All Comments

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

  • Potential new tribes

    Quote From Anarka

     Plants, as a tribe, they said it would never be a tribe because is so druid-ish

    Are you sure? That seems to be a strange reason. It is like saying that Demons are so warloc-ish

  • [OOC-23] Background color

    Quote From Leru

    Hi Flux and all the crew, I just switch from hrtpwn. Please change the color format of your site, please. White text over a dark backgroud really kill the eyes, I could not be able to visit the site if it stay this way. I already push my eyes over the limit just to create this. 

    I have the same Problem as you, i cant really look for too long on the site otherwise i get stripes i my eyes. I hope there will be an option to choose other colours in the near future. :/

     

  • What class/deck do you play to beat Mech Paladin?

    Is mech paladin a problem?  I haven't seen it on ladder at all.  I run a version that also has the immortal prelate cards in it.

  • Old Guardian's Extra Arms Silence Priest

    Like your deck. Mulligan maybe?

  • [OOC-23] Background color

    I like it how it is.

  • What Has Been Happening At Out Of Cards?

    I'm just glad I won't have to browse Heartpwn anymore : it was the slowest shit ever on small configs : way too much scripts. For sure, the site is missing a lot of features we had on HP, but we just got to be patient. I feel it's gonna be great. Good luck on your new adventure Flux!

  • Dalaran Heist Tips

    Completed normal on 1st try with Paladin sound the bells infinity. Heroic took a bit but Warlock with double health and perma stealth and getting rafaam for legendaries along with lokarri sacrifice for board control and not rolling the -2 attack guy worked out for me. perma stealth eliminates half of khadgars removal it seems.

  • [OOC-23] Background color

    For God's sake, a lighter version!! Hate this dark depressing grey! (besides, it's too similar to Tempostorm)

    Bring back HP colors... 

  • The Top Standard Decks by Winrate Post Boomsday Buffs

    To be fair, any card that makes the cut in most T1 decks is probably a bad design. Things shouldn't be so powerful as to be ubiquitous. High end neutral legendaries are really risky from a design perspective. Zilliax is pretty close to a problem, so seeing Mr. Snips make it into some but not all is probably a relief. 

  • [Speculation]Heist hero powers being used in regular play in the future

    I've wanted alternate hero powers for quite some time.  Always thought it could be a new way to freshen the game.  Some decks just really don't use specific hero powers.  Aggro warrior always saw it's HP as an afterthought.  In fact the hero power pushes a certain deck style.  I would love to see something that remains in theme with the existing classes but explores another side of them.

  • What class/deck do you play to beat Mech Paladin?

    Devolve is an Old Gods card, it's 2 years in the wild format

  • Bloodscalp Strategist Experimentations... Again looking for inputs

    Just looking for opinions or synergies I might've missed...

    This one so far has had an above 50% winrate, which for it's cost and considering it's jank, is pretty good. Deck relies on SMOrc-ing so maybe taunt silencing could work.. also the obvious Deathstalker Rexxar backup plan. Thoughts?

  • Necromechanic Hunter with SN1P-SN4P

    I'm 7 - 4 with this deck and I'm a pretty ordinary player. Cheers

  • June Rise of Shadows Pack Giveaway

    Good luck to everyone!

  • Dalaran Heist Tips

    OK, so finally today with my morning coffee I finished Chapter 5 on normal mode. I used Paladin. The treasures I took were "Robes of Gaudiness," "A Prince's Ring" (this one gives you a random Death Knight hero power). I also took a "Big Boomba" to clear the board and I was lucky to get "EVIL Propaganda" twice (this one steals your opponent's minions). I constructed my deck with a couple secrets, gave my "Annoy-o-Tron" +2/2 in the tavern, and included a modest dragon package which included Dragon Speaker to buff them as well as the card that death rattles into two 4/4 dragons. Versus Vargoth my hero power was the Priest Death Knight's, which allows you to deal 2 damage to anything and refreshes when you play a card. Versus Archmage Kalec I got the Bloodreaver power, which deals 3 damage with lifesteal, and versus Khadgar I got the priest one again. I felt for sure with Khadgar I was going to die, considering my hero power seemed kind of lame and my starting health was lower, but I just kept wiping out his elementals that copy spells and I stole his minions every time he built a full board. I also think my legendary minion that reduces all opponent's minions' attack value 1 sealed the deal for me in the late game. Essentially, I used a lot of control methods to wear out Khadgar and he died overdrawing his deck with Aluneth.

