Comments
Disclaimer: I strongly dislike most of the broad decisions Team 5 has made and absolutely do not like the current direction of the game.
That said: this is easily one of the best ideas the devs have ever had.
This is only upside for the customer with the tiny exception of the FOMO caused when you lose access …
[quote from="Aesan"]And if we were to look even further into the past, there was a special event called Doom in the Tomb, bringing over some Wild cards into Standard for a limited time. But its overall reception ultimately wasn't very positive, to put it mildly.[/quote]
Yup. Deliberately making the best meta many players had ever had into literally …
This post exists because when someone quickly checks this link to discover if there are drops, they will find this post mentioning drops which would imply that there are no drops, if but for the fact that mentioning implying that there are no drops could be an explicit expression that there are no drops.
From day one, there were calls for counters to poison to balance both poison and stat bloat -- and calls to make combos of poison, stat growth, and divine shield nonviable. (There were also calls to less painfully and successfully counter divine shield.) The players are the BGs playtest team and fundamentals of design receive zero attention and gimmicks receive …
Typo: Khadgar is missing the "to all enemies" clause on Blizzard. (That text was on the ability in the reveal video.)
Note that the Archmage Nova ability MIGHT be targetable since it includes only one targetable ability in its "package."
I commented on this elsewhere, but it looks like Medivh's Unstable Rune can cancel your own team's effects …
Medivh is the first character to have a summoning ability that isn't triggered by another effect (e.g., an attack or direct damage effect) that isn't simply the character card for the summoned creature. This could have been an opportunity to give the ability a spell school, but they didn't take it.
I'm trying to figure out how Unstable Runes …
PvE is tremendously kinder to having a limited roster and/or underdeveloped mercs. There is no way that a PvE mode would get the revenue they're looking for. :-/
There are some fundamentals here that aren't addressed that need be.
Treasures in Mercenaries are horrible, with the vast majority of the options not merely being binary, but being pointless. Some are actively detrimental. This encourages an even tighter adherence to specific comps for PvE.
In PvP, a few comps dominate all others, though there have been good …
Discoverability is really the problem. Druid is unfun in part because its spell pool is very high-utility when it likely should be all over the place. (Compare to DH where there are plenty of spells which literally do nothing or actively set you back). Incarceration won't need to be in decks to steal games. We had a lesser version of …
The fact that DH doesn't have a huge suite of cards that go dormant in order to buff themselves (training) or force other cards to go dormant (attacks on their mana or the result of dueling them) is a remarkable flavor-fail.
They have 5 upvotes now, smh.
[card]Theft Accusation[/card] is sitting right next to a Warlock card ([card]Arson Accusation[/card]) that has one of the lightest play restrictions in Hearthstone while doing the same thing. Team 5 doesn't care if the card is good. They put in some blinkered verion of symmetry and took off early from work.
Thief Priest will be trash (in Standard). …
Looks like I was wrong about the Inquisitor demon's class (but was right about the mini-set not giving a poop about the meta).
[card]Arson Accusation[/card] scarcely has a real limitation; an enemy-only targeting clause would have been stricter than what it has and that's usually irrelevant for Warlock. It's an excellent indication of how far Assassinate has fallen, especially …
Everything is trash or broken in HS of late -- no inbetween. No subtelty, no cleverness, nothing that feels good for the opponent even if it makes them lose. I get to play and you don't.
The worst thing about Theotar was that, as soon as I saw it, I knew that its only future would be complete nerfing …
Agreed except for [card]Afterlife Attendant[/card]. If you can reliably feed, draw, and play Denatrius (Demon Hunter and Druid), this can help set up your win condition. The main problem is that it's hard to consistently kill off your own minions for good effect on your own turn. I don't think that this is very likely to see play, but it's …
It's not just you. It's splashy design that gets attention but is terrible for overall game health -- short-term benefits with long-term problems. It also tends to overwhelm and eliminates smaller, more subtle mechanics unless they, too, get massive over-the-top power-ups that shut down playstyles.
I find the meta-based predictions questionable in concept here as these sets are designed a year in advance -- including the mini-set -- and cards aren't held back or pushed forward simply because of the meta (though, this being a digital game, they could just do that . . . but they don't).
The Habeas Corpus image appears to …
I am so tired of Theotar being the best card in my deck in every non-aggro deck I play.
I was going to make this into a joke or funny reference, but I don't even have it in me.
It's just exhausting.
Edit: came back to note that everything said about Starfish applies x10 to Theotar. I …
I don't think you were lucky. Paladin seems pretty reliable. I played Paladin first and, while the deck wasn't thematic or full of wacky cards, it was solid and felt okay to play, so those random discovers feel really powerful.
Warlock is effectively unplayable -- a lot of high-cost, no impact, slow building gimmick minions that can be boardwiped by the opponent while they can attack face consistently. If you drop Nozdormu (variant art for the Paladin version), the opponent can pyroblast you directly. Every part of that deck is hot garbage. This is aggravated by the fact that Warlock …