insane to me that they're not nerfing Hollow Hound, in my experience hound has by far been the most influential card for both hunter and dk. if you get it on 6 against any aggressive deck you usually just win, especially since it almost never dies from the first attack so your opponent likely has to attack into it to kill it.
I actually bought the Title, because it's litterely awesome. Well, mostly because it goes well with pretty much any deck or Avatar combination. Also because I like the Green Goblin skin and don't find many of the offers compelling enough.
I can also see how some people are going to buy the Avatar to show off that they were there and somewhat succesfull during this Season. It's also worth noting that this is one of the few ways for f2p players (outside of saving Gold) to get Avatars of card variants.
Starcraft II is definitely a lot more work than WC3 in most aspects; I find it too fast for PvP as well, preferring to build a nice base, some towers, maybe a tulip garden - but I can't ever get to the tulip garden cause by minute 3 there's 20 terrans knocking on my fort!
I haven't mentioned it in the article, but one of the Stormgate devs did a recent interview and discussed the issue of supply. I'm paraphrasing here, but basically, they did consider having unlimited supply at first, but then opted for it due to the additional base-building shenenigans that interesting supply buildings give. Examples mentioned were stuff like the Night Elves' Moon Well, where its optimal positioning around your bases & expansion changes depending on which phase of the game you find yourself in.
Thus I'd expect supply to still have gimmicks for every faction - much like Starcraft 2's depots could be shoved into the ground, or Orc Burrows allowed up to 4 peons to both be 'safe' and deal some damage. I'll be more curious to see what the supply cap is though - Starcraft 2's felt needlessly high while WC3's felt rather low when Frostwyrms (a dead, stomach-less beast) ate 7 damn supply.
While I enjoy SC2, I rarely play it anymore, mostly because of the skill floor: to be even slightly competitive, you need to do all the economy actions at the right time or you'll get supply blocked or forget your mule/larvae inject/chrono boost and are behind significantly. The fact that I can't just pick up the game but have to practice to get back to the level at which it is enjoyable to play makes me play something else instead.
In the demonstration match, I see that they still have supply in the game. I think that's a missed opportunity: supply doesn't add much to the game play experience (you rarely win by attacking your opponent's supply), but it does raise the skill floor considerably, because it is very punishing if you get supply blocked.
Another thing that made SC2 a chore to play is that you couldn't queue production effectively, because you had to pay the cost in advance. It would make things a lot easier on the player if you would pay resources only for the item at the front of the production queue.
In my opinion, the skill should be put in the cool things, like micro and multi-pronged attacks, not in keeping your economy from breaking down. I think you can have a high skill ceiling game without requiring those administrative actions.
There are a lot more people gaming now than 25 years ago, so even a niche genre could be successful enough to sustain itself. But I worry that if they stick too closely to the old formula, they won't pull in young gamers because the game play is too clunky and they won't pull in older gamers because they don't have the time and reflexes anymore to get good at the games they used to enjoy.
RTS has indeed been in a weird spot since Starcraft II finished its run. It was regarded as the unofficial national sport of South Korea and by now, all these years later, I'd have expected the country to pivot to a new RTS that is actually getting some support. Perhaps Stormgate could be that, although it's not as fast as SC and thus may feel like a downgrade for e-sports purposes.
The RTS community has dwindled the past two-ish decades, I think, mainly because of speed. Lots of former RTSers have moved to "unreal"-time strategy games, turn-based stuff like Civilization, and the current generation of young gamers prefer games with shorter matches that don't focus on micro as much as an RTS does. I hope the genre sees a rebirth but really, the main reason big studios haven't really put money into developing new RTS titles is because what our youngest demographic plays dictates which games are being made, and RTS is not on the list.
Still, I have hope that Stormgate's gameplay will be more accessible to a wider audience, much like Warcraft III, while also pleasing hardcore fans of the genre with a high skill ceiling - an almost impossible task!
This makes me appreciate even more what Flux wrote when reviewing D4. Think it indeed wise to wait to play this amazing looking yet unpolished ARPGMMOG.
This is a big gamble, and not because its an indie studio making their first move, but because the RTS genre is virtually dead and has been for quite some time
Put simply, the genre was good back in the day when we're not expecting over the top, full open world, where 3d characters dont look like a three year old's attempt at origami. Far as I know, the last good one is indeed starcraft 2, and even then I wouldn't call it anywhere near as engaging as the many games available nowadays.
