Where are all the BG players at?? OoC is such a graveyard
I am here! 😏
Unfortunately I haven't played HS since the miniset went live, because I'm sick of the randomness and crazy damage and inconsistency in all of its formats. Don't get me wrong, i don't play the game often at all, and i do prefer BGs.
They should ban all of the cheat cards and stop making them.
That's the point here. There's so much cost cheating in this game that it stopped being fun long ago.
I wonder why they keep doing this instead of something actually healthy and balanced. I mean, they could even increase mana to 15 points and hero health to 50 or so. Hopefully it would mean not dying by turn 6 as well as combo decks having to do something else than draw the whole deck in 2 turns then killing you...
Please provide more stories/lore! It was an awesome read! Even though i played wow for quite a few years, i never bothered with the lore part, as the game itself became more and more silly and easy.
As a BG player I can tell you it is pay to win also. Having 2 choices of heroes (rather than the 4 you pick from when you spend $) is painful.
That i don't agree with. I've been playing BGs with 2 hero choices quite a bit and it's not that big a deal. Just don't pick nzoth :) you can place top 4 most of the games, and your hero doesn't really matter. It's all about how much the others highroll or you lowroll.
OP, please include in your dream three more things:
- each hero gets +15hp
- each minion on the board deals 1 damage if it survives combat, thus making the max amount of damage taken be 13.
- add hero powers, spells, battlecries, minions, sideboard passive artifacts, etc that can increase the damage done (e.g.: tavern tier damage is doubled; or each surviving minion deals 2 damage instead of 1)
PS: spread the damage already, Blizzard. It's already a shitfest of randomness - at least allow us to have some fun even when losing.
Whatever each players' negative/neutral/positive intention of (ab)using the available emotes is, as Tumbleweedovski stated earlier, an (opt-in) auto-squelch option should at least help out HS players who do not want to interact at all with their opponents whatsoever aside from playing the actual game itself. To this day, I cannot comprehend the reluctant stance/opinion of Team5 on this matter.
Unfortunately it's the same reason why we have stupidly long animations and can't disable or make them very fast: someone worked on them, got paid for it and now we are forced to see/use them in the way they wanted, and not in a useful manner for us
Well, considering how the game went sideways with the rng after the classic era, i pretty much enjoy it much more. Also, blizzard knew that not implementing classic leads to lower playerbase since many people hated playing the game for a few years now.
This is exactly what they did in WOW. Compare everything after pandaria to TBC. Also cataclysm was a hybrid, very nice before the dungeon nerfs.
Can't wait to play some control warrior when i get the time :)
Anyway, since there are two more, like you guys said, it could be a clue to something.
Are there 4 watch towers by any chance? Or 4 mountain peaks? "Weather" and "whathering" might be pointing to something coming up on the horizon. Like a storm. Thunder lizards?
I know,i know, brains just make connections where there are none.
Why is no one asking him about the stupid amounts of damage from BGs, about how unfun it is for bottom 4 players, and about the random disconnects we keep getting?
First of all, we should try to set the limits. For example: how many players can coop at the same time(be in the same game)?
Considering the concept from WoW, the first things that pop to mind are "some guild members" vs PvE content, and Guild vs Guild. I think the latter is more fun for a game like HS, basically creating the tournament format - guilds battle it out, player vs player, set number of games, probably with some predefined rules or none at all.
One thing that should NOT be in guilds is a bonus for battling other guild members nor any static bonuses in general. There should not be an incentive to join a guild in terms of exp/gold/dust gain. Why do it then? Exactly for the idea of guild vs guild and maybe vs pve.
Again considering some sensible limits(e.g. Can't have more than 2v2 on the same game board), that are not even possible currently, winning games in this GvG format, or just winning the guild battle, should provide some bonuses for the winning guild members (especially if the rules will be fixed by the devs), but in a completely different system.
For example, they could gain a different type of exp to build up a guild tavern while each player could build his own house - by having some choices on how objects look upon reaching certain levels and what objects to put inside.
So, what to do with this guild tavern and houses? Maybe let them just be cosmetics, maybe allow stronger and stronger PvE fights, maybe allow different themes for the game menus overall, etc. Don't really have any interesting ideas regarding this.
TLDR: don't make guilds provide bonuses to exp/gold/dust in any way.
I loved the mage deck from the beta version of HS, where playing the 4/5 yeti on turn 4 won you the game most of the time :) i don't remember the decklist but it was really fun, especially since the mage's hero power was a bit OP back then.
Probably bug. Report it to blizzard. Also please ask them to do something about the retarded amounts of damage we take even from turns 4-5. The game needs to slow down a lot.
To me the fight was ok. Since i'm only playing BGs and the adventures when they come up, i didn't notice the similarities to the Jaina fight,or didn't remember them rather.
The annoying part is the fight itself, which you end up losing unless you know to use the hero power as often as possible. Similarly, the second(?) fight, against that totem shaman, was the most stupid I've ever seen. Had to redo it 3 times to get the proper draws and not get overwhelmed. Whoever designed it should burn in hellfire.
