All Comments

The latest comments from across the whole site. Jump into any conversation by clicking where it was posted.

  • What do you hope to see with DH's identity going forward?

    Dhunters was intended to be a class that play relatively powerful minions with low health and high attack, draws instead of generating cards, and is weak to board clears. So it shouldn't take a genius to figure out that its just an aggro class all the way.

    Hope to see big dhunters takes the stage next expansion, but Im not optimistic. The current tempo dhunter list is just one of those decks that can squeeze a win out of nowhere so its hard competition for anything else. In fact, I go far as to say that any list that can't make Altruis the Outcast work isn't going anywhere.

    Its identity is just too strong towards aggro and nothing else. Unless they get some value cards like some discover cards, I can't see it going anywhere else other than tempo.

     

  • What do you enjoy about the Battlegrounds mode?

    Im actually equally curious.

    I personally find battlegrounds less skill reliant, takes up more time to play, and the rewards aren't great neither. At its apex (around few months after launch) it was kinda interesting but over time  battlegrounds was that thing I click to pass my time away.

    Maybe its more casual to play BG and thats why its more enjoying, but then again the real question should be why play this when there's other autochess games out there.

  • Molten Giant

    I totally agree.

  • D-A-M-A-G-E - Card Design Competition Discussion Thread

    DestroyerR

    Show Spoiler

    Isiset reads likes a tautolgy lol.  I didn't get the effect until I read the description.  Maybe it could be worded as "Other numbers in the text of your spells are increased by Spell Damage."

    I like Foxtrotter, though the amount of sap effects and damaging spells in Rogue are limited.

    The same goes for Anzu, and it also counts your opponent's stealthed minions, which I'm not sure I would have done.

    Pokeniner

    Show Spoiler
    Interesting card.  I think it should "destroy 1 enemy minion" to make it clear what the spell damage affects.  Destroying minions directly is a little weird in mage as opposed to dealing lots of damage.

    anchorm4n

    Show Spoiler

    I like that you can play the card on turn 10 and play another spell directly afterwards in exchange for a more expensive minion compared to Bloodmefist's Shaman legendary.

    Me0203

    Show Spoiler

    Lightning Aspect seems pretty balanced to me. You have to play several cards to get a benefit, and it has not quite premium stats otherwise. 

    Enraged Sporemancer has an interesting triggered effect!  I don't know how it fares balance-wise.

    Lightning Totem also benefits from your opponent's totems, and vice versa.  I'm not sure that makes for the best gameplay.

    As for my star ratings, I try to look for a combination of flavor, innovative mechanics, grammar, and balance.  I used to give exactly one star for each, but it resulted in a lot of 3s and not a lot of 1s or 5s, so I got more on my gut feeling than anything else, though I kept all of those elements in mind.  I don't find myself paying attention to the watermark - I just don't seem to notice them very much.  I find myself putting submissions I like at 4 or 5 stars, ones that I find okay as 3 stars, and ones I'm not a big fan of as 1 or 2 stars.

    1-star - I don't give out many of these, usually 3 or 4 at most per week.  There are significant problems and the card can't be salvaged in my opinion.  Usually, I don't understand what the card does at all, there a lot of grammar mistakes, or the card is confusing enough that the card ends up with 5 or more lines of text.  Or something silly like a 4 mana secret (no disrespect to anyone who might have submitted that). 

    2-star - There's some potential, but the card would have to be changed significantly.  I usually think these cards are "meh".  There's might be an interesting idea buried somewhere, but the card is grossly miscosted, or would not play out very well.

    3-star - There some things I like about the card, some that I don't like.  I end up giving the highest amount of submissions each week to this.  Sometimes, I'm not sure what the think of about a card, so I just give it this rating.  Usually, my thought is that the card is interesting, but there are problems with the execution.

    4-star - I usually give this rating out to cards that I find interesting and do something that could work as an actual Hearthstone card.  There might be some minor issues here and there.

    5-star - These submissions stick out to me, because I find them very interesting mechanically and flavorfully, and are reasonably balanced.  I think I should be it a bit more generous with these, I give out only 3 or 4 each week.

    BasilAnguis

    Show Spoiler
    I like it. My only concern is that Priest doesn't have too many options for spell damage outside of board clears, so decks running this would need to run a lot of spell damage minions that aren't very good if you haven't drawn this card.

  • D-A-M-A-G-E - Card Design Competition Discussion Thread

    This is my idea. Idea is she balances Spell Damage to also buff minions, not only spells, so she evens the scales :). Fits with new the more midrange-ish identity of priest and with the theme of buffing. Maybe this will make zoo/aggro priest a thing.

