Feels so good to be treated inferior just cuz im in eu... ever since reward track got introduced blizzard took no good step to make me believe they want to fix this game at all..
I bet it is. Given that the Championship already starts in about a week we should have it now. If I remember correctly from the last times you had at least two weeks prior. Either this or they are really late.
So I’ve played the game a bit and I have some feedback:
The tutorial:
The tutorial was pretty good, the only part I was confused about was where the end turn button was.
Core Mechanics:
I think that base movement should be lower or cost more actions. Units can move so far that a lot of the positioning in the game is irrelevant. Also, this makes things like getting additional movement and Archers very underpowered and ineffective.
Balance:
1. Archers are very bad because their Power charges up very slowly. I think that they should gain something like +2 Power every round, or maybe make it so that you can refill their quiver by spending an action. Also, right now the Archer cards don’t have a keyword or any indication of how they work, so it was very confusing to play the Archer cards and have them work differently than all the other cards. You need to add an “Archer” keyword to add make it understandable for new players.
2. The Deploy mechanic doesn’t seem like it’s very fun because it can lead to crazy turn 1s that give one player a huge advantage, but if you draw them later in the game they are just worse versions of existing cards. I think that you could change Deploy to something like “This costs X less if it’s the first card you play in a round.”
3. I think that you should add some way to use excess actions that you have in a round. Two ways that I can think of to do this are Hero Powers like in Hearthstone or Spell Mana like in LoR.
4. I felt like the card draw was a bit low compared to the actions you have each turn for some classes (specifically the Archer). One solution is to allow players to spend 2 Actions once per turn to draw 1 card.
Just played the game. The foundation is solid, but I'm not sure I like the lack of retaliatory damage. If you fall behind, it's really hard to get back up. Either add retaliatory damage, or remove summoning sickness. Also, one of the decks uses archers, but they're never explained in the tutorial.
Other than that, the game has great potential. Reminds me of Duelyst from a gameplay perspective, and the dungeons would make for great PvE content, maybe something in the vein of Slay the Spire.
The above would arguably fix both Wild and Standard for the time being.
Raza isnt the issue at all, never ever has been. the issue is a Anduin and imo aslo Reno + their isane removal/aoe package that makes them stay alive so ealsy with out of jail card(reno) and beat control ith combo.
I actually agree.
But I wonder how long till they release a new flawed Hero Power... But yeah, if that was out of doubt, it's true that Raza per se is not an issue - repeatable Hero Power is.
True that they have insane survival package, but that's fairly normal for a Control deck.
Issue atm is that Reno Priest is at the same time a top tier Control AND Combo deck.
Since the Control part can't be easily nerfed, the Combo part must be heavily impaired.
Well either should have insane control and weaker combo or be stronger combo but be lot less vurnable and without stuff like scream (at 9mana it would still be betetr then plague of death) or reno being out of jail free card, zeph is aslo insane but it needs right board state and is more fine then reno but still something i aslo think is a bad idea for long run.
But if isnt gonna get nerfs and thats strentgh wild decks are alowed to have then imo they really should unnerf/buff alot so (more) other classes/decks can have more simelair level power and deck would stand out at less. As its like ok why is raza priest which is very much an insane deck allowed to stay but weaker decks had to be nerfed/changed.
But i do think you could relativly easly nerf the control package(not as easy combo part but still).
Like reno being 7mana for example. Physisc scream to 8/9 cause even at 9 would still be lot better then plague of death. Or mass hysteria to like 6 just some examples of their stronger survival cards that could be nerfed and that would hit bigpriest aswell which many would be happy with.
Well no. The problem is the cost of the hero power. Raza Priest was not a tier 1 deck for many months when Raza got nerfed.
If the cost of the hero power is truly the problem, tell me any priest hero power that would be broken costing 0 mana that isn't Shadowreaper Anduin's HP. Because as far as I can tell Raza was absolutely dead while nerfed.
I'd prefer they deal with Anduin (make it deal less damage, let it not target face; whatever) and allow raza to at least combine with something like galakrond.
