I had the idea that Battlegrounds could have Anomalies that would change up gameplay, similar to the Dalaran Heist adventure. Each game, 1 random Anomaly would be selected and shown to players before they pick their hero that changes up gameplay and requires players to adjust their strategy. With Anomalies and rotating minion pools, each Battlegrounds game could feel like a unique puzzle! Here are some of my ideas of what the Anomalies could be:
Clarification: The anomalies that change how minions attack still respect Taunt.
So what do you all think about the idea of Anomalies? Would they help make Battlegrounds more fresh and fun, or would they just cause confusion?
The hero doesn't do anything for me, the card back doesn't do anything for me, I never played WOW, I already have an the cards for Ashes Of Outland....I still bought this bundle. What is wrong with me?!
Introducing the next set of Triclasses, The Dragon's Guild!:
After many of the gangs disbanded, many of the rare dragons that were procured through the businesses of the gangs ran rampent around Gadgetzan alleyways and blacksalesmen. Don Han'Cho's son Junior, the three-headed ogre, decided he would help the creatures that he loved as he grew up. He gathered Priests to care for the Dragon's Magic as well as Warriors to help keep them fit. He still knew that people would come to take the powerful Dragons for themselves, so he hired rogues to help secure the Dragons safely. He in turn made a Dragon Training ground that became a safe haven in Gadgetzan, where those who wanted to learn of Dragons (and possibly ride them) were able too and made them guild quite popular and profitable. Rogue still don't know much about Dragon's but they'll use any tactics at their disposal to work a way to solve it.
Warrior Class Cards: (Theme: Heavy Control, Dragon Drops, Minion Clearing and Trading)
Show Spoiler
Warrior focuses on having big board control with their minions as well as keeping the board heavy for the late game through Warrior's tools. Whether it's through AOE clears or Dragon Power, Warrior will always wanna be in control.
And the classes Legendary is their favorite Dragon, the Triple Strike.
Priest Class Cards: (Theme: Combo and Shadow Power [these were made before the Priest rework and Shadowform HOF to clarify])
Show Spoiler
Priest care for the many dragons with the many ointments and treatments that have been taught to them, and use this to give them great power with their dragons. Some priests still cling to the life of the Kabal and in turn have embraced more of the Shadows. Tokens: And the Priest's favorite Dragon of the bunch, the glorious and everlasting Flightmare.
Rogue Class Cards: [Theme: Secrets, Shuffle, Miracle, and Poison Control]
Show Spoiler
Rogues are still up to their old tricks and are picking up some forgotten ones too. They embrace their toxic sides and use that to their advantage with their dragons. If they're a bad influence, you better get out of their way. And Rogues sure do love their Dragon mascot, the Deathgripper.
Neutral Cards:
Show Spoiler
The three crime bosses of the old Gangs still hang around Gadgetzan, but they keep their distance from their old lives. Aya became a Jewel salesman after the new Sheriff, Heath, threatened her gang. Don Han'Cho left to be a backstreet smuggler after his son left his side. And Kazakus now spends his time crafting custom ointments and drinks to pay back Gadgetzan for all the damage the Kabal caused. This list will also contain each businesses Elixer and Tribe helper. (Sorry Kazakus and Don Han'Cho don't have art, I wanted to find new art of them, but couldn't find any) Tokens:
The rhyming is especially annoying in the final battle, when you have to listen to it on repeat every time you lose. The opening part being mandatory - where you don't get your cards until they're done talking - is the worst. I just want to retry the fight for the fifth/sixth/seventh time; making me sit through the dialogue over and over is just mean. I liked the rhyming for the most part - it made the script interesting - but it had run its course by the end.
I was not so fortunate against the final confrontation as you were: it honestly felt like a "supposed to lose" fight for a while, because his hand/draws were just perfect time and again. I couldn't get a foothold to defend myself properly, and was quickly overwhelmed...
Show Spoiler
…only to discover you don't have to win, just survive long enough. Kind of made it anti-climatic, 'cause I probably would have lost that round as well. I would say "at least it's over now", but it really only lasted about two and a half hours of my time. Back to being bored…
I'm only about halfway through, so tomorrow when I finish it, I'll update the post. I appreciate the fact that it was free, because spending any money on it would have been a letdown. The encounters are okay. Compared to Galakrond's Awakening, only playing as one hero gets pretty boring after a while. The beginning Hero Power is good, but... bland? I do not know about her Demon Hunter Hero Power yet. The point I'm trying to make is that in G's A we were looking forward to each fight's new hero, new emotes, new HP and new cards. While in TbFf the decks so far, for the first 2 wings are just a mix of Hunter, Rogue and DH cards without a greater strategy or many synergies.