  • D-A-M-A-G-E - Card Design Competition Discussion Thread

    Pro

    Feedback time!

    Me0203:

    Show Spoiler
    I like Lightning Aspect the most effect-wise, the other two feel a little forced. That said, the flavor is a bit off since there's no lightning in the art.

    Pokeniner:

    Show Spoiler
    I like your idea, but it doesn't feel right in Mage. Hard removal isn't part of their class identity. Warlock probably would be the class to go to, but then it might be too close to Keli'dan the Breaker… I'll think some more abiout it.

    DestroyerR:

    Show Spoiler
    I really like Anzu! Rogue loves some spell damage and you've paired it well with the stealth archetype. I'd wait until some of the card design veterans evaluate if it's OP, but to me it looks great!

    grumpymonk:

    Show Spoiler
    Kirin Tor Chaincaster is the better idea in my eyes, I imagine exploiting this with Rogue or Mage could be fun. Cool card!

    BloodMefist:

    Show Spoiler
    I'd go with Grennan or Meryl. Grennan looks a little more like a card that might actually be printed in real life HS. I agree about bumping the cost a bit.

    MenacingBagel:

    Show Spoiler
    Sorry, I'm not convinced by any of them. MEGABLAST! looks the most interesting out of the three of them. You should put a period at the end of your first sentence.

    Xarkkal:

    Show Spoiler
    Arcane Brilliance and Mana Droplet look really great! I wouldn't mind the spell at 2, the obvious card to compare it to being Arcane Intellect. Arcane Brilliance needs a setup and a little power creep is okay. The Droplet is super cute, a strong card with great synergies (Flame Geyser) and well balanced. Wouldn't know which one to pick.

    Demonxz95:

    Show Spoiler
    Sorry, I don't like it.

    linkblade91:

    Show Spoiler
    I prefer Essence Drainer. It's an interesting effect that fits the art well. That said, it could also be a Warlock card. It reminds me of Blood-Queen Lana'thel.

  • What do you enjoy about the Battlegrounds mode?

    It's a nice break when you're tired of facing meta decks all the time. I never cared about rating, it's just silly fun. Out of all the auto chess type games this is the only one i like because of how simple and straight forward it is compared to stuff like TFT or Dota Auto Chess.

  • What do you hope to see with DH's identity going forward?

    Demon Hunters are nimble and agile fighters who specialize in manipulating fel magic AGAINST the Burning Legion.

    So I think DH should go for Aggro/Tempo or Combo/OTK.

    Maybe Control could fit, but definitely NOT through Demons.

    We already have Warlock who is about summoning Demons, especially Big Demons, for their own biddings. I know they already printed some cards that fit a Demon or Big Demon DH, but a Demon Hunter that focuses on summoning Demons is basically a Warlock, so I see no point in going for that direction. Actually, I think it is a bad direction, as it blends and overlaps an existing identity for another class, making both DH and Warlock feel less unique. So I hope they won't follow that trail anytime soon.

    Ofc any explanation for any choice could be found (surely there are several Demons in the ranks of the Illidari), but for next xpack I vote for a Combo focus, either micro-Combo (eg. Wrathscale Naga and Feast of Souls) or OTK (eg. Inner Demon), or both.

    Definitely no more stuff that can directly and continuously go face (Aggro), at least until they nerf further some of the current Aggro cards.

  • What do you enjoy about the Battlegrounds mode?

    Staff

    Not a big fan of the format either, but I do play some games every now and then when I just want something different. My dislike of losing rating (whether it be in battlegrounds or ranked), combined with the RNG heavy nature of the format, prevent it from becoming truly enjoyable for me.

  • What do you hope to see with DH's identity going forward?

    Staff

    Big Demons and control options. I'm quite confident the next expansion will be mostly something that's not Tempo-oriented for DH, they can't possibly aim for making one of the top decks even stronger, can they?

  • D-A-M-A-G-E - Card Design Competition Discussion Thread

    I've got three cards that I'd appreciate y'all's thoughts on. 

    https://i.imgur.com/5EkSe6O.pnghttps://i.imgur.com/5DOuMQj.pnghttps://i.imgur.com/kOXYclC.png

    Lightning Aspect is my attempt to help cards like Spirit Claws and Flamewreathed Faceless work in the same deck. I settled on that cost and statline because having a minion meant to scale up be weak felt backwards, but having it be more expensive wouldn't work as well in the archetype. I'm still not too sure. 

    Enraged Sporemancer is a fun, flavorful Un'goro bit that could make cards like Evolving Spores and Lightfused Stegodon very powerful. It could be too much at 1 mana, though. Swipe with spell damage makes me shiver.

