A thought occurred to me. Perhaps part of the rewards system revamp/battlepass system is a first step in a direction that disincentives against aggro deck farming.
There were (and still are) people who think the only way to play is to play aggro decks because the old system encouraged fast games with aggro decks to farm wins (3x wins=10 gold). This of course promoted aggro play by people who wanted to farm the maximum per-day gold.
The new system with experience being generated on a variable game-length basis doesn't incentivize any particular deck. (if you spend 4 minutes in 1 game, 16 in the next, you're still getting 20 minutes of experience regardless of the deck you are playing).
This system of "growth" coupled with the ranked floor changes from the beginning of the year allows people to play decks they want to play, as opposed to playing strictly meta decks or strictly aggro decks. From my perspective this is a positive outcome. Perhaps not exactly the view people were looking for... "Blizz bad, me get pitchfork" but still I try to look at things to see what other reasons the system was changed.
That is a positive of the system, and it's not the only positive. Gaining XP in arena is huge for arena players (though the mode is hurting) and achievement hunting is something people enjoy. There are plenty of positive changes.
The problem is they are lost in the tidal wave of negative Blizzard brought on themselves.
The better way to discourage gold farming would have been to revamp the system into a wholly more reasonable economy. Farming is less of a concern if players can actually craft the cards they want to play without fear of choosing wrong and being set back by months of play time to catch up again.
DavnanKillder: I like your idea, but the card needs a little overhaul. First, I'm not happy with the name. It should be "Possessing Rager" imho. Then you've missed the genitive, it should be "minion's" instead of "minion". Finally, I think you should add "random" before "friendly minion".
Nirast: The idea behind the Rager is cool, but there is too much new stuff going on in this single card for my taste. The Drake is very neat. Great flavor, balance looks fine, I have nothing to criticise about it.
Wailor: I'd say it's a solid card, but not very exciting. The art is okay, but not a perfect match and that might be one of the reasons my cards from last week haven't had much success.
MenacingBagel: Reeeeeeally cool art! But shouldn't it be "Shreddin"? I would also make the wording two sentences since the damage is dealt by the minion, but your hero gains the Armor (capitalised!). Putting those two into one sentence looks a bit off to me.
Neoguli: I still like the card very much. The only thing I want to suggest is capitalising "Cryptic Treasure".
Hordaki: Nice one! The only debatable point in my eyes is the cost. Three powerful keywords obviously shouldn't be the usual 3 Mana, but since you've made it a legendary, 6 might be too much. I'd be fine with 5.
KANSAS: This is difficult to evaluate. I think it is too strong as it is… 5 Health is very hard to clear on 2 or 3, even if the Battlecry goes face and you don't buff it. What about 3/0/4?
BloodMefist: I like Carnival Rager very much. It's simple but strong and flavorful. Also I'm fine with the art. Nice one!
linkblade: Paladin again? I had initially decided to submit a Paladin Weapon called "Linked Blades" with 5 Attack, 1 Durability and Deathrattle: Equip a 1/5 Linked Blade. That would have meant instant victory, but sadly I couldn't find fitting art for the card and the token and Weapons aren't allowed this week. ;-) Back to business: I prefer Imposing Bark. Quite a nice anti aggro tool and just like you said yourself, this can become quite dangerous, too. Nice one!
Demon: I'm sorry, but I don't like it. Stats swapping feels like a Priest thing to me (please feel free to correct me, that's just a gut feeling) and 10 Attack is just too much imho. If you target a friendly minion, this becomes a 6 mana Pyroblast with a (weak) body.
From what I can see lowering your MMA is not as easy as it looks. Probably gotta end your season more than once at silver rank.
Its better to just learn the matchups and play/build your deck accordingly. Tier 1-2 decks are tiered that way for a reason; because they win games. Even a subpar player have a good chance of winning if he's using a tier 1 deck against a homebrew fun deck. Those that don't subscribe to playing high tier decks are expected to raise their skill level and/or learn them up well, because that's what you'll be facing more than 95% of the time.
The above would arguably fix both Wild and Standard for the time being.
Lightning bloom and voracious reader I can sort of understand, but nerf risky skipper, palm reading, and aldrachi warblades?
Man you really must hate those cards a great deal. Especially Palm Reading, of which in your proposed nerf might as well just erase it from existence.
Palm Reading is effectively a Ramp card in Priest. Add it to a class with Big archetype available and you're in for idiotic matches. And it's bound to grow worse in Wild (where it is already a staple for all Priest meta archetypes).
