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  • Here's some art, make a card! [Legacy Game]

    ok boomer

    Next: Make a card featuring the owl.

  • Byron "Reckful" Bernstein Has Passed Away at 31 Due to Suicide

    Humanity Restored

  • Quest Trading - Play A Friend!

     Battletag:  Slappy#2236

    Region: US

    Trade Only?: Yes, you go first, i will show

  • Group Therapy! Need to blow off some steam? Mega salty? Here's the place!

    Reinstalled this shitty game.

     

    *Queues for casual mode*

    Demon hunter, demon hunter, rogue, demon hunter, rogue, shaman, demon hunter, druid, demon hunter, demon hunter, rogue.

    All netdecked aggro.

     

    Oh yes i remember now why i stopped playing this shitty game.

  • Uncharrrted Waters - Card Design Competition Discussion Thread

    Staff
    Quote From Me0203

    @Nirast Vampirate Lord is very flavorful (the name is absolutely toothsome), but I'm not sure why giving Lifesteal to Pirates is a desirable thing. The closest thing to self-damage in Pirates' tribal theme is weapon synergies, which Warlock doesn't have. Pirate builds are also generally aggressive, which doesn't call for Lifesteal either. 

    I'm not sure how you could alter the card's ability and keep his vampire flavor, though. Maybe he could wangle a first strike-ish ability, like 'Whenever your Pirates attack, they deal their damage first. If their opponent dies, they take no damage.'? That seems rather sinister and from-the-shadows-y.

    I decided to go with the version posted here. I really like the design as is, and fits pretty well with KotFT Warlock. 

  • Darkseeker's channel - 13th November update: KOtsosKOtsos' Reno Evolve Shudderwock Shaman - ft. Archivist Elysiana

    4th July update: WhiTeEagLE's Reno Elemental Mage ft. dragons  (1080p)

    Elementals. Dragons. Frost Lich Jaina. No quest. Makes me happy!

    Deck guide: https://www.hearthpwn.com/decks/1352309-elemental-damage-r10-legend-69-wr

    Deck code: AAEBAf0EHooBwAHQAuEH1hHDFoUX2LsCysECwsMCysMC08UCm9MCw+oCzu8CoIADyIcDyYcDyocD0pgDip4D/KMDkqQDhKcD7bADkbEDiLYD4bYDw7gDjbsDAAA=

    https://youtu.be/0YGXxoqDi1E 


  • Group Therapy! Need to blow off some steam? Mega salty? Here's the place!

    Quote From PopeNeia

    Stupid fucking cannon

    I feel you bro, I hate that unit so much. It is so good with so little support.

    If you manage to have Arcane Cannon and go first you're almost guaranteed to not lose your entire early game.

     

  • Tanaris Hogchopper

    More like Tanaris Pogchopper

  • Post-AoO look into the Demon Hunter Class

    I wasn't excited by getting a new class, I was more excited by seeing what a new class could get, if that makes sense. I knew the initial launch would be boring, but seeing how the class evolves is going to be extremely cool.

  • 11x Bonus Stars

    It has nothing to do with your badge rank. Only based on MMR. You can never reach legend (let alone "high legend") and still get x11 multiplier. It just depends on your MMR.

    The badge ranks are utterly, completely, meaningless. HSReplay 'filter by badge rank' is not useful any more. VS breakdown by badge rank is, similarly meaningless. None of it knows what the MMR was of those players at that badge rank at the time of the match.

  • Post-AoO look into the Demon Hunter Class

    Personally, I think Demon Hunter is a boring class to play, but I can understand other people having fun with it. I don't enjoy playing as it, or against it. What I don't want to see is more nerfs for the class. 4 rounds of nerfs in 4 months is simply ridiculous. I think the best way to fix Demon Hunter is to wait it out. Over time as more cards get added Illidan will have more cards to play, which means he will have more decks to play, which will hopefully make the class more interesting as a whole.

    I do think as time passes we will see a handful of nerfs to some of Demon Hunters existing cards, but right now when those are the only cards the class has to play, they do need to be powerful. The main issue with the class is the low number of available cards. When a class only has 50 cards, and only half of them are good, then it makes sense for that class to feel repetitive and boring. The devs had to choose between a class that is repetitive and powerful, or a class that is repetitive and weak. Either way I feel a lot of people were going to be disappointed by the lack of variety in what the class does.

