I saw an interview with Dean Ayala somewhere and he is completely open to the idea and possibility of adding new classes if the feedback is positive with Demon Hunter.
And as the others have pointed out, Demon Hunter is a class in WoW.
I guess a lot of hard time in prison really beefs up those Vilefiend from Uldum!
Jokes aside, not sure this is enough of a payoff for it's effect and stats. I guess you can view it as a 4 mana 3/5 with rush if you play it on 2. but that's if you have it on 2 mana
The main issue im hearing is ppl trying to beat aggro with control decks that cant do anything for the first turns. Theres midrange decks that beat it consistently. Specially frostbite noxus. It fell out of the meta but it deals with elusives quite well.
In LoR aggro beats control midrange beats aggro and control beats midrange. Its actually the standard for card games except for HS.
Try running the Storm karma ezrael. Its a mix of control with late game combo. It can do some trades vs aggro and elusives too cause it runs monk and shadow assassin. Plus all the removal from P&Z and will of ionia for the stand alone buff. And also deny.
Problem is ppl want to stick with one deck that was cool but forget that the meta changes very fast while retaining the aggro decks.
Full control is with Spooky Karma which it would be a T1 deck if it wasnt for the fact that ppl misplay a lot and blame it on the game.
What happens in the new system if you lose a game? Is the multiplyer working for stars granted AND lost? That would not make much sense, would it?
According to this post on reddit below, you keep your bonus stars win or lose:
Q: How does the bonus star system work? If you get, say, 11 bonus stars, does that mean that every win gets you 11 stars right until you reach legend again? A: Based on your previous rank, you'll be given a Star Multiplier. Every win you give you stars equal to your multiplier. Whenever you hit a ranked floor, your Star Multiplier goes down by 1. So early on, you'll accelerate very quickly out of the low ranks and it will slow down as you approach your previous rank. You keep your Star Bonus even when you lose.
That old art for Lorewalker Cho seems more similar to the actual new expansion coming out, Ashes of Outland. Maybe was that this set was postponed so long for some reasons and they've finally decided to put it out now? Or maye it's just the same artist.
I don't think they will make death knights in HS, since there are already some death knights as heroes. I say it wouldn't make sense. But monk will for sure have a class if dmh goes well
It's pointless that during an expansion they printed what are "flavored" as Death Knight: that were "Hero Card" and several others have been printed outside of said expansion set. The only thing that actually is named as "Death Knight" are the cards generated by Arfus and The Lich King, but if they ever going to introduce Death Knight as a new class they just need to rename those two.
Nope: a dormant card is an invulnerable token on the board, it fills a slot but is not affected by any kind of effect (at last for what we know at the moment).
Lemme give my 2 cents about the current state of control aswell guys:
While it is certainly not really possible to permanently control the game and lock it down completely it is not difficult to make decks that make it to turn 6/7 consistantly.
At that point you have to develop your wincondition so that cards that are 8 mana+ are not meant to played on regular basis and are properly powerfull in return
I dont know if you want to have a state of control like in mtg or hearthstone where you just spam value genegerators(like PWs), play denial(counterspells/discard) and cheap boardwipes in a deck, hope that you draw the fitting cards in time and call that a deck/game.
That should not become the concept in LoR because it is just a joykilling concept (to lock games down).
If we slow down the meta by buffing removal we will see more of the higher cost cards getting a problem which would need a lot of further adjustments what would take multiple patches aka multiple months of imbalance (that we just could avoid by not doing it)
The card says "permanently stealthed", it will remain stealthed after attack so the only way to buff it would be to silence it first. That is my understanding.
Northshire Cleric is rotating to wild too, so priest won't really have any card draw (at least in standard). It seems they are focusing more on card generation now with Thoughtsteal and Psychic Conjurer
I know Hearthstone has its ups and downs but at least it is a fun ride (well, not so much on Shamanstone or Druidstone). And I'm really interested on the changes to come the next months.
So far the Dormant minions look preeety bad. The way is see "Dormant for 2 turns":
- we play a minion on turn X,
- minion can't attack on turn X + 1,
- minion can't attack on turn X + 2 (it just woke up, therefore it can't attack),
- minion can finally attack on turn X + 3...
Therefore I think IF Dormant minions are played at all (quite a big IF) - then we will play them for EFFECTS on them and not for stats. Like Imprisoned Satyr - could be ok for Combo decks... But played on turn 3, it will attack on turn 6...
Imprisoned Vilefiend is little different. Rush effect means it can probably attack when it wakes up (X + 2). So, played on 2, its 3/5 Rush on turn 4. Seems average, so I think it's not good enough.
