It's a bunch of strings of data the servers have to save it's around what? 1K characters each? if they encode it it's even less.
I can understand why you would want to limit it for efficiency and having each account take less space but it just shows a flaw in the coding of HS if your code isn't flexible and open to changes your code isn't written well enough, each deck is justa bunch of strings that then the game interprets as the deck you queue up with we can easily infer that when they allowed to export and import them that's all the data needed to create a deck in your deck menu.
I think just many parts of the code reference the fact that there are just those 18 deck slots(back when we had 9 it was referring the 9 deck slots and the 9 basic slots), it would mean a lot of code needs to be refactored to NOT refer accessing the 18 deck slots, and access a none set amount of decks and in the same time have the servers manage also all the decks every user has at his disposal.
It's probably that it would takes the coders a lot of time to fix this problem that is rooted in some "magical numbers" or UI decisions that it's probably not worth it, can't find any other explanation to this decision at my level of knowledge.
It seems some parts of HS were done without the foresight of future additions for some reason take for example Deathstalker Rexxar, they mentioned they need to manually code zombeasts that's quite dumb if it's the case it means they manually made them instead of creating an algorithm that makes them, wonder if every expansion to come they will need to manually make any combinations..
All that said I am quite new to software so I might be missing something else that might be the source of such unwillingness to add more storage per user for the deck slots.
Actually a new way to consider burgle... Class minions are at times really powerful, because restricting a card strictly amps up the power (becuase it's not power creep if something is class specific). The thing is, I already see people getting useless stuff like gunspire and practically having a 3/5 rush with no other text(the lethal in GM with it doesn't count)
You're comparing a 6 drop that insta wins you the game against the most popular mage archetype on ladder right now (miracle mage). To a combo that not only requires you to play an awful 2-drop but you also have to have it be killed off whilst you have a specific card that you want to be duplicated in your hand. Just so that you can play said duplicated card twice which is usually a 10-drop. By the way, the popularity of miracle mage and other slower decks at legend is most likely the only reason GetMeowth runs Nerubian Unraveler in the first place. At any other bracket you just cut Loatheb and Nerubian Unraveler for healing or Doomsayer.
Now, allow me to quote a comment of mine from a little while ago:
I would probably cut a Nerubian Unraveler, since most of the popular decks seem to be minion-based and Miracle Mage can be stopped with a bunch of sticky minions on the board (they don't run single-target removal).
Because it's true. I learnt from first hand, that miracle mage is hopeless against a sticky board. They don't utilize any single target removals for bigger minions and if you manage to stick a Voidlord or two on the board, it's practically GG. This can be done prior to turn 6 (before you would usually play the nerubian, if you actually manage to draw him that is), since you can summon those demons thanks to Voidcaller and Skull of the Man'ari and you can fetch them with Sense Demons. So even though this archtype is very popular, I explained in my previous replies why the nerubian is replaceable and the 2/1 has generally more applications in other MUs. If you don't agree, then that's fine - we both have different perspectives for the aforementioned cards. And, speaking for myself, I don't bother playing ranked once I reach legend. So miracle mage might be the most played deck in legend, but until then you are most likely to stumble upon an odd paladin, an even or a murloc shaman or a big priest, where the nerubian would feel weak. That said, I must agree with you, that a cubelock would rather run some Doomsayers or healing options than Expired Merchant in an aggressive meta like the current one. That's why I hope things would be different next expansion.
Btw Expired Merchant isn't part of any combo. You can play this minion as early as turn 2 and you can get your value later on. It becomes a combo only if you want to guarantee getting the profit next turn. Regarding the Defile example - I wanted to say, that if the opponent doesn't have any 1-health minions on the board, the merchant would speed up the domino effect.
I think this card will be surprisingly good. The guy above broke it down nicely. It looks underwhelming, but it is bundling a lot and they are all thing thats rogue wants.
Yeah, even deck archive can help a lot. I mean, creating decks from phone isn't so easy, my laptop's burning when I'm using hdt with hearthstone. It takes so much time to copy my older decks when I try it on a different device than my desktop pc. I mean, I can play 1 or 2 more games instead of trying to copy my older decks. I really can't get it why it is an issue tied to the core code. It is just slot or saving system or archive system. You don't even need a server for it, their information could be hold in documents file like any other single player game's save file. I really can't get it.
If I'm not wrong Team 5 had stated that even adding those extra 9 slot was a pain, because deck slots is something on which they've issue tied to the core code of HS itself and could create issue expecially on mobile (it was something they've said long ago, when there was Brode).
Probably they could implement some sort of archive where you can go and choose which deck's code you wanna load and the game build it for you istantly or something like that.