Aldrachi Warblades nerf is quite obvious tbh. Leeching Poison nerf already happened for similar reasons. You can't have durable lifesteal on highly buffable weapons. Especially in an already more than solid class. Even more so if you decide to design a card like Il'gynoth.
Risky Skipper is admittedly daring, but I really don't know what to touch in Warrior. Skipper is one of the great staples.
I only hate less than half of the cards I suggested for nerfs, but either way I do have fairly good reasons.
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
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 don't understand why people are so focused on Raza the Chained when the problem has always been Shadowreaper Anduin. That hero power shouldn't deal two damage. Priest has access to way too many cheap cards and card generation and they brought a ton of spell discounting in this set. Anduin can do truckloads of damage all by itself thanks to its refreshing hero power. It has always been ridiculous. As far as i know, Raza wasn't an issue before Knights of the Frozen Throne. The hero card pushed it over the top. If you use Raza with any other hero power it's simply unimpressive. Gives you a lot of flexibility in your turns but doesn't break the game in any way. Anduin's hero power should deal one damage only. The deck would still work but Spawn of Shadows becomes a requirement. And Anduin itself won't be able to just kill you with hero power. They would need cards like Mind Blast to support it. That should put cut the power of the archetype without the need to obliterate Raza from existence.
For standard, it's Demon Hunter and burn in general that are an issue. Neutral healing has been at an all time low since Zilliax was rotated and that prevents classes without heavy healing from being able to play a longer game. They need to tone down sources of damage that come directly from hand. What was the point of rotating Leeroy Jenkins if they just keep printing more and more direct burn?
Or for standard could for more aslo print better defensive cards and have class/classes basicly be auto loose to aggro casue classidenity or whatever.
Or have pretty much all the basic/classic anti aggro cards that are just so abd thay cant ever serve their purpose,.
Don´t give up mate! You still got today. You´ve inspired me so I pushed this month too and I´m hovering between D1-D2 two stars. But as you´ve said, if we don´t make it this month, the next is ours :) GL!
Today i'm gonna work :( what deck are you using? Ive never got this far, so this month i climbed platinum all the way without bonus stars So i'm confident with the bonus stars i'll get
I was playing wild - Odd Paladin. Priests are my doom. Sooo close, yet sooo far :/
A thought occurred to me. Perhaps part of the rewards system revamp/battlepass system is a first step in a direction that disincentives against aggro deck farming.
There were (and still are) people who think the only way to play is to play aggro decks because the old system encouraged fast games with aggro decks to farm wins (3x wins=10 gold). This of course promoted aggro play by people who wanted to farm the maximum per-day gold.
The new system with experience being generated on a variable game-length basis doesn't incentivize any particular deck. (if you spend 4 minutes in 1 game, 16 in the next, you're still getting 20 minutes of experience regardless of the deck you are playing).
This system of "growth" coupled with the ranked floor changes from the beginning of the year allows people to play decks they want to play, as opposed to playing strictly meta decks or strictly aggro decks. From my perspective this is a positive outcome. Perhaps not exactly the view people were looking for... "Blizz bad, me get pitchfork" but still I try to look at things to see what other reasons the system was changed.
Soul DH's reach probably needs to be cut back, but minor nerfs to single cards that give you attack, e.g. Soulshard Lapidary, might not do much since there are so many of them. I'm conscious that Twin Slice is in the DH Initiate set, which rotates out of Standard in April, so they might just wait until that fixes the reach issue automatically.
So better targets in DH are probably Bladed Lady or Blade Dance (the latter is also in the Initiate set, but hitting removal might have a bigger impact than attack buffs).
I think they should also undo the buff they gave to Aldor Attendant, putting it back to a 2 mana 2/3. We know Libram Pally works really well at this point, and First Day of School gives the class the 1-drop it lacked when the Attendant was buffed.
Sorry no aldor shodul be left as it is palladin deserves actual suable own clas s1drops aswell in standard.
And instead of nerfing can aslo buff/unnerf the terrible class or ontop of nerfs.
Dear Warlock player I just lost to 10 minutes ago,
You had the game, and there was no way I could have won. Plus, we're at Bronze 10. On the off chance that my secret was Shadow Clone and I was achievement hunting, do you think you could have attacked with Y'Shaarj, the Defiler first, and Tickatus second? You even had a Cascading Disaster to remove whatever stealthed minion I got from it. Come on, why not give a fellow player a helping hand that costs you literally nothing? You suck.
