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

  • The Hearthstone Cards the Community Would Like to See Nerfed

    Which Paladin cards do you think are problematic? How would you like the devs to change them?

  • Hearthstone Hotfixes - Nazmani Bloodweaver Fixed, Whizbang's Lost Decks, Darkmoon Arena, Quests, and More!

    Yep.

    It's a shame because after you get your first win, there's very little to recommend it.

    Seems an unnecessary change that kinda kills the mode.

    Hopefully they will have a change of heart and bring back quest completion and gold for wins even.

  • Turalyon doesn't work against that BS Warlock demon in Duels

    Ok good example. That card is just horseshit then.

  • Hearthstone Hotfixes - Nazmani Bloodweaver Fixed, Whizbang's Lost Decks, Darkmoon Arena, Quests, and More!

    So the Whizbang decks are the ones that you can choose from when you get to Bronze 10, correct?

  • Hearthstone Hotfixes - Nazmani Bloodweaver Fixed, Whizbang's Lost Decks, Darkmoon Arena, Quests, and More!

    Pleasantly surprised about Nazmani, I actually started thinking the clunky mana discount was by design.

  • Hearthstone Hotfixes - Nazmani Bloodweaver Fixed, Whizbang's Lost Decks, Darkmoon Arena, Quests, and More!

    Too bad priest can't draw to save their life. The main problem with any sort of combo deck with priest, at least in standard, has always been drawing those very specific cards and not die in the process. And the current builds are too dependent on Gadgetzan Auctioneer as the draw engine. Too many times I've held on to a cheap hand only to be let down by my auctioneer taking a vacation down my deck while I struggle to stay alive.

    There is a possibility of a combo with Reckless Rocketeer, Embalming Ritual and Grave Rune. All that's really needed is a decent midgame board clear option like Mass Hysteria so you don't just die before you get there. Perhaps if the meta slows down a bit, then it'll work more often than not.

  • The Hearthstone Cards the Community Would Like to See Nerfed

    Dragonbane is more or less a victim in this case of Hunter being good in general. The biggest issue with Hunter is that they just have a lot of very very good cards, but most of them are inherently broken themselves. Dragonbane simply feels like the most reasonable target to give a slight nerf (make it a 3/4 for example)

  • The Hearthstone Cards the Community Would Like to See Nerfed

    Warrior has been good the entire year...

  • Please move the ad

    Quote From JohnnyStorm

    If you can't move close button to the left, maybe you can move the video to the left?

    That would be lovely if possible. Or to the top left side of the page so it doesn't overlap the other ad.

  • Let's start a trend.

    Yeah let's try this. We could try your way as well. In the meantime, I'm also putting the secret in every Paladin deck. The problem is, when I know my opponent is gonna cast a key spell, I'm always like "oh man, should i play it now or rather wait for the perfect opportunity for the achievement which will occur around 0.000001% of the time".

  • Blizzard is Giving Away Darkmoon Faire Bundles and Battle.net Balance on Twitter to Promote the Hearthstone World Championship

    There's no pack for choose your champion because it doesn't appear on the reward track :D

  • Quest Trading - Play A Friend!

    Battletag: Nedjans#2831

    Region: EU

    Trade Only: Yes, you go first 

  • Let's start a trend.

    Quote From viczone

    So the best way to do this achievement is: try to queue up with a buddy at the very same time in Ranked, put both heroes to 10- health while keeping the board clear, cast Oh My Yogg!, wait for the opponent to cast a 10 mana spell (preferably as a Mage, as Mages have the most 10 mana spells (2) so it's easier to draw them) and pray to Yogg. Repeat if failed.

    If anyone is up for this shit, feel free to add me. Always an optimist.

    Honestly, if you could guarantee playing against a friend on ladder (very tricky btw, since you need a similar MMR, and be on the same server), then I'd try using Lorewalker Cho to keep passing around Oh My Yogg! and a 0-cost spell, e.g. a coin. Eventually you'll land on Raise Dead. It might need a few backup Chos in case of Silence.

