Dh have more powerful cards. Example - draw 2 more cards
versus
Comparing Arcane Intellect to Acrobatics really isn't fair because one is an evergreen basic card and the other is an expansion card that will eventually rotate. The basic set sets out what the class does, and the expansion cards are almost always more poweful.
A more appropriate comparison would be Cram Session to Acrobatics. Both require you build your deck in a certain way to maximize value, and both can draw well above the average number of cards for their cost if your deck is optimized to leverage them.
I do not think so, the Cram session deck building requirement is very steep and it does not really fit into mage archetypes. While Acrobatics is plain powercreep on other class cards and is not played because DH have even more ridiculous card draws, mostly generating tempo while drawing cards. Like Silence and draw a card. Cast 4/1 and gain 4 attack and draw a card. Draw 3 cards and reduce their cost to 0.
It's not about owning the card, but more about the rewards being pointless points and low amounts of exp (why are they even less than a daily quest?)
Achhivements are a great way to Kickstart players and fix the gap of new player vs veteran, by adding a lot of exploration elements to the game, if for example most basic quests rewarded classic packs, while upgrading to gold/newest expansion packs/arena tickets in higher tiers it would make starting hs much easier.
It's both a missing opportunity and a bait the exp gained is very low, you better be getting them as an after thought rather than aim for them.
Has anyone else experienced the rewards not recognizing when you accomplish them recently? I don't know if this is tied to this roll out of the rewards track being reworked, but I find it's a pain to have to complete the quests again.
The low cost of the hero power gives the class way too much flexibility in their turns. They almost never waste mana because of that. It's the Genn Greymane effect without suffering from any restrictions. It's absolutely ridiculous.
People might argue something like "Ah, it's only one damage! It doesn't matter!". Remember pre-nerf Patches the Pirate? As far as i know (i wasn't playing the game at the time but i research a lot), during the reveal period people were underestimating the card because a 1/1 with Charge isn't anything special. One damage isn't a lot, right? Well, turns out that any damage matters against aggro especially for classes that lack healing. It puts you immediately in a race against time. DH does exactly that. It puts you on a clock from turn 1. Any damage you take early on can accumulate really fast and they never run out of gas. Their waves of damage are constant and almost unstoppable. Can you outlast their onslaught of damage from turn 1? Most classes can't. That hero power shouldn't cost 1. I do believe this to be one of the reasons for this class' insane power. They make the most out of their mana in every game.
For record's sake, this was up and available during the majority of reveal season. Every news article linked to this under the Tavern Crawl banner. We just made a final push of its existence to make sure people finished up anything they were missing.
Honestly, I would have prefered the "+1 attack, can be used twice" over what they got now. This class is just way too efficient compared to other classes in my opinion. No other class in the game has been nerfed so much in quick succession and still come out on top.
Dh have more powerful cards. Example - draw 2 more cards
versus
Comparing Arcane Intellect to Acrobatics really isn't fair because one is an evergreen basic card and the other is an expansion card that will eventually rotate. The basic set sets out what the class does, and the expansion cards are almost always more poweful.
A more appropriate comparison would be Cram Session to Acrobatics. Both require you build your deck in a certain way to maximize value, and both can draw well above the average number of cards for their cost if your deck is optimized to leverage them.
It potentially is a bug that Seadevil works where the other cards didn't or its another case where the description of the achievement is misleading & we need to play minions (not spells) to get it to count as progress.
***********************************
*EDIT*
The description states "Spend 100 Health to play cards as a Priest".
Maybe it is counting Seadevil/Warlock because of the Scholomance Academy duel class cards.
Further research into duel class led me to see that Seadevil is from the Mean Streets of Gadgetzan set; the set that introduced tri-classes along with The Kabal.
Bloodbloom is from Un'Goro & Cho'gall is from Old Golds. Of course they didn't count towards the achievement.
They already tried many different 2 mana hero-powers before they released DH. I remember a "Gain + 1 attack, can be used twice each turn", "Deal two damage and take two damage" and a "Gain +1 attack, attacking generates wrath" Hero Power (wrath was supposed to be a new resource for deamonunters with a new bar under the mana bar, but the Idea got scrapped because 1. what is if they want to try Archetypes that don't involve wrath and 2. they don't like the idea of an permanent UI addition)
This would be the first iteration if Blizzard Actually listened to feedback from the poll they made, the planning of the system was lacking and it still does have big flaws, and it was very buggy.
achievements: giving 1/5 of a daily quest, most of them being pointless and most that do reward you require a legendary/epic.
