is pretty fragile with just 3 health, considering all this armor a Tough keyword could work for him, as well as making him easier to level up but I'm not entirely sure if just reducing the number is a good idea, perhaps rewriting it completely could work, as now the fact that 0 power blockers don't count is pretty annoying.

     

    Also rework LeBlanc maybe so that she actually feels like ya know, LeBlanc?

     

    Other cards:

    Soul Sheperd:

    • Instead of granting, she will give the bonus stats while on the board, so when removed or silenced, the buffs will be gone.

    Just to add more counterplay to the aggro ephemeral strats which became more popular now with Azir, possibly reducing her health to 2 or changing the buff she provides to +2|+0 or +1|+0 could work too.

     

    Iterative Improvement:

    • Change from Burst to Slow speed.

    This will quite simply make it so that it's not as annoying when duping the burblefishes, people will no longer be able to summon a copied follower without passing over the initiative to the opponent.

     

    Wiggly Burblefish:

    • Minimum cost set to 2.

    A simple change that will stop the burblefishe's cost from dropping below 2, another way to limit elusive spam.

     

    Hush and Starshaping:

    • Change their speed from Burst to Fast.

    The most loved 2 Targonian cards both could use the same change, making them both fast really opens up for a lot of potential counters and removes a lot of frustration about the cards. For the hush itself, perhaps even increasing the cost to 4 could be justified.

     

    Atrocity:

    • Can no longer target Champions.

    • Cost reduced to 5.

    So Atrocity only works on followers but is cheaper, this will force players to be more creative than just beefing up Nasus and killing him to win the game, there is so much creative potential for him and other champions which is completely wasted because of this card, cuz why to bother being creative when you can 1 shot the nexus with a single spell. This change will also open up space for Riot to safely make champions with a lot of power without having to worry about this one spell. Also, remember They Who Endure? That archetype was basically replaced by Nasus, but with this change, both of them will have the potential to see play as Nasus is strong enough to be viable without Atrocity, and TWE will have a flat buff to the strat. In general, I think it's much healthier for the game for this spell to only be able to target followers.

     

    Ravenous Flock:

    • Damage reduced from 4 to 3 OR increase a mana cost from 1 to 2.

    As a 1 cost spell with a pretty big impact, it's pretty easy to enable in the right deck, I think it could use a damage nerf OR a cost increase instead, but it's not as important as the previous changes.

     

     

    Aaaand that's it from my suggested changes, of course, it's not a whole balance patch, but it's a nice fruit for thought. Remember to treat things here more as an idea, aka "a direction towards which balancing could go but does not have to be exactly the way I described", I'm curious what yall think about my ideas and if they are any good, feedback appreciated! x)

  • Seven Awesome Pro Decks for Hearthstone's Classic Format

    The hardest one is "Destroy 50 heroes with Leeroy Jenkins... without your opponent conceding."

    They always concede... 

  • Reviewing Hearthstone's New Priest Cards Arriving in Forged in the Barrens

    Staff

    Busted 😅

  • Seven Awesome Pro Decks for Hearthstone's Classic Format

    It seems,in your anger,...you milled him.

  • Seven Awesome Pro Decks for Hearthstone's Classic Format

    Staff

    Handlock is alive and well, but apparently doesn't use much Twitter.

    Some Youtube evidence can be seen about its continuing existence though: e.g. Trump, Solem, and Rarran have made videos about it.

  • Reviewing Hearthstone's New Rogue Cards Arriving in Forged in the Barrens

    My bad I meant to say Mage not rogue lol.  Thanks for the awesome reviews!

  • Seven Awesome Pro Decks for Hearthstone's Classic Format

    Handlock hasn't replied to any of my text messages! Pray for Handlock!