Compared to The Dalaran Heist and Tombs of Terror, I found the bosses to be on about the same level of fleshed-outness, which is great. Their difficulty is good, the only outlier so far is the Felstorm, which can be easy as cake or impossible, depending on what the boss randomly recruits. But our new cards, the outcasts fall flat in comparison to the former's treasures. Like the orc guy, its ability is summoning an [Hearthstone Card (Imprisoned Homonculus) Not Found]? That's it? Quite uncreative.
I really liked the rhymes, though. It shows that actual effort went into the script.
In summary: it being free is good, I appreciate it. The story is not bad. What is missing is some originality and creativity in the cards, for them to feel fresh and exciting to play. I want to see something new, a new mechanic, synergy across classes. Our strategy adapting to original cards.
I wonder if the finale will be as good as the Rafaam and Galakrond vs. the World fight in Galakrond's Awakening. THAT felt good to play.
The only problem I've ever had with this games wording is when they switched "ally" to mean what I originally thought it meant. So I had a moment of confusion when my cards could heal my nexus, and another moment of confusion when newer heal cards didn't
But, yaknow, it was in beta, changes were made.
It could be just my programming background and my tendency to think about things differently and more logically compared to most people in general, but many of these examples just sorta made sense the first time :/
Riptide Rex: In this example, it helps to know that if a card references another card/token in its text (in this case, Cannon Barrage), you can right click the card and scroll through. linkblade91 already broke down this card earlier, though, if you need more information.
Statikk Shock: I don't get peoples misunderstanding/problem about this cards wording. "Deal 1 to An enemy or the enemy nexus" not only establishes the subject and "An enemy or the enemy nexus" , but also tells you that the enemy nexus is a different subject than an enemy, leaving only enemy units as what an enemy could possibly mean. "And deal 1 to another" by definition would be an additional different subject of the same type previously established: "An enemy or the enemy nexus" So yeah I don't really get why people hate Statikk Shocks card text.
As for Vlad. Yeah, Vlad only requires that he can do damage to an ally, not that it survives said damage.
Also, as of recent text changes since beta Ally / Allies = Friendly Units, champion or non-champion. Does not include nexus. Enemy / Enemies = Opponent Units, champion or non-champion. Does not include nexus. Follower = Non-champion Unit.
Yeah, same here :( I was too excited to try the new adventure, so I finished the first two chapters right away, thinking I will do the quest later, when it pops out.. Didn´t realize the legendary quest was to complete the first chapter..oh well :/
Total bs! Exactly the same stupid stuff they did with rogue, yet a mana ramping class like druid keeps zero cost cards, and in wild, priests keep getting more and more resurrect tools each expansion and zero mana hp repeatable.... STUPID BLIZZ!
I see it as neither a buff nor a nerf for the card itself, it's just a change to make the card a bit more interesting while also reducing the combo potential.
It serves absolutely no purpose and could definitely be more useful as dust, but it's fun to see the pictures of the packs all together at times. I actually opened a few of them not too long ago just to see the animations go off again.
So I just wanted to make a thread asking about what you guys throughout about the newest solo adventure. Personally I loved the story but felt some bosses were stronger than others and some were absolute pushovers. Also, the rhyming got annoying fast.
Spoilers about the later levels.
Show Spoiler
I felt bad taking out Baduu. Mecha Jarraxxus and Illidan seemed way too easy IMO but maybe I just got some good draws on them.
Battlegrounds Anomalies Idea
I had the idea that Battlegrounds could have Anomalies that would change up gameplay, similar to the Dalaran Heist adventure. Each game, 1 random Anomaly would be selected and shown to players before they pick their hero that changes up gameplay and requires players to adjust their strategy. With Anomalies and rotating minion pools, each Battlegrounds game could feel like a unique puzzle! Here are some of my ideas of what the Anomalies could be:
Clarification: The anomalies that change how minions attack still respect Taunt.
So what do you all think about the idea of Anomalies? Would they help make Battlegrounds more fresh and fun, or would they just cause confusion?
Hearthstone's Battlegrounds is Getting a Balance Patch on June 18 - Hero & Minion Changes Detailed
They heard me :
Get a New Demon Hunter Hero in the Aranna Starseeker Shop Bundle - Now Available
The hero doesn't do anything for me, the card back doesn't do anything for me, I never played WOW, I already have an the cards for Ashes Of Outland....I still bought this bundle. What is wrong with me?!
