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  • Fizz being targetted by spells?

    Fizz only counters spells currently targeting him. Every time your opponent tries to remove it, you have to cast another spell, even if you already cast on that turn.

  • Fizz being targetted by spells?

    My fizz was recalledby my opponent, and later hit with the 2 damage piltover spell, even though I cast a spell and gave him elusive. Is this the same bug twice in a match? Are rito actually to stupid to word his description? Just need to know.

  • Hearthstone needs a Dual-Class Gamemode

    This would create 36 different two class combinations (or 72 if you count choosing a Hero Power as making it a different combination), which creates a lot more possibilities and allows for cards that would otherwise never see play to potentially become part of an amazing deck. Also, this would allow players to play with their favorite class, even if it’s not the best at the time, because they could combine it with a class with better cards. For example, during times in which Priest is awful, you could play a control warrior deck with some of your favorite priest cards included.

  • Hearthstone needs a Dual-Class Gamemode

    I think that in order for Hearthstone to be more fun and have higher deck diversity, they need to introduce a dual-class mode. A dual-class mode allows for cards that would otherwise see absolutely no play to become a part of a viable deck. For example, the quest “The Last Kaleidosaur” was never viable, because Paladin simply didn’t possess enough buff cards. However, if Paladins were able to choose priest as a second class, they could add more buff cards and complete the quest earlier. The same goes for other archetypes like no-spell mage or or Deathrattle rogue, which could have been a lot better with access to tools from another class.

    Secondly, dual-class allows for the player to choose which of the two Hero Powers they want, allowing for the creation of archetypes like Control Hunter or Aggro Priest that are limited by their Hero Power.

    The Main issue with a dual-class mode is that it would remove some class identity, but as a separate optional mode I think it would open up a lot of deckbuilding possibilities and create 2 more metas for players to solve (standard and wild dual-class) which would make the game feel a lot more fresh and varied. 

  • Buffed Pure Libram Paladin

    Can’t craft the Adventure cards until they move to Wild.

  • Idea to Encourage Wild Participation

    That would actually be a GREAT idea! I main wild and could use those rares. For people who don´t care about the format, a wild-only rare is at worst the same as a dupe.

  • Artifact 2.0 Beta Signup Invites Are Going Out!

    we want half life 3 not this shit, feelsbadman they are only digging their grave deeper

  • Fiora + Unyielding Spirit is BS.

    Quote From meisterz39
    Quote From Vincent3383

    I feel like most of this BS could be solved if there was no limit to how many factions you could use. That way you could always slot in a card for almost any situation you may come across. But I get it. Since there are no mana colors like in MTG it would be hard to balance that too. But if that's the case they need to provide every faction with at least one answer to every possible card to balance it out. Like for example every faction should have at least one Obliterate, Deny, or Silence type card.

    Just from a design standpoint, I think it would be very bad if each region was obligated to have least one Obliterate, Deny, Silence, etc. It's certainly true that every region should have a good set of answers to lots of different challenges, but those answers shouldn't be the same or the regions distinction will be pointless. Moreover, since you can run two regions, it's okay to allow for different regions to have different answers, but it becomes a problem when one region just has way more answers than the other regions. This is why there's such an imbalance between Ionia, SI, and P&Z vs the other regions.

    I will meet you halfway.  If for instance, Culling Strike and/or Noxian Guillotine obliterated instead of just killing, (and for the latter: US was also reworked such that the unit could take damage but still couldn't be reduced below 1 HP or killed): then Noxus, Ionia (Will of Ionia), and to some degree Frejlord (frostbite), Demacia (Detain & Purify), and Bilgewater + deep (fish) would have the potential for answering US but SI and P&Z wouldn't.  That's the type of Paper > Rock > Scissors balance that I'd like this Riot to try harder to install in the future.  As is: its really hard to incorporate Noxus and Frejlord into any deck other than aggro because they just don't contribute much beyond big bodies and nexus damage. 