There are several threads that offer tips to completing several of the achievements like this thread, or this thread without you having to own epics/legendaries.
There's just no way to make it both unique and cost 2 at the same time while being not overpowered. Like it or hate it, its simply impossible to redesign at this point and is hardly a problem in most cases. Twin Slice is just more efficient in nearly all cases and is the real powerhouse of the class.
2 mana, gain +2 Attack. Simply increasing the Hero Power's mana makes it worthless. The change I'd propose would be much more in line with the other Hero Powers.
Either 2x Holy Champion or 2x Spawn of Shadows can work, as they have really nice stats that also allow to push damage. The legendaries are here to improve Health of your units so that they are more resiliant. If you prefer spending Dust to imrpove the deck's Cost whilst crafting a card from Standard, I suppose Knife Vendor should work as a budget version of the afromentioned Spawn of Shadows
The Harvester - A decent idea, but Treant synergy didn't exist until The Boomsday Project, two sets from K&C, so be careful of that.
Shard of the Light - Not a bad card, but it seems a bit too complicated.
Worgen Claw - Flavorful, but both forms are quite weak.
Dragoncaller - Ignoring the error ("Driscover" instead of "Discover"), the effect seems… strange.
Staff of Origination - A decent idea, but it has 5 lines of text.
Savage Claw - This is actually good.
Of all your cards, The Harvester is my favorite one. Just fix the grammatical error ("losing" instead of "loosing") and change the watermark and it'll be good to go.
Linkblade91
Show Spoiler
Understanding the intent of what you're trying to do, I quite like the card. Unfortunately, I can't help you with wording but I think the second one is fine enough.
Wailor
Show Spoiler
The effect seems very Rogue-like to me, but I'd go with the Shaman version solely on principle that Priest doesn't use weapons.
Pokeniner
Show Spoiler
I appreciate the idea, although I feel like Throw Glaive usually accomplishes what you want to do with this a lot better.
Hordaki
Show Spoiler
Probably one of the better cards so far. I like it.
BloodMefist
Show Spoiler
Infusion Hammer is a decent idea, and I think it works well in this prompt. Xal'atoh I don't like as much only because it seems weak to me.
Anchorm4n
Show Spoiler
I like Balanced Blade. It kinda reminds me of a reverse Self-Sharpening Sword. Staff of Souls not as much because it kinda hinges on the toes of Skull of the Man'ari, which usually accomplishes this card's purpose better in a deck that you build around with.
DavnanKillder
Show Spoiler
Have you been playing Yu-Gi-Oh? Because "defense" is not the proper word for Health in Hearthstone (lmao). My favorite of your cards is Midnight's Scythe.
Right now, my plan is either 3 mana Everlast, or a 5 mana 2/1 Everlast.
The leveling system after level 50 being changed is a good change, but I would argue that there should be no level cap rather than a level 350 cap, even if it's virtually impossible to get to the level cap right now, because on the off chance you do reach the level cap, you'll have zero incentive to keep playing.
I'm pretty sure you are doing something wrong with your life if you make it all the way to level 350 with the rewards as your only incentive for playing. You must either enjoy the game a heck of a lot to play it that much, or you should spend most of that time doing something else. Even the people who go AFK or use bots to maximise daily XP without actually playing are shooting themselves in the foot because it still costs power (and therefore money) to do that.
So yeah, the 350 level cap is really a non-issue.
My argument regarding the level cap isn't so much "what if you decide to spend time to reach that level cap", it's more on the line of "why is it there in the first place". It's the same reason I didn't really like the 10G/3wins 100G cap: why was it there? In fact, the 10G/3wins system was even worse; the probability of people spending 4 months playing the game to get max rewards in a full season is much smaller than the probability of people having one day without work/school/chores and spend that day playing HS.
I see the removal of the level cap as just extra candy for people trying to go pro or trying to stream the game full-time (a valid reason to spend 6-8 hours every day in HS and the only realistic people capable of reaching the level cap). Those are some of Blizzards main advertisers. Just give them the extra candy, even if they end up never using it (like Kibler, for example). There's no reason to have a level cap in this system the same way there was no reason to have the level cap in the system before.
Demon Hunter with a 2-mana hero power?