Legendary Quest Woes
A fine idea. Just did the same. Will post back when I get a response.
Twin Slice is Being Changed in a Patch Tomorrow! Higher Cost but Higher Attack
It lasted more than i thought, and more than it should have been
Trial by Felfire, the Ashes of Outland Story, Releases Today!
Same issue here, anyone knows if blizz is working on an hotfix ?
Return to Gadgetzan's Streets
Introducing the next set of Triclasses, The Dragon's Guild!:
After many of the gangs disbanded, many of the rare dragons that were procured through the businesses of the gangs ran rampent around Gadgetzan alleyways and blacksalesmen. Don Han'Cho's son Junior, the three-headed ogre, decided he would help the creatures that he loved as he grew up. He gathered Priests to care for the Dragon's Magic as well as Warriors to help keep them fit. He still knew that people would come to take the powerful Dragons for themselves, so he hired rogues to help secure the Dragons safely. He in turn made a Dragon Training ground that became a safe haven in Gadgetzan, where those who wanted to learn of Dragons (and possibly ride them) were able too and made them guild quite popular and profitable. Rogue still don't know much about Dragon's but they'll use any tactics at their disposal to work a way to solve it.
Warrior Class Cards: (Theme: Heavy Control, Dragon Drops, Minion Clearing and Trading)
Warrior focuses on having big board control with their minions as well as keeping the board heavy for the late game through Warrior's tools. Whether it's through AOE clears or Dragon Power, Warrior will always wanna be in control.










And the classes Legendary is their favorite Dragon, the Triple Strike.

Priest Class Cards: (Theme: Combo and Shadow Power [these were made before the Priest rework and Shadowform HOF to clarify])
Tokens:
And the Priest's favorite Dragon of the bunch, the glorious and everlasting Flightmare.
Rogue Class Cards: [Theme: Secrets, Shuffle, Miracle, and Poison Control]
And Rogues sure do love their Dragon mascot, the Deathgripper.
Neutral Cards:
Tokens:
Twin Slice is Being Changed in a Patch Tomorrow! Higher Cost but Higher Attack
It's not Twinspell for the same reason Y'Shaarj isn't recruit - it's not in the proper set(s) to have that keyword.
Twin Slice is Being Changed in a Patch Tomorrow! Higher Cost but Higher Attack
It's a significant buff for Odd DH players
Trial by Felfire Opinions
The rhyming is especially annoying in the final battle, when you have to listen to it on repeat every time you lose. The opening part being mandatory - where you don't get your cards until they're done talking - is the worst. I just want to retry the fight for the fifth/sixth/seventh time; making me sit through the dialogue over and over is just mean. I liked the rhyming for the most part - it made the script interesting - but it had run its course by the end.
I was not so fortunate against the final confrontation as you were: it honestly felt like a "supposed to lose" fight for a while, because his hand/draws were just perfect time and again. I couldn't get a foothold to defend myself properly, and was quickly overwhelmed...
Trial by Felfire Opinions
I'm only about halfway through, so tomorrow when I finish it, I'll update the post. I appreciate the fact that it was free, because spending any money on it would have been a letdown. The encounters are okay. Compared to Galakrond's Awakening, only playing as one hero gets pretty boring after a while. The beginning Hero Power is good, but... bland? I do not know about her Demon Hunter Hero Power yet. The point I'm trying to make is that in G's A we were looking forward to each fight's new hero, new emotes, new HP and new cards. While in TbFf the decks so far, for the first 2 wings are just a mix of Hunter, Rogue and DH cards without a greater strategy or many synergies.
Compared to The Dalaran Heist and Tombs of Terror, I found the bosses to be on about the same level of fleshed-outness, which is great. Their difficulty is good, the only outlier so far is the Felstorm, which can be easy as cake or impossible, depending on what the boss randomly recruits. But our new cards, the outcasts fall flat in comparison to the former's treasures. Like the orc guy, its ability is summoning an [Hearthstone Card (Imprisoned Homonculus) Not Found]? That's it? Quite uncreative.
I really liked the rhymes, though. It shows that actual effort went into the script.
In summary: it being free is good, I appreciate it. The story is not bad. What is missing is some originality and creativity in the cards, for them to feel fresh and exciting to play. I want to see something new, a new mechanic, synergy across classes. Our strategy adapting to original cards.
I wonder if the finale will be as good as the Rafaam and Galakrond vs. the World fight in Galakrond's Awakening. THAT felt good to play.