    So, with the Paladin class you don't necessarily need to use that "Sound the Bells" OTK method. It's totally unreliable, anyway, because often you can't pull it off with the right options in the Tavern with Bartender Bob and it's a totally useless strategy when facing Norroa, which limits turn times. You don't have time to buff a minion that much against her and if you keep your deck low on cards as a strategy for the OTK Norroa will kill you.

    I think there are probably many other ways to finish Chapter 5, but if anyone else gets the same options as me, I think I chose wisely! Also, now that I've finished it, I feel like I've improved my skills for building decks, which is a nice addition to the Golden Pack!

  • The Last Chapter of The Dalaran Heist is LIVE!

    It was quite a ride, really liked the adventure in general!

    Hope to get some as good as this in the future. (In a different format if possible)

  • Potential new tribes

    They could possibly just make "Amalgam" a tribe on its own to future proff the cards from confusion.

  • Potential new tribes

    They thought about spell tribes (elemental at a point was a spell -only tribe). I think would be could to have tribal spells and cards that search for specific tribes and combines them in cool ways.

    Also dual tribes might be a good adition but hard to balance.

     Plants, as a tribe, they said it would never be a tribe because is so druid-ish

  • [Speculation]Heist hero powers being used in regular play in the future

    Let me start out by saying, neat idea, I think most players would want some variability in match-ups with alternate hero powers instead of the vanilla ones. That being said, current hero powers aren't even balanced, cards are printed with the idea of the hero power in mind.

    Your idea would fit a brawl more or less, it couldn't exist in the realm of standard or wild.

    The problem with balancing hero powers is that the player ALWAYS has access to it and can use it multiple times. this is why Baku and Genn got rotated out in a year because Team 5 saw the polarization of these cards. Even if these were not too impactful (and most of them are very OP, Rogue with infinite value and we just had KotFT rotate out. Mage has ALOT of freeze synergies, giving it single target freeze so it can save Frost Nova or Blizzard for bigger boards would just lock the opponent out from doing anything, something like that might find a home in Shaman if they supported Freeze Shaman more.) it would shatter balance.

    The only way thus far that has (kind of) worked is with the powers attached to cards. The hero cards were dependent on the Draw and how much mana the player had, most cards would swing games from a bleak defeat to a easy victory over a few turns. Dinomancy is a great example of this becuase if you didn't draw it, you were going to have a bad time. It wasn't too overpowered because it was attached to a card, but when you could play it the second you were able to, it was bad news bears for the other player.

    I'm ignoring Wild in my thought process because we all know that it's an afterthought internally so why even worry about it? While I, and probably everyone else who plays this game, like the idea of new hero powers for regular play, they have to have more constrictions instead of being able to immediately be used. But if you come up with more ways to balance this, i.e. "You're deck can only contain Beast minions" then that would be a fair constriction. Anyway have a good day!

  • Potential new tribes

    Quote From TimonRaven

    What about not the new tribe but two-tribe minions? Not the "all" tribe, something more like "pirate/beast". And we still have no tribe to be played around spells as tribe synergy.

    Two-tribe minions is something I'd like but any solution I can think of seems clunky for the interface.

     

    As for spell synergy tribe - IMO, Ethereals are the most logical choice. Its their theme already.

    BTW, Rafaam is an ethereal, this year story is centered around him, so I wouldn't be that much surprised to see ethereal focused expansion... I can easily see something like him calling for help of other evil ethereals

  • Adventure To Turn A Card Into A Golden

    Quote From Paragon

    I'd also like to see a point system each season that you can spend on card backs you've missed. (preferably making them reasonably expensive so it takes some time to achieve them).

    That would be so nice!

    They've said at some point that they're working on a system to let players acquire old card backs (I think it was when they've announced the Ladder's rework), but not a word was ever spoken again on the topic.