C&C is dead, and held at ransom by EA. The age of empire series recently came back but to my knowledge not making much despite astoundingly good reviews, cant actually even remember the last indie RTS title. I think its literally grey goo, 8 years back in 2015, which flopped despite my great hopes.
Hopefully this game fares better, but to me RTS is something I simply cant get back into despite loving the living hell out of it back in the 90s. I think the last RTS I still think fondly of would be wings of liberty. Everything else after that is largely forgettable.
Welcome! Funny Shooter 2 is a humorous first-person shooter game in which you battle waves of ridiculous foes. You can kill these strange entities with a variety of weapons, and you can improve your arsenal as you go.
Amazing review to be fair. You should consider doing review videos up youtube, flux. Might be more worthwhile in a generation where reading is now increasingly rare as a skill.
Two things mentioned really does surprised me a bit. Surely blizz must be aware that the ARPG genre is moving increasingly towards absurd in terms of power level. Even in grim dawn you can have builds that do 100,000 dps, with enemies coming at you from every corner relentlessly. There are builds that require you to basically play classical music from your keyboard, so demanding are the min-maxing. So the fact that diablo 4 remains unspectacular is quite a baffling omission.
The other thing is inventory management, something which for some reason brings me great pleasure ever since diablo 2. Maybe I just like stacking things efficiently in my inventory rather than seeing my god-slaying axe being the same size as an egg. Even last epoch did it, so why not diablo 4?
That lack of inventory management really does turn me off a bit from diablo 4. Upsetting to say the least
Well, we all know that nerfs will be made to paladin and hunter because this two classes are practically everywhere, with astonishing win rates.
Pozzik, Audio Engineer and Disco Maul nerfs have been long time coming. Its actually amazing it took so long, with everything else nerfed around them. Pozzik itself on 4 is backbreaking, might as well just concede if you dont already have board. Probably make the tokens 2 mana 2/2 would solve the issue.
The Purator nerf is harsh, because we all know the only reason this is a problem card at all is because of Lightray, a card that has persisted in paladin decks since its introduction. Nerfing lightray would resolve the issue quite elegantly, but hey Im not complaining about the 1600 dust return from this.
As for stheno, this card is lucky as hell to only be nerfed now. I still dont understand why they'd nerf Predation when this is obviously the problem card from the start. Probably make it cost 4 mana, which might actually just kill the card.
And lastly hunter. Im at lost for words. This weapon is good, but its not the reason why hunter is so oppressive right now. Bunch of Bananas and Barrel of Monkeys are tons worse, allowing hunter to greed whilst not losing their early game too much. Hell, you'd keep both these cards in mulligan 99% of the time. Even if we're not committed to nerfing those cards, I'd nerf Hollow Hound before Hope of Quel'Thalas any day. Oh well, that's 1600 dust back at least, for a card Im likely never going to miss.
As for buffs, well none of those are even remotely interesting, aside from the fact that Rhythmdancer Risa should under no circumstances be 0 mana. Learn from mistakes team5, 0 mana anything will always break the game. Buff risa to a 4/5 or even a 4/6, just dont make it 0 mana.
I definitely think they will get there. Blizzard has turned most of their recent games around at some point in the patch process so Diablo IV isn't likely to be the exception. Given a few seasons, the game is 100% going to get another shot (and possibly the very first season too). Definitely waiting for that "Loot 2.0" unicorn though.
Disco Maul: Probably nerfed/buffed into a 3 mana 3/2 weapon. Could also be interesting if they change it into a 3 mana 2/3 weapon, but they probably just make it a 3/2. This nerf was also heavely requested, like it's almost impossible to go anywhere on social media that's HS related without seeing people complain about this card. Personally i didn't mind this card that much, but i'm happy for others that they finally got the nerf they wanted.
The Purator: This was to be expected, as it's Pure paladins best card. (Like it even has a big MULLIGAN winrate, and high mulligan winrate on a 5 drop isn't that healthy.) They will probably nerf this with a +1 mana cost. Even at 6 mana it's still a strong card, and slows down the double Lightray.
Feast and Famine: Probably +1 mana cost, or they change it to +2 attack. Personally hope it's +1 mana cost, so it's more in-line/comparable with Rockbiter Weapon. Interesting that the weapon didn't get nerfed. They probably want Shaman to be able to play the weapon, and thus only nerfed the Pure paladin burst.
Pozzik, Audio Engineer: They can do a LOT with this card. Statline changes on pozzik himself, or the bots. +1 Mana cost or lower the mana cost of the bots. Personally i think the bots will go from 3/3 to 2/2 statline, so the deathrattle is a little weaker.
