I wish they would just tell us what they are going to do. Like cool that’s staying dead but why don’t you just... tell us what’s getting unnerfed instead
Totally agree. Let's get some proper info about what's going to be happening
I don't understand how giving your opponent renos hero power is better than having it yourself. A random spell cast on random targets is still a random spell regardless of where it came from.
I wish they would just tell us what they are going to do. Like cool that’s staying dead but why don’t you just... tell us what’s getting unnerfed instead
I really love this take on changing the Core Priest Set, as different as it is from my own. There's a lot of similar principles, I feel, and similar ideas for where we want the class to go.
I especially love the breakdown of your thinking in terms of design basics - you set out clear goals you wanted to accomplish, which shows in the coherence of the set you put together.
A lot of the differences in our sets come from three key differences to our thought processes, two of which were simply personal limitations I placed on myself which in reality don't mean much.
Rarity Shifting - I made the decision not to change the rarities of any cards. This meant, for example, that every Basic card I took out needed a completely new card to replace it. While I like to think this created interesting designs, I don't disagree that there are plenty of serviceable cards from future expansions that would work instead; I just felt it was 'realistic' that Blizzard would avoid worrying about compensation by not changing any card rarities.
Direct Damage - I removed almost all direct face damage sources from my Core Set, even cards as simple as Holy Smite. Again, purely a personal limitation in that I disliked the idea of giving Priest any leeway in that regard, because it wasn't what I personally wanted from the class. I can understand your arguments for keeping a little bit of it available though.
Buffing/Nerfing - I chose to change cards as little as possible, with the idea being that people would prefer to play with these unchanged cards in Wild, rather than never be able to play with them again. I stand by that decision - I made the same change to Holy Fire that you did, but otherwise chose to rotate cards like Northshire Cleric and Holy Nova rather than alter them.
Overall, I've got to say I would not be displeased if this was what a Priest rework looked like should one ever happen. I especially like the inclusion of Mass Resurrection - I was talked out of it for flavour dissonance reasons, but my original Legendary replacement was just going to be Catrina Muerte. I agree that some form of Resurrect representation in the Core Set feels right, and this seems like a solid option.
Can't wait to see your full reworking! I can't imagine the amount of work that was - I didn't put nearly as much effort into my thought process for just one class and even that was exhausting.
I've been wondering how they intend to "curate" the collection. E.g., let's say the first expansion launches on September 1st and they introduce 2-6 new regions: what happens to the existing 6 regions at that time? Is it 6-in, 6-out? Do the current 6 form an evergreen set and that each expansion expands upon? Do all regions come and go each season a la HS Battlegrounds heroes?
My guess/hope is that it's more like HS Battlegrounds -- a different mix every season with no evergreens.
I don't see any need for evergreen regions, given the way deck building works in this game.
As for the Region Road:
I always thought of this feature as a catch-up mechanism for new players. Obviously, it hasn't been exactly that for most of us since the game is so young, but I think that is the intent moving forward. For this reason, I wouldn't expect it to be tweaked or enhanced as an ongoing source of cards for free players.
What really needs to happen is to make boards, guardians (and sleeves/card backs?) purchasable with shards. As of now, my Vault contains mostly shards, with an occasional epic that I never bothered to craft. I know I'll be able to spend a lot of those shards on expansion cards, but it would be a smart move for Riot to add a shard sink (like cosmetic items) to the economy before we get a chance to do that. People will be more likely to spend cash on new cards if they've squandered all their shards on fancy boards and such.
I hope we're getting these articles because someone with insider knowledge of the event a few weeks ago knows there's changes coming to Basic/Classic. If true, please either ignore this comment or issue a denial :)
I've been wondering how they intend to "curate" the collection. E.g., let's say the first expansion launches on September 1st and they introduce 2-6 new regions: what happens to the existing 6 regions at that time? Is it 6-in, 6-out? Do the current 6 form an evergreen set and that each expansion expands upon? Do all regions come and go each season a la HS Battlegrounds heroes?
My gut tells me that the current 6 regions need to somehow act as an evergreen set because it's just too much work both for the developers and the players to completely reset every season. Based on that: I could see them having all players do something like the following:
Complete the "Prologue" reward road once
Complete all 6 evergreen region roads once, in any order
Complete a special season-specific road which gifts cards from the new expansion; resets every expansion
I'm getting really frustrated....everyone has BETTER than constructed decks in this mode. I just lost to an on-curve upgraded Jinx....How the hell does anyone win games without a crazy amount of luck?
edit: How are you supposed to beat an upgraded (second) Ashe on turn 6?
