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

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

    Not it, but you're really close!

  • Rewards Track: Current progress

    After another two weeks, here is my self report: Went from 150 to 180, so now the 15 lvls a week applies to me (did 20 lvls a week before with extra achievements XP). Next time I should be over 200, which is quite nice. Gold wise I´m at 15K now (had around 4K saved before the track and I´ve only spend 2K on mini expansion). My usual amount of gold was 8K at the start of new expansion so this feels so much better for me by far.

    How´s  your progression going ya´ll?

    EDIT: I´ve bought the pass.

  • Is the Tavern Pass fixed now?

    For me personaly the Reward Track feels pretty good. And if i hadn't bought the Mini Expansion with Gold i would also stand on around 10K. So i guess it is not that big of a deal to reach 10k.

    Also the leveling up after lvl 50 is pretty fast. 

  • Hearthstone Cards, Underestimated and Overestimated

    Nice Idea, and i guess there are lots of Cards to choose from :) 

    the 2 cards i can think of right now are:

    Underestimated: Barricade Card Image

    I personaly thought that this will not see much play, but so far almost every Warrior Deck i used or played against showed me how wrong i was about that one. Because usualy you get 2 Minions out of that. And a 4 Mana Summon two 2/4 with Taunt is at least decent if not pretty good :)

    Overestimated: Glide Card Image

    Well i guess almost the whole community Overestimated that card. Everyone thought this will be bonkers ant the ultimate combo destroyer - not sure how much play it realy saw but i personaly saw it only once !

  • Hakkar Reno Hunter

    Pro

    Hey, that's a very cool idea! My problem is that I'm missing quite a few expensive cards... one of them is Brann. His only targets are coldlight oracle, stitched tracker and Zeph, so is he really worth it (in this deck)? What could I substitute him with? Thanks for sharing!

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

    So “converse” here could mean:

    A) the antonym of the words here (Impossible)

    B) the things in the question swap with the ones in the answer (“cleaved timber” “turret and safe”)

    I have a feeling we’re supposed to swap the current words with synonyms, THEN do option B. So cleaved timber could mean... Splintergraft? “Splintered” instead of “Cleaved” and “graft” instead of “timber”?

  • cards you were wrong about?

    A card I underestimated on a broad scale  (because I play decks with a lot of ping effects) is Zoe. I think Zoe lives from the exeptional ability of targon to protect units, a level of protection that would make even Teemo viable ...

    Also I thought Riven and Viktor were good but... what buff card would ever be good in a silence meta?

    Btw I really would want to know from you if think that silence made the game better or worse?

  • [Rant] Shadow Isles and Elusive

    Quote From CursedParrot

    @Shenryujin

    I see how Elusive is a mechanic that can be uninteractive, as it bypasses normal unit combat, but I don't think that can be fixed by changing the elusive keyword to only work on one strike/round. Instead, I think it would make more sense to change the most powerful elusive cards to have interesting conditions (making elusive a keyword that is rarely permanently put on a unit). For example:

    1. Zap Sprayfin and Wiggly Burblefish elusive changed to "when you cast a spell, give me elusive this round" or maybe "when you Attune, give me elusive this round"

    2. Sparklefly changed to "when you play a Celestial, give me Elusive this round."

    Although I do think that these specific changes would be good for the game (the elusives I listed above are a bit too good and boring to play), I think that elusive sort of has to stay the way it is in order for a lot of champions to make sense. Off of the top of my head, all of these cards would need to be reworked if Elusive were changed:

    1. Sumpworks Map

    2. Teemo

    3. Zoe

    4. Ezreal

    5. Young Witch

    6. Lounging Lizard

    7. Fae Guide

    8. Sumpsnipe Scavenger

    9. Subpurrsible

    10. Nyandriod

    11. Abyssal Eye

    All of these cards rely on have permanent elusive to either get consistent Nexus Strikes or act as a win condition for the deck. One great example of this is Nyandriod. Without permanent elusive, it doesn't work as a win condition to try to slow buff up your Nyandriod over time. Although this strategy isn't very interactive, it still adds something new to the game that is different to play and play against. Against a devoted elusive deck, you know that you won't be able to stop them from damaging you by playing units without Challenger, so you play differently. Ultimately, what makes card games replayable is the vast variety of different-feeling games that you can play depending on the cards drawn and the decks that you face. By removing the elusive strategy, the game would lose one of these unique play patterns. It is because of this reason that I don't hate the idea of archetypes like Burn Aggro or TF Go Hard, because even though they can feel annoying to play against, as long as they keep a low playrate they ultimately add more to the game than they take away. Because of this, although I think that certain elusives are too good and deserve nerfs, I don't think that elusive as a mechanic should be reworked or removed from the game.

    yes now that is how open for fair discussion by offering different solutions that either side can try to agree to. re initiating an elusive status by certain conditions is a fair and more meaningful play condition which i can agree is way better than an innate permanent status. as i mention before fizz and flight are more well designed cards to do so that devs should of done with most in the first place. 

