All Comments

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

  • New Mechanic Idea

    Speaking of jaina, though it’s not relevant to this thread but I remember getting her after beating the lich king. Thing is though I beat him with priest. I thought I would get machine gun Anduin but got jaina instead. It always puzzled me If It was a glitch or some other mechanic at work.

  • I also had to restrain myself from cards that i consider staple for Tempo.

    eg Loatheb! Or Vilespine Slayer.

    For Edwin alone, you can simply replace Fan of Knives, which is the current "tech card", or one Elven Minstrel.

    Maybe i should write this down...

    As for the coins themselves, they help with Combo cards, and in general they help with regaining the Tempo wasted by the initial Bazaar Burglary, by unlocking a card that would otherwise cost too much for a given early turn.

    EDIT: removed the knives for good ol' Edwin.

  • Knights of the Frozen Throne

    I was just about to say the same thing!

  • Dr. Boom, Mad Genius

    Can we just take a minute to think about how short Dr.Boom's mech suit is? It has T-Rex arms for legs!

  • Standard & Wild Decks to Try Before the Nerfs Arrive - Uldum Edition

    Staff Pro

    I don't think priest is going to go hiding, though it certainly did take a decent hit. Extra Arms felt so great to play, it is a shame =(

  • Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!

    And you know what, that is a fair assessment of the situation.

  • Standard & Wild Decks to Try Before the Nerfs Arrive - Uldum Edition

    Cannot wait to burn my barnes for that sweet 1600 dust

  • “Latest comments” on the home page

    Staff Pro

    This'll be out shortly.

  • Looking back at the Buffs experiment.

    Quote From Dakarian

    A BIG fear I had is a buff that breaks the game and stays on for half a year.  

    I don't see this as very different from a new card that breaks the game and stays on for half a year, which will always be a part of this game.

  • Looking back at the Buffs experiment.

    Side note, Shaman buffs were hands down the best. Thunderhead is amazing, and The Storm Bringer, while definitely can be great for memes, is awesome as a secondary win condition in any token deck. 

  • Looking back at the Buffs experiment.

    Quote From Xarkkal

    Nerfs do more to shake up the meta, it's only logical that they do. The top decks and problem cards can be targeted, thus effecting the entire meta to shift to the change of power. 

    Buffs shouldn't do this. They should give some cool cards that ended up being duds, a 2nd chance. 

    This is the point I agree with most. While I love that the dev team introduced buffs, they shouldn't result in the latest oppressive deck like what Luna's Pocket Galaxy did with Highlander Mage. Buffing a few cards should naturally introduce variety to the meta, but a problem arises when they warp the meta towards a few classes. 

    In a way, the buffs were successful in this regard. Shaman's playrates were low before Thunderhead enabled new aggro archetypes for the class. Priest was dead in the water until it benefited from the Extra Arms buff (albeit short-lived). Glowstone Technician allowed Mech Paladin to enter the meta as a semi-viable (if not polarizing) deck. The buffs kept the meta somewhat interesting because they gave previously useless cards a competitive edge; it's just that a few classes benefited more than most (Mage), or some were already terrorizing the meta (Warrior). 

  • Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!

    They went after some core design elements in the evergreen set of Druid that was giving them a constant state of tier 1.  Mage was really targeting 1 deck.  Mage is still powerful

  • Looking back at the Buffs experiment.

    Thanks for the feedback so far everyone.  I'm still not so favorable about them but I'm glad I'm in the minority and it did make a better improvement for others.  It's hard to tell such things when youare stuck in your own headspace.

     

    I guess you can see the reverts as two things:

    1. Their first experience with buffing, meaning they WILL have to go through a learning phase.  You HAVE to make mistakes if you want to master something.  As such future buffing projects would potentially improve as they get a better feel of what to target and what the goals are with each buff.

    2. The reverts themselves show that they ARE willing to shift as needed and accept such mistakes.  A BIG fear I had is a buff that breaks the game and stays on for half a year.  While it's been a few months, it's really only recently that we've gone from "oo cool, Galaxy works now." to "ok.. can we get it to stop working now?"  Raven is correct that it shouldn't be a regular thing, but knowing there IS a panic button if things go sour is comforting.

