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clawz161

The Undying
Joined 07/16/2019 Achieve Points 825 Posts 827

clawz161's Comments

  • Quote From Bluelights

    This belongs in the salt thread

  • Quote From OmarComing

    Just need to discount that Libram of Wisdom, then it will fit into the zero shape perfectly.

    I didn't find the zero cost version in the like 3 minute google search i did, and i didn't want to botch the edit like i did in my fury warrior post.

  • Quote From Wailor

    I think this prompt is too complicated. There should be more people posting ideas by this point :/ Anyways, I came up with a newer one which is hopefully less broken.

     

    Prompt is pretty simple, i thought about making a submission, but i don't really care about battlegrounds.

  • I submitted in the submission area, but i'll add it here as well for feedback

     

    This is the baseline card, and every time he comes back he gets less and less scary, like a bad jump scare. You can in total deal 10 damage if you so desire or you can have the persistent ghost go home in defeat.

     

    "It was scary at first but now it's just gotten sad"

  • We just have to wait, people that believe in actibliz will tell you, that they're not releasing hard data because they are still tweaking the numbers, people like me believe they are reluctant to release hard data because they don't want the uproar to taint the hype for the new expansion, and decrease preorder sales.

    In reply to reward details
  • Very nice addition.

  • I think the problem with randomness in hearthstone is the amount of variance.

     

    Back when i played yugioh before i quit when they introduced pends i would play one single deck. A randomness deck. This deck would include cards like:

     

    You get the point. Basically a deck designed to be as annoying to play against and luck dependent as possible to win with or win against. And it was fun to play. But do you see the difference? On each of these cards me and my opponent know the outcome of every effect. It's either one thing or another. That's why cards like First Day of School and Magic Trick, i think aren't as oppressive as say Primordial Glyph(excluding magic trick into Evocation obviously) I never had an opponent concede against me out of pure frustration when i played many games with this yugioh deck. That is because me and my opponent knew the odds, and the die rolls or coin flips weren't in either of our favor. Or if they were locked out by particular effects like Tour of Doom or Fairy Box they knew they had potential draws that would negate these effects. But in hearthstone it's different. The amount of variance you can bring forth just by a 1/1 minion that was randomly generated off another minion that discover's a spell, is ridiculous, and there is nothing your opponent can do to limit that effect.

     

    Walk the Plank is considered a joke card to many people that play hearthstone, but i doubt there's not a single person that has fought against a lackey rogue, that hasn't had their lackey rogue opponent discovere it from a randomly generated witchey lackey and won the game off it. The variance is too high.

     

     

    TL;DR: Variance in hearthstone is a good thing, but not when it causes you to lose to factors out of both player's control. In the future they should either limit discover effects ala Magic Trick to limited card pools, or introduce cards which counter discover mechanics.(if your opponent is holding cards that weren't in their deck originally destroy them or something of the like.)

  • Quote From BasilAnguis
    Quote From clawz161

    The fetish card.

     

    I wouldn't be surprised if this was done by the same artist as Bloated Python

    Don't kink shame blizzard artists!

    Person with snake profile picture defends snake vore fetish art

  • Is it just all aggro like i think?

  • Quote From Thonson

    I don’t know... 10 mana 1/1 is a meme for sure, but 10 mana “remove three enemy minions” could be a big deal in the late game!  I’m not judging this little guy until I see it in action.  And not until I get my hands on a Holy Hand Grenade!!!

    Venomizer+Missile Launcher was 8 mana and a 6/6 that didn't die after one attack

    In reply to Darkmoon Rabbit
  • We're going to see how it is in practice first and foremost. Is a certain amount of xp equal to 60 gold is going to be the baseline in my opinion. This still sounds grindier as hell. Before you could get a pack by doing two quests minimum. That means every 2 days youd get a pack. I doubt the system would be better than that. And I dont even like that system.