Lady S'theno: PRAISE YOGG. Finally, they finally nerfed this card instead of literally everything around her. They will probably increase her cost by 1. (Would prefer it so she can't go FACE, but that would probably "warrior" DH.)
Hope of Quel'Thalas: Honestly i'm surprised to see this getting nerfed. Probably will go from a 4/2 into a 3/2 weapon. Nerfing the effect would kill the card, and nerfing it's cost would probably kill it as well and they don't like killing cards unless they create super toxic play patterns.
Buffs:
Fiddlefire Imp: Probably a stat buff. This card is trash in regular play, but very strong in arena. So i don't think they will lower the mana cost from 3 to 2 mana, otherwise it might be too strong. In terms of stat buff, i think it will probably go from 3/2 into a 3/3. Giving this a premium 3/4 statline would be too strong considering this creates 2 cards.
Remixed Dispense-o-bot: Probably a stat buff into a 4/5 minion. They might consider buffing & nerfing this into a 3 mana 3/4 as it feels slow and clunky at 4 mana, but i feel like it will be too strong at 3 mana. (Just like Fiddlefire Imp, a 3 drop that generates 2 cards on a premium statline is too good.) Also another reason why i don't think this will be buffed to 3 mana: Seafloor Gateway is in standard.
Rhythmdancer Risa: PLEASE do NOT buff it so it costs 0 mana. PLEASE NO. We don't need a legendary Wildpaw Gnoll with build in "Shadowsteps"! The problem with this card is that 3 attack isn't that good of a breakpoint. My prediction is that it will be buffed from 3 to 4 attack, so it has a better breakpoint.
Overall i'm looking forward to seeing how they will actually nerf & buff these cards. I'm excited to see some problematic cards like Lady S'theno and Disco Maul finally get toned down a bit. Also looking forward to the mage minion buffs, hopefully they can help mage be a bit better.
This is supposed to be the part where I slam my gun and badge on your desk, storm off and go rogue. "You're totally wrong, I love the game and this is why." But I'm not gonna do that. I can sympathize with the notion that this game might not appeal to you at present; I wouldn't consider it a 9 or 10/10, myself, and that could be seen as part of the problem when you're Blizzard and that's the expectation (or at least was at one point). Diablo IV appeals to me, though, so maybe that makes me a filthy casual lol.
Either way, I'll keep the light on for ya :) When we reach Seasons or something that truly elevates the game to the next level, a la the "Loot 2.0" update in Diablo III, maybe we can team up. Make an Out of Games clan haha 🙂
The Climb Continues - Eternal King
Board spam ping spam say it with me now!
The Climb Continues - Eternal King
Spam those pings boys!
Spam them harder
I need more pings
Maybe then after all the pings I might find an actual deck!!!
Rofl too easy
Hearthstone's Twitter Teases Upcoming Balance Changes - Nerfs to Paladin & Hunter, Buffs for Mage
insane to me that they're not nerfing Hollow Hound, in my experience hound has by far been the most influential card for both hunter and dk. if you get it on 6 against any aggressive deck you usually just win, especially since it almost never dies from the first attack so your opponent likely has to attack into it to kill it.
A Quick Guide to MARVEL SNAP's Conquest Mode
I actually bought the Title, because it's litterely awesome. Well, mostly because it goes well with pretty much any deck or Avatar combination. Also because I like the Green Goblin skin and don't find many of the offers compelling enough.
I can also see how some people are going to buy the Avatar to show off that they were there and somewhat succesfull during this Season. It's also worth noting that this is one of the few ways for f2p players (outside of saving Gold) to get Avatars of card variants.
The Climb Continues - Eternal King
Yep this deck is soooo good you can literally counter it with terrible cards.
But the real question is if this counters the "good" decks how bad must they be?
You see this is the problem when you essentially meme out hard core and youre like boom 10 games 100% winrate amazing deck.
And its like noooo you can beat your deck easily with the most brain dead tech.
Open attack spam, ping spam, cycle spam, and yes elusive spam.
Every deck is a meme, the only question is do you we want to stop piloting memes in eternal and build actually good decks?
A Quick Guide to MARVEL SNAP's Conquest Mode
curious to know who spends medals for titles / avatar (and why)
The Climb Continues - Eternal King
Easy diamond with elusive spam.
