But they do have an advantage of being visible, which is more important. You play a spell that says "active for 3 turns" and after one or two turns you forget it is active or dont remember how long is left. That is a horrible design, if you ask me.
That is a very good point. I'll see what I can do in terms of making them minions. I would simplify things in that minions can be overcome with anything and I wouldn't have to work out some new system to try and make a unique thing balanced. The initial concept was that they would be like Quests, a unique type of spell, but I'll give this version a go.
it's not necessarily broken, but it can really steamroll ahead with a good opener, draw a lot of cards with very little counterplay (at least against decks relying on minion combat with limited access to destruction removal)...and at the end of it all you're constantly under threat of being OTKd with no real way to play around it.
If there was ever a time to HoF/nerf (I'd honestly prefer a rework) Divine Spirit it's now.
Why not just make it 2-mana, give a minion +5 Health or something. Still allows Inner Fire to be played in a deck that focusses on turning one high health minion into a big beater. Especially now that we have so many Reborn synergies that allow you to keep up an onslaught of Blademasters and Tol'virs
Oh, ok. BTW, just out of curiosity, do you plan on making all Strongholds (still think it should be “Holds”, or “Keeps”) Legendary? That matches with your intent to picture iconic locations and would make it more similar to Quest, but maybe non-Legendary Strongholds could also have interesting cards to have direct synergies with them
That's a good idea. There could always be more general things like "goblin bomb-shelter" or "Stromguard Fort" off the top of my head. The iconic ones are my motivator, but I see no problem with expanding the concept.
I don't think Quest will be that good until further support.
Right now you're basically just spamming lackeys without an endgame plan. Turns out Quest is still bad in decks that want to actually pressure their opponents...and it also turns out a quest reward that basically overloads you for 2 permanently in exchange for perma Brann is actually a downside in the midgame where you're trying to use your mana optimally.
It's just kind of depressing when your opponent throws down something like a Highmane and your best play is to double your Lifedrinker....that's just not tempo and unless you're actually close to killing your opponent it won't get you anywhere.
I hope there will be some sort of Control build that doesn't try to rush the quest but rather control the game and finish the quest naturally to use it with big value or swing cards (like Swampqueen)
the whole cost reduction mechanic should just be changed to minions keeping the cost they were summoned with, so all cost reduced cards can't be used in Evolve shenanigans and the like.
Result: Stuff like Giggling Inventor and Former Champ is still good with cards like Mutate, but something like Mogu Fleshshaper doesn't give you a turn 3 8-drop.
Fixes CC, fixes CC's interaction with Pocket Galaxy and deals with a few other abuse cases as well.
Also, pretending Mountain Giant is the problem when Khadgar + CC onto anything above 4-mana is basically an instant win against any deck without eefficient AoE removal speaks for itself. Kripp isn't the best source for balance insights.
I think Zephrys the Great should have a place under the top cards ....
These lists were based strictly off statistics, and I suspect [Hearthstone Card (Zephrys the Great) Not Found]'s overall statistics aren't as good BECAUSE he's so powerful. He's in 29% of decks right now, and a lot of them probably aren't utilizing his full potential. Murloc Paladin, for example, has an overall Win Rate of ~55%, but in that archetype Zeph only has a Played Win Rate of ~45%--presumably because if you're winning, you want to hold him back as a trump card and your opponent probably concedes before you ever play him, and if you're losing, you play him and maybe discover a card that can buy a turn or two but if your behind with that deck its really hard to turn the game around.
Consider this compared to Dinotamer Brann, King Phaoris, and Reno the Relicologist, where A.) there's only a small population of decks that support them, all of which happen to be very good so nobody is "tainting" their overall statistics, and B.) they are all good tempo cards that you can (generally) feel great about slamming on-curve--even if you're ahead--so they collect spillover wins. Remember that good decks win more than they lose, and trackers like HsReplay just know which cards were played as part of that win, not how "clutch" they were or weren't.
at the same time, the one thing making it even playable right now is the Boomsday package, which rotates after the next expansion....+ the deck gets quite easily steamrolled by aggro decks (and combo decks to an extent) so I don't see it being that much of a problem in the long run.
If it really runs amok they can always nerf the quest counter to 6 which would effectively ruin the deck from a tempo perspective. Let Paladin have their one moment in the sun for an expansion before it's back to polarizing snowball decks like mech paladin or the new Aggro-Hand variant.