     

    By making it shiny and new, introducing cool rewards like progressive hero replacements and free legendaries, cosmetic coins(which sounds absolutely worthless to me btw idk why it's a big end goal like it is) they could be trying something more sinister than any old god blind siding us from seeing the big picture. And that is that gold would be harder to achieve for anyone that isnt a slave to arena, or has mommy's credit card.

  • 5% chance to just win on turn 10 btw with polkelt

     

    Sounds awesome, hopefully games will get to turn 10 in this expansion.

  • Meme card, at least it's not a boring vanilla 10 cost minion like other expansions.

    In reply to Darkmoon Rabbit
  • The fetish card.

     

    I wouldn't be surprised if this was done by the same artist as Bloated Python

  • Does it matter? Are they still nondisenchantable?

  • I was possibly one of the loudest people about this card, and i didn't complain because i thought it would see play in EVERY SINGLE DECK, which i even flat out said and still people tried to GOTCHA me for. I complained about how if it's played on turn 4 against you, it literally makes the mulligan useless, unless you're playing an aggro deck. Playing mage and you kept an AOE in the mulligan against the aggro class? You better hope it gets max use before turn 4 against the aggro class, or else it'll be back on the bottom of your deck. Saving polkelt for turn 4 or a similar four drop that most decks are based around? Better hope you go first.

     

    But i guess if i was a smug dick, i wouldn't think about that either.

    In reply to Where's Glide?
  • Also for the "offhand weapon penalty" if we're doing two attacks a turn, i would consider the ogre mechanic of 50% chance of a miss, rather than decreasing damage. It is held in your less dominant hand afterall.

  • All good points! And yes i meant to say when you attack with both weapons both lose durability, in my example above, you would lose one 3/1 axe, and the other one would becom a 3/1, but it would shift to your main hand to free up use of the hero power again.

     

    When it comes to attacking i really do favor one attack a turn still, even though i know it would make more sense for it to be double attack, because a lot of warrior weapons are flavored to have multiple attacks(Sul'thraze Fool's Bane), or are balanced around the one attack a turn mechanic(Livewire Lance Brass Knuckles Wrenchcalibur Woecleaver) with wording that says "Whener your hero attacks" or "after your hero attacks" I figured it would be easier to not have to change the wording on those cards to fit the mechanic.

    In regards to pirate warrior, granted it was an oversight on my part, but isn't the synergy related to anchar? and pirate synergy not just weapons? Sure the deck has weapons in it, i won't deny, but i don't think it would be a major problem, When you're being hit with an [Hearthstone Card (archanite reaper) Not Found], i don't think it would matter, if it was on that turn or the turn after.

     

    Also i think [Hearthstone Card (upgrade) Not Found] should benefit both weapons as well, when i was thinking about it i was worried about something like Doctor Krastinov could see a bit of an issue, but i don't think it would live past a 1/1 buff. The card i am REALLY worried about for this would be Hoard Pillager, i threw out pirate warrior before, but i think with hoard pillager being a pirate, and it EQUIPPING a destroyed weapon, it would be an issue going forward.

  • I have been having this idea for a while now, and i finally sat down and put it on paper, so-to-speak.

     

    Fury warrior! 

     

    Basically it would look like this(ignore my lazy edit on the weapon background and yes i know they're in class colors now), Basically what would happen is on this card:

    Or something similar, it would turn your hero power into an extra weapon slot. The first weapon you equip would be normal, but the second weapon, would not override the first weapon like it normally would, instead it would rest on your hero power, making it unusable but giving you the power of two weapons at once(you would still get one attack a turn like normal), just like in WoW, if you want to dual wield you have to throw away a shield. For instance.

     

    Let's say you have a 3/1 Fiery War Axe equipped, and you attacked with it last turn, this turn you drew your second Fiery War Axe, you would attack for six, and after attacking the fiery war axe in the left spot would break like normal, and it would shift the newly equipped axe into your main hand. Same would happen if your opponent used an ooze against you, it would only break the weapon in the "main hand"