    one thing you seem to misunderstand though is that im not asking for a removal of the mechanic im asking for it to have actual in depth plays rather than its only purpose is to hide all game which as you stated something to actually feel like im playing against something. when you mention champions that require to nexus hit by removing that elusive in permanent i think allow for new support cards in those decks like how darius has apprehend or nautilus has riptide (except actual good cards that ppl would use) or cards such as "if you control an elusive card deal 5 to an enemy" or a single combat version for cards that had elusive that game being able to nexus strike then grant + stats or even something like remove elusive off a card to capture and enemy to gain either their stat or keyword (these are random not to taken seriously but the idea is new ways to use elusives for more impactful plays). i never asked for elusives to be nerfed or removed i want them to be an actual more interactive meaningful mechanic but i think what holds it back from ever being able to do so is what i find a current lazy concept on only staying invisible just to be a random beater.

    what you make a fair point is that sure maybe changing all at once will cause too much chaos that a few definitely need a tweak at a time but id atleast hope the devs even begin thinking about it at all because i think alot of it is wasted potential.  

  • [Rant] Shadow Isles and Elusive

    @Shenryujin

    I see how Elusive is a mechanic that can be uninteractive, as it bypasses normal unit combat, but I don't think that can be fixed by changing the elusive keyword to only work on one strike/round. Instead, I think it would make more sense to change the most powerful elusive cards to have interesting conditions (making elusive a keyword that is rarely permanently put on a unit). For example:

    1. Zap Sprayfin and Wiggly Burblefish elusive changed to "when you cast a spell, give me elusive this round" or maybe "when you Attune, give me elusive this round"

    2. Sparklefly changed to "when you play a Celestial, give me Elusive this round."

    Although I do think that these specific changes would be good for the game (the elusives I listed above are a bit too good and boring to play), I think that elusive sort of has to stay the way it is in order for a lot of champions to make sense. Off of the top of my head, all of these cards would need to be reworked if Elusive were changed:

    1. Sumpworks Map

    2. Teemo

    3. Zoe

    4. Ezreal

    5. Young Witch

    6. Lounging Lizard

    7. Fae Guide

    8. Sumpsnipe Scavenger

    9. Subpurrsible

    10. Nyandriod

    11. Abyssal Eye

    All of these cards rely on have permanent elusive to either get consistent Nexus Strikes or act as a win condition for the deck. One great example of this is Nyandriod. Without permanent elusive, it doesn't work as a win condition to try to slow buff up your Nyandriod over time. Although this strategy isn't very interactive, it still adds something new to the game that is different to play and play against. Against a devoted elusive deck, you know that you won't be able to stop them from damaging you by playing units without Challenger, so you play differently. Ultimately, what makes card games replayable is the vast variety of different-feeling games that you can play depending on the cards drawn and the decks that you face. By removing the elusive strategy, the game would lose one of these unique play patterns. It is because of this reason that I don't hate the idea of archetypes like Burn Aggro or TF Go Hard, because even though they can feel annoying to play against, as long as they keep a low playrate they ultimately add more to the game than they take away. Because of this, although I think that certain elusives are too good and deserve nerfs, I don't think that elusive as a mechanic should be reworked or removed from the game.

  • Hearthstone Cards, Underestimated and Overestimated

    I saw a post with a similar topic for another card game, and I think it would be fun to do a similar thing for Hearthstone on the forum.  I will start, let’s put a card you underestimated and one you overestimated from expansion reveals as compared to how it actually played out in the meta.  If you only have a card in one of these categories just post that one.

     

    Underestimated: Walking Fountain Card Image

    I thought it was going to be way too slow to see play and that you would often lose to aggro before having a chance to play it but it actually saw play in a lot of control shamans and was considered a powerful card.

    Overestimated:Da Undatakah Card Image

    I thought it was going to be a powerful late game card in deathrattle decks, copying 3 deathrattles and having a large impact.  But it turned out to barely see play in the meta, it is only used in fun and meme level decks but not in any meta decks.

     

    Which cards did you underestimate and overestimate and what was your reasoning at the time?

  • Rock Rager

    I put this in my Broomlock.
    Funny to see players inefficiently clear this b/c of the early damage it poses.

  • cards you were wrong about?

    To be fair about Zoe, she would actually be fairly bad if the meta has lots of decks that run tons of pings (like TF Go Hard and Bilgewater when Make It Rain was 2 Mana). Still though, she almost always generates at least 1 star chart, so she’ll never be awful.

  • [Rant] Shadow Isles and Elusive

    Why would wait until you draw staple cards? You can still play and attack with you own unit that would force the elusive player to either take the damage or sacrifice their own units. If you wait your just playing badly. Oh and waiting to draw specific cards is still not staling

    Some one disagreeing with you is not white knighting, you say that you want to see a specific mechanic change, I do not, that not the same as me saying that the game is perfect and that nothing should change.

    Runneterra is nothing like Anthem. Anthem was released in buggy near unplayable state and the devs didn't ad much content after the release. Runneterra's release was successful, we already got two expansions and a third one is coming, the reason I said that you can't compare it to Heartstone and league is that those games had much more time to improve their gameplay and build a player base. So no I am not making excuse. 