The biggest problem is - if you play them later than "on curve" (the first turn you can play them on), you can only pray to survive, to ever see the effect. So they are probably too slow...
But If you build whole deck around it, like Imprisoned Satyr in a Combo - it can work.
Even if Dormant looks bad at first, I still like that they experiment with it. Those Dormant cards revealed so far, can be build-around or support cards, this way they can be decent I think.
In Wild, you mean? Because Northshire Cleric is headed for the Hall of Fame.
I think they want Priest to rely on generating cards for additional value instead of drawing. See for example Galakrond's hero power and the buff to Thoughtsteal.
This card is not as bad as people say. Don't think of it as a 2-mana 3/5 Rush, think of it as a 0-mana 3/5 Rush. The turn it awakens, you can play a 4 drop alongside it for a major tempo swing. It's kinda like a Sidequest, where you're paying a small surcharge for a free effect later. 3/5 is big enough to threaten basically any 2 drop, and lots of 3 drops. That might stop your opponent from establishing their board for fear of free removal.
All that said, I don't think this card is spectacular. You need to play it on exactly turn 2. Still, it might see some use in a slower midrange Highlander-type deck.
Demon Hunter - what's in a name?
I saw an interview with Dean Ayala somewhere and he is completely open to the idea and possibility of adding new classes if the feedback is positive with Demon Hunter.
And as the others have pointed out, Demon Hunter is a class in WoW.
New Neutral Minion - Imprisoned Vilefiend
I guess a lot of hard time in prison really beefs up those Vilefiend from Uldum!
Jokes aside, not sure this is enough of a payoff for it's effect and stats. I guess you can view it as a 4 mana 3/5 with rush if you play it on 2. but that's if you have it on 2 mana
This patch makes me want to quit this game.
The main issue im hearing is ppl trying to beat aggro with control decks that cant do anything for the first turns. Theres midrange decks that beat it consistently. Specially frostbite noxus. It fell out of the meta but it deals with elusives quite well.
In LoR aggro beats control midrange beats aggro and control beats midrange. Its actually the standard for card games except for HS.
Try running the Storm karma ezrael. Its a mix of control with late game combo. It can do some trades vs aggro and elusives too cause it runs monk and shadow assassin. Plus all the removal from P&Z and will of ionia for the stand alone buff. And also deny.
Problem is ppl want to stick with one deck that was cool but forget that the meta changes very fast while retaining the aggro decks.
Full control is with Spooky Karma which it would be a T1 deck if it wasnt for the fact that ppl misplay a lot and blame it on the game.
new ranking
According to this post on reddit below, you keep your bonus stars win or lose:
Q: How does the bonus star system work? If you get, say, 11 bonus stars, does that mean that every win gets you 11 stars right until you reach legend again?
A: Based on your previous rank, you'll be given a Star Multiplier. Every win you give you stars equal to your multiplier. Whenever you hit a ranked floor, your Star Multiplier goes down by 1. So early on, you'll accelerate very quickly out of the low ranks and it will slow down as you approach your previous rank. You keep your Star Bonus even when you lose.
Kael'thas Sunstrider Velen Combo!
Seems to be a really fun deck! And a perfect example of why Holy Smite and Holy Nova are nerfed and Holy Fire HOF'ed.
Hearthstone was Announced at PAX East 7 Years Ago Today - Here's What it Looked Like
That old art for Lorewalker Cho seems more similar to the actual new expansion coming out, Ashes of Outland. Maybe was that this set was postponed so long for some reasons and they've finally decided to put it out now? Or maye it's just the same artist.
Imprisoned Vilefiend is a new Card Revealed for Hearthstone's Ashes of Outland Expansion
before we say „too slow” we need to know all the cards from the set.
let’s see if:
- are cards that let you take advantage of playing dormant minions
- interact with dormant minions (battlecry: free your dormant minions)
Demon Hunter - what's in a name?
It's pointless that during an expansion they printed what are "flavored" as Death Knight: that were "Hero Card" and several others have been printed outside of said expansion set. The only thing that actually is named as "Death Knight" are the cards generated by Arfus and The Lich King, but if they ever going to introduce Death Knight as a new class they just need to rename those two.
Dormant card vulnerable to AOE prior to waking?
Thanks
Dormant card vulnerable to AOE prior to waking?
Nope: a dormant card is an invulnerable token on the board, it fills a slot but is not affected by any kind of effect (at last for what we know at the moment).
Imprisoned Vilefiend is a new Card Revealed for Hearthstone's Ashes of Outland Expansion
big 'ol MEH
This patch makes me want to quit this game.