Crazy how all five comments seem so positive about this card and when I saw hearthpwn everyone was upset and mad about it. Such a different vibe here
I know right? this community is so much less toxic and there is more constructive discussion. I personally enjoy this site a lot more than Hearthpwn simply because of the better community.
I just want to say that I have hard times to save my decks and tracking them from a notepad file or some add-on is hard for me while i am playing this game from my desktop, laptop and my phone.
I have opened a thread in Official Hearthstone forums for getting a response hopingly. So,
Please let them hear me, If you have some thoughts about this issue of me, comment it to let them hear me easier.
This new card for rogue is garbage. Sorry for my bad english, I'll try write as well I can.
There will be whoever thinks, why is it so bad if it has Zilliax's stats and gives carte for 'vendetta'? (Trimutius write that in other post)
To begin with, comparing Zilliax with this is, in itself, aberrant.
Zilli has rush, of course, with divine shield, of course also, is a robot, look at this! and magnetism, the same, almost the same, ah !, that I forget, steals life, of course, of course they are the same, what i have to read and suffer.
Let's go to activate 'Vendetta'. To activate that spell cost 4/0 that does not kill, it does minion damage -we will not exaggerate-, that the optimum is to remove it by 0 and for that we have the fox if we do not play mirror (until they change the text in a nerf later for 'other class') or the Hench-Clan Burglar that has the powerful Discover and pirate.
Both cards, Fox and Hench-Clan Burglar, are lower cost and the important thing is not that, the important thing is that thanks to that we can get to activate that spell in the firsts turns if it is in hand (to put 4 damage by 0) or Underbelly fence, cards whose strategic value decreases as the turns of the game increase, so, get me garbage at cost 5 for my dear rogue, what do I do?, I want Vilespine Slayer, Shadowcaster, Crazed chemist, the same, exactly the same.
I get what you are saying here.
by turn 5, cards like Vendetta and Underbelly Fence are some of the best standard cards that need you to have a card from another class, and by turn 5, they become less good. so burgling at turn 5 is not very good accept for getting the random card, but random cards are not always good.
its not a bad card, but it is also not the best thing in the world
Bazaar Mugger (1): Lots of value in this card. Removal and card advantage. Often it will be able to survive the trade and even if it didnt, you get an extra minion out of it. Wow.
Considering Cutlass exists the only thing that burgle rogue needs to really fly off is a spell that says if ur holding a card from another class give ur weapon +3 attack. Then all burgle package cards should be fine.
Wild burgle rogue is fun and actually decent cause of oil. It wouldn't be as toxic as kingsbane cause a simple ooze ends it
And doesn't the same apply to Nerubian Unraveler? I would argue, that he is only useful against Miracle Mage, because Aluneth runs a lot of minions and in case they can't answer the nerubian with their board, they can sacrifice a single 6-mana Fireball to clear it. Big Priest needs to have one good minion to die, in order to spam resurrect spells and stop caring about that 6-drop. And he is a one-of in the cubelock list, so a big priest is more likely to cast Shadow Essence before the warlock gets to play the epic.
Now here are Expired Merchant's advantages - this can be combined with Defile, unlike the nerubian it doesn't ruin your gameplan and can enter the board as early as turn 2 (however I have to admit, that warlocks would prefer to spam their HP or play a Doomsayer over it, but the fact remains that the 2/1 is still more useful than the unraveler against minion-based decks). Multiplying N'Zoth, the Corruptor and/or Bloodreaver Gul'dan would be a game winning play against Big Priest, Jade Druid, Mecha'thun/Reno warlock (cuz' once you play one of those 10-drops, your board immediately gets answered). I am aware, that the examples aren't a lot, but if the meta slows down a bit some day, this strategy would have more good targets to prey upon. If you are playing this in cubelock, having a second chance in spamming chargers would always prove to be useful. And Renolock is the incarnation of value.
Not to mention, you don't always have to multiply the aforementioned 10-drops. You could generate a second copy of Lord Godfrey against aggro or Sylvanas Windrunner against big priest. You could multiply the big demons for Voidcaller or Skull of the Man'ari, so there could always be other uses for this 2/1. Lastly, I want to be clear that people would run a single copy of this minion at max, since having two would be an overkill.
You're comparing a 6 drop that insta wins you the game against the most popular mage archetype on ladder right now (miracle mage). To a combo that not only requires you to play an awful 2-drop but you also have to have it be killed off whilst you have a specific card that you want to be duplicated in your hand. Just so that you can play said duplicated card twice which is usually a 10-drop. By the way, the popularity of miracle mage and other slower decks at legend is most likely the only reason GetMeowth runs Nerubian Unraveler in the first place. At any other bracket you just cut Loatheb and Nerubian Unraveler for healing or Doomsayer.