     

    So in the end, I'm still not positive about them but they aren't a true "OMG uNINSTALL" negative for me, and if I'm ok with it if others are.

     

    Meanwhile, keep the opinions coming.  

  • Standard & Wild Decks to Try Before the Nerfs Arrive - Uldum Edition

    Combo Priest was a brief, yet fun experience
    Will it find a way to stick around or is Priest back out of standard?

  • Staff

    Great idea with the Peddler, where is Edwin tho? Seems like the coins r kinda pointless otherwise. I mean sure, there will always be use for them, but like you could have put better cards in the deck too. I feel like i dont have any space in my Thief Rogue and there are so many cards id like to put in lol, dont feel like i could justify coins without Edwin.

  • Looking back at the Buffs experiment.

    Quote From GoliathTheDwarf

    Since I'm not a hard-core ladder climber, my view might not mean much to a lot of people, 

    That should make your view more valuable. The vast majority of Hearthstone players are not ladder climbers. 

    The original post puts all cards into two categories - overpowered or trash. If a card is a part of a top tier deck, it's overpowered. If not, it's trash. I, on the other hand, find plenty of middle ground. Even though Gloop Sprayer is not currently in a tier 1 deck, I use it in my ramp beast deck, and it's great. I use Mulchmuncher in my token Druid, and I like it. So, no, these buffs were not a failure at all. They were fun, and fun is why I play the game.

  • Spending gold on wings to obtain Barnes?

    Quote From Avalon

    Buying the first two wings may be a good idea: I even read a post on Reddit on the same subject.

    However, my only concern is that you would get niche to bad cards (except Barnes that will become a free legendary of your choice).

    Sure but all those niche to bad cards cards be dusted too.

  • Card Balance Announcement Likely Coming this Week!

    I was wrong - and am glad I was too.

  • Spending gold on wings to obtain Barnes?

    Buying the first two wings may be a good idea: I even read a post on Reddit on the same subject.

    However, my only concern is that you would get niche to bad cards (except Barnes that will become a free legendary of your choice).

  • Looking back at the Buffs experiment.

    I like buffs too. I think they did a good job overall. A lot of people could see that 5 Mana Luna's was going to be very playable and it just got out of control. 6 Mana might be the sweet spot, then again I won't miss it. I have a golden one that I'm eager to dust.

    A better nerf to extra arms would have been to just make the first cast somehow less powerful than the second. I didn't see the card as a problem, but I suppose I can understand their thought process.

    I hope they keep buffing and nerfing cards as needed. It makes this game interesting and fresh.

  • Looking back at the Buffs experiment.

    Quote From Xarkkal
    Buffs [...] should give some cool cards that ended up being duds, a 2nd chance. 

    This one. I personally loved the experiment since June and July felt a little less boring than usual: even if for a few games, people had new tools to play with, and most of the times we didn't even need to craft them. Really cool. I really hope (and the Devs seem to have understood it) that Luna's Pocket Galaxy's mistake won't hold team 5 back from doing another round of buffs in the future (maybe Rastakhan's Rumble since there are so many cool card that have seen little to no play?).

    The only suggestion I may give (and it's the same I gave before the Rise of Mechs event) is to make the new buffed card craftable for a lower cost (75%?): I personally would have loved to try some stuff but I really didn't want to waste dust. I don't think I am too greedy to ask it, since such a compromise would encourage a lot more people to invest their savings.

    P.S.: just a little reminder to OP: after the buff Necromechanic sees solid play Wild Deathrattle Hunter as a better Baron Rivendare.

  • “Latest comments” on the home page

    I thought it was more than just deck comments, but I could be mistaken, and I don't visit hpwn anymore (OOC is my home). Definitely don't want to overcrowd the homepage, but I think highlighting where comments are on other pages besides forums would be vital to encourage discussion. 

    Definitely down the line. Much more important things and features I know you all have your hands full with already! 

  • Quest Trading - Play A Friend!

    Battletag: GuyOnRhino#1503
    Region: NA
    Trade Only?: Yes, you go first.

  • Quest Trading - Play A Friend!

    Battletag: Pipolif#2438
    Region: EU
    Trade Only?: Yes

    completed

  • Festeroot Hulk

    Pretty good card in aggro decks, but everyone overlooks it