I do not think so, the Cram session deck building requirement is very steep and it does not really fit into mage archetypes. While Acrobatics is plain powercreep on other class cards and is not played because DH have even more ridiculous card draws, mostly generating tempo while drawing cards. Like Silence and draw a card. Cast 4/1 and gain 4 attack and draw a card. Draw 3 cards and reduce their cost to 0.
Blizzard Responds to the Hearthstone Rewards Track - Less XP Required, Gold Bonus Next Week, More XP Gains
It's not about owning the card, but more about the rewards being pointless points and low amounts of exp (why are they even less than a daily quest?)
Achhivements are a great way to Kickstart players and fix the gap of new player vs veteran, by adding a lot of exploration elements to the game, if for example most basic quests rewarded classic packs, while upgrading to gold/newest expansion packs/arena tickets in higher tiers it would make starting hs much easier.
It's both a missing opportunity and a bait the exp gained is very low, you better be getting them as an after thought rather than aim for them.
Blizzard Responds to the Hearthstone Rewards Track - Less XP Required, Gold Bonus Next Week, More XP Gains
Has anyone else experienced the rewards not recognizing when you accomplish them recently? I don't know if this is tied to this roll out of the rewards track being reworked, but I find it's a pain to have to complete the quests again.
Demon Hunter with a 2-mana hero power?
The low cost of the hero power gives the class way too much flexibility in their turns. They almost never waste mana because of that. It's the Genn Greymane effect without suffering from any restrictions. It's absolutely ridiculous.
People might argue something like "Ah, it's only one damage! It doesn't matter!". Remember pre-nerf Patches the Pirate? As far as i know (i wasn't playing the game at the time but i research a lot), during the reveal period people were underestimating the card because a 1/1 with Charge isn't anything special. One damage isn't a lot, right? Well, turns out that any damage matters against aggro especially for classes that lack healing. It puts you immediately in a race against time. DH does exactly that. It puts you on a clock from turn 1. Any damage you take early on can accumulate really fast and they never run out of gas. Their waves of damage are constant and almost unstoppable. Can you outlast their onslaught of damage from turn 1? Most classes can't. That hero power shouldn't cost 1. I do believe this to be one of the reasons for this class' insane power. They make the most out of their mana in every game.
Demon Hunter with a 2-mana hero power?
I dont think the HP is the problem
[Game] Card Treasure Hunt (The Resurrection Attempt)
Yikes that's rough
Madness at the Darkmoon Faire
For record's sake, this was up and available during the majority of reveal season. Every news article linked to this under the Tavern Crawl banner. We just made a final push of its existence to make sure people finished up anything they were missing.
We also did this for Scholomance!
Demon Hunter with a 2-mana hero power?
Honestly, I would have prefered the "+1 attack, can be used twice" over what they got now. This class is just way too efficient compared to other classes in my opinion. No other class in the game has been nerfed so much in quick succession and still come out on top.
Demon Hunter with a 2-mana hero power?
Comparing Arcane Intellect to Acrobatics really isn't fair because one is an evergreen basic card and the other is an expansion card that will eventually rotate. The basic set sets out what the class does, and the expansion cards are almost always more poweful.
A more appropriate comparison would be Cram Session to Acrobatics. Both require you build your deck in a certain way to maximize value, and both can draw well above the average number of cards for their cost if your deck is optimized to leverage them.
In The Swing Of Things - Card Design Competition Discussion Thread
First idea: something that has nothing to do with the Durability, just to be quirky
(Xal’atath chooses = HS A.I.)
Feedback later hopefully
Blizzard Responds to the Hearthstone Rewards Track - Less XP Required, Gold Bonus Next Week, More XP Gains
Am I understanding this correctly that new seasonal events were originally only intending to reward XP?
New Piltover & Zaun Spell - Aftershock
Achievement Tips/Strategies Sharing
It potentially is a bug that Seadevil works where the other cards didn't or its another case where the description of the achievement is misleading & we need to play minions (not spells) to get it to count as progress.
***********************************
*EDIT*
The description states "Spend 100 Health to play cards as a Priest".
Maybe it is counting Seadevil/Warlock because of the Scholomance Academy duel class cards.
Further research into duel class led me to see that Seadevil is from the Mean Streets of Gadgetzan set; the set that introduced tri-classes along with The Kabal.
Bloodbloom is from Un'Goro & Cho'gall is from Old Golds. Of course they didn't count towards the achievement.