I told you, Expeditions are better than constructed decks :) if they have upgraded ashe on T6, then they must have done nothing but freeze entire game, at which point you should have had some more pressure out, unless you had bad draws.
I think the best thing you can do is, if you have shards for it, to dedicate one week to trial runs. If you finish 3 Expeditions, another entry is free for the rest of the week. So you can do that with 1 token from lvl10 vault and then pay 6k for next two. Then you can just try out drafts and see how it works and what combination there can be and get a better understanding of it.
Yeah....they froze once, had Ashe on 5 and attacked with it, then had that card that freezes all enemies with 3 or less power. Not much I could really do there. I played on curve every turn up to that point.
Millhouse is so different from all the other heroes. His hero power doesn't just modify the way the tavern works a little bit, it doesn't give you some small buffs for playing a certain strategy, he changes the fundamental aspects of how you play battlegrounds. I am not surprised players are having a hard time understanding how to play him.
Game is still in beta, there is a reasonable expectation that something will be done about this. At very least, if not an "infinite" progress, then new content might add additional levels to each region every time.
I'm getting really frustrated....everyone has BETTER than constructed decks in this mode. I just lost to an on-curve upgraded Jinx....How the hell does anyone win games without a crazy amount of luck?
edit: How are you supposed to beat an upgraded (second) Ashe on turn 6?
I told you, Expeditions are better than constructed decks :) if they have upgraded ashe on T6, then they must have done nothing but freeze entire game, at which point you should have had some more pressure out, unless you had bad draws.
I think the best thing you can do is, if you have shards for it, to dedicate one week to trial runs. If you finish 3 Expeditions, another entry is free for the rest of the week. So you can do that with 1 token from lvl10 vault and then pay 6k for next two. Then you can just try out drafts and see how it works and what combination there can be and get a better understanding of it.
Hmm congratz? guess you don't have any progression left anyway.. as you have a full collection now (took 2.5 months for a dedicated beta player which is what Riot is aiming for)
As for me I looked today's at my collection after this champion capsule from Ionia: (spoiler to make the page shorter)
Show Spoiler
And doing 2 expeditions today (one 4 wins the other 7 wins, then crafted 2 Dravens since I really enjoyed playing him in the 7 wins expedition)
And I am about 15 champion cards away from full champion collection, 50 commons didn't count rares but also along those lines, and epics I got all the playable ones and enough epic wild cards to craft most of the ones I am left (Around 10 I think..)
So I (as a more casual actually I played a lot completed all quests, almost every day did the 3 wins) also am close to your point, but on my regions I am at 4 regions at 16 and 2 regions in the 12 area.. so I am quite far from your standing.
Since you got nothing to unlock while having all regional rewards you don't have any rewards anyway.. I guess once your scenario will be more common among the people who are active but not 100% into the game like you do by then the new expansion will arrive..
I mean in hearthstone I don't think ANYONE was even close to a quarter of classic in the beta as F2P so it's great that you can focus on being creative and competitive instead of feeling bad cause you don't have cards.
I wonder how they will handle the people who have so many resources at expansion start We need to wait and see what Riot does.
Thanks again for your feedback. Do you think the card is better when it is a Battlecry, Or when it is a continual effect like on the first rendition of the card? I think the continual effect fits the theme of the card better, but I think the Battlecry is easier to balance.
No problem I have literally nothing to do today so lurking here while watching the new season of Castlevania lol.
I think it works much better as a battlecry - easier to balance and also more useful in a normal game scenario. i.e. say you played it between two Bomb Wranglers - as a battlecry you would get 4 bombs out of it and would likely kill one of the two Wranglers unless you rolled perfectly to do 2 dmg each. That seems fair. Or if you played it next to a Frothing Berserker, at 4 dmg you could either pump it up by 3 dmg or kill it if you low-roll. Again, seems fair.
Thank you everyone for your feedback, this is now what the card looks like:
Show Spoiler
I also had another idea for a similar card:
Show Spoiler
This card has a bit more flavor to it. He is a strong warrior who will protect your minions, but first they have to pay him.
what do you think?