Or idea ive read few months ago, make it refresh on only minions or only spells but noth both for Anduin
I was reading through the comment session of a recent video of Zeddy where he talks about the cards that he believe should be nerfed and i saw a guy make a suggestion that will save both cards. He suggested that Raza's effect should be this instead: "Your first Hero Power this turn costs 0". I do believe that he misspelled the text and that he meant "Your first Hero Power each turn costs 0". This solves all the issues without killing either card. It weakens the OTK potential of the deck, it prevents infinite damage OTKs from randomly generated Coldarra Drakes, it keeps Raza's functionality for every other Hero Power and it could even prevent potential future abuse with other cards or Hero Powers through Auctionmaster Beardo. This seems to be the perfect fix for the whole problem. I still highly dislike Shadowreaper Anduin but both cards should be fine with this change.
Thats a good change aswell but id still prefer something to anduin if i had to choose, if not for now for the future.
I aslo dislike that only interaction shadowform and anduin have is making your hero power worse( 3dmg vs repeatable 2dmg).
Yes, Raza was okay nerfed but it was completly useless with a hero power other than Shadowreaper Anduin's. And I would love to be able and play raza priest with Galakrond, the Unspeakable HP or the Activate the Obelisk HP without it just being a worse version of Machine gun priest. Even Shadowform was completly eclipsed by Voidform and none of these would be broken at 0 mana.
Raza could be such a cool and fun card undeserving of any nerf if it wasn't for that damn hero card.
Yup Anduin has always been the core issue. I think if even raza was guttd tomorow, anduin in future would just be issue again casue its a self repeatable Hero power which imo is always gonna cause issues in due time. While raza without anduin is farily unimpressive. like even guldan or jaraxxus who have the best hero powers in the game (per use atleast) would be 0issues with raza as well thyre a turn and in endgame saving 2mana is way less of a impact generly then in early or midgame.
Twin slice doesnt need a change if anything if wanna chaneg Revet it t 0ùmana and chaneg atruis to onyl hti face or only minion(its why twin slice isnt 0 anymore)
Blade dance to 4 is overkill, if ner 3 is where should be. If bladed lady deserves a nerf way mroe then either.
Overgrowth should just be let alone imo you cant nerf it without killing it really espcially wiht mana cost Change.
Skipper shouldnt be Nerfed Not when its gonba rotate afert darkmoon faire(which twin slice and blade dance aswell since theyre part of intiatte set which roattes with year of dragon cards)
Bogspine nerf also makes it unplayable i dont think needs a nerf. And would just make shaman unplayabe again likly and if nerf it should buff other shaman stuff.
The mytsic nerf is good but id prolly make it a 3/3 like dusbreaker.
I dotn think cards that are about to rotate should be nerfed and if do thye should get unnerfed when rotated.
But id say Buffs to weak and terrible classes(like warlock ) shoud happen before nerfs, Im.
Bring the terirbyl weak up to a more normal /reasonable ompetive level and then see if anythign ahs to change, plus is a mini set comign which culd change meta and deck thats say 5% above second best now could still be best but by only 1 or 2% for example and nto require nerfs.
i dont think healthiest would be to buff the weak first and see what the mini set gives And then see if nerfs are needed after a few weeks. And best would be to avoid nerfing thats about to rotate aswell. And if soon to rotate cards are nerfed they should be unnerfed when then actully rotate
I imagine that writing for a Forum could be Fun! Though, outside of some Comments here and there, I don't have any Samples of similar Work that I could offer...
But, it does seem pretty interesting!
Also, in Case you Guys take Suggestions from the Comments here: There's one Topic that I've never seen really discussed or given proper Attention on other Forums (mostly Reddit and HearthPwn), and that's despite it playing such a big Part in Card Games.
I'm speaking of Card Art!
The only Time People talk about it, is when there's Changes or a Controversy. Which is kind of a Shame, cause there's just so much more to it! On YT alone, there's quite a lot of Essays, like the ones from Rhystic Studies, some Tutorials, and even some Work Processes by Artist.
Maybe you could write about how Games handle the Portrayal of Characteristics (like Colors in MtGA, Classes in HS,..), look at the Storytelling on and between Cards, Themes of Expansions, etc. One could also look at the Process of creating Card Art or put the Spotlight on a certain Artist and their Works.