Twin Slice is Being Changed in a Patch Tomorrow! Higher Cost but Higher Attack
Man T5 really failed with introducing DH didn't they? What DH cards haven't they nerfed now?
Super poorly executed and received it seems.
Twin Slice is Being Changed in a Patch Tomorrow! Higher Cost but Higher Attack
RIP my wild Miracle DH deck with Arcane Giants lol
I keep losing games because of confusing text / mechanics
The only problem I've ever had with this games wording is when they switched "ally" to mean what I originally thought it meant. So I had a moment of confusion when my cards could heal my nexus, and another moment of confusion when newer heal cards didn't
But, yaknow, it was in beta, changes were made.
It could be just my programming background and my tendency to think about things differently and more logically compared to most people in general, but many of these examples just sorta made sense the first time :/
Riptide Rex: In this example, it helps to know that if a card references another card/token in its text (in this case, Cannon Barrage), you can right click the card and scroll through. linkblade91 already broke down this card earlier, though, if you need more information.
Statikk Shock: I don't get peoples misunderstanding/problem about this cards wording. "Deal 1 to An enemy or the enemy nexus" not only establishes the subject and "An enemy or the enemy nexus" , but also tells you that the enemy nexus is a different subject than an enemy, leaving only enemy units as what an enemy could possibly mean. "And deal 1 to another" by definition would be an additional different subject of the same type previously established: "An enemy or the enemy nexus"
So yeah I don't really get why people hate Statikk Shocks card text.
As for Vlad. Yeah, Vlad only requires that he can do damage to an ally, not that it survives said damage.
Also, as of recent text changes since beta
Ally / Allies = Friendly Units, champion or non-champion. Does not include nexus.
Enemy / Enemies = Opponent Units, champion or non-champion. Does not include nexus.
Follower = Non-champion Unit.
Twin Slice is Being Changed in a Patch Tomorrow! Higher Cost but Higher Attack
I like the indirect Nerf to Battlefiend, Satyr Overseer and Glaivebound Adept.
I'm curious to see how it will affect Odd DH. Also, could DHs start running Cobalt Spellkin? Their 1 Mana Spells are pretty good.
Legendary Quest Woes
Yeah, same here :( I was too excited to try the new adventure, so I finished the first two chapters right away, thinking I will do the quest later, when it pops out.. Didn´t realize the legendary quest was to complete the first chapter..oh well :/
Trial by Felfire, the Ashes of Outland Story, Releases Today!
I completed the first chapter before the quest came out, now I can't complete the quest... Thanks Blizzard
Twin Slice is Being Changed in a Patch Tomorrow! Higher Cost but Higher Attack
kind of broken in wild :) Now I can play odd demon hunter again
Twin Slice is Being Changed in a Patch Tomorrow! Higher Cost but Higher Attack
Total bs!
Exactly the same stupid stuff they did with rogue, yet a mana ramping class like druid keeps zero cost cards, and in wild, priests keep getting more and more resurrect tools each expansion and zero mana hp repeatable....
STUPID BLIZZ!
Twin Slice is Being Changed in a Patch Tomorrow! Higher Cost but Higher Attack
I see it as neither a buff nor a nerf for the card itself, it's just a change to make the card a bit more interesting while also reducing the combo potential.
Hearthstone's Battlegrounds is Getting a Balance Patch on June 18 - Hero & Minion Changes Detailed
Remember when Jaraxxus's HP costed 3 mana? I do
Twin Slice is Being Changed in a Patch Tomorrow! Higher Cost but Higher Attack
A huge nerf to tempo demo hunter!
Long gone are the turn three 6/4s or a turn five Glaivebound without a weapon previously equipped or use of the coin.
Yes the extra damage is a little scary, but the cost shuts down so much tempo, especially twin slice into skull.
Trial by Felfire, the Ashes of Outland Story, Releases Today!
I love my little pack collection!
It serves absolutely no purpose and could definitely be more useful as dust, but it's fun to see the pictures of the packs all together at times. I actually opened a few of them not too long ago just to see the animations go off again.
I do the exact same thing with MTG Arena.
Twin Slice is Being Changed in a Patch Tomorrow! Higher Cost but Higher Attack
Still way too good. Should have been 1 mana for 1 atk, and the second 0 and +1 atk. You might even argue that this is a buff
Trial by Felfire Opinions
So I just wanted to make a thread asking about what you guys throughout about the newest solo adventure. Personally I loved the story but felt some bosses were stronger than others and some were absolute pushovers. Also, the rhyming got annoying fast.
Spoilers about the later levels.