    Lightning Totem is my favorite of the lot, if only because it makes Totemic Smash useful and feels balanced. As usual with totems, it's great if it sticks and it isn't much if it doesn't. Copying it with Totemic Reflection or the weapon is absolutely a game-winner.

    ----------------------------------------------------------------------------------------

    A question, since this is only my second one of these - what do the rating stars mean to y'all? What d'you think about when you make your decisions?

    Thoughts on cards I've got thotty thoughts on:

    Show Spoiler

    @DestroyR I love the idea behind Isiset, and I've always wanted to make a similar card that increases every number on the board by one, but I think it's too complicated and too powerful to be a realistic card. Foxtrotter, though, is great. Real cute Blink Fox energy <3 I prefer it as a 2-2, since you just have to assume it'll be played alongside Backstab, and a premium statline with an additional 3 damage is painful. I can totally imagine two of this cute fluffy boi being Shadowstep'd and played together as a mini Malygos, though. Being able to toss 4 spell damage on the board for 2 mana is scary stuff. Because of that, I think I prefer Anzu. It's also high on flavor and is less abusable while also being better on average. T4 him, T5 two other stealthbrats, Fan of Knives to deal 3 to the enemy board… even then, you could just sit back, leave him stealthed, and use Fan and Shiv to control and draw for face damage, but him being a legendary makes that easier to swallow.

    @grumpymonk Riptide is a neat idea, but I think it's a bit too convoluted. The card text feels clunky, and I can't imagine a control Shaman deck that runs enough spell damage to justify this over the other premium healing options. Kirin-Tor Chaincaster is the opposite, very polished but far too powerful. Imagine this in Cyclone Mage, in a Rogue that generates oodles of coins, or even just with Twin Slice - it would have to cost at least as much as 8 mana, because of Rogue. Six coins later, you've got a better Malygos. Even then, you could use it and a discounted [Hearthstone Card (Kael'thas) Not Found] in some juicy combos.

    @Xarkkal I like Arcane Brilliance. It seems pretty easy to draw 2 or 3 cards with it, but hard to draw more than 4, especially in the tempo-focused decks you'd want it in. I agree that there's definitely an argument to be made for it being 3 mana, though, so that it's not so easy to draw 2 cards for 2 with no drawbacks. I think it at 2 would be okay in the current game, but as a powerful buildaround primarily restricted by the card pool, it'd restrict the flexibility Team 5 would have while printing spell damage cards in the future. Mana Droplet is a cutie, but less flashy and probably too powerful. Elemental decks are consistent enough to view his text as just 'spell damage +2', which is too good for 2 mana. 

    Gosh, no wonder there aren't so many cards with spell damage. It gets real abusable real fast, huh?

  • D-A-M-A-G-E - Card Design Competition Discussion Thread

    Quote From Xarkkal
    Quote From grumpymonk

    The I in improved should be in lowercase.

    I think this one can go either way. I've actually thought about the upper/lowercase a lot, and unfortunately, Blizzard has been inconsistent with the usage. The phrase has been used twice, on Unexpected Results and Demonic Forging. On the former, the pre-parenthesis text does not end with a period, so the "i" is lowercase, while the opposite is true on the latter. I'm assuming they felt the non-parenthesis text on Demonic Forging was long enough to warrant ending the sentence first. 

    Which brings me to my card. The phrase "Draw 1 card" has only been used on Galakrond, the Nightmare, which ended the phrase with a period even though additional text came next (including text with parenthesis). I took my queue from that and chose to add a period and capitalize the "I" in "Improved". I think really, it comes down to which version looks better. But maybe I should follow your advice and go with the lowercase "i" since people will think of Unexpected Results and assume I should copy that. 

    Where is Demonic Forging from? The upcoming solo adventure that's coming out tomorrow?  I was going to say Unexpected Results is like that because its improved as opposed to upgrade, but it looks like either Blizzard can't make up their mind or Unexpected Results is the exception.

  • D-A-M-A-G-E - Card Design Competition Discussion Thread

    Pro

    I have that idea of doing something that is dependend of your mana crystals. I hope it's not to close to BloodMefist's Shaman legendary... Here's my first try:

    So at 10 mana you could combo it with a Fireball to get a more complicated Pyroblast. This card shines when you manage to keep it alive for a turn (Frost Nova?)or in combination with a Kalecgos in play. It becomes bonkers if you hit it with Luna's in wild, but then, what isn't.

    How do you like it? I'll add feedback later, as usual. 