More cards! For Un'Goro, I wanted to focus more on rarity interactions since I hadn't really done much with it. The idea with focusing on Epic cards is that with Ancient Magic, you can transform Epics into Legendaries. It's more random than Evolve and other Mana-focused transformations, but could be much more powerful. Next up is Frozen Throne. What does a Pandaren Death Knight look like? Wait and see...
problem is, Priest has a pretty good overall deck archetype right now that can snowball pretty hard early...but it also has a 3 card nuke combo that can get you at any point with no real counterplay, which is just not good game design.This expansions has proven that a proactive Priest deck is possible, which means if they further explore this direction than Priest won't need Divine Spirit as it's only win condition anymore
I hope the changes create a meta where Quest Shaman is Tier 2 (even lower Tier 2 is fine). I really want to craft the Wock and that would be the push I need.
I'd love to see Conjurer's getting nerfed to 4 mana and Dr Boom lose the armor hero power (+ maybe even the delivery drone). I don't think Luna's Pocket Galaxy should be changed.
I cut the new taunt package that people are running because I find it to greedy as a whole. It's where I found room for the bombs. Plus, if you really need it, Frightened Flunky has a super high likelihood of discovering one.
Does that first point actually say that if you don't play Wild you aren't a real player? It seems clear to me but I want to believe that nobody is dumb enough to believe that. Also, you should probably give credit where credit is due, they've done a good job with nerfs recently.
Top Saviors of Uldum Cards That Pack a Punch or Fell Flat
Yeah sure.
What i meant was strong cards that generate Tempo upon already efficient Value generators.
Thief Rogue is not hopeless. It just needs to get strongly supported in the Tempo stats (instead of sheer Value).
Help me refine a Strongholds concept
That is a very good point. I'll see what I can do in terms of making them minions. I would simplify things in that minions can be overcome with anything and I wouldn't have to work out some new system to try and make a unique thing balanced. The initial concept was that they would be like Quests, a unique type of spell, but I'll give this version a go.
Card Balance Announcement Likely Coming this Week!
it's not necessarily broken, but it can really steamroll ahead with a good opener, draw a lot of cards with very little counterplay (at least against decks relying on minion combat with limited access to destruction removal)...and at the end of it all you're constantly under threat of being OTKd with no real way to play around it.
If there was ever a time to HoF/nerf (I'd honestly prefer a rework) Divine Spirit it's now.
Why not just make it 2-mana, give a minion +5 Health or something. Still allows Inner Fire to be played in a deck that focusses on turning one high health minion into a big beater. Especially now that we have so many Reborn synergies that allow you to keep up an onslaught of Blademasters and Tol'virs
The Way-Too-Early-Nerf Thread
HOF Brawl. Now.
Help me refine a Strongholds concept
That's a good idea. There could always be more general things like "goblin bomb-shelter" or "Stromguard Fort" off the top of my head. The iconic ones are my motivator, but I see no problem with expanding the concept.
The Hearthstone Explorer's Bundle - 20 Standard Packs + 1 Uldum Legendary
feelsbadman
Hack the System
Gurubashi Offering
[Hearthstone Card (A New Challenger…) Not Found]
Star Aligner
Muck Hunter
Card Balance Announcement Likely Coming this Week!
Can confirm, I'm a Blizzard employee who programmed a bot to play Big Priest for me while I reside deep within my toilet.
Card Balance Announcement Likely Coming this Week!
I don't think Quest will be that good until further support.
Right now you're basically just spamming lackeys without an endgame plan. Turns out Quest is still bad in decks that want to actually pressure their opponents...and it also turns out a quest reward that basically overloads you for 2 permanently in exchange for perma Brann is actually a downside in the midgame where you're trying to use your mana optimally.
It's just kind of depressing when your opponent throws down something like a Highmane and your best play is to double your Lifedrinker....that's just not tempo and unless you're actually close to killing your opponent it won't get you anywhere.
I hope there will be some sort of Control build that doesn't try to rush the quest but rather control the game and finish the quest naturally to use it with big value or swing cards (like Swampqueen)
Card Balance Announcement Likely Coming this Week!
the whole cost reduction mechanic should just be changed to minions keeping the cost they were summoned with, so all cost reduced cards can't be used in Evolve shenanigans and the like.
Result: Stuff like Giggling Inventor and Former Champ is still good with cards like Mutate, but something like Mogu Fleshshaper doesn't give you a turn 3 8-drop.
Fixes CC, fixes CC's interaction with Pocket Galaxy and deals with a few other abuse cases as well.
Also, pretending Mountain Giant is the problem when Khadgar + CC onto anything above 4-mana is basically an instant win against any deck without eefficient AoE removal speaks for itself. Kripp isn't the best source for balance insights.
The Hearthstone Explorer's Bundle - 20 Standard Packs + 1 Uldum Legendary
Dude wold love a golden Loti
Top Saviors of Uldum Cards That Pack a Punch or Fell Flat
These lists were based strictly off statistics, and I suspect [Hearthstone Card (Zephrys the Great) Not Found]'s overall statistics aren't as good BECAUSE he's so powerful. He's in 29% of decks right now, and a lot of them probably aren't utilizing his full potential. Murloc Paladin, for example, has an overall Win Rate of ~55%, but in that archetype Zeph only has a Played Win Rate of ~45%--presumably because if you're winning, you want to hold him back as a trump card and your opponent probably concedes before you ever play him, and if you're losing, you play him and maybe discover a card that can buy a turn or two but if your behind with that deck its really hard to turn the game around.
Consider this compared to Dinotamer Brann, King Phaoris, and Reno the Relicologist, where A.) there's only a small population of decks that support them, all of which happen to be very good so nobody is "tainting" their overall statistics, and B.) they are all good tempo cards that you can (generally) feel great about slamming on-curve--even if you're ahead--so they collect spillover wins. Remember that good decks win more than they lose, and trackers like HsReplay just know which cards were played as part of that win, not how "clutch" they were or weren't.
Card Balance Announcement Likely Coming this Week!
at the same time, the one thing making it even playable right now is the Boomsday package, which rotates after the next expansion....+ the deck gets quite easily steamrolled by aggro decks (and combo decks to an extent) so I don't see it being that much of a problem in the long run.
If it really runs amok they can always nerf the quest counter to 6 which would effectively ruin the deck from a tempo perspective. Let Paladin have their one moment in the sun for an expansion before it's back to polarizing snowball decks like mech paladin or the new Aggro-Hand variant.
The Hearthstone Explorer's Bundle - 20 Standard Packs + 1 Uldum Legendary
I was expecting a bundle like this for a few days now! And it comes with a uldum legendary? Of course I'll buy!
Tactician Custom Class (4/12/20 - Ashes of Outland)
More cards! For Un'Goro, I wanted to focus more on rarity interactions since I hadn't really done much with it. The idea with focusing on Epic cards is that with Ancient Magic, you can transform Epics into Legendaries. It's more random than Evolve and other Mana-focused transformations, but could be much more powerful. Next up is Frozen Throne. What does a Pandaren Death Knight look like? Wait and see...
More in the main post!
Card Balance Announcement Likely Coming this Week!
Card Balance Announcement Likely Coming this Week!
I hope the changes create a meta where Quest Shaman is Tier 2 (even lower Tier 2 is fine). I really want to craft the Wock and that would be the push I need.
The Hearthstone Explorer's Bundle - 20 Standard Packs + 1 Uldum Legendary
Thx. ;)
The Hearthstone Explorer's Bundle - 20 Standard Packs + 1 Uldum Legendary
Recieved Octosari. Dodging bullets.
Card Balance Announcement Likely Coming this Week!
Card Balance Announcement Likely Coming this Week!
I'd love to see Conjurer's getting nerfed to 4 mana and Dr Boom lose the armor hero power (+ maybe even the delivery drone). I don't think Luna's Pocket Galaxy should be changed.
The Hearthstone Explorer's Bundle - 20 Standard Packs + 1 Uldum Legendary
Gratz!
Please Don't Play This Deck
I cut the new taunt package that people are running because I find it to greedy as a whole. It's where I found room for the bombs. Plus, if you really need it, Frightened Flunky has a super high likelihood of discovering one.
Help me refine a Strongholds concept
I also really like the concept of highlighting some of warcraft's legendary locations. Booty Bay is a cool design, would be interested to see more.
The Hearthstone Explorer's Bundle - 20 Standard Packs + 1 Uldum Legendary
Finley, the only missing explorer. And one of the highest quality packs i have ever opened. :)
Card Balance Announcement Likely Coming this Week!
Does that first point actually say that if you don't play Wild you aren't a real player? It seems clear to me but I want to believe that nobody is dumb enough to believe that. Also, you should probably give credit where credit is due, they've done a good job with nerfs recently.