Twin Slice is going to be good as long as it is a cheap Twinspell; I think making it give only +1 attack for each slice keeps it playable but not auto-include in every DH list.
Blade Dance is one of the egregious cards to me for DH because there are so many ways to get ridiculously high attack for DH. I like the idea of changing it to be "Deal damage equal to your hero's Weapon to 3 random enemy minions." while keeping the mana cost the same. This change keeps the card as cheap removal, but requires weapon usage; moreover, it lets Team 5 experiment with a large attack "control" weapon at some point to have synergy with the card.
Shardshatter Mystic is definitely very strong, and I don't see why they power-crept on Duskbreaker, so it seems appropriate to make it a 4-mana 3/3, especially considering cards like Arcanosaur and, more recently, Fire Breather exist, which are obviously way worse than Shardshatter Mystic.
Mana-cheating only has potential to break the game, so I think nerfing Overgrowth to 5-mana is appropriate; it also gains new synergies in the process which would be cool and probably prevent the card from becoming unplayable. Maybe it should also draw 2 cards if you have 10 mana crystals?
I don't think Boggspine Knuckles is the problem, but rather the way the transform/evolve mechanic works. As many have suggested in the past, I think the evolve mechanic should be based on the mana-cost of the minion when it is played rather than what the card text is. Obviously, this method can complicate the coding of the game or in-game understanding, but it seems like using the green/redmodifiers for text that they already use for when a card's stats change would work in this context. I think this change makes transform/evolve higher skill while feeling less high-roll-y.
Bladestorm is definitely good, but not sure it warrants a nerf. It doesn't feel nearly as strong as other versatile board clears that have existed (e.g. Defile, Warpath), and it also doesn't feel horrible to play against.
As for Risky Skipper, I think changing its mana cost or its health makes the card unplayable. At 2 mana, it can't stop aggro and probably acts only as a weird combo card for armor. At 2 health, it can only stop the smallest of aggro boards and likely turns exclusively into a combo card similar to what happened with Bloodsworn Mercenary after its nerf. I believe the best change to the card that doesn't kill it is simply removing the Pirate tag. From a flavor standpoint, I hate this change, but from a competitive standpoint, it removes the abundant Pirate synergies in Warrior--specifically the targeted card draw--all while keeping the power of the card on the board.
In addition to these changes, I also think Libram Paladin is in dire need of changes. The problem with the package is not that it's strong, but that it is oppressive, infinite, versatile, and excessive. The package supports aggro, tempo, mid-range, control, and combo! If you want constant board buffs, Librams have you covered. If you want board clears, Librams have you covered. If you want defense, Librams have you covered. If you want tempo curve plays, Librams have you covered. The package desperately needs some kind of re-work, but I don't suspect we'll ever get it.
I agree with you on all points except a few:
DH is supposed to be an attacking class, not strictly a weapon class, so Blade Dance shouldn't be too much similar to Blade Flurry. I think the proposed mana change is reasonable given the reasons written in the article.
Overgrowth already draws a card at 10 mana, so I don't see why a buff that would make it too similar to Nourish would be required.
Also, I'm surprised none of these nerfs mention Aggro DH, the deck that shifted the entire meta in the state it currently is, the way I see it at least.
Some nerfs suggested here seems a little too far, like Bladestorm and Boggspine Knuckles which isn't really problems on their own, especially bladestorm since its just so easy to play around it.
Evolve shaman is currently very strong, not merely because the weapon is more consistently drawn now, but because of Revolve, and mana cheating (again, why isn't Lightning Bloom on this list when its a greater problem than even overgrowth). Revolve can be defensive (removing buffed aggro boards), or offensive (used at 4 with the rabbits) but at its best it destroys aggro's board while giving you a decent advantage via cards like Mogu Fleshshaper. And that turn swing can happen as early as turn 4, which in most cases if you are unable to fully remove shaman's board by then they usually snowball on you hard. In my opinion, I expect the archetype to calm down a bit on rotation since both desert hare and fleshshaper will be gone. The knuckles are hard enough to equip as it is, and really doesn't need nerfing.