    Anyway this conversation isn't going anywhere. Bye for now.

    i call it stall because you are basically stuck not able to do anything to it which is why they had to create cards like sharpsight which is basically a must have card for demacia all just for factor elusive exist. its poorly design because its a mechanic create not for any synergy, not to made for a deck type, not to outplay your opponent, its a lazy beater design just there to be there.

    you had obviously not been in any looter shooter, anthem bugs werent the nails in the coffin all the other looter shooters had some bad bugs. anthem repeated and even made some mistakes worse, their loot system was horrible, their story was poorly done, but especially the combat was made stale because enemies were in such a lazy design that increasing numbers and stats were all they thought about for gameplay like an old mmo rather than actual mechanics that made the game feel active. also games like tft did exceptionally well first release not just cause of league brand name but because they made everything well designed.

    im not saying this game needs to be perfect NOW im saying this is something that should be reviewed, its a ground work idea that league has already done over and over that its not new territory to them. they had even reworked several champions in that game because it became an obvious some champs were falling out of design and played in a too simple/lazy playstyle. champions like warwick, pantheon, nunu, etc became champions that took more skill and became more active playstyle wise, they dint care that they had a perfect 50% winrate they cared how they made the game feel, they made changes to items, camps, and jungles several times the same way. this is me wanting to see runeterra improve but you say the other had time to do it but are against runeterra doing this concept entirely for this topic. like i said cursedparrot did a much better job trying to open for a discussion against or for elusive not a full outright denial, disagreeing with me had none of the notion why im calling you a white knight its you as a person. 

  • In The Frame: Hearthstone Fan Art Spotlight - Tasty Card Backs For Your Valentine!

    I don't know about Love is in the Air.  Looks like it's a supposed to be a Valentine's card or something.  It's got what looks like stitching on it.

    As for HearthS'mores I didn't include it for two reasons: 1) The main portion of the card is a fire with just two marshmallows on sticks near the campfire.  2) It actually says in the description "(Card back not actually edible.)"  LOL

  • cards you were wrong about?

    For me, it was Zoe. I was 100% convinced that she would be removed absurdly easily and never have an impact. 

    While it's true that, in a vacuum, she's really easy to remove, it turns out that requiring your opponent to remove a unit, whether they want to or not, is very powerful, and it opens the way for other things to not get removed later. It forces the opponent to expend resources on her, so even when she's bad and gets killed early, she still did her job.

  • Help me reach Legend!

    Congrats.  Now u can play a deck that is fun and that u like instead of the one that just wins.i still remembered the first time i reached legend was with pirate warrior and i was finally free from playing such a shitty deck.

    Thats the good thing about legend. No pressure for winning after u reach it

  • Hearthstone Fan Community Spotlight - DrNoOne's Custom Lich Class

    Fantastic originality and flavor! Thanks for expanding our ideas of what's possible in Hearthstone.

  • Cheese's custom core sets revamp - Global thread (done!)

    Druid and Paladin out. Have to finish this quick.

  • cards you were wrong about?

    Moonlight affliction I put as a one of in most of my Targon decks, its that high impact. If you think about it, it's kind of like a harsh winds style of effect.

    Burblefish for sure, I like it in Tf Apehlios in a big way, it's strong but not unfair in my oppinion.

    Sure you can flood a board with them thanks to interative invention but these are all slow plays. Not the spell but playing the units and then swinging.

    You would never ruinate into it, but like an avalanche, withering wail plus ping, mystic shot get excited, it's not game over.

    Suit up is the scary card actually as it has always been in fiz decks. Turning an elusive.into a 4/4 at burst speed.

  • In The Frame: Hearthstone Fan Art Spotlight - Tasty Card Backs For Your Valentine!

    Staff

    Thats fine, it isn't everyone's taste :)

  • In The Frame: Hearthstone Fan Art Spotlight - Tasty Card Backs For Your Valentine!

    I love the food themed backs. Lemonade is definitely top tier.

    That breakfast one featured in the article is amazing.

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

    Nope.

  • Rogtronic - Ireland's 3rd best Hearthstone content creator! (I don't know who 1 and 2 are but its a safe bet I'm 3rd)

    I give a roundup of how the big content creators felt about the latest core set announcement!

  • What to remove for entreat

    Staff

    You'd need to save the deck in deckbuilder first before using the deck thing. There the code seems to be working well.

    I'm far from a great player so my advice might not be the best, but I'd start cutting from Insight of Ages. Depending on how many Entreats you want to include and how many Insights you're prepared to take out, you could remove a copy of any single target Frostbite spell.

    Additionally, have you considered adding Catalyst of Aeons? Feel The Rush is very slow with no ramp, but you may end up falling behind on board too much with Catalyst.

  • MTG Banned & Restricted Updates for February 2021 - Uro & Omnath Banned in Historic

    What happened to the Brawl Haul series?  Is it ever going to come back?