  • Group Therapy! Need to blow off some steam? Mega salty? Here's the place!

    Battlegrounds: the fun (not really) game of chance!

    50/50 to attack first (except when it matters)

    50/50 100 percent chance to kill the rat

    Stupid fucking cannon, always snipes your support dudes even with like 7 other dudes on board

    Meanwhile I play around my opponent’s divine shield giving dude and my minions are like: “whoops, we almost won that, here let me help you”. And instantly dive bomb that dude. Fuck this gaaaaaaaaamendj

     

  • Hearthstone's Iksar Talks Card Balance & RNG - New Patch Coming Before Expansion 2, Possible Dragoncaster & Rogue's Galakrond Changes

    Exactly this! I think the same too.

    It's a simple, small change, that would remove so much frustration 

  • Hearthstone's Iksar Talks Card Balance & RNG - New Patch Coming Before Expansion 2, Possible Dragoncaster & Rogue's Galakrond Changes

    Oh right... discover can't discover other classes dragons..  dunno maybe it's better that way so you can't get some really highrolls like you said with nozari.

    My direction was to "see" another dragon but get 1 less, sometimes you get really bad dragons you can't play anyway..

    Another suggestion would be to make the dragons cost 0 only this turn that way you get one tempo swing turn and can't save them for later if you play around board clears, or if you got a determinal dragon you don't want to play now (for example either Deathwing)

  • Hearthstone's Iksar Talks Card Balance & RNG - New Patch Coming Before Expansion 2, Possible Dragoncaster & Rogue's Galakrond Changes

    Yeah, I'm one of Burgle Rogue's biggest fans and even I feel dirty playing Spectral Cutlass, so I normally stick with Bazaar Burglary instead. That way no one feels bad just because the opponent either does or noes not have weapon removal. At least it does have a simple counter available to everyone though.

  • Hearthstone's Iksar Talks Card Balance & RNG - New Patch Coming Before Expansion 2, Possible Dragoncaster & Rogue's Galakrond Changes

    It might be better that the random spell casting that Reno does costs you some mana, maybe not the full amount but spells are cast at half their cost or something so if Reno does pull a Twisting Nether out of his ass you are left with 6 mana to play with.

  • Hearthstone's Iksar Talks Card Balance & RNG - New Patch Coming Before Expansion 2, Possible Dragoncaster & Rogue's Galakrond Changes

    In fact, I think I would be ok with a lot of card generation in the game as long as I knew what cards the opponent got. In my opinion, showing the Discover options (or even the chosen card) to both players would solve many if not all of the problems. 

  • Hearthstone's Iksar Talks Card Balance & RNG - New Patch Coming Before Expansion 2, Possible Dragoncaster & Rogue's Galakrond Changes

    Yugioh’s card draw is a bit different though, given that spells themselves don’t take any resources to play, so you could chain multiple Pot’s of Greed on turn 1 if you kept drawing into them

  • Hearthstone's Iksar Talks Card Balance & RNG - New Patch Coming Before Expansion 2, Possible Dragoncaster & Rogue's Galakrond Changes

    I think I get what they mean by Skull not being a Tempo card. The majority of the time that you’re playing Galakrond, it’s fully invoked, meaning that it has the 5/2 weapon attached to it. So from that, you can gain tempo purely from Galakrond himself, by killing something. Then after you got the tempo from the weapon, you get to get more tempo from the cards you drew as well. For Skull, you’re only getting tempo for the cards you drew, not Skull itself.

    That said though, it’s a kind of bad distinction to make, given that it doesn’t matter if you don’t get tempo purely from playing the card itself if the tempo you’ll gain afterwards will just win you the game anyways

  • 11x Bonus Stars

    Alright, thanks for clarification :) I though "skipping one season" meant not playing a single ranked game during the month. My bad.

  • Hearthstone's Iksar Talks Card Balance & RNG - New Patch Coming Before Expansion 2, Possible Dragoncaster & Rogue's Galakrond Changes

    I'm of the opinion that DH's hero power was a large reason the class was so broken. Not because the effect is overpowered, but because they weren't designed around it. In an early interview, they literally said they settled on a 1 mana hero power three months before the announcement. The hero power they had for ages before then, probably during most of the card finalization, was 2 mana "Give your hero +1 Attack. Can be used twice each turn."

