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  • New Mage Spell - Rising Waves

    Defile but backwards? Kinda? At first I thought this would only repeat once, but it probably goes off until something dies and that's a pretty strong effect. Big yes for No minions Mage, probably also goes into most other archetypes.

  • New Mage Location - Tide Pools

    Yeah this looks very decent. Lots of situational value, hard to remove, fits in existing archetypes. One of the better Mage cards for sure.

  • New Mage Minion - Marooned Archmage

    Looks like a tempo card as this is going to be removed immediately after play. Maybe that's going to be a thing for Mage before this rotates, but for now, Jaina has better stuff to do.

  • New Mage Spell - Seabreeze Chalice

    Sleeper card? Looks very solid to me as it can go face, produces value, is super cheap and scales with spell damage. Sif Mage might want to run this.

  • New Paladin Minion - Sunsapper Lynessa

    Mana Cheat is usually good but I don't really like her. Could help enable the buff archetype and serve as a soft taunt.

  • New Paladin Minion - Sanc'Azel

    Super cool card! I love the word play, I love the flavor, I love the creative effect. The power level is absolutely there as well, maybe it's even a little too strong.

  • New Paladin Spell - Sea Shanty

    I'm honestly not sure anymore at which point this thing becomes good. While 3x 5/5 potentially for free sounds amazing, they don't come with any keywords like Rush or Taunt so yeah, as long as they aren't actually free it's just cheap reload. Maybe that's just my braindamaged Wild perception, but this is a nice bonus card for a board buff deck, not a buildaround.

  • New Paladin Minion - Service Ace

    Highly dependant on the whole sun screen archetype to go off... As I've already mentioned, I don't think that one will push aside the established handbuff decks so for the moment, I'd rate this "meh".

  • New Paladin Minion - Lifeguard

    That statline is already very good on a Taunt minion and the effect isn't limited to "this turn". Very strong card, I expect this to see a lot of play in both classes.

  • New Paladin Spell - Divine Brew

    I think the Divine Shield is way more important than the Attack buff here. This looks innocent but could get preeeetty annoying pretty quickly imo.

  • New Warrior Weapon - The Ryecleaver

    Fun card that is super bad in my opinion. And it ever becomes good, people will start playing Weapon hate. I mean sure the animation and the whole is hilarious, but come on. Play a 7 Mana 4/2 Weapon and if you want to profit from it, you need to draw a metric shit ton of good minions that shouldn't have a Battlecry all the while hoping your opponent doesn't destroy your weapon or just ignores your funny stick and kills you? Nah, I'll pass unless Warrior gets something that enables this (5 Mana "Draw 3 minions that cost 5 or more. This costs 1 less for each attack of your Weapon.").

  • New Death Knight Minion - Buttons

    I don't see this coming together yet. The big upside is that this card will only get better over time as DK gets new spells. With a little planning you can tutor specific cards and that's usually a good thing.

  • New Death Knight Spell - Corpsicle

    Solid card. It's cheap, it can go face, it spends corpses, it generates value. Wouldn't be surprised if this became a staple in Rainbow DK.

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  • Perils in Paradise

    This time I have to work too much to be able to check each card and comment on them, but I really enjoy the flavour this expansion has as I did with whizbang. Maybe a little less, but it is still pretty good.

    I am not 100% sold on the tourist cards, but time will tell

  • Svetlanaras

    عمل أشعة بالمنزل بالاسكندرية

     

    مركز كول سكان للأشعة المتنقلة في الإسكندرية يُعد واحدًا من الحلول الطبية المبتكرة لتوفير خدمات التصوير الشعاعي في مواقع مختلفة. يقدم المركز خدماته باستخدام تقنيات حديثة مثل الأشعة السينية، والموجات فوق الصوتية، والتصوير بالرنين المغناطيسي، مما يسهل على المرضى الحصول على الفحوصات الطبية الدقيقة دون الحاجة إلى الانتقال إلى المستشفيات. يتميز كول سكان بفريق من الأطباء والفنيين المؤهلين الذين يضمنون تقديم خدمات عالية الجودة، مما يعزز من سرعة التشخيص والعلاج. يُعتبر هذا المركز خطوة مهمة نحو تحسين الرعاية الصحية والوصول إلى خدمات الأشعة في كافة أنحاء الإسكندرية.

