I'm guessing that they would also introduce a system, where you could either buy the individual cards with money aswell, or be able to purchase gold for money.
I'm guessing that now that decks can be associated with brawls, it would mostly be a simple copy and paste job to get it working with constructed adventures. Though I suppose that's pretty low priority since almost everyone is long done with those. It's probably best to at least get deck search by Tavern Brawl working before that (right now I can view a list of all brawl decks, but there's no way to filter by a specific brawl).
I could have sworn the Tavern Brawl listing had a seen column in it before I started writing this post. It was saying 1 for each brawl, and brawls that had been recycled are listed multiple times. Same issue with the Tavern Brawl dropdown when creating a deck.
Will make a note about the first part.
TB listing had been temporarily removed, since it didnt count properly (all brawls were listed as seen once), but when you click on the individual brawl's page, all the times when it was seen are listed there. It will go back once we have this fixed.
What about TB drop down in deckbuilder? That one seems to work fine.
Not sure if you want to consider the fact, that you would literally make zero money, if all cards would cost gold and were not possible to get from packs :o
The way I see it, cards are attractive if they either do something out of the ordinary or if they're powerful enough to see competitive play. It's rather unlikely to make every single card of an expansion attractive unless all the cards are of linear design. For this reason, there is probably not demand for all 135 of the cards.
An option in this way, is to avoid creating cards that aren't meant to see competitive play. Cards would have to be tuned, to be relatively equal to each other in terms of powerlevel, and those that are deemed a bit on the weaker side, can have more unusual effects, to make them more attractive in earlier parts of the expansion's life. A lot of cards don't see play currently in Hearthstone, not because they're bad, but because their synergy cards don't really work, compared to other decks synergies. If you want to make as many cards as possible attractive for the player, you could the different new synergies together into larger piles of cards, rather than supporting them with 3-4 cards. Noone ended up playing Freeze Shaman in the end, but the deck could likely have been good, had there been around 10 new Freeze cards, instead of 4.
The second option is to use the Rarity based system, like in MTG, where cards of higher rarities are stronger than those of lower rarities. You create a situation where cheaper decks and starter decks are easily attainable with a lower amount of gold, but they're overall weaker than those with cards from the higher rarities. This would create a progression system, where you slowly build towards a stronger deck, if you're free-to-play, that is.
I have only posted a little, but I cannot find an easy way to keep track of discussions I've participated in. Am I missing something or is there nothing to miss yet?
Apologies if this question is in the wrong forum or if it has already been answered.
Instead of blatantly copying decks, it is no secret that all decks need to be adjusted based on your own rank and the decks you're facing. It's not the next tier 1 deck, and OP isn't suggesting that. Think about replacing a few cards, like I did myself.
I'm guessing that now that decks can be associated with brawls, it would mostly be a simple copy and paste job to get it working with constructed adventures. Though I suppose that's pretty low priority since almost everyone is long done with those. It's probably best to at least get deck search by Tavern Brawl working before that (right now I can view a list of all brawl decks, but there's no way to filter by a specific brawl).
I could have sworn the Tavern Brawl listing had a seen column in it before I started writing this post. It was saying 1 for each brawl, and brawls that had been recycled are listed multiple times. Same issue with the Tavern Brawl dropdown when creating a deck.
Can I report a defect here? I'm using mobile version of the site. From home page I'm navigating to forums, opening any topic. Than I press back button on the phone and going back to the home page. But instead of forums, news tab is selected. Would be great to save last active tab.
I think Blizzard should finally introduce proper Graveyard interactions into the game. Not only does it increase the complexity of the game, but also at the same time - gives us, players - a way to interact with BIG Priest.
The main attraction of BIG Priest is - it's super easy (if you full mulligan for Barnes, that's mostly enough...) and unfair at the same time (opponent can't interact with resurrects effectively).
My opinion (maybe a little unpopular) - resurrect can be a Priest-defining (iconic) mechanic. As in - Druid has mana ramp... Rogue has complex combo or bouncing (minion) mechanics... Priest can have a resurrection mechanics in a Basic set. HOWEVER - Blizzard should definitely provide us multiple interactions, to deal with opponent Graveyard.
We can also keep a resurrect mechanics mostly untouched (maybe only nerfing Barnes)... as long as there exists counter-play to resurrect.
Are there alerts for threads you replied to or is that an upcoming feature?
Alright. Looking forward to it!
Here's some art, make a card! [Legacy Game]
Next,
1. Legendary minion
2. Nefarian Ability but with either an upgrade/similar ability
Theoretical question about the expansion's design.
I'm guessing that they would also introduce a system, where you could either buy the individual cards with money aswell, or be able to purchase gold for money.
Out of Cards Changelog - 2019-06-21
Will make a note about the first part.
TB listing had been temporarily removed, since it didnt count properly (all brawls were listed as seen once), but when you click on the individual brawl's page, all the times when it was seen are listed there. It will go back once we have this fixed.
What about TB drop down in deckbuilder? That one seems to work fine.
Preview of Deck-Guide Before Saving It
I did (or rather didnt?), dont worry ;-)
Theoretical question about the expansion's design.