I'm honestly not really up in arms over warrior in general, though I think the ETC combo having no playaround is a little harsh considering how good warrior is at control. Of course, giving warrior one of the best cards in this expansion in Sword Eater may have something to do with why they're so good. Maybe bump this card by 1 mana would weaken warrior's defense but keep the deck viable? I think its perhaps the best, if we're nerfing it at all.
Most others are fair enough. Blade dance in especially can go crawl under a ditch and die. Team5 should start reviewing their own design for dhunter, because its starting to get to the point where they're practically capable of doing just about anything, from drawing cards, silences, to dealing with boards, to healing. Even taunts don't get a say against Illidan apparently. What's their weakness again?
Blizzard is Giving Away Darkmoon Faire Bundles and Battle.net Balance on Twitter to Promote the Hearthstone World Championship
What's the point? I never win
The Hearthstone Cards the Community Would Like to See Nerfed
I would prefer Twin Slice First slice costs 2, second slice 1
Boggspine Knuckles Why? Shaman right now is the only class that makes a good aggro player trade on the board.
Blizzard is Giving Away Darkmoon Faire Bundles and Battle.net Balance on Twitter to Promote the Hearthstone World Championship
So generous! Kappa
Blizzard is Giving Away Darkmoon Faire Bundles and Battle.net Balance on Twitter to Promote the Hearthstone World Championship
EU not included? If this had happened a few months ago I'd have at least been partially pissed off. Now though? Couldn't give a damn.
The Hearthstone Cards the Community Would Like to See Nerfed
[Hearthstone Card (Skull of Gul’dan) Not Found] - reduce cost of cards drawn by 2
Soulshard Lapidary - gain +4 attack
Blade Dance - after your hero attacks a minion, deal the same damage to it’s neighbours.
Twin Slice - +1 attack, add second slice (no change to second slice, or vice-versa)
Libram of Hope - restore health + summon a 6/6 with divine shield. (No taunt)
Lightforged Zealot - 2/2 equip the 4/2 weapon.
Voracious Reader - cost changed to 3- mana
Blizzard is Giving Away Darkmoon Faire Bundles and Battle.net Balance on Twitter to Promote the Hearthstone World Championship
Feels so good to be treated inferior just cuz im in eu... ever since reward track got introduced blizzard took no good step to make me believe they want to fix this game at all..
Blizzard is Giving Away Darkmoon Faire Bundles and Battle.net Balance on Twitter to Promote the Hearthstone World Championship
Weird flex but ok
Blizzard is Giving Away Darkmoon Faire Bundles and Battle.net Balance on Twitter to Promote the Hearthstone World Championship
I bet it is. Given that the Championship already starts in about a week we should have it now. If I remember correctly from the last times you had at least two weeks prior. Either this or they are really late.
The Hearthstone Cards the Community Would Like to See Nerfed
LETS NOT MAKE THE TERRIBLE CLASSIC EVEN WORSE
Upcoming CCG - Rise of the Overlords
So I’ve played the game a bit and I have some feedback:
The tutorial:
The tutorial was pretty good, the only part I was confused about was where the end turn button was.
Core Mechanics:
I think that base movement should be lower or cost more actions. Units can move so far that a lot of the positioning in the game is irrelevant. Also, this makes things like getting additional movement and Archers very underpowered and ineffective.
Balance:
1. Archers are very bad because their Power charges up very slowly. I think that they should gain something like +2 Power every round, or maybe make it so that you can refill their quiver by spending an action. Also, right now the Archer cards don’t have a keyword or any indication of how they work, so it was very confusing to play the Archer cards and have them work differently than all the other cards. You need to add an “Archer” keyword to add make it understandable for new players.
2. The Deploy mechanic doesn’t seem like it’s very fun because it can lead to crazy turn 1s that give one player a huge advantage, but if you draw them later in the game they are just worse versions of existing cards. I think that you could change Deploy to something like “This costs X less if it’s the first card you play in a round.”
3. I think that you should add some way to use excess actions that you have in a round. Two ways that I can think of to do this are Hero Powers like in Hearthstone or Spell Mana like in LoR.
4. I felt like the card draw was a bit low compared to the actions you have each turn for some classes (specifically the Archer). One solution is to allow players to spend 2 Actions once per turn to draw 1 card.