  • D-A-M-A-G-E - Card Design Competition Discussion Thread

    Quote From grumpymonk

    The I in improved should be in lowercase.

    I think this one can go either way. I've actually thought about the upper/lowercase a lot, and unfortunately, Blizzard has been inconsistent with the usage. The phrase has been used twice, on Unexpected Results and Demonic Forging. On the former, the pre-parenthesis text does not end with a period, so the "i" is lowercase, while the opposite is true on the latter. I'm assuming they felt the non-parenthesis text on Demonic Forging was long enough to warrant ending the sentence first. 

    Which brings me to my card. The phrase "Draw 1 card" has only been used on Galakrond, the Nightmare, which ended the phrase with a period even though additional text came next (including text with parenthesis). I took my queue from that and chose to add a period and capitalize the "I" in "Improved". I think really, it comes down to which version looks better. But maybe I should follow your advice and go with the lowercase "i" since people will think of Unexpected Results and assume I should copy that. 

  • I Miss My X - Card Design Competition Discussion Thread

    Pro

    Congrats Wailor! That was a close one indeed. No shame in a second place with these strong competitors. 

    (Sidenote: When does season 1 end? The finalist voting really shouldn't be open for the finalists themselves. I chose the middle way and only rated my own card this time. If I had given Wailor's card 1 star, I'd have won.)

  • D-A-M-A-G-E - Card Design Competition Discussion Thread

    Current idea for helping Control Mage control the board. At the moment it would kill 2 random minions and give you a 2/5 Body with it's Current Spell Damage buff. The Spell Damage can also be used for later combo potential if it survives. Thoughts?

  • What do you hope to see with DH's identity going forward?

    I’d like more of the Wrathscale Naga type of minion death synergy, because I think it’s an interesting and new form of a token deck.When they first revealed DH they said that was going to be a core part of their identity, but it’s had too few cards to really make it work.

  • What do you enjoy about the Battlegrounds mode?

    I may not like the mode, but I'm curious why those who do enjoy it do so. What do you enjoy about BGs?

  • What do you hope to see with DH's identity going forward?

    The class was released overtuned to make the class attractable and worth playing, and subsequently nerfed multiple times. Obviously we know the class was built with a very aggro oriented identify, but to less successful degrees has seen some control & big demon potential. The class is still too new to have meaningful OTK potential.

    So what do you want to see out of the class in the future? More small minion aggro stuff? More big demons? More weapon support? Something new like handbuffing, better removal, more defensive sturdy minions? 

  • Return to Gadgetzan's Streets

    THE YEAR OF THE HUNT HAS BEGUN!

    Pre-story to the Year of the Hunt:
    The continuing story following the event of the Year of the Dragon continues with the city of Dalaran chasing down the lost crimnal who escaped the Violet Hold. After Khadgar and the rest of the Mages of Dalaran took back their city, they've been flying around Azeroth looking for those said criminals, which lead them to Gadgetzan. During their attempts to capture the escaped hooligans across town, Noggenfogger asks for help to remove the Dalaran problem by blowing their home with a custom Mana Bomb crafted by Kazakus. Their efforts were foiled however when Noggenfogger got cocky and invited Khadgar to taunt him. He slipped and Khadgar got the lucky break of it. Now Noggenfogger is on the run and the criminals of Gadgetzan have now begun to disband in the aftermath of their gangs being busted by Archmages who were close to being blown-up. Now Gadgetzan is a new business central in Azeroth and has changed it's city to be more "honest working."

    Gadgetzan's Streets:
    After the events of Dalaran dismantling the gangs, many of the classes broke into new factions of business to keep themselves afloat, though many of them have pining of old times. In this expansion, Triclass cards return, only each Triclass has a newbie on the block and need to catch up to the other's talents if they wanna move up in the world. This appears in the new Keyword of the Expansion, Learning: 

    In this expansion, each Triclass has a single class learning the type of tribe the classes specialize in. Rogues are learning the dangerous and majestic natures of Dragons from Priests and Warriors, Paladins are learning about the wonderous creations of Elementals from Mages and Shamans, and Warlocks are finally treating their Beasts friendlier with the help of Druids and Hunters. Each Learning Class has a single Learn card (Beginner Cards) that can be put into decks that can generate cards of that type from theirs and other classes to help out. Here's an Example: [Hearthstone Card (Beginner Infuser) Not Found] is a card that encourages Paladin to play with their healing ways, but encourages you to build a way to synergize with more than just a few Elementals. Each Learn card in the Learning Class will have the class colors in the corner so you can always know what classes you are taking from.

    Now to show one of the Triclasses and their cards. How exciting!