Explaining what the cryptic treasures are isn't that hard if you type which ones qualify in the description, but I guess people won't bother looking at it, they probably want the card to be eyepopping right away without need to delve deeper into information. But then what have we thought of Heistbaron Togwaggle when he was first released? Wasn't he also a little complicated?
Heistbaron Togwaggle was easy to figure out because all the treasures were exactly the same as the ones you could get from the Master Chest created by Marin the Fox as it uses the same wording of "fantastic treasure".
At that point, the question becomes what did we think of Marin when he was revealed?
Explaining what the cryptic treasures are isn't that hard if you type which ones qualify in the description, but I guess people won't bother looking at it, they probably want the card to be eyepopping right away without need to delve deeper into information. But then what have we thought of Heistbaron Togwaggle when he was first released? Wasn't he also a little complicated?
Also, I specifically avoided Analith shuffling a Fantastic Treasure, as it would basically overlap with Tog, becoming a clone of him that didn't require a Lackey on board. I do enjoy the version that shuffles Rafaam's treasures, though.
Speaking of @KANSAS, who suggested Rafaam treasures, I have mixed feelings with your suggested card. Especially now that Ey'sor exists, dealing 3 damage outright AND leaving a sturdy Totem to buff can be dangerous. I'd say change stats and Cost accordingly, because as of now, it's too good of a card to follow up with Ey'sor or Totemic Reflection, and even in Even Shaman (no pun intended), this could make some crashing waves. Maybe a 3-Mana 0/4 to force it to compete with other follow-up Totem cards? Because it's a fine concept, but the execution is bad.
Just recieved a new Mac, 2019. When trying o install Hearthstone, the setup starts with "updating Battle.net." it almost finishes this first step and than get stuck. Yesterday it was stuck for an hour.
I managed to go pass that stage only once, but than the installation itself got stuck.
I've come to terms that Blizzard hates nerfing hunter directly (for some reason), and that they would rather print overpowered cards for Demon Hunter, then scale them back, then print underwhelming cards.
All in all. I want them to start taking a more active approach in released cards, buff cards that aren't seeing play, nerf cards that are seeing too much play. Make ALL the cards fun and enjoyable (at least try to). I hate to jump on the "LoR is better than HS bandwagon" but while there are things I don't like about LoR, they aren't afraid to buff/nerf cards so that there's a wider variety of choices in meta decks. Hearthstone just seems to like to beat a dead horse with forced archetypes. I'd rather see a wider variety of tools released, and allow players to pick and choose creative decks. I'm honestly tired of expansion forced archetypes. Just make FUN, thematic, cards that players can use in interesting ways.
Think I will focus on the Persistent Spirit in this competition. Made some changes and in the end, the card sounds like a Rager, so I changed his name.
First idea for this week. This is supposed to replace Soulciologist Malicia, focusing on support for Zoolock and that Token Demon Hunter archetype Blizzard is pushing so hard but hasn't come together yet.
I'll provide feedback later. Really nice ideas so far!
Two ideas I wanted to implement for a while: a minion that looses attack instead of taking damage, and a 12/4 Dragon:
Feedback:
Show Spoiler
DavnanKillder: The text should be "Give this minion's Attack…". Interesting concept, pretty strong, but easy to deal with if you isolate the minion with the Deathrattle,
anchorm4n: I like the idea in concept, but it requires a lot of set-up, so I'm not sure it'd see play.
Wailor: I think the art for the base version exists in the game, might want to change it. I really like this one, simple, but effective and not to broken.
MenacingBagel: Warrior usually deals damage to ALL minions. Other than that, solid idea.
Neoguli: This is a little too complicated, you'd have to explain what the treasures are, or include them in the submission.
Hordaki: Not sure the design warants being a Legendary. The name isn't great, either, I'd go with Toxic Rager or something similar. Other than that, looks ok.
KANSAS: I was gonna say a Dark Bomb that leaves a 0-Attack body behind is bad, but then I remembered Totem Shaman is a thing. Name's a little off, and I'm not sure the custom watermark is warranted, but I like it overall.
I do not have idea so far, but at least I can give feedback!
@Demonxz95
Show Spoiler
It looks quite good, maybe Attack is a bit too high.
@linkblade91
Show Spoiler
While I prefer Imposing Bark, I'm not a fan of neither. While both have good balance, the effects do not appeal to me tbh.