I hate to play this way but I got so sick of the linear board spam ping spam garbage decks that play smooth brained to the max
So I had to counter smooth brain with smooth brain and just play big elusive units
It essentially counters what's good, playing cycle units on board, and pinging for 1
Because you don't care about their blockers or pings
Good into 90% of meta decks right now cuz the eternal meta is for stupid people
I hope after this people will run proper interaction again
Stormgate Gameplay Preview - Warcraft Meets Starcraft
Starcraft II is definitely a lot more work than WC3 in most aspects; I find it too fast for PvP as well, preferring to build a nice base, some towers, maybe a tulip garden - but I can't ever get to the tulip garden cause by minute 3 there's 20 terrans knocking on my fort!
I haven't mentioned it in the article, but one of the Stormgate devs did a recent interview and discussed the issue of supply. I'm paraphrasing here, but basically, they did consider having unlimited supply at first, but then opted for it due to the additional base-building shenenigans that interesting supply buildings give. Examples mentioned were stuff like the Night Elves' Moon Well, where its optimal positioning around your bases & expansion changes depending on which phase of the game you find yourself in.
Thus I'd expect supply to still have gimmicks for every faction - much like Starcraft 2's depots could be shoved into the ground, or Orc Burrows allowed up to 4 peons to both be 'safe' and deal some damage. I'll be more curious to see what the supply cap is though - Starcraft 2's felt needlessly high while WC3's felt rather low when Frostwyrms (a dead, stomach-less beast) ate 7 damn supply.
Hearthstone's Twitter Teases Upcoming Balance Changes - Nerfs to Paladin & Hunter, Buffs for Mage
Awwww... my brain dead pure paladin deck is gonna get nerfed so now I can't rank up like I used to... oh well
Stormgate Gameplay Preview - Warcraft Meets Starcraft
While I enjoy SC2, I rarely play it anymore, mostly because of the skill floor: to be even slightly competitive, you need to do all the economy actions at the right time or you'll get supply blocked or forget your mule/larvae inject/chrono boost and are behind significantly. The fact that I can't just pick up the game but have to practice to get back to the level at which it is enjoyable to play makes me play something else instead.
In the demonstration match, I see that they still have supply in the game. I think that's a missed opportunity: supply doesn't add much to the game play experience (you rarely win by attacking your opponent's supply), but it does raise the skill floor considerably, because it is very punishing if you get supply blocked.
Another thing that made SC2 a chore to play is that you couldn't queue production effectively, because you had to pay the cost in advance. It would make things a lot easier on the player if you would pay resources only for the item at the front of the production queue.
In my opinion, the skill should be put in the cool things, like micro and multi-pronged attacks, not in keeping your economy from breaking down. I think you can have a high skill ceiling game without requiring those administrative actions.
There are a lot more people gaming now than 25 years ago, so even a niche genre could be successful enough to sustain itself. But I worry that if they stick too closely to the old formula, they won't pull in young gamers because the game play is too clunky and they won't pull in older gamers because they don't have the time and reflexes anymore to get good at the games they used to enjoy.
Stormgate Gameplay Preview - Warcraft Meets Starcraft
RTS has indeed been in a weird spot since Starcraft II finished its run. It was regarded as the unofficial national sport of South Korea and by now, all these years later, I'd have expected the country to pivot to a new RTS that is actually getting some support. Perhaps Stormgate could be that, although it's not as fast as SC and thus may feel like a downgrade for e-sports purposes.
The RTS community has dwindled the past two-ish decades, I think, mainly because of speed. Lots of former RTSers have moved to "unreal"-time strategy games, turn-based stuff like Civilization, and the current generation of young gamers prefer games with shorter matches that don't focus on micro as much as an RTS does. I hope the genre sees a rebirth but really, the main reason big studios haven't really put money into developing new RTS titles is because what our youngest demographic plays dictates which games are being made, and RTS is not on the list.
Still, I have hope that Stormgate's gameplay will be more accessible to a wider audience, much like Warcraft III, while also pleasing hardcore fans of the genre with a high skill ceiling - an almost impossible task!
Star Wars Outlaws - Planets, Characters, and Stories We Think We'll See
Great read, Sule. I hope this one is truly a entertaining open world, non-linear blast!
New Diablo IV Hotfixes Adjusted Elite Monster Density in Dungeons, Aspect & World Tier Fixes
This makes me appreciate even more what Flux wrote when reviewing D4. Think it indeed wise to wait to play this amazing looking yet unpolished ARPGMMOG.
Oops, not a MMORPG...
MARVEL SNAP's Featured Location This Week is Aunt May's - Decks to Play!
"Umm...so actually Mary Jane says that line, not Aunt May." - someone out there, probably.