    If you are on EU I'm happy to try this with you (it is the last difficult achievement for me too), but otherwise all I can say is good luck while I quietly put the secret in every Paladin deck for the next year in case I ever manage it.

    Edit: I just saw your BattleTag. I can add you later. We can try to arrange something via private messages :)

  • The Hearthstone Cards the Community Would Like to See Nerfed

    There are two issues with buffs over nerfs (though I'm not trying to say they are always worse). First, it is harder to know if they will have any impact on the meta. You can buff a weak deck into an OK deck and still nobody would play it. Compare to nerfs, where you have a much better idea of what will change.

    The second issue is that impactful buffs tend to amplify power creep, while nerfs help to keep it in check. At a time when the cost of the game is a cause of many complaints, I'm not sure fully adopting a strategy that enhances power creep (and thereby pushes people to buy even more packs) is really a good idea.

    That said, buffs can be done well, and I agree with you that several of the cards on the list are fine to leave until they rotate out. 

     

  • Hearthstone Hotfixes - Nazmani Bloodweaver Fixed, Whizbang's Lost Decks, Darkmoon Arena, Quests, and More!

    I think the Nazmani Bloodweaver looks a lot more unassuming than it is. I've played a fair amount of Miracle Priest, and while it's not a powerhouse, it's pretty impressive what it can do when you go off with it (usually with a Sethekk Veilweaver also in play). I often found myself playing spells in a clumsy order to account for this bug, so I'm excited to see how it plays now with this fixed.

    The fix might not make Miracle Priest a top tier deck, but I think it does open up a ton of possibilities for Combo Priest. Between Insight, Palm Reading, a newly fixed Nazmani Bloodweaver, and Fate Weaver, Priest has access to a ton of discounts, and Inner Fire is still hanging around. Maybe there's something there with Stormwind Knight and a lot of discounted buffs and copy effects.

  • Hearthstone Hotfixes - Nazmani Bloodweaver Fixed, Whizbang's Lost Decks, Darkmoon Arena, Quests, and More!

    Have they commented on the current State of Duels somewhere?

    Maybe it's just on my End, but I'm experiencing some Issues, like random Disconects, or Buckets/Treasures not showing up.

  • Hearthstone Hotfixes - Nazmani Bloodweaver Fixed, Whizbang's Lost Decks, Darkmoon Arena, Quests, and More!

    If they would play a 3 mana 2/5 that is, which in most cases probably not.

  • Let's start a trend.

    So if anyone was wondering, I did the math on Oh My Yogg! chances to deal lethal damage for each mana category. These values assume that both heroes are within range of the randomly generated spell, and there are no minions on board (these conditions maximize the chance of success).

    Also assuming that if the Paladin hero dies, it also counts for the YoggChamp achievement. If that is not the case, then most of these percentage values should be cut by half.

    0 : 1/22 = 4.545%  - Raise Dead (only the casting hero's health matters)
    1 : 5/97 = 5.155%  - Arcane Shot, Rapid Fire, Lightning Bolt, Rain of Fire, Soulfire
    2 : 4/91 = 4.396%  - Frostbolt, Eviscerate, Shiv, Nether Breath
    3 : 4/68 = 5.882%  - Kill Command, Lava Burst, Molten Blast, Serpentshrine Portal
    4 : 6/44 = 13.636% - Scrap Shot, Fireball, Hammer of Wrath, Dunk Tank, Hellfire, Mortal Strike
    5 : 3/56 = 5.357%  - Apexis Blast, Holy Wrath (should only use cards with 1+ mana cost), Bane of Doom
    6 : 1/17 = 5.882%  - Starfire
    7 : 0/10 = 0%
    8 : 0/14 = 0%
    9 : 0/3  = 0%
    10: 1/7  = 14.286% - Pyroblast

    So the best way to do this achievement is: try to queue up with a buddy at the very same time in Ranked, put both heroes to 10- health while keeping the board clear, cast Oh My Yogg!, wait for the opponent to cast a 10 mana spell (preferably as a Mage, as Mages have the most 10 mana spells (2) so it's easier to draw them) and pray to Yogg. Repeat if failed.