Demon Hunter with a 2-mana hero power?
They already tried many different 2 mana hero-powers before they released DH. I remember a "Gain + 1 attack, can be used twice each turn", "Deal two damage and take two damage" and a "Gain +1 attack, attacking generates wrath" Hero Power (wrath was supposed to be a new resource for deamonunters with a new bar under the mana bar, but the Idea got scrapped because 1. what is if they want to try Archetypes that don't involve wrath and 2. they don't like the idea of an permanent UI addition)
Blizzard Responds to the Hearthstone Rewards Track - Less XP Required, Gold Bonus Next Week, More XP Gains
heh, I got that reference.
And yes, I want Gallywix as a Rogue hero
Is Highlander Priest underrated?
It was 7 stars for standard
Blizzard Responds to the Hearthstone Rewards Track - Less XP Required, Gold Bonus Next Week, More XP Gains
Hey man, as long as it's a rogue hero... Gallywix is exactly like Santa right?
It just a shame the last rogue hero was a tauren so no one was able to find him.
Blizzard Responds to the Hearthstone Rewards Track - Less XP Required, Gold Bonus Next Week, More XP Gains
There are several threads that offer tips to completing several of the achievements like this thread, or this thread without you having to own epics/legendaries.
Demon Hunter with a 2-mana hero power?
There's just no way to make it both unique and cost 2 at the same time while being not overpowered. Like it or hate it, its simply impossible to redesign at this point and is hardly a problem in most cases. Twin Slice is just more efficient in nearly all cases and is the real powerhouse of the class.
Blizzard Responds to the Hearthstone Rewards Track - Less XP Required, Gold Bonus Next Week, More XP Gains
Take a shot everytime they say "listened to player feedback" or " nearly 20% easier"
Demon Hunter with a 2-mana hero power?
2 mana, gain +2 Attack. Simply increasing the Hero Power's mana makes it worthless. The change I'd propose would be much more in line with the other Hero Powers.
Even Priest
Either 2x Holy Champion or 2x Spawn of Shadows can work, as they have really nice stats that also allow to push damage. The legendaries are here to improve Health of your units so that they are more resiliant. If you prefer spending Dust to imrpove the deck's Cost whilst crafting a card from Standard, I suppose Knife Vendor should work as a budget version of the afromentioned Spawn of Shadows
In The Swing Of Things - Card Design Competition Discussion Thread
Feedback
Nirast
The Harvester - A decent idea, but Treant synergy didn't exist until The Boomsday Project, two sets from K&C, so be careful of that.
Shard of the Light - Not a bad card, but it seems a bit too complicated.
Worgen Claw - Flavorful, but both forms are quite weak.
Dragoncaller - Ignoring the error ("Driscover" instead of "Discover"), the effect seems… strange.
Staff of Origination - A decent idea, but it has 5 lines of text.
Savage Claw - This is actually good.
Of all your cards, The Harvester is my favorite one. Just fix the grammatical error ("losing" instead of "loosing") and change the watermark and it'll be good to go.
Linkblade91
Wailor
Pokeniner
Hordaki
BloodMefist
Anchorm4n
DavnanKillder
Right now, my plan is either 3 mana Everlast, or a 5 mana 2/1 Everlast.
The Out of Cards December Update - Holiday Event, Premium, Social, and Looking For Writers
Today, I noticed I got a 13th snowflake and none afterwards, so the upper limit seems to be 13 (at least for today).
Blizzard Responds to the Hearthstone Rewards Track - Less XP Required, Gold Bonus Next Week, More XP Gains
My argument regarding the level cap isn't so much "what if you decide to spend time to reach that level cap", it's more on the line of "why is it there in the first place". It's the same reason I didn't really like the 10G/3wins 100G cap: why was it there? In fact, the 10G/3wins system was even worse; the probability of people spending 4 months playing the game to get max rewards in a full season is much smaller than the probability of people having one day without work/school/chores and spend that day playing HS.
I see the removal of the level cap as just extra candy for people trying to go pro or trying to stream the game full-time (a valid reason to spend 6-8 hours every day in HS and the only realistic people capable of reaching the level cap). Those are some of Blizzards main advertisers. Just give them the extra candy, even if they end up never using it (like Kibler, for example). There's no reason to have a level cap in this system the same way there was no reason to have the level cap in the system before.