  • [Speculation]Heist hero powers being used in regular play in the future

    While I like the idea, I doubt it will ever be a thing since they want to keep the basic of the game almost the same always. Giving the chance to change the starting HP, even with something on the same power level, may lead to some imbalance (expecially on Wild) that may be hard to settle properly. Team 5 already had shown how they can't handle such thing by moving to HoF Genn Greymane and Baku the Mooneater before their due time.

    It's a choice that will indeed open up new design space but also will imply tons of more tinkering for balance and that's is not something they want to do, considering that HS have chronically an issue under that point.

    The only way we would probably see new HP is with more DK or with other card similar to Justicar Trueheart: upgraded effect but tied to draw the specific card.

  • My Zoo is cuter than yours

    Quote From AliRadicali

    Just at first glance, its seems to me there's an awful lot of 1-ofs in the deck. I get that you can tutor for these with Bwonsamdi, but at that point, how often does it make a difference if you draw your tech one drops, Bloodsail Corsair or potion vendor? 

    I'd probably cut those for a second Abusive Sergeant and Argent Squire. The deck doesn't have comeback mechanisms other than magic carpet so you might as well lean in on taking the board on the first turns. 

    Sounds reasonable. Just switched the Corsair and the Doctor for the second Sergeant & Squire. The Potion Vendor on the other side is too nice with Cleric to draw multiple cards! Will report how it works ;)

    BTW, also added Leeroy instead of Dead Ringer, first game after the change, Leeroy kill on turn 6 :D

  • The Most Dangerous Boomsday Buffs - Popularity Contest

    Nerf Venomizer + Missile Launcher

     

    Just depressing to lose against it

  • [Speculation]Heist hero powers being used in regular play in the future

    Quote From DoubleSummon
    Quote From RavenSunHS

    Too complicated for HS design policy (understandably so, for this matter), won't happen.

    And they will also never try a Genn/Baku risk in the future, where the upgrade is a Start of the Game effect, no matter how harsh the deckbuilding restriction. And again, understandably so: Genn/Baku should have been class or triclass-restricted, not full-blown neutrals. Making more cards with that design would trigger a social Mass Hysteria on Standard community.

    If anything, it could be new fuel for future Hero Cards, or cards that work similarly to Justicar Trueheart or Raza the Chained, that is, upgrades that are bound to card draw.

    Even then, most of the Hero Powers don't look so exciting as to deserve complicated designs efforts... Maybe only few of them.

    The thing is that this "complicated feature" already is kind of in the game it doesn't require too much of additional GUI to add to the game(it can be just like adding a card back to a deck, you will assign the hero power as well), also it would make strategies that are a total failure in certain classes more relevant and expand the posibilities.

    I am not talking about adding baku again I am saying that if they add starting hero powers they need to add support to baku hero powers in the wild format as well as justicar.

    I am against another "start of game" or draw dependant effect what I am talking about is a balanced, yet different hero power on the same power level of the current ones..0 mana cost effect, or 1 mana cost with a draw back(take damage, random,overload,costing 3,symmetric) it's a design space the devs aren't using.

    they don't have to look exciting cause they are starting hero powers what is exciting is adding support and consistency to previously failed archtypes by adding more depth to deck building as well as adding another strategic layer to the game expanding the possibilties.

    for example Rogue hero power is tempo heavy but Blizzard is trying to push value rogue if the hero power supported a more value oriented game plan.. or warlock really would like a hero power that uses the discard mechanic.

    we saw endless examples of hero powers the devs come up with in the adventure, you tone them down to standard play and then you get a new layer to deck building, it could be an event at first for testing.

    Anyway it's just a possibility they might test for the future.

    Not technically complicated. I meant simply clunky, even awkward for the new player.

    Hero Powers are meant to be the most straightforward thing in the game.

    As much as i like the idea of more room for deckbuilding, which is my main purpose in the game tbh, there are already endless plains of unexplored or ill-explored design space. Freeze Shaman or Stealth Rogue, just to name a few. Thief Rogue is barely a thing now after how many years of mostly useless Burgle cards, etc. 

    It's just that they do not want to be as innovative as they could, with deck archetypes and variations.