    If anyone is up for this shit, feel free to add me. Always an optimist.

  • About nerfs

    Quote From clawz161
    Drakkari Trickster was a perfectly fine counter to kingsbane rogue where they drew their entire deck to have just kingsbane at the end, and that came out in the same expansion. Not to mention when leeching poison got nerfed the meta was full of combo decks. Meaning endless sustain did not matter. Also, yeah weapon removal exists, guess what exists a second spectral cutlass which they all run. 

    The Trickster came out in Rastakhan's Rumble, the Cutlass is Witchwood, Kingsbane in K&C, and Leeching Poison in Frozen Throne. Not a single one of them was in the same expansion. Certainly the Trickster came out way after Leeching Poison was nerfed, so it never had anything to do with countering OG Kingsbane rogue. Perhaps you meant a different card?

    K&C was not riddled with OTK decks, it had combo-control decks like CubeLock where endless sustain absolutely did matter. It meant rogue could punch through endless massive taunts, heal up for well over twice the damage taken, and eventually be left with full health, a 17 attack weapon and as much time as it took to just whack the opponent's face in. If the sustain didn't matter, the deck wouldn't have disappeared when Leeching Poison was made a 1-time heal.

    Regarding the second Cutlass: a good use of weapon removal makes sure the rogue buffs the Cutlass first, so even if they have a second one it is still weaker than without weapon removal. Plus, you still have the option of running multiple weapon removal too, so it is still completely counterable. To be clear, I do dislike the design of the Cutlass, because like OG Kingsbane rogue it easily makes games unwinnable for the opponent if they don't run weapon removal and they aren't an OTK deck. Bazaar Burglary was a much better design trying to achieve a similar thing.

  • Hearthstone Hotfixes - Nazmani Bloodweaver Fixed, Whizbang's Lost Decks, Darkmoon Arena, Quests, and More!

    Oh yeah, the answer to nobody's problem!!!!!

    (except for people not getting quests, that was an important fix but it does not help my joke)

  • Upcoming CCG - Rise of the Overlords

    Hi, thank you all for taking the time to play the game and provide feedback. We really appreciate it!

    About your thoughts:

    • Lack of retaliatory damage: we considered both approaches and decided to investigate the possibility of no applying it (although most games do). One reason was that NOT retaliating gives some opportunity for a large number of small creatures to fight against more powerful ones. If there was retaliate by default, the small creatures would be "suiciding" themselves when attacking (and dealing damage). However, if there is no auto retaliate, a number of creatures can block bigger ones which will take more turns to beat the small ones. We believe this approach provides more tactical opportunities and more value to small creatures and you can play with that in combination to the battlefield to win the game. On the other hand, we also considered adding auto retaliate for melee units (not archers). That would add more value to archers, because they can shoot through other units and not getting hurt in the process.
    • Player movement: we are considering reducing the movement to 3, not only for the reasons you mention, but also because 3 is a "magic number"in our case for some reasons. First, because since our cells are square, you can block the attacker by placing a unit between you and the attacker. Then the attacker won't be able to attack your unit in that turn because the path is blocked. With movement 4 the attacker can still walk around the blocker unit and attack you in the same turn. This gives more value to small creatures, because they can be used in a defensive way and it's more tactical. Second, because with 3 it's easier to see where you can move without having to try it out, and also because the unit position is more important, since movement is more limited.
    • Archers: We really like the idea behind archers because they add another way to play with units. It is true that playing with archers is more difficult and you have to carefully think your movements better. However, they can still attack through walls and through units, so they have more or less value depending on the battlefield. One way to make them better is to reduce movement to 3 as statet earlier, but keep archer range to 4. Also, introducing auto-retaliate for melee units, and not for archers make them better, because they can attack without having to worry about getting damage. Also, you can run from your enemies while the archer is being recharged.
    • Deploy: Playing big creatures on this game in the first turn is not that overkill as in other games because we have a battlefield, and the unit still has to move through it to be able to attack. Also, in our system you choose the 3 initial cards from 9 cards. You are basically looking at one third of your deck and choose cards from it, so you can choose the deploy cards. We allow you to choose from 9 cards because this allows you to adapt your tactics to the battlefield, which is unknown until you play it.
    • Excess actions: we have designed cards (which we will release in next versions) to have some control over actions, so you will be able to do it if your deck is designed for that.
    • Drawing cards spending actions: we think this could be a little bit OP as a core mechanic because would allow you to cycle the deck too quickly. However, we will add some opportunities for this in special cards, so you can build your deck to do this in the future.
    • Battlefield randomness: This is tricky, because we know some players will hate randomness while others enjoy it. I think it depends on the type of player you are. Anyway we want to exploit interaction with battlefields in the most balanced way and in a way that they add something different to the matches. We currently have 3 battlefields now with different approaches on how to play them. We are considering a completely random battlefield generation too. As an example of randomness: in the sand battlefield, neutral creatures are randomly spawned and you have to deal with them. Also, it can also spawn a tornado in some areas that randomly moves all units, having to adapt to the new situation.
    • VFX and visuals: You are right there are some visuals that need improvement. We are working on this too of course.  
    • Modes:  We just want to let you know the things that can't be seen in the playtest yet, but that the game rules allow and that will give a lot of playability: game modes. The game mostly focuses on PvP (also shows quest mode in the tuto), but we are working on different game modes (many of them rarely or not seen at all in other TCGs, but are possible with our mechanics):
      • PVP: the PvP mode you can see in the playtest.
      • Quest: single player campaign to explore and discover, beat special bosses, find secret weapons in secret rooms, avoid traps, etc.
      • Siege: one player is defender and the other one is attacker. The attacker have to break into the defender castle / territory.
      • CTF: the classic capture the flag mode.
      • Future modes still under development / design: cooperative quest mode?

    One question for you:

    What do you think about the battlefields? Did you notice the interaction with the sand battlefield (the neutral creatures being spawned and the tornado)?

    Thanks a lot for your feedback and consider to subscriibe to our facebook / twitter accounts to be informed of our progress!

  • The Out of Cards December Update - Holiday Event, Premium, Social, and Looking For Writers

    Yeah, the Frequency of something like this would probably be lower, and not a weekly Format, I imagine.

    But there's some interesting Stuff out there, like unused or repurposed Artwork. Artstation alone has a lot of HS related Work and even some High-Quality Fan Stuff.

    I'll keep looking for other Resources during the Weekend, and if I find enough I might write you Guys! :)

  • Blizzard is Giving Away Darkmoon Faire Bundles and Battle.net Balance on Twitter to Promote the Hearthstone World Championship

    They can't even do a giveaway right.

     

    What is happening lately?

  • The Hearthstone Cards the Community Would Like to See Nerfed

    No paladin cards?

  • Looking for Hearthstone friends? Post your BattleTag Here!

    Battletag: inf3rno#2564

    Region: EU
    Usual Play Times: anytime
    Level of Experience: Advanced. I play from Beta, 2 times Legend (not that it's worth anything), 1000+ wins with all (except DH which I almost never play), 2500+ wins with Mage.
    Preferred Heroes: Mage, Warrior, Paladin, Priest
    I’m Looking For: Buddies with whom I could try to get in queue the same time so we can work out that freakin' YoggChamp achievement. :D That one is already done. Buddies for trading 'Challenge/Spectate a Friend!' quests.
    Tell us something about you: I like highlander control/value decks.