@BloodMefist
Show Spoiler
Not sure if Carnival Rager is OP, maybe it just shouldn't be neutral. You may also change Corrupt to +4 Health. Haunted Spirit seem to be well designed and balanced
@KANSAS
Show Spoiler
I like the idea. Maybe a totem can be a bit smaller, like 0/3.
@DavnanKillder
Show Spoiler
Life-Binded Imp looks too strong. Passing damage to Hero doesn't look much different than Immune, the only difference goes for effects which only damage minions, in other cases it is not realy difference than if opponent would just target your hero. Persistent Spirit is probably too strong too, but easier to balance. You could just decrease health or increase cost, and maybe add rush. For wording, you could change it to 'Give this minion's Attack, maximum Health and Deathrattle to a friendly minion'.
@Hordaki
Show Spoiler
That's some pretty good Rager.
@Neoguli
Show Spoiler
This is not bad, but I'm not a huge fan either. It just does not realy creative to me. On balance side, it is good, from treasures the best choices seem to be Staff of Scales and Canopic Jars, for they seem to be fair, not sure about third one.
@MenacingBagel
Show Spoiler
I quite like it, but you should remember that Armor should be capitalized
Demonxz95, for the most part, I really like this card. Druid doesn't get a lot of removal or burn damage, and this gives them both in a very flavorful way. My main concern is that the power level of the card is very swingy. If you hit the right target, this can be a 6 mana 10/10 that deals 9 damage. I am not sure if it is an issue since we have had similar cards in the past such as Natalie Seline and Vol'jin that have similar abilities but were never a problem. Maybe lower the attack to 7 or 8 and it wouldn't look as scary.
Linkblade91, Imposing Bark seems like a rather bland card. It's pretty well balanced, but not terribly interesting. Julia Celeste also seems kind of bland to play. I think it is better then Imposing Bark, but it is just a big taunt. I like Julia better, but I think the ability could be more interesting than just gaining stats.
BloodMefist, I don't like Haunted Spirit a whole lot since I don't think it will trigger more than once in a lot of cases, and if it only triggers once then it is just a worse version of Humility with a taunt attached. Carnival Rager is pretty cool, and it may be the first playable rager. I don't have anything to criticize on that card since the cost and statline is kind of set in stone.
DavnanKillder, Lifebound Imp, while a cool idea, probably isn't a very good card. It is very dangerous to play, and it is also pretty hard to evaluate, so I don't think people will give it a lot of stars. Persistent Spirit is also a cool concept, but not very practical. At 6 health, it isn't hard to just kill everything else before the spirit. And the more the deathrattle triggers, the easier it will be to kill that minion last. Also, at it's base it is a 4 mana 2/6, which is a terrible tempo play. If you want to make Persistent Spirit better, I would give it more attack and less health. Or maybe have the deathrattle only transfer attack and not both attack and health.
Hordaki, I like the idea of an "ultimate" rager card, but as it is I don't like this card. Having 5 attack and poisonous seems counter-intuitive. And having rush, poisonous, and 1 health basically means this isn't a minion anymore. This card will always play the exact same way, kill a minion and gain 5 health. It is basically a legendary version of Siphon Soul. I like having a big rager dude with a lot of keywords, but you should find different keywords.
Neoguli, The concept and flavor is pretty cool. But I don't really like having it use a select few dungeon run treasures. I think it would be a lot simpler if it discovered a Fantastic Treasure instead, or maybe just any dungeon run treasure, or heck maybe it could discover one of the powerful artifacts from Rafaam. But I don't like having pick from a select few treasures.
Hot take - Blizzard is actually not that bad
That is a positive of the system, and it's not the only positive. Gaining XP in arena is huge for arena players (though the mode is hurting) and achievement hunting is something people enjoy. There are plenty of positive changes.
The problem is they are lost in the tidal wave of negative Blizzard brought on themselves.
The better way to discourage gold farming would have been to revamp the system into a wholly more reasonable economy. Farming is less of a concern if players can actually craft the cards they want to play without fear of choosing wrong and being set back by months of play time to catch up again.
All The Rage - Card Design Competition Discussion Thread
Feedback!
DavnanKillder: I like your idea, but the card needs a little overhaul. First, I'm not happy with the name. It should be "Possessing Rager" imho. Then you've missed the genitive, it should be "minion's" instead of "minion". Finally, I think you should add "random" before "friendly minion".