I like Hired Hand more just because Enrage Warrior is still a good/fun archetype that's getting some love with Bomb Wrangler so would be very "playable" in an existing deck. 2 notes on that one though:
1. I would however keep the Short-Tempered Brute name because it fits what the card actually does - hit its fellow minions. He's not really "getting paid" by punching people standing next to him (unless he's paid in blood? In which case it would make sense to make him a Vampire/Demon, but then he'd make more sense as a Warlock card but that wouldn't be good since Enrage Warlock isn't a thing. Don't go down that long and winding road...)
Thanks again for your feedback. Do you think the card is better when it is a Battlecry, Or when it is a continual effect like on the first rendition of the card? I think the continual effect fits the theme of the card better, but I think the Battlecry is easier to balance.
Were you Expecting The Caverns Below to be Unnerfed with Hearthstone's Next Expansion? Think Again
Totally agree. Let's get some proper info about what's going to be happening
Were you Expecting The Caverns Below to be Unnerfed with Hearthstone's Next Expansion? Think Again
I agree, I am getting pretty anxious to see what is being reverted.
I don't understand how giving your opponent renos hero power is better than having it yourself. A random spell cast on random targets is still a random spell regardless of where it came from.
Were you Expecting The Caverns Below to be Unnerfed with Hearthstone's Next Expansion? Think Again
I wish they would just tell us what they are going to do. Like cool that’s staying dead but why don’t you just... tell us what’s getting unnerfed instead
Pole Position - Card Design Competition Discussion Thread
Oh yeah. That's a typo. It's Hardened Defender and not Hardenered. My bad! also messeger instead of messager oog
Fan Community Spotlight - CheeseEtc's Core Priest Set
I really love this take on changing the Core Priest Set, as different as it is from my own. There's a lot of similar principles, I feel, and similar ideas for where we want the class to go.
I especially love the breakdown of your thinking in terms of design basics - you set out clear goals you wanted to accomplish, which shows in the coherence of the set you put together.
A lot of the differences in our sets come from three key differences to our thought processes, two of which were simply personal limitations I placed on myself which in reality don't mean much.
Overall, I've got to say I would not be displeased if this was what a Priest rework looked like should one ever happen. I especially like the inclusion of Mass Resurrection - I was talked out of it for flavour dissonance reasons, but my original Legendary replacement was just going to be Catrina Muerte. I agree that some form of Resurrect representation in the Core Set feels right, and this seems like a solid option.
Can't wait to see your full reworking! I can't imagine the amount of work that was - I didn't put nearly as much effort into my thought process for just one class and even that was exhausting.
Sludge Slurper Confirmed As Being Reverted in Upcoming Unnerfing Hearthstone Patch
"Insulting" in terms of player-devs relationship, obviously. He even wrote it.
It's not hard to understand that the personal level has nothing to do with the game.
And just to be precise, the fact you accept the nerf-unnerf policy doesn't make you any tougher than those who don't (and for understandable reasons).
Honest Hearthstone Cards (Game)
Next:
Progression After Completing Regional Rewards
My guess/hope is that it's more like HS Battlegrounds -- a different mix every season with no evergreens.
I don't see any need for evergreen regions, given the way deck building works in this game.
As for the Region Road:
I always thought of this feature as a catch-up mechanism for new players. Obviously, it hasn't been exactly that for most of us since the game is so young, but I think that is the intent moving forward. For this reason, I wouldn't expect it to be tweaked or enhanced as an ongoing source of cards for free players.
What really needs to happen is to make boards, guardians (and sleeves/card backs?) purchasable with shards. As of now, my Vault contains mostly shards, with an occasional epic that I never bothered to craft. I know I'll be able to spend a lot of those shards on expansion cards, but it would be a smart move for Riot to add a shard sink (like cosmetic items) to the economy before we get a chance to do that. People will be more likely to spend cash on new cards if they've squandered all their shards on fancy boards and such.
Honest Hearthstone Cards (Game)
Fan Community Spotlight - CheeseEtc's Core Priest Set
I hope we're getting these articles because someone with insider knowledge of the event a few weeks ago knows there's changes coming to Basic/Classic. If true, please either ignore this comment or issue a denial :)
Honest Hearthstone Cards (Game)
Wait a second hearthcards messed up, when you import linecracker it gets labeled boomsday instead of Rastakhan.
Yes I checked
Taunt
Taunt is my favorite keyword.
Honest Hearthstone Cards (Game)
Next card
[Game] Card Treasure Hunt (The Resurrection Attempt)
Lord of the Arena? Totally out of ideas here lol, if it's not, then... hint please?