  • Idea to Encourage Wild Participation

    Hi all. I've had an idea to make the new non dupe rules and all these free rares being dished out as end of season rewards even better.

    Wouldn't it be a good idea if, once you have all the rares available from standard expansions, you start to get awarded rares from wild expansions? The dust value is exactly the same but it continues to widen your collection, meaning that newer players get to develop their wild collection without having to commit to buying a bunch of packs.

    I've had a think and can't really see much of a downside, other than that you can't stockpile duplicate cards in order to potentially cash in on balance change refunds, as many of us did recently with Priestess of Fury, Crimson Sigil Runner, etc.

    So, whadda ya think?

  • "Give an ally 'Cannot be damaged or killed'" - What card is this?

    Yeah, for what it's worth, I probably shouldn't have said "shitposting" - it undercuts the reality that yes, people can and do feel differently about Hearthstone and its level of balance.

    But I think the idea of "the hearthstone route...[of always needing] to push certain OP things" implies a real intentional effort from Blizzard to push OP content rather than try to build a balanced game. I think the recent rebuild of the Priest core set (which was famously underpowered) shows a meaningful desire on Blizzard's part to develop a fun, balanced game. (You could argue that Demon Hunter proves the opposite is true, but I think the Demon Hunter class was colored by a need to get people excited about and engaging with the new content, and proving there's a way to build a new class that doesn't just chew into the existing design spaces for other classes.)

    Balance is always a moving target, and say what you will about Hearthstone, I think it's good that they aren't constantly putting their thumb on the scale the way Riot is, because I think it makes it really hard to know how close to real balance they ever are.

  • LoR 2000+ poro

  • Get an Ikoria Pack for 25% Off and 50% Off Showcase Tricolor Apexes

    Staff Pro

    I want all the showcases, damn.

  • "Give an ally 'Cannot be damaged or killed'" - What card is this?

    @meisterz39 (because i can't put spoiler tags around a big quote, on mobile):

    Everyone has a different opinion on HS balance. I've played it from beta up until a few years ago. Why stop? Because the more cards were added, the worse the balance got, the randomness increased, the stupidity of some games became greater etc. Basically it was less and less fun for me, and still is.

     

    Coming back, i do agree with your point about LoR. It seems they simply want to shake the meta more often and give a fake impression of balance because of it.

     

    If they wanted to test stuff, why not make a PTR and invite a limited number of players under NDAs?! You can't say they don't have the money to support that. I'm not sure if HS does it (doesn't really seem so).

     

    Like everyone else, I have a dream about what balance means for a card game. Right now, the closest to that for me is Gwent.

  • Anyone else ticked about losing golden epic rewards?

    If you're a whale, then you shouldn't have any issues crafting goldens. New reward system is way better than the old. 

  • The Golden Classic Bundle is Now Available - 6 Golden Classic Packs for $15

    I now have all the classic cards, so didn't matter that much for me, but still feels bad

  • Fiora + Unyielding Spirit is BS.

    Quote From Vincent3383

    I feel like most of this BS could be solved if there was no limit to how many factions you could use. That way you could always slot in a card for almost any situation you may come across. But I get it. Since there are no mana colors like in MTG it would be hard to balance that too. But if that's the case they need to provide every faction with at least one answer to every possible card to balance it out. Like for example every faction should have at least one Obliterate, Deny, or Silence type card.

    Just from a design standpoint, I think it would be very bad if each region was obligated to have least one Obliterate, Deny, Silence, etc. It's certainly true that every region should have a good set of answers to lots of different challenges, but those answers shouldn't be the same or the regions distinction will be pointless. Moreover, since you can run two regions, it's okay to allow for different regions to have different answers, but it becomes a problem when one region just has way more answers than the other regions. This is why there's such an imbalance between Ionia, SI, and P&Z vs the other regions.

  • By Your Powers Combined - Card Design Competition Discussion Thread

    Show Spoiler

    A weird idea. Not sure what class it goes into, but I think that this could play a lot like astral communion.