     

    اماكن عمل اشعة ايكو بالاسكندرية

     

  • Elden Ring: Shadow of the Erdtree Review - The Best DLC Ever?

    Its the best dlc Ive played in terms of amount of content, and the extension of the usually obscure lore most souls games are burdened with. Fromsoftware are geniuses with dlc design, not a single one have disappointed. Its rather amazing that this dlc is easily equal to entire games like dark souls 3 etc.

    But I do think there are certain elements of this dlc which I didnt particularly like;

    - You can see how the storyline for Miquella would have worked if elden ring was a book and the protagonist possessing a semblance of character. The problem here is that the protagonist (which is us) doesnt actually have any character and fromsoft has deliberately made it so because the alternative is to have branching storylines like that of witcher etc. So as a result, whatever the conclusion of Miquella's storyline may be, we're simply curb stomping him and his boyfriend to the ground simply because thats the only way to progress the game. I really dont see any motivations to dethrone Miquella, especially given that the entire game we have been given the impression that Marika and the greater will are essentially corrupted.

    - I really dislike this current trend of fromsoft boss designs where they always have some kind of fuck you skill that'll shave 80% of your health. And in my opinion all this stems from the fact that they are specifically designed around the spirit ashes. You can tell by how summoning npcs/real players in elden ring (some in the base game but nearly all in the dlc) is almost always a net negative. In the dlc this is particularly true. Its thematic to summon Thollier and Ansbach for the final boss, but the boss then becomes impossibly hard if you do so.

    - The blessings are a mistake. I like exploration so that's not a problem to me, but souls games have always minimized the rpg aspects of their game. If you want it a little easier, then grind a bit more. In elden ring though, the rpg aspects is nearly unavoidable. You can legit be one shotted by normal creeps if you refuse to level up your blessings. In the original dark souls even a level 10 scrub can tank a hit from a black knight. In elden ring dlc, messmer's shit troops can one shot you legitimately.

     

    At least Im done with the dlc so I can take a very welcome break from elden ring...for a moment anyway, before going back in with different builds. Great dlc, but I cant help but feel this trend of increasingly insane bosses have to take a break at some point otherwise I would seriously consider petitioning fromsoft to just insert fingerprint greatshield and antspur rapier into all their games from now onwards.

  • Elden Ring: Shadow of the Erdtree Review - The Best DLC Ever?

    Quote From Zelgadis

    By the way, I think Miyazaki said the map was larger than Limgrave, so technically that is true, even if it is misleading. You already mentioned that there are parts of the map where very little happens, which was almost never the case in the base game. It might have benefited from a slightly smaller map.

    ...

    In particular I don't understand why the NPC summoning signs were placed inside the battle arenas. They give you the opportunity to call for help, but then force you to find the sign, walk there and navigate a clumsy UI while being under constant attack. This wouldn't have been so bad if battles started slow like in the base game. Maybe technically the boss AI starts at the same time, but the DLC bosses move at a ridiculous pace and can cross the distance to the player in no time.

    The full Miyazaki quote from IGN's exclusive DLC-related interview was: "It's hard to answer without giving away too much and to a high degree of accuracy, but if you think in terms of scale or size, it's probably comparable, if not larger, than the area of Limgrave from the base game."

    So I suppose we're both a tad off in our recollection, although Yes, it was rather misleading either-way.


    As for NPC summon signs inside a boss arena, they're actually structured differently in terms of gameplay versus when the signs are located outside the arena. If you summon help outside the arena - either NPC or player - and then go inside to fight the boss, said threat will have much more HP than normal. You also receive slightly less Runes, as well. By having the NPC sign inside the arena, neither of these things happen: it's frustrating trying to summon Igon in the middle of dodging Bayle's attacks, but the result is that he does not contribute to a ballooning health total. This is very noticeable with a particular fight you haven't reached yet, but I won't say more.