Lemme give my 2 cents about the current state of control aswell guys:
While it is certainly not really possible to permanently control the game and lock it down completely it is not difficult to make decks that make it to turn 6/7 consistantly.
At that point you have to develop your wincondition so that cards that are 8 mana+ are not meant to played on regular basis and are properly powerfull in return
I dont know if you want to have a state of control like in mtg or hearthstone where you just spam value genegerators(like PWs), play denial(counterspells/discard) and cheap boardwipes in a deck, hope that you draw the fitting cards in time and call that a deck/game.
That should not become the concept in LoR because it is just a joykilling concept (to lock games down).
If we slow down the meta by buffing removal we will see more of the higher cost cards getting a problem which would need a lot of further adjustments what would take multiple patches aka multiple months of imbalance (that we just could avoid by not doing it)
Akama is a new Rogue Legendary Revealed for Hearthstone's Ashes of Outland Expansion
The card says "permanently stealthed", it will remain stealthed after attack so the only way to buff it would be to silence it first. That is my understanding.
Priest is Getting an Overhaul! An Analytical Dive into the New and Changed Cards
Northshire Cleric is rotating to wild too, so priest won't really have any card draw (at least in standard). It seems they are focusing more on card generation now with Thoughtsteal and Psychic Conjurer
New Neutral Minion - Imprisoned Vilefiend
Waste Tempo on turn 2 to gain Tempo on turn 4.
Not bad, but unless Dormant receives additional synergy, this card won't find room in a deck.
Dormant card vulnerable to AOE prior to waking?
Will the dormant cards be vulnerable to AOE prior to them waking up?
Hearthstone was Announced at PAX East 7 Years Ago Today - Here's What it Looked Like
Missed lethal in the announcement video lol
Hearthstone was Announced at PAX East 7 Years Ago Today - Here's What it Looked Like
This makes me feel nostalgic.
I know Hearthstone has its ups and downs but at least it is a fun ride (well, not so much on Shamanstone or Druidstone). And I'm really interested on the changes to come the next months.
Imprisoned Vilefiend is a new Card Revealed for Hearthstone's Ashes of Outland Expansion
So far the Dormant minions look preeety bad. The way is see "Dormant for 2 turns":
- we play a minion on turn X,
- minion can't attack on turn X + 1,
- minion can't attack on turn X + 2 (it just woke up, therefore it can't attack),
- minion can finally attack on turn X + 3...
Therefore I think IF Dormant minions are played at all (quite a big IF) - then we will play them for EFFECTS on them and not for stats. Like Imprisoned Satyr - could be ok for Combo decks... But played on turn 3, it will attack on turn 6...
Imprisoned Vilefiend is little different. Rush effect means it can probably attack when it wakes up (X + 2). So, played on 2, its 3/5 Rush on turn 4. Seems average, so I think it's not good enough.
The biggest problem is - if you play them later than "on curve" (the first turn you can play them on), you can only pray to survive, to ever see the effect. So they are probably too slow...
But If you build whole deck around it, like Imprisoned Satyr in a Combo - it can work.
Even if Dormant looks bad at first, I still like that they experiment with it. Those Dormant cards revealed so far, can be build-around or support cards, this way they can be decent I think.
Imprisoned Vilefiend is a new Card Revealed for Hearthstone's Ashes of Outland Expansion
What is rotating?
Priest is Getting an Overhaul! An Analytical Dive into the New and Changed Cards
In Wild, you mean? Because Northshire Cleric is headed for the Hall of Fame.
I think they want Priest to rely on generating cards for additional value instead of drawing. See for example Galakrond's hero power and the buff to Thoughtsteal.
Imprisoned Vilefiend is a new Card Revealed for Hearthstone's Ashes of Outland Expansion
This card is not as bad as people say. Don't think of it as a 2-mana 3/5 Rush, think of it as a 0-mana 3/5 Rush. The turn it awakens, you can play a 4 drop alongside it for a major tempo swing. It's kinda like a Sidequest, where you're paying a small surcharge for a free effect later. 3/5 is big enough to threaten basically any 2 drop, and lots of 3 drops. That might stop your opponent from establishing their board for fear of free removal.
All that said, I don't think this card is spectacular. You need to play it on exactly turn 2. Still, it might see some use in a slower midrange Highlander-type deck.
Hearthstone was Announced at PAX East 7 Years Ago Today - Here's What it Looked Like
Blizzard, as a company, and HS, as a game, came a long way since 2013. Thanks for reminding me, when did the whole journey start.
Imprisoned Vilefiend is a new Card Revealed for Hearthstone's Ashes of Outland Expansion
Slow and bad, will not see play.
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