Stormgate Gameplay Preview - Warcraft Meets Starcraft
This is a big gamble, and not because its an indie studio making their first move, but because the RTS genre is virtually dead and has been for quite some time
Put simply, the genre was good back in the day when we're not expecting over the top, full open world, where 3d characters dont look like a three year old's attempt at origami. Far as I know, the last good one is indeed starcraft 2, and even then I wouldn't call it anywhere near as engaging as the many games available nowadays.
C&C is dead, and held at ransom by EA. The age of empire series recently came back but to my knowledge not making much despite astoundingly good reviews, cant actually even remember the last indie RTS title. I think its literally grey goo, 8 years back in 2015, which flopped despite my great hopes.
Hopefully this game fares better, but to me RTS is something I simply cant get back into despite loving the living hell out of it back in the 90s. I think the last RTS I still think fondly of would be wings of liberty. Everything else after that is largely forgettable.
Suiadan
Welcome! Funny Shooter 2 is a humorous first-person shooter game in which you battle waves of ridiculous foes. You can kill these strange entities with a variety of weapons, and you can improve your arsenal as you go.
SamHobbs494
Welcome! Your achievements are truly amazing. Are you confident to conquer penalty kick online?
Diablo IV No Longer Defines the ARPG Genre - The Review From Hell
Amazing review to be fair. You should consider doing review videos up youtube, flux. Might be more worthwhile in a generation where reading is now increasingly rare as a skill.
Two things mentioned really does surprised me a bit. Surely blizz must be aware that the ARPG genre is moving increasingly towards absurd in terms of power level. Even in grim dawn you can have builds that do 100,000 dps, with enemies coming at you from every corner relentlessly. There are builds that require you to basically play classical music from your keyboard, so demanding are the min-maxing. So the fact that diablo 4 remains unspectacular is quite a baffling omission.
The other thing is inventory management, something which for some reason brings me great pleasure ever since diablo 2. Maybe I just like stacking things efficiently in my inventory rather than seeing my god-slaying axe being the same size as an egg. Even last epoch did it, so why not diablo 4?
That lack of inventory management really does turn me off a bit from diablo 4. Upsetting to say the least
Hearthstone's Twitter Teases Upcoming Balance Changes - Nerfs to Paladin & Hunter, Buffs for Mage
Well, we all know that nerfs will be made to paladin and hunter because this two classes are practically everywhere, with astonishing win rates.
Pozzik, Audio Engineer and Disco Maul nerfs have been long time coming. Its actually amazing it took so long, with everything else nerfed around them. Pozzik itself on 4 is backbreaking, might as well just concede if you dont already have board. Probably make the tokens 2 mana 2/2 would solve the issue.
The Purator nerf is harsh, because we all know the only reason this is a problem card at all is because of Lightray, a card that has persisted in paladin decks since its introduction. Nerfing lightray would resolve the issue quite elegantly, but hey Im not complaining about the 1600 dust return from this.
As for stheno, this card is lucky as hell to only be nerfed now. I still dont understand why they'd nerf Predation when this is obviously the problem card from the start. Probably make it cost 4 mana, which might actually just kill the card.
And lastly hunter. Im at lost for words. This weapon is good, but its not the reason why hunter is so oppressive right now. Bunch of Bananas and Barrel of Monkeys are tons worse, allowing hunter to greed whilst not losing their early game too much. Hell, you'd keep both these cards in mulligan 99% of the time. Even if we're not committed to nerfing those cards, I'd nerf Hollow Hound before Hope of Quel'Thalas any day. Oh well, that's 1600 dust back at least, for a card Im likely never going to miss.
As for buffs, well none of those are even remotely interesting, aside from the fact that Rhythmdancer Risa should under no circumstances be 0 mana. Learn from mistakes team5, 0 mana anything will always break the game. Buff risa to a 4/5 or even a 4/6, just dont make it 0 mana.
MARVEL SNAP's Latest Patch Adds Conquest Mode, Weekend Missions, Balance Changes, & More!
Pulled Knull from a box yesterday...then Galactus gets nerfed...then Galactus appears in my shop lol. Too late, game!
Even More Eternal Decks That Don't Make Sense
https://masteringruneterra.com/eternal-tier-list/
Temo Zoe Elusive Spam has a 70% winrate currently making it the best deck in Eternal.
I guess the best way to beat midrange good stuff with Jax and 6/6 spam with Samara is just to go under them.
And these decks are so linear and predictable that elusive spam works.