Blizzard is Giving Away Darkmoon Faire Bundles and Battle.net Balance on Twitter to Promote the Hearthstone World Championship
Nah, I'll think I'll pass thanks. Under normal circumstances I'd love the opportunity for these free packs and prizes but not in the current era.
Upcoming CCG - Rise of the Overlords
Just played the game. The foundation is solid, but I'm not sure I like the lack of retaliatory damage. If you fall behind, it's really hard to get back up. Either add retaliatory damage, or remove summoning sickness. Also, one of the decks uses archers, but they're never explained in the tutorial.
Other than that, the game has great potential. Reminds me of Duelyst from a gameplay perspective, and the dungeons would make for great PvE content, maybe something in the vein of Slay the Spire.
About nerfs
Well either should have insane control and weaker combo or be stronger combo but be lot less vurnable and without stuff like scream (at 9mana it would still be betetr then plague of death) or reno being out of jail free card, zeph is aslo insane but it needs right board state and is more fine then reno but still something i aslo think is a bad idea for long run.
But if isnt gonna get nerfs and thats strentgh wild decks are alowed to have then imo they really should unnerf/buff alot so (more) other classes/decks can have more simelair level power and deck would stand out at less. As its like ok why is raza priest which is very much an insane deck allowed to stay but weaker decks had to be nerfed/changed.
But i do think you could relativly easly nerf the control package(not as easy combo part but still).
Like reno being 7mana for example. Physisc scream to 8/9 cause even at 9 would still be lot better then plague of death. Or mass hysteria to like 6 just some examples of their stronger survival cards that could be nerfed and that would hit bigpriest aswell which many would be happy with.
Blizzard is Giving Away Darkmoon Faire Bundles and Battle.net Balance on Twitter to Promote the Hearthstone World Championship
EU and no Twitter account here.. Guess I´m safe to pass :D Thanks Blizz.
About nerfs
Thats a good change aswell but id still prefer something to anduin if i had to choose, if not for now for the future.
I aslo dislike that only interaction shadowform and anduin have is making your hero power worse( 3dmg vs repeatable 2dmg).
About nerfs
Yup Anduin has always been the core issue. I think if even raza was guttd tomorow, anduin in future would just be issue again casue its a self repeatable Hero power which imo is always gonna cause issues in due time. While raza without anduin is farily unimpressive. like even guldan or jaraxxus who have the best hero powers in the game (per use atleast) would be 0issues with raza as well thyre a turn and in endgame saving 2mana is way less of a impact generly then in early or midgame.
Blizzard is Giving Away Darkmoon Faire Bundles and Battle.net Balance on Twitter to Promote the Hearthstone World Championship
Thanks Blizzard. Guess I am just a second class player due to my region (thankfully I am allowed to pay first class prices) :)
The Hearthstone Cards the Community Would Like to See Nerfed
But bladestorm isnt a problem at all.
Twin slice doesnt need a change if anything if wanna chaneg Revet it t 0ùmana and chaneg atruis to onyl hti face or only minion(its why twin slice isnt 0 anymore)
Blade dance to 4 is overkill, if ner 3 is where should be. If bladed lady deserves a nerf way mroe then either.
Overgrowth should just be let alone imo you cant nerf it without killing it really espcially wiht mana cost Change.
Skipper shouldnt be Nerfed Not when its gonba rotate afert darkmoon faire(which twin slice and blade dance aswell since theyre part of intiatte set which roattes with year of dragon cards)
Bogspine nerf also makes it unplayable i dont think needs a nerf. And would just make shaman unplayabe again likly and if nerf it should buff other shaman stuff.
The mytsic nerf is good but id prolly make it a 3/3 like dusbreaker.
I dotn think cards that are about to rotate should be nerfed and if do thye should get unnerfed when rotated.
But id say Buffs to weak and terrible classes(like warlock ) shoud happen before nerfs, Im.