Nirast: The idea behind the Rager is cool, but there is too much new stuff going on in this single card for my taste. The Drake is very neat. Great flavor, balance looks fine, I have nothing to criticise about it.
Wailor: I'd say it's a solid card, but not very exciting. The art is okay, but not a perfect match and that might be one of the reasons my cards from last week haven't had much success.
MenacingBagel: Reeeeeeally cool art! But shouldn't it be "Shreddin"? I would also make the wording two sentences since the damage is dealt by the minion, but your hero gains the Armor (capitalised!). Putting those two into one sentence looks a bit off to me.
Neoguli: I still like the card very much. The only thing I want to suggest is capitalising "Cryptic Treasure".
Hordaki: Nice one! The only debatable point in my eyes is the cost. Three powerful keywords obviously shouldn't be the usual 3 Mana, but since you've made it a legendary, 6 might be too much. I'd be fine with 5.
KANSAS: This is difficult to evaluate. I think it is too strong as it is… 5 Health is very hard to clear on 2 or 3, even if the Battlecry goes face and you don't buff it. What about 3/0/4?
BloodMefist: I like Carnival Rager very much. It's simple but strong and flavorful. Also I'm fine with the art. Nice one!
linkblade: Paladin again? I had initially decided to submit a Paladin Weapon called "Linked Blades" with 5 Attack, 1 Durability and Deathrattle: Equip a 1/5 Linked Blade. That would have meant instant victory, but sadly I couldn't find fitting art for the card and the token and Weapons aren't allowed this week. ;-) Back to business: I prefer Imposing Bark. Quite a nice anti aggro tool and just like you said yourself, this can become quite dangerous, too. Nice one!
Demon: I'm sorry, but I don't like it. Stats swapping feels like a Priest thing to me (please feel free to correct me, that's just a gut feeling) and 10 Attack is just too much imho. If you target a friendly minion, this becomes a 6 mana Pyroblast with a (weak) body.
How many times I have to loose / how low has to be my winrate, so I get normal opponents?
From what I can see lowering your MMA is not as easy as it looks. Probably gotta end your season more than once at silver rank.
Its better to just learn the matchups and play/build your deck accordingly. Tier 1-2 decks are tiered that way for a reason; because they win games. Even a subpar player have a good chance of winning if he's using a tier 1 deck against a homebrew fun deck. Those that don't subscribe to playing high tier decks are expected to raise their skill level and/or learn them up well, because that's what you'll be facing more than 95% of the time.
If its any consolation; you still get xp for it.
About nerfs
Palm Reading is effectively a Ramp card in Priest. Add it to a class with Big archetype available and you're in for idiotic matches. And it's bound to grow worse in Wild (where it is already a staple for all Priest meta archetypes).
Aldrachi Warblades nerf is quite obvious tbh. Leeching Poison nerf already happened for similar reasons. You can't have durable lifesteal on highly buffable weapons. Especially in an already more than solid class. Even more so if you decide to design a card like Il'gynoth.
Risky Skipper is admittedly daring, but I really don't know what to touch in Warrior. Skipper is one of the great staples.
I only hate less than half of the cards I suggested for nerfs, but either way I do have fairly good reasons.
About nerfs
Or idea ive read few months ago, make it refresh on only minions or only spells but noth both for Anduin
About nerfs
NO. That card was stupid as hell at 3mana. ANd if anythign reno should just get nerfed itself Imo.
and albatros wasnt just good vs reno it was good vs basicly evry deck.
About nerfs
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.
About nerfs
Or for standard could for more aslo print better defensive cards and have class/classes basicly be auto loose to aggro casue classidenity or whatever.
Or have pretty much all the basic/classic anti aggro cards that are just so abd thay cant ever serve their purpose,.
All The Rage - Card Design Competition Discussion Thread
Ok, thanks to the feedback I made 3 different versions.
1) Took advice from that one guy to gain health
2) I thought of the funny dreadlord shred lord so I tried to make it a demon
3) fixed some wording and changed it.
Legend help
I was playing wild - Odd Paladin. Priests are my doom. Sooo close, yet sooo far :/
Hot take - Blizzard is actually not that bad
A thought occurred to me. Perhaps part of the rewards system revamp/battlepass system is a first step in a direction that disincentives against aggro deck farming.
There were (and still are) people who think the only way to play is to play aggro decks because the old system encouraged fast games with aggro decks to farm wins (3x wins=10 gold). This of course promoted aggro play by people who wanted to farm the maximum per-day gold.