Not sure if you want to consider the fact, that you would literally make zero money, if all cards would cost gold and were not possible to get from packs :o
Are there alerts for threads you replied to or is that an upcoming feature?
Yes, notifications are planned, they are one of the features that will come very soon, so stay tuned! :)
Toki's Wild Bundle Now Available - 56 Wild Card Packs on the Cheap
As a new player, I decided to buy the bundle.
Out of 56 packs, I got 5 legendaries (The Lich King, Lakkari Sacrifice, Shifter Zerus, Acidmaw, and Krul the Unshackled), 8 epics, and 1 golden epic.
Maybe this will help me work my way into the WILD ladder, or maybe I will dust the cards later if I still can't find a way to be competitive.
Theoretical question about the expansion's design.
The way I see it, cards are attractive if they either do something out of the ordinary or if they're powerful enough to see competitive play. It's rather unlikely to make every single card of an expansion attractive unless all the cards are of linear design. For this reason, there is probably not demand for all 135 of the cards.
An option in this way, is to avoid creating cards that aren't meant to see competitive play. Cards would have to be tuned, to be relatively equal to each other in terms of powerlevel, and those that are deemed a bit on the weaker side, can have more unusual effects, to make them more attractive in earlier parts of the expansion's life. A lot of cards don't see play currently in Hearthstone, not because they're bad, but because their synergy cards don't really work, compared to other decks synergies. If you want to make as many cards as possible attractive for the player, you could the different new synergies together into larger piles of cards, rather than supporting them with 3-4 cards. Noone ended up playing Freeze Shaman in the end, but the deck could likely have been good, had there been around 10 new Freeze cards, instead of 4.
The second option is to use the Rarity based system, like in MTG, where cards of higher rarities are stronger than those of lower rarities. You create a situation where cheaper decks and starter decks are easily attainable with a lower amount of gold, but they're overall weaker than those with cards from the higher rarities. This would create a progression system, where you slowly build towards a stronger deck, if you're free-to-play, that is.
Are there alerts for threads you replied to or is that an upcoming feature?
I have only posted a little, but I cannot find an easy way to keep track of discussions I've participated in. Am I missing something or is there nothing to miss yet?
Apologies if this question is in the wrong forum or if it has already been answered.
Fibonacci's Fast Bomb Warrior
That description is making me hungry............
Deathrattle Warlock
Instead of blatantly copying decks, it is no secret that all decks need to be adjusted based on your own rank and the decks you're facing. It's not the next tier 1 deck, and OP isn't suggesting that. Think about replacing a few cards, like I did myself.
[Game] Name another card that has the same...
Gadgetzan Socialite
Card with healing effect equal mana spent
Preview of Deck-Guide Before Saving It
Don't forget to take note :D
Out of Cards Changelog - 2019-06-21
I'm guessing that now that decks can be associated with brawls, it would mostly be a simple copy and paste job to get it working with constructed adventures. Though I suppose that's pretty low priority since almost everyone is long done with those. It's probably best to at least get deck search by Tavern Brawl working before that (right now I can view a list of all brawl decks, but there's no way to filter by a specific brawl).
I could have sworn the Tavern Brawl listing had a seen column in it before I started writing this post. It was saying 1 for each brawl, and brawls that had been recycled are listed multiple times. Same issue with the Tavern Brawl dropdown when creating a deck.
[Game] Name another card that has the same...
Gadgetzan Jouster
Has Gadgetzan in its name
Fibonacci's Fast Bomb Warrior
Cool, I just updated the list with that change. Thanks for letting me know and glad it’s going well!
Quest Trading - Play A Friend!
Battletag: Haee#2654
Region: EU
Trade Only?: Yes,you go first!
Preview of Deck-Guide Before Saving It
Good idea! :)
Boom Hunter (Legend)
This is actually better than any currents bomb hunter! Thanks
Here's some art, make a card! [Legacy Game]
Next: A spell that has both Varian and Anduin in the artwork.
What can be done to steer priest away from just the rez/big strat?
I think this is one of the most reasonable post here. Give more alternatives and we'll see less big priest around.
Out of Cards Changelog - 2019-06-21
Can I report a defect here? I'm using mobile version of the site. From home page I'm navigating to forums, opening any topic. Than I press back button on the phone and going back to the home page. But instead of forums, news tab is selected. Would be great to save last active tab.
Mecha'thun Warrior
why Malygos?
What can be done to steer priest away from just the rez/big strat?
I think Blizzard should finally introduce proper Graveyard interactions into the game. Not only does it increase the complexity of the game, but also at the same time - gives us, players - a way to interact with BIG Priest.
The main attraction of BIG Priest is - it's super easy (if you full mulligan for Barnes, that's mostly enough...) and unfair at the same time (opponent can't interact with resurrects effectively).
My opinion (maybe a little unpopular) - resurrect can be a Priest-defining (iconic) mechanic. As in - Druid has mana ramp... Rogue has complex combo or bouncing (minion) mechanics... Priest can have a resurrection mechanics in a Basic set. HOWEVER - Blizzard should definitely provide us multiple interactions, to deal with opponent Graveyard.
We can also keep a resurrect mechanics mostly untouched (maybe only nerfing Barnes)... as long as there exists counter-play to resurrect.