Bring the terirbyl weak up to a more normal /reasonable ompetive level and then see if anythign ahs to change, plus is a mini set comign which culd change meta and deck thats say 5% above second best now could still be best but by only 1 or 2% for example and nto require nerfs.
i dont think healthiest would be to buff the weak first and see what the mini set gives And then see if nerfs are needed after a few weeks. And best would be to avoid nerfing thats about to rotate aswell. And if soon to rotate cards are nerfed they should be unnerfed when then actully rotate
Blizzard is Giving Away Darkmoon Faire Bundles and Battle.net Balance on Twitter to Promote the Hearthstone World Championship
No confirmation yet, but I have a very bad presentiment for you...
The Out of Cards December Update - Holiday Event, Premium, Social, and Looking For Writers
I imagine that writing for a Forum could be Fun! Though, outside of some Comments here and there, I don't have any Samples of similar Work that I could offer...
But, it does seem pretty interesting!
Also, in Case you Guys take Suggestions from the Comments here: There's one Topic that I've never seen really discussed or given proper Attention on other Forums (mostly Reddit and HearthPwn), and that's despite it playing such a big Part in Card Games.
I'm speaking of Card Art!
The only Time People talk about it, is when there's Changes or a Controversy. Which is kind of a Shame, cause there's just so much more to it! On YT alone, there's quite a lot of Essays, like the ones from Rhystic Studies, some Tutorials, and even some Work Processes by Artist.
Maybe you could write about how Games handle the Portrayal of Characteristics (like Colors in MtGA, Classes in HS,..), look at the Storytelling on and between Cards, Themes of Expansions, etc. One could also look at the Process of creating Card Art or put the Spotlight on a certain Artist and their Works.
The Hearthstone Cards the Community Would Like to See Nerfed
I agree with you on all points except a few:
DH is supposed to be an attacking class, not strictly a weapon class, so Blade Dance shouldn't be too much similar to Blade Flurry. I think the proposed mana change is reasonable given the reasons written in the article.
Overgrowth already draws a card at 10 mana, so I don't see why a buff that would make it too similar to Nourish would be required.
Also, I'm surprised none of these nerfs mention Aggro DH, the deck that shifted the entire meta in the state it currently is, the way I see it at least.
Blizzard is Giving Away Darkmoon Faire Bundles and Battle.net Balance on Twitter to Promote the Hearthstone World Championship
I hope this isn't a replacement for Choose Your Champion too.
The Hearthstone Cards the Community Would Like to See Nerfed
I mean you still run Bladestorm because you can combo it with Barov or Brawl
The Hearthstone Cards the Community Would Like to See Nerfed
Some nerfs suggested here seems a little too far, like Bladestorm and Boggspine Knuckles which isn't really problems on their own, especially bladestorm since its just so easy to play around it.
Evolve shaman is currently very strong, not merely because the weapon is more consistently drawn now, but because of Revolve, and mana cheating (again, why isn't Lightning Bloom on this list when its a greater problem than even overgrowth). Revolve can be defensive (removing buffed aggro boards), or offensive (used at 4 with the rabbits) but at its best it destroys aggro's board while giving you a decent advantage via cards like Mogu Fleshshaper. And that turn swing can happen as early as turn 4, which in most cases if you are unable to fully remove shaman's board by then they usually snowball on you hard. In my opinion, I expect the archetype to calm down a bit on rotation since both desert hare and fleshshaper will be gone. The knuckles are hard enough to equip as it is, and really doesn't need nerfing.
I'm honestly not really up in arms over warrior in general, though I think the ETC combo having no playaround is a little harsh considering how good warrior is at control. Of course, giving warrior one of the best cards in this expansion in Sword Eater may have something to do with why they're so good. Maybe bump this card by 1 mana would weaken warrior's defense but keep the deck viable? I think its perhaps the best, if we're nerfing it at all.
Most others are fair enough. Blade dance in especially can go crawl under a ditch and die. Team5 should start reviewing their own design for dhunter, because its starting to get to the point where they're practically capable of doing just about anything, from drawing cards, silences, to dealing with boards, to healing. Even taunts don't get a say against Illidan apparently. What's their weakness again?
Blizzard is Giving Away Darkmoon Faire Bundles and Battle.net Balance on Twitter to Promote the Hearthstone World Championship
I kinda don't need it anymore, but I suppose pretty nice for F2P guys