The new system with experience being generated on a variable game-length basis doesn't incentivize any particular deck. (if you spend 4 minutes in 1 game, 16 in the next, you're still getting 20 minutes of experience regardless of the deck you are playing).
This system of "growth" coupled with the ranked floor changes from the beginning of the year allows people to play decks they want to play, as opposed to playing strictly meta decks or strictly aggro decks. From my perspective this is a positive outcome. Perhaps not exactly the view people were looking for... "Blizz bad, me get pitchfork" but still I try to look at things to see what other reasons the system was changed.
About nerfs
Sorry no aldor shodul be left as it is palladin deserves actual suable own clas s1drops aswell in standard.
And instead of nerfing can aslo buff/unnerf the terrible class or ontop of nerfs.
Achievement Tips/Strategies Sharing
Dear Warlock player I just lost to 10 minutes ago,
You had the game, and there was no way I could have won. Plus, we're at Bronze 10. On the off chance that my secret was Shadow Clone and I was achievement hunting, do you think you could have attacked with Y'Shaarj, the Defiler first, and Tickatus second? You even had a Cascading Disaster to remove whatever stealthed minion I got from it. Come on, why not give a fellow player a helping hand that costs you literally nothing? You suck.
Love,
Pezman
All The Rage - Card Design Competition Discussion Thread
Heistbaron Togwaggle was easy to figure out because all the treasures were exactly the same as the ones you could get from the Master Chest created by Marin the Fox as it uses the same wording of "fantastic treasure".
At that point, the question becomes what did we think of Marin when he was revealed?
All The Rage - Card Design Competition Discussion Thread
Explaining what the cryptic treasures are isn't that hard if you type which ones qualify in the description, but I guess people won't bother looking at it, they probably want the card to be eyepopping right away without need to delve deeper into information. But then what have we thought of Heistbaron Togwaggle when he was first released? Wasn't he also a little complicated?
Also, I specifically avoided Analith shuffling a Fantastic Treasure, as it would basically overlap with Tog, becoming a clone of him that didn't require a Lackey on board. I do enjoy the version that shuffles Rafaam's treasures, though.
Speaking of @KANSAS, who suggested Rafaam treasures, I have mixed feelings with your suggested card. Especially now that Ey'sor exists, dealing 3 damage outright AND leaving a sturdy Totem to buff can be dangerous. I'd say change stats and Cost accordingly, because as of now, it's too good of a card to follow up with Ey'sor or Totemic Reflection, and even in Even Shaman (no pun intended), this could make some crashing waves. Maybe a 3-Mana 0/4 to force it to compete with other follow-up Totem cards? Because it's a fine concept, but the execution is bad.
Free Bob Ross Plains Land in MTG Arena via Code - Offer Expires December 14
Happy little trees! I kind of wish I played Magic just for this.
[UNCONFIRMED] It seems they removed the pity timer on legendaries
No no, you misunderstood, 6 legendaries in 95 (now 103) packs.
Cannot install Hearthstone
Hi,
Just recieved a new Mac, 2019. When trying o install Hearthstone, the setup starts with "updating Battle.net." it almost finishes this first step and than get stuck. Yesterday it was stuck for an hour.
I managed to go pass that stage only once, but than the installation itself got stuck.
Any suggestions besides 'quite HS and play X'?
All The Rage - Card Design Competition Discussion Thread
I edited my earlier comment with feedback.
About nerfs
I've come to terms that Blizzard hates nerfing hunter directly (for some reason), and that they would rather print overpowered cards for Demon Hunter, then scale them back, then print underwhelming cards.
All in all. I want them to start taking a more active approach in released cards, buff cards that aren't seeing play, nerf cards that are seeing too much play. Make ALL the cards fun and enjoyable (at least try to). I hate to jump on the "LoR is better than HS bandwagon" but while there are things I don't like about LoR, they aren't afraid to buff/nerf cards so that there's a wider variety of choices in meta decks. Hearthstone just seems to like to beat a dead horse with forced archetypes. I'd rather see a wider variety of tools released, and allow players to pick and choose creative decks. I'm honestly tired of expansion forced archetypes. Just make FUN, thematic, cards that players can use in interesting ways.
All The Rage - Card Design Competition Discussion Thread
Thanks for the feedback guys.