    When Blizzard said they expected the original Skull of Gul'dan to be used in slower decks, they meant it. Same for every other insane card. They were testing the card in decks with a slower, methodical hero power. The class' power level wasn't properly adjusted for the sudden tempo shift halving their hero power's cost gave them.

  • 11x Bonus Stars

    Quote From Alleria

    Yea, I don´t get it either. In may I finished D5 in Wild and D1 in Standard - got 9 stars for both, all good. Last season I didnt have much free time to play, so I finished  Plat 3 on Standard and only Gold 5 on Wild... I expected to get 7 stars for Standard and 5 for Wild... But to my surprise I still got 9 stars for both ladders just like the previous season.. Is it intended? Aren´t we suppose to lose stars if we derank previous season?

    It's intended. It was stated, that skipping one season won't affect your mmr whatsoever. If you decide to idle for a longer period of time, however, it will decrease slowly.

  • Hearthstone's Iksar Talks Card Balance & RNG - New Patch Coming Before Expansion 2, Possible Dragoncaster & Rogue's Galakrond Changes

    Quote From Synnr7

    Having to react to what you pull from your opponent is skill testing.

    It would be if you knew what cards he got. But in hearthstone this is not the case.

    You just can't play around everything, especially with priest since they normally outvalue your deck so its on you to be proactive. You just can't sit and play around a tiny chance of a very specific card they got from your deck.

  • Post-AoO look into the Demon Hunter Class

    Quote From RavenSunHS

    I think everything could be fixed if DH had nothing between Face-Aggro and Big/Control.

    Issue right now is that DH is too efficient and has too many options both with Face damage AND Tempo. Those two things, toppled by ridiculous card draw, break the paradigm of Aggro, as it was mentioned in the OP.

    So my proposal is to nerf to the ground the bodies of all DH minions between (1) and (5), reducing their hp below average, and their attack barely at average levels.

    Battlefiend should be 2/1 (yep, stronger attack, but pinging it away would be really easy). Glaivebound Adept should be 5/3, Kayn Sunfury should be 3/4 (or 4/3 or 4/2). And beaming sidekick to give just +1 (it's Neutral, but +2 is just too much at (1), compare with kuktiran chaplain and Kabal Talonpriest).

    At that point, Frozen Shadoweaver can be put to rest at (4) (compare with spellbreaker).

    That would leave Face DH available for flavor, but weak to Control and classic Tempo decks, by virtue of the board weakness on the DH side.

    And if you want a better board, you go Big.

    DH fixed forever, as long as they stick with the paradigm.

    On a sidenote, I think the Rush Illidari bodies should never be buffed in any way, as you do not want DH to become a wide+tall class (it also makes little sense flavor-wise IMO).

    I like your suggestion to the change in stats, except Battlefiend. I think as a 1/2 its already pretty weak, especially since Twin Slice is no longer 0 mana.

    On the illidari bodies buffing, it all depends on what the activator is and how much mana. If its 2 mana to give a +1+1 then its still within acceptable ranges for me even if it gets thrown into tempo dhunters. There's only like 2 cards that generate those illidari initiates right now, and both rather suck in tempo dhunters anyway.

    I just wanted some big payoff for token dhunters. Perhaps even a 4/4, 7 mana that reduces with every dead opposing minion. Either way, token feels really bad right now, and that's largely because of poor tempo. Giving these specific tokens +1+1 will give it a boost, but hardly game breaking.

  • Hearthstone's Iksar Talks Card Balance & RNG - New Patch Coming Before Expansion 2, Possible Dragoncaster & Rogue's Galakrond Changes

    The only thing I hate about Burgle Rogue is when they simply make themselves into a pseudo-Kingsbane Rogue deck if they run the weapon with weapon buffs. Without weapon removal you just very often lose to a 10+ infinite durability lifesteal weapon, unless you play aggro. Imo it takes no skill to mindlessly crush face with enormous damage, while only occasionally making a trade.

    So I guess I'm sort of opposite of you when it comes to Burgle Rogue? It is the cards that they do have that I hate, because regardless of what rng gives them it makes their weapon akin to horribly designed Kingsbane.