All in all, i'd call this adventure mediocre, but it's not like any of them were beyond exceptional, nor am I expecting more from this game in terms of PvE content.
The most accurate quote from Bob is "let's see if you can stay on top". The odds seem to favor winning most of the time.
On topic: i think the timer for the first few turns should be decreased by like 10-15seconds. And increased by 10 seconds on the treasure turns.
Actually, I would do this very differently: with a "ready" button and an increased overall turn timer (like 5 seconds starting on turn 4-5). This way games can go faster instead of waiting for stuff when no one is doing anything.
The "ready" button could even be pressed automatically when the player doesn't have anything else to do. But i guess the issue comes up with the tavern freeze mechanic.
I am here! 😏
Unfortunately I haven't played HS since the miniset went live, because I'm sick of the randomness and crazy damage and inconsistency in all of its formats. Don't get me wrong, i don't play the game often at all, and i do prefer BGs.
Yet, currently, i'm just fed up.
So i found my new temporary love - rimworld 😇
That's the point here. There's so much cost cheating in this game that it stopped being fun long ago.
I wonder why they keep doing this instead of something actually healthy and balanced. I mean, they could even increase mana to 15 points and hero health to 50 or so. Hopefully it would mean not dying by turn 6 as well as combo decks having to do something else than draw the whole deck in 2 turns then killing you...
Please provide more stories/lore! It was an awesome read! Even though i played wow for quite a few years, i never bothered with the lore part, as the game itself became more and more silly and easy.
That i don't agree with. I've been playing BGs with 2 hero choices quite a bit and it's not that big a deal. Just don't pick nzoth :) you can place top 4 most of the games, and your hero doesn't really matter. It's all about how much the others highroll or you lowroll.
Typical russian roulette style game.
@Avalon: if they hired you, we'd probably have a better game :D
OP, please include in your dream three more things:
- each hero gets +15hp
- each minion on the board deals 1 damage if it survives combat, thus making the max amount of damage taken be 13.
- add hero powers, spells, battlecries, minions, sideboard passive artifacts, etc that can increase the damage done (e.g.: tavern tier damage is doubled; or each surviving minion deals 2 damage instead of 1)
PS: spread the damage already, Blizzard. It's already a shitfest of randomness - at least allow us to have some fun even when losing.
Unfortunately it's the same reason why we have stupidly long animations and can't disable or make them very fast: someone worked on them, got paid for it and now we are forced to see/use them in the way they wanted, and not in a useful manner for us
Well, considering how the game went sideways with the rng after the classic era, i pretty much enjoy it much more. Also, blizzard knew that not implementing classic leads to lower playerbase since many people hated playing the game for a few years now.
This is exactly what they did in WOW. Compare everything after pandaria to TBC. Also cataclysm was a hybrid, very nice before the dungeon nerfs.
Can't wait to play some control warrior when i get the time :)
Some of these changes are completely useless. When are these incompetents going to nerf the damage we receive from stupid boards?!
This is what "balance" means for blizzard...
"Four warriors". Nice typo :)
Anyway, since there are two more, like you guys said, it could be a clue to something.
Are there 4 watch towers by any chance? Or 4 mountain peaks? "Weather" and "whathering" might be pointing to something coming up on the horizon. Like a storm. Thunder lizards?
I know,i know, brains just make connections where there are none.
Why is no one asking him about the stupid amounts of damage from BGs, about how unfun it is for bottom 4 players, and about the random disconnects we keep getting?
First of all, we should try to set the limits. For example: how many players can coop at the same time(be in the same game)?
Considering the concept from WoW, the first things that pop to mind are "some guild members" vs PvE content, and Guild vs Guild. I think the latter is more fun for a game like HS, basically creating the tournament format - guilds battle it out, player vs player, set number of games, probably with some predefined rules or none at all.
One thing that should NOT be in guilds is a bonus for battling other guild members nor any static bonuses in general. There should not be an incentive to join a guild in terms of exp/gold/dust gain. Why do it then? Exactly for the idea of guild vs guild and maybe vs pve.
Again considering some sensible limits(e.g. Can't have more than 2v2 on the same game board), that are not even possible currently, winning games in this GvG format, or just winning the guild battle, should provide some bonuses for the winning guild members (especially if the rules will be fixed by the devs), but in a completely different system.
For example, they could gain a different type of exp to build up a guild tavern while each player could build his own house - by having some choices on how objects look upon reaching certain levels and what objects to put inside.
So, what to do with this guild tavern and houses? Maybe let them just be cosmetics, maybe allow stronger and stronger PvE fights, maybe allow different themes for the game menus overall, etc. Don't really have any interesting ideas regarding this.
TLDR: don't make guilds provide bonuses to exp/gold/dust in any way.
I dislike the BG minion change. Now it becomes an useless tier 6, only usable as a triple, maybe.
Wish they would nerf the stupid amounts of damage already.
And a new idea was born - creating threads to troll the people that reply, then removing them.
Kappa
Try submitting a ticket. Usually they answer quite quickly. Maybe something needs resetting in the backend too.
I loved the mage deck from the beta version of HS, where playing the 4/5 yeti on turn 4 won you the game most of the time :) i don't