  • By Your Powers Combined - Card Design Competition Discussion Thread

    Staff

    Here's the final version of my idea:

       

    Couldn't let those extra card slots go to waste, now, could I. Inspired by Shadowform (rest in peace, sweet prince), it starts of strong, with a long cool down, and if you manage to play a third copy (easiest with [Hearthstone Card (Krag'wa the Frog) Not Found]), it becomes a real powerhouse.

    SMOrcolaio, cool idea, but I feel getting the spell back is a bit complicated. Why not just cycle, like Dr. Boom's?

  • Just (Monika) Ionia

    Ionia is control deck centered so it has a lot of options for controlling the board which helps in literally any deck. Only way to actually balance that is to give every faction some more control friendly options. But then you run the risk of making it so the only decks that can climb are control decks.

  • Card Design Conversation - Chart A Course

    I think the idea and flavor are spot on but as someone that plays wild the balance on this is broken. Like seriously broken xD 

  • Artifact 2.0 Beta Signup Invites Are Going Out!

    This is going to have to be an amazing revamp to heal the absolute mess of the last attempt from Valve. 

     Maybe they should be concentrating on Half Life? 😂 

  • Fiora + Unyielding Spirit is BS.

    Quote From meisterz39
    Quote From dsodemian

    Both cards are BS separately and shouldn't exist in the game, but combined they make the cheapest, most boring, skilless, frustrating, unfun, unfair, and overwall bulls--t combo in all card game history.

    It is a 2 card combo that has 0 counters and can single handely win you game, you don't need to play ANY other card, just those 2 and you win the game.  Seriously, how are you supposed to deal with it? How is that fair?

    If that wasn't enough, the only silence this game has cannot target champions. Like, come on. Why don't you make Unyielding Spirit unable to target champions? That would be a start..

    I think you can pretty easily make the case that Fiora is boring - her plan to win is incredibly linear and the deck you build to support her is pretty obvious (lots of barriers and buffs to keep her in play and killing stuff and/or lots of Frostbite effects to protect her). But I don't think she's BS from a balance standpoint (at least in and of herself). She's fairly vulnerable to removal, recall sets her back considerably, and she lacks things like Quick Attack to make her self-sustaining.

    Unyielding Spirit, though, is definitely a very poorly designed card. As you pointed out, there's basically no silence in the game, and none of it can target champions. There are still other answers to it, but they're also few and far between. The Obliterate keyword gets around it (it's functionally like MTGs Exile, so the immunity to death is irrelevant), but there's only card that can do that to an enemy champion - Devourer of the Depths. Recall also works, but that means you have to be running Ionia.

    Honestly, I think there's a clear trend of thing kind of thing in LoR - powerful cards that can stomp over most regions. The result is that you either have to be playing more aggressively than the enemy (so they don't get a chance to play their nonsense) or you have to be playing exactly the right region for the match-up. Riot has a long way to go to getting the balance right in this game.

    I feel like most of this BS could be solved if there was no limit to how many factions you could use. That way you could always slot in a card for almost any situation you may come across. But I get it. Since there are no mana colors like in MTG it would be hard to balance that too. But if that's the case they need to provide every faction with at least one answer to every possible card to balance it out. Like for example every faction should have at least one Obliterate, Deny, or Silence type card.

  • "Give an ally 'Cannot be damaged or killed'" - What card is this?

    I feel like most of the time once they place the card on either Fiora or Radiant Guardian. Well that's it, you're done, game over. Which is dumb.

  • By Your Powers Combined - Card Design Competition Discussion Thread

    Do I have to make cards for the Discovery options too? 

    EDIT: Now that I think about It, Shields Up! can snowball hard in a Control deck if you play Stance Mastery on turn 1. What do you think?

  • VS Meta Report - Welcome To Hunterstone

    It is quite normal that an aggro deck (even more if it is the only which didn't receive nerfs) is at the top of the food chain right after a balance patch.