Think I will focus on the Persistent Spirit in this competition. Made some changes and in the end, the card sounds like a Rager, so I changed his name.
All The Rage - Card Design Competition Discussion Thread
First idea for this week. This is supposed to replace Soulciologist Malicia, focusing on support for Zoolock and that Token Demon Hunter archetype Blizzard is pushing so hard but hasn't come together yet.
I'll provide feedback later. Really nice ideas so far!
All The Rage - Card Design Competition Discussion Thread
Two ideas I wanted to implement for a while: a minion that looses attack instead of taking damage, and a 12/4 Dragon:
Feedback:
DavnanKillder: The text should be "Give this minion's Attack…". Interesting concept, pretty strong, but easy to deal with if you isolate the minion with the Deathrattle,
anchorm4n: I like the idea in concept, but it requires a lot of set-up, so I'm not sure it'd see play.
Wailor: I think the art for the base version exists in the game, might want to change it. I really like this one, simple, but effective and not to broken.
MenacingBagel: Warrior usually deals damage to ALL minions. Other than that, solid idea.
Neoguli: This is a little too complicated, you'd have to explain what the treasures are, or include them in the submission.
Hordaki: Not sure the design warants being a Legendary. The name isn't great, either, I'd go with Toxic Rager or something similar. Other than that, looks ok.
KANSAS: I was gonna say a Dark Bomb that leaves a 0-Attack body behind is bad, but then I remembered Totem Shaman is a thing. Name's a little off, and I'm not sure the custom watermark is warranted, but I like it overall.
BloodMefist: The design is neat on both of them.
linkblade91: I like both, because I like tribal synergies. I'd like the bark more if it gain attack from Treants.
Demonxz95: Already told you my thoughts on Discord, I like it, but the 10 Attack is a bit steep.
All The Rage - Card Design Competition Discussion Thread
I do not have idea so far, but at least I can give feedback!
@Demonxz95
@linkblade91
@BloodMefist
@KANSAS
@DavnanKillder
@Hordaki
@Neoguli
@MenacingBagel
All The Rage - Card Design Competition Discussion Thread
Feedback:
Demonxz95, for the most part, I really like this card. Druid doesn't get a lot of removal or burn damage, and this gives them both in a very flavorful way. My main concern is that the power level of the card is very swingy. If you hit the right target, this can be a 6 mana 10/10 that deals 9 damage. I am not sure if it is an issue since we have had similar cards in the past such as Natalie Seline and Vol'jin that have similar abilities but were never a problem. Maybe lower the attack to 7 or 8 and it wouldn't look as scary.
Linkblade91, Imposing Bark seems like a rather bland card. It's pretty well balanced, but not terribly interesting. Julia Celeste also seems kind of bland to play. I think it is better then Imposing Bark, but it is just a big taunt. I like Julia better, but I think the ability could be more interesting than just gaining stats.
BloodMefist, I don't like Haunted Spirit a whole lot since I don't think it will trigger more than once in a lot of cases, and if it only triggers once then it is just a worse version of Humility with a taunt attached. Carnival Rager is pretty cool, and it may be the first playable rager. I don't have anything to criticize on that card since the cost and statline is kind of set in stone.
DavnanKillder, Lifebound Imp, while a cool idea, probably isn't a very good card. It is very dangerous to play, and it is also pretty hard to evaluate, so I don't think people will give it a lot of stars. Persistent Spirit is also a cool concept, but not very practical. At 6 health, it isn't hard to just kill everything else before the spirit. And the more the deathrattle triggers, the easier it will be to kill that minion last. Also, at it's base it is a 4 mana 2/6, which is a terrible tempo play. If you want to make Persistent Spirit better, I would give it more attack and less health. Or maybe have the deathrattle only transfer attack and not both attack and health.
Hordaki, I like the idea of an "ultimate" rager card, but as it is I don't like this card. Having 5 attack and poisonous seems counter-intuitive. And having rush, poisonous, and 1 health basically means this isn't a minion anymore. This card will always play the exact same way, kill a minion and gain 5 health. It is basically a legendary version of Siphon Soul. I like having a big rager dude with a lot of keywords, but you should find different keywords.
Neoguli, The concept and flavor is pretty cool. But I don't really like having it use a select few dungeon run treasures. I think it would be a lot simpler if it discovered a Fantastic Treasure instead, or maybe just any dungeon run treasure, or heck maybe it could discover one of the powerful artifacts from Rafaam. But I don't like having pick from a select few treasures.