    Elemining Mineral Co.
    On the edge of town, recent Meteor falls caught the attention of 3 Boomsday experts that wanted to study the rare elements found there, as well as in the underground waterways that the meteors exposed underneath the sands. Kangor and Luna both sought out the rare powers of these elements (Though Kangor had very little experience with Elemental power), causing them to connect with the wonderful Elementals that exist in the Company. Seeing Elementals would be a great help with the business, they offered a co-ownership with Electra to help out with the Underground Rapids. After a year of work, the three took in a child with natural gifts of working with Elementals and decided to make her their successor, creating the Elemining Coal Co. Kangor still struggles to learn about the power of Elementals and their forms and continues to learn from his partners the wondrous creations they have seen and known.

    Mage Class Cards: (Theme: Elemental Chaining, Spell Damage Combos, Elemental Control)

    Show Spoiler

    Luna focuses on the Meteors mostly in the company and has not lost her passion for the stars after Boom Labs blew up. She's grown quite a bit since she worked there and has matured into a natural leader for the young mages in the company.

    And the Legendary, Luna herself returns to Standard.

    Shaman Class Cards: (Theme: Elemental Board Presence, Spells, and Repeating)

    Show Spoiler
    Electra secludes most of her time in the Underground Rapids found underneath Gadgetzan and has found her home among the crashing and treacherous waves that flow into the Waters. She spends most of her time working with Water and Stone Elementals to break the rare minerals and rocks that are found underneath the city.

    And their Legendary, the one and only chaotic Elemental herself, Electra.

    Paladin Class Cards: (Theme: Elemental Chaining, Board Buffing, Secret Strength, Healing Helpers)

    Show Spoiler

    Paladins have begun to enter the world of Elementals, and things are gonna get a bit bumpy unless Kangor can get them powered-up. Not to worry, there are many things Kangor is trying to uncover underneath all the rubble of the Meteor and Cavern walls. He will know it's strength, it's his purpose, he knows it.

    And although he may be simple, he's still perfecting his creations. It's Kangor.

    Tokens:

    If you guys want to see the rest of the triclasses, feel free to comment below in the Forum. If this doesn't get much notice, I don't free time have to spend 2 hours straight from my day taking every card in the expansion and writing full on explanations for each Triclass. If this Forum gets enough views, I'll post the next Triclass as well as the Neutrals probably next week. If that continues to do well, I'll finished with the Last Triclass and the Triclass Legendaries. If all goes well, I'll post teh Solo Adventure content into my final post. Please comment and leave notes on cards that you think need tweeking or cards you really like so far too! Please tell me what I can do better!

     

     

  • Card Nerf - Dragonqueen Alexstrasza

    Quote From theo333

    It's still not enough. The dragons she generates should be 1-cost.

    What would be the point of the card then? When played at 9 mana you're summoning an 8/8 that doesn't affect the board. At 10 mana you're maybe playing 2 8/8's if you highroll.

    At the best case scenario 1 mana dragons would essentially make Alex worse than that DH legendary that can summon 2 other high cost minions when fully upgraded. The rewards for making your deck less consistent are supposed to have a desirable payoff or there's no point in making your deck singleton.

  • The Confession Thread - we won't judge you!

    I actually have this weird habit of wanting to try out some of the old meta top tier decks after they've been nerfed, rotate out, or fall out of favor. Happened with Spiteful Priest too, Cubelock, and Reno Dragon Priest. Often times they're still fairly decent in wild, but when you play them you still can get the occasional person friending you wanting to know why you're playing a tier deck in casual lol xD

  • D-A-M-A-G-E - Card Design Competition Discussion Thread

    three ideas, as usual:

    isiset’s effect means that things like arcane intellect draws 3 cards, and anzu’s text counts himself.

    edit: i think i’ll make foxtrotter a 3/3 -> 4/4 instead

  • Best Budget Deck

    Hey all,

    For the sake of the community, I wanted to post this deck here. I was given this deck by a friend in the game, and I started using it in Silver rank. It was so effective (at least for me) that I kept using it all the way to Platinum. I've been playing LoR for less than 4 weeks total, maybe 5 ranked games per day, and I'm already Platinum. I did not track my winrate, but it was very high (as you can tell from that information, it has to be, mathematically). 

    Here's the deck, with a small guide:

    Hope it helps you all win some games too!

    Edit: It stopped having a positive winrate in Platinum. Win some, lose some. So I don't recommend this deck past platinum. But it was great up until then.

  • Quest Trading - Play A Friend!

    battletag: inspector#11625

    region: EU

    trade only: yes