    Of course, they could've just not incorporated the health-expansion mechanic as a means to artificially inflate the experience, but I guess that's a different topic for another time.

  • Elden Ring: Shadow of the Erdtree Review - The Best DLC Ever?

    In terms of sheer content, Shadow of the Erdtree absolutely could be the best DLC ever made - $40 for what is practically a sequel is totally worth it. I guess the question then becomes "did I enjoy that content enough?" and while I certainly did on some level, I'm not sure if I enjoyed it the most of all DLCs I've ever played. Of course I realize that's super subjective lol.

    I'm sure Elden Ring's expansion will grow on me more with time, even if I feel slightly bummed as-to how I experienced it in the here-and-now. My disappointment might be self-inflicted, but it'll still take time to overcome that first-impression regardless, you know what I mean? I can't imagine this'll be the last time I play the game haha :)

  • Elden Ring: Shadow of the Erdtree Review - The Best DLC Ever?

    It's hard to compare it to any other DLC, because it's so massive in scope: it's almost a sequel. I haven't finished it yet (although I think I'm pretty close) and I've been playing almost daily since it came out.

    By the way, I think Miyazaki said the map was larger than Limgrave, so technically that is true, even if it is misleading. You already mentioned that there are parts of the map where very little happens, which was almost never the case in the base game. It might have benefited from a slightly smaller map.

    I like the verticality of the world, although maybe they went a bit too far, as it becomes quite complex to navigate at times and the top-down map isn't very useful once you have 3 layers at different heights at the same 2D location.

    Overall I'm having a great time. I like how much of the story is happening now, rather than most of it having happened long ago.

    What I'm not a fan of is how little breathing room there is in the fights. I like being able to look at the boss after summoning a spirit, instead of blindly rolling to the side because I know the boss will be hitting my original position half a second later. Not only is it more comfortable to play, it also makes the fight more cinematic if you have short moments of rest every now and then, when you can take in the battlefield as a whole instead of only focusing on health bars and hit boxes. I defeated Bayle by doing nothing but dodging and poking at the closest body part, paying attention only to the mechanics and never feeling like I was in an epic fight. Which is a pity, because the road there had a fantastic atmosphere.

    In particular I don't understand why the NPC summoning signs were placed inside the battle arenas. They give you the opportunity to call for help, but then force you to find the sign, walk there and navigate a clumsy UI while being under constant attack. This wouldn't have been so bad if battles started slow like in the base game. Maybe technically the boss AI starts at the same time, but the DLC bosses move at a ridiculous pace and can cross the distance to the player in no time.

    The Blessings system has its drawbacks, both in people hitting difficulty walls if they don't explore enough or cruising past bosses if they do explore thoroughly. However, I don't know if it is possible to design a system that equalizes DLC stats between players without ignoring their very different main game progressions; it seems like two contradicting requirements. I was probably over-blessed, as I defeated several bosses on the second try and I'm not that skilled in combat. Personally, I don't mind though, as my favorite part of the game is exploring the world and bosses can be obstacles to that. I'd rather have a boss that puts up too little of a fight than a boss I get stuck on.

     

  • Blizzard Has Now Banned Over 1.5 Million Hearthstone Accounts This Year

    Still facing almost exclusively bots any time I play wild. 

  • New Death Knight Spell - Corpsicle

    This feels pretty good. Obviously you're not going to get to do a huge burst turn like Frozen Touch could in Mage, but this is really good for an aggressive DK that churns through minions and can use this either as face damage or as spot removal. I'm assuming that you spend the Corpses at the end of the turn, which might matter (Ma and Pa, for instance). Seems pretty powerful to me, and it's a Frost spell so it'll go great in Frost DK.

  • New Death Knight Minion - Dreadhound Handler

    This is 4/4 stats for 2 and is an interesting contrast to Mining Casualties. MC is better at dealing with 3 or 4 Health minions the turn after it's played while this is better dealing with 2 or 1 Health minions the turn it comes down. I think there's room in a deck for both because they're both powerful 2-Drops (not to mention that they both go great with Eliza).