Rofl 70% winrate guys best deck in the game all it took was playing creatures that can't be blocked wooooooooow
Stormgate Gameplay Preview - Warcraft Meets Starcraft
Can't say that'd surprise me!
Diablo IV No Longer Defines the ARPG Genre - The Review From Hell
I definitely think they will get there. Blizzard has turned most of their recent games around at some point in the patch process so Diablo IV isn't likely to be the exception. Given a few seasons, the game is 100% going to get another shot (and possibly the very first season too). Definitely waiting for that "Loot 2.0" unicorn though.
Hearthstone's Twitter Teases Upcoming Balance Changes - Nerfs to Paladin & Hunter, Buffs for Mage
My predictions
Nerfs:
Disco Maul: Probably nerfed/buffed into a 3 mana 3/2 weapon. Could also be interesting if they change it into a 3 mana 2/3 weapon, but they probably just make it a 3/2. This nerf was also heavely requested, like it's almost impossible to go anywhere on social media that's HS related without seeing people complain about this card. Personally i didn't mind this card that much, but i'm happy for others that they finally got the nerf they wanted.
The Purator: This was to be expected, as it's Pure paladins best card. (Like it even has a big MULLIGAN winrate, and high mulligan winrate on a 5 drop isn't that healthy.) They will probably nerf this with a +1 mana cost. Even at 6 mana it's still a strong card, and slows down the double Lightray.
Feast and Famine: Probably +1 mana cost, or they change it to +2 attack. Personally hope it's +1 mana cost, so it's more in-line/comparable with Rockbiter Weapon. Interesting that the weapon didn't get nerfed. They probably want Shaman to be able to play the weapon, and thus only nerfed the Pure paladin burst.
Pozzik, Audio Engineer: They can do a LOT with this card. Statline changes on pozzik himself, or the bots. +1 Mana cost or lower the mana cost of the bots. Personally i think the bots will go from 3/3 to 2/2 statline, so the deathrattle is a little weaker.
Lady S'theno: PRAISE YOGG. Finally, they finally nerfed this card instead of literally everything around her. They will probably increase her cost by 1. (Would prefer it so she can't go FACE, but that would probably "warrior" DH.)
Hope of Quel'Thalas: Honestly i'm surprised to see this getting nerfed. Probably will go from a 4/2 into a 3/2 weapon. Nerfing the effect would kill the card, and nerfing it's cost would probably kill it as well and they don't like killing cards unless they create super toxic play patterns.
Buffs:
Fiddlefire Imp: Probably a stat buff. This card is trash in regular play, but very strong in arena. So i don't think they will lower the mana cost from 3 to 2 mana, otherwise it might be too strong. In terms of stat buff, i think it will probably go from 3/2 into a 3/3. Giving this a premium 3/4 statline would be too strong considering this creates 2 cards.
Remixed Dispense-o-bot: Probably a stat buff into a 4/5 minion. They might consider buffing & nerfing this into a 3 mana 3/4 as it feels slow and clunky at 4 mana, but i feel like it will be too strong at 3 mana. (Just like Fiddlefire Imp, a 3 drop that generates 2 cards on a premium statline is too good.) Also another reason why i don't think this will be buffed to 3 mana: Seafloor Gateway is in standard.
Rhythmdancer Risa: PLEASE do NOT buff it so it costs 0 mana. PLEASE NO. We don't need a legendary Wildpaw Gnoll with build in "Shadowsteps"! The problem with this card is that 3 attack isn't that good of a breakpoint. My prediction is that it will be buffed from 3 to 4 attack, so it has a better breakpoint.
Overall i'm looking forward to seeing how they will actually nerf & buff these cards. I'm excited to see some problematic cards like Lady S'theno and Disco Maul finally get toned down a bit. Also looking forward to the mage minion buffs, hopefully they can help mage be a bit better.
Diablo IV No Longer Defines the ARPG Genre - The Review From Hell
This is supposed to be the part where I slam my gun and badge on your desk, storm off and go rogue. "You're totally wrong, I love the game and this is why." But I'm not gonna do that. I can sympathize with the notion that this game might not appeal to you at present; I wouldn't consider it a 9 or 10/10, myself, and that could be seen as part of the problem when you're Blizzard and that's the expectation (or at least was at one point). Diablo IV appeals to me, though, so maybe that makes me a filthy casual lol.
Either way, I'll keep the light on for ya :) When we reach Seasons or something that truly elevates the game to the next level, a la the "Loot 2.0" update in Diablo III, maybe we can team up. Make an Out of Games clan haha 🙂