Honest Hearthstone Cards (Game)
Next
Progression After Completing Regional Rewards
Very interesting; thanks for sharing.
I've been wondering how they intend to "curate" the collection. E.g., let's say the first expansion launches on September 1st and they introduce 2-6 new regions: what happens to the existing 6 regions at that time? Is it 6-in, 6-out? Do the current 6 form an evergreen set and that each expansion expands upon? Do all regions come and go each season a la HS Battlegrounds heroes?
My gut tells me that the current 6 regions need to somehow act as an evergreen set because it's just too much work both for the developers and the players to completely reset every season. Based on that: I could see them having all players do something like the following:
Looking for help/guidance on Expedition mode
Yeah....they froze once, had Ashe on 5 and attacked with it, then had that card that freezes all enemies with 3 or less power. Not much I could really do there. I played on curve every turn up to that point.
Hearthstone's Dean Ayala thinks Millhouse Manastorm Needs a Buff in Battlegrounds
Millhouse is so different from all the other heroes. His hero power doesn't just modify the way the tavern works a little bit, it doesn't give you some small buffs for playing a certain strategy, he changes the fundamental aspects of how you play battlegrounds. I am not surprised players are having a hard time understanding how to play him.
Progression After Completing Regional Rewards
Game is still in beta, there is a reasonable expectation that something will be done about this. At very least, if not an "infinite" progress, then new content might add additional levels to each region every time.
Looking for help/guidance on Expedition mode
I told you, Expeditions are better than constructed decks :) if they have upgraded ashe on T6, then they must have done nothing but freeze entire game, at which point you should have had some more pressure out, unless you had bad draws.
I think the best thing you can do is, if you have shards for it, to dedicate one week to trial runs. If you finish 3 Expeditions, another entry is free for the rest of the week. So you can do that with 1 token from lvl10 vault and then pay 6k for next two. Then you can just try out drafts and see how it works and what combination there can be and get a better understanding of it.
Progression After Completing Regional Rewards
Hmm congratz? guess you don't have any progression left anyway.. as you have a full collection now (took 2.5 months for a dedicated beta player which is what Riot is aiming for)
As for me I looked today's at my collection after this champion capsule from Ionia: (spoiler to make the page shorter)
And doing 2 expeditions today (one 4 wins the other 7 wins, then crafted 2 Dravens since I really enjoyed playing him in the 7 wins expedition)
And I am about 15 champion cards away from full champion collection, 50 commons didn't count rares but also along those lines, and epics I got all the playable ones and enough epic wild cards to craft most of the ones I am left (Around 10 I think..)
So I (as a more casual actually I played a lot completed all quests, almost every day did the 3 wins) also am close to your point, but on my regions I am at 4 regions at 16 and 2 regions in the 12 area.. so I am quite far from your standing.
Since you got nothing to unlock while having all regional rewards you don't have any rewards anyway.. I guess once your scenario will be more common among the people who are active but not 100% into the game like you do by then the new expansion will arrive..
I mean in hearthstone I don't think ANYONE was even close to a quarter of classic in the beta as F2P so it's great that you can focus on being creative and competitive instead of feeling bad cause you don't have cards.
I wonder how they will handle the people who have so many resources at expansion start We need to wait and see what Riot does.
Fan Community Spotlight - CheeseEtc's Core Priest Set
A very good article with a lot of good advice for anyone who is making a custom class.
CheeseEtc, you are a very good card creator and you have a very good understanding of what a core set should be.
Pole Position - Card Design Competition Discussion Thread
No problem I have literally nothing to do today so lurking here while watching the new season of Castlevania lol.
I think it works much better as a battlecry - easier to balance and also more useful in a normal game scenario. i.e. say you played it between two Bomb Wranglers - as a battlecry you would get 4 bombs out of it and would likely kill one of the two Wranglers unless you rolled perfectly to do 2 dmg each. That seems fair. Or if you played it next to a Frothing Berserker, at 4 dmg you could either pump it up by 3 dmg or kill it if you low-roll. Again, seems fair.
Pole Position - Card Design Competition Discussion Thread
Thanks again for your feedback. Do you think the card is better when it is a Battlecry, Or when it is a continual effect like on the first rendition of the card? I think the continual effect fits the theme of the card better, but I think the Battlecry is easier to balance.