The speed and general use between both cards is literally night and day. One card is a just a tech card, whilst the other one is a super slow, greedy combo. I know what I'll run with in an aggressive meta, that's for sure.
"Completely unnecasery to nerf them. Yes they are in the Meta, but so are Highlander decks. And many more broken things. "
You're not seriously comparing Genn and Baku, which have been tier 1 ever since their release, to highlander decks, which have been bottom of the barrel (barely tier 3/4) for a while now, right?
Unlimited Deck Slots
It's a bunch of strings of data the servers have to save it's around what? 1K characters each? if they encode it it's even less.
I can understand why you would want to limit it for efficiency and having each account take less space but it just shows a flaw in the coding of HS if your code isn't flexible and open to changes your code isn't written well enough, each deck is justa bunch of strings that then the game interprets as the deck you queue up with we can easily infer that when they allowed to export and import them that's all the data needed to create a deck in your deck menu.
I think just many parts of the code reference the fact that there are just those 18 deck slots(back when we had 9 it was referring the 9 deck slots and the 9 basic slots), it would mean a lot of code needs to be refactored to NOT refer accessing the 18 deck slots, and access a none set amount of decks and in the same time have the servers manage also all the decks every user has at his disposal.
It's probably that it would takes the coders a lot of time to fix this problem that is rooted in some "magical numbers" or UI decisions that it's probably not worth it, can't find any other explanation to this decision at my level of knowledge.
It seems some parts of HS were done without the foresight of future additions for some reason take for example Deathstalker Rexxar, they mentioned they need to manually code zombeasts that's quite dumb if it's the case it means they manually made them instead of creating an algorithm that makes them, wonder if every expansion to come they will need to manually make any combinations..
All that said I am quite new to software so I might be missing something else that might be the source of such unwillingness to add more storage per user for the deck slots.
Custom Class - Time Traveler (Updated February 17th - Return to Naxxramas added!)
Now added with Saviors of Uldum. Prematurely, yes. Do I care, no.
Now just to hope that I don't another get Chronomantic Arrow situation.
Uldum Rogue Card Reveal - Bazaar Mugger
Actually a new way to consider burgle... Class minions are at times really powerful, because restricting a card strictly amps up the power (becuase it's not power creep if something is class specific). The thing is, I already see people getting useless stuff like gunspire and practically having a 3/5 rush with no other text(the lethal in GM with it doesn't count)
New Warlock Minion - Expired Merchant
Now, allow me to quote a comment of mine from a little while ago:
Because it's true. I learnt from first hand, that miracle mage is hopeless against a sticky board. They don't utilize any single target removals for bigger minions and if you manage to stick a Voidlord or two on the board, it's practically GG. This can be done prior to turn 6 (before you would usually play the nerubian, if you actually manage to draw him that is), since you can summon those demons thanks to Voidcaller and Skull of the Man'ari and you can fetch them with Sense Demons. So even though this archtype is very popular, I explained in my previous replies why the nerubian is replaceable and the 2/1 has generally more applications in other MUs. If you don't agree, then that's fine - we both have different perspectives for the aforementioned cards. And, speaking for myself, I don't bother playing ranked once I reach legend. So miracle mage might be the most played deck in legend, but until then you are most likely to stumble upon an odd paladin, an even or a murloc shaman or a big priest, where the nerubian would feel weak. That said, I must agree with you, that a cubelock would rather run some Doomsayers or healing options than Expired Merchant in an aggressive meta like the current one. That's why I hope things would be different next expansion.
Btw Expired Merchant isn't part of any combo. You can play this minion as early as turn 2 and you can get your value later on. It becomes a combo only if you want to guarantee getting the profit next turn. Regarding the Defile example - I wanted to say, that if the opponent doesn't have any 1-health minions on the board, the merchant would speed up the domino effect.
Conversation w/ Dean Ayala (Iksar)
Cool, thanks for the link, I've never seen this before.
Uldum Rogue Card Reveal - Bazaar Mugger
A fair Standard card.
New Rogue Minion - Bazaar Mugger
I think this card will be surprisingly good. The guy above broke it down nicely. It looks underwhelming, but it is bundling a lot and they are all thing thats rogue wants.
Also, the fewer time vendetta costs 4 the better.
Uldum Rogue Card Reveal - Bazaar Mugger
Weak and boring, won't see any play.
Can be compared to Ghostly Charger
Unlimited Deck Slots
Yeah, even deck archive can help a lot. I mean, creating decks from phone isn't so easy, my laptop's burning when I'm using hdt with hearthstone. It takes so much time to copy my older decks when I try it on a different device than my desktop pc. I mean, I can play 1 or 2 more games instead of trying to copy my older decks. I really can't get it why it is an issue tied to the core code. It is just slot or saving system or archive system. You don't even need a server for it, their information could be hold in documents file like any other single player game's save file. I really can't get it.
Unlimited Deck Slots
If I'm not wrong Team 5 had stated that even adding those extra 9 slot was a pain, because deck slots is something on which they've issue tied to the core code of HS itself and could create issue expecially on mobile (it was something they've said long ago, when there was Brode).
Probably they could implement some sort of archive where you can go and choose which deck's code you wanna load and the game build it for you istantly or something like that.
Uldum Rogue Card Reveal - Bazaar Mugger
I know right? this community is so much less toxic and there is more constructive discussion. I personally enjoy this site a lot more than Hearthpwn simply because of the better community.
Unlimited Deck Slots
I just want to say that I have hard times to save my decks and tracking them from a notepad file or some add-on is hard for me while i am playing this game from my desktop, laptop and my phone.
I have opened a thread in Official Hearthstone forums for getting a response hopingly. So,
Please let them hear me, If you have some thoughts about this issue of me, comment it to let them hear me easier.
https://eu.forums.blizzard.com/en/hearthstone/t/request-unlimited-deck-slots/1594
Also feel free to comment here about what you think.
Uldum Rogue Card Reveal - Bazaar Mugger
I get what you are saying here.
by turn 5, cards like Vendetta and Underbelly Fence are some of the best standard cards that need you to have a card from another class, and by turn 5, they become less good. so burgling at turn 5 is not very good accept for getting the random card, but random cards are not always good.
its not a bad card, but it is also not the best thing in the world
Missing card reveal
Probably Blizzard, since they had it on the official site wrong. Doubt the Japanese site would just publicly blame Blizzard for their own fuck up.
Uldum Rogue Card Reveal - Bazaar Mugger
I tried to load HP just to see if this is true but it seems to be down right now RIP
Uldum Rogue Card Reveal - Bazaar Mugger
Decent stats and has rush, comes with a random value "another" class card.
If we compare it with Hench-Clan Burglar, it is slightly worse cause of it's RNG, but in general better cause it has rush and Higher health
It seems slow for it's mana cost but it has it's value for trading and maybe for a comeback with the card you get.
Saviors of Uldum: Arena Impact
- NEW CARD -
1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Bazaar Mugger (1): Lots of value in this card. Removal and card advantage. Often it will be able to survive the trade and even if it didnt, you get an extra minion out of it. Wow.
Uldum Rogue Card Reveal - Bazaar Mugger
Considering Cutlass exists the only thing that burgle rogue needs to really fly off is a spell that says if ur holding a card from another class give ur weapon +3 attack. Then all burgle package cards should be fine.
Wild burgle rogue is fun and actually decent cause of oil. It wouldn't be as toxic as kingsbane cause a simple ooze ends it
Uldum Rogue Card Reveal - Bazaar Mugger
Arena card. Not bad though.
The Four Legendary Explorers of Saviors of Uldum Have Been Revealed!
Reno is only disappointing because it feels exactly like Meteorologist
Missing card reveal
Did blizzard mess up on the schedule or did they?
New Warlock Minion - Expired Merchant
You're comparing a 6 drop that insta wins you the game against the most popular mage archetype on ladder right now (miracle mage). To a combo that not only requires you to play an awful 2-drop but you also have to have it be killed off whilst you have a specific card that you want to be duplicated in your hand. Just so that you can play said duplicated card twice which is usually a 10-drop. By the way, the popularity of miracle mage and other slower decks at legend is most likely the only reason GetMeowth runs Nerubian Unraveler in the first place. At any other bracket you just cut Loatheb and Nerubian Unraveler for healing or Doomsayer.
The speed and general use between both cards is literally night and day. One card is a just a tech card, whilst the other one is a super slow, greedy combo. I know what I'll run with in an aggressive meta, that's for sure.
Uldum Rogue Card Reveal - Bazaar Mugger
I saw a post on Reddit asking the same question. They probably forgot lol
Idea for Genn and Baku Nerfs
This thread seems bugged for me as I can't quote people properly anymore.
"Completely unnecasery to nerf them. Yes they are in the Meta, but so are Highlander decks. And many more broken things. "
You're not seriously comparing Genn and Baku, which have been tier 1 ever since their release, to highlander decks, which have been bottom of the barrel (barely tier 3/4) for a while now, right?
Uldum Rogue Card Reveal - Bazaar Mugger
Wait guys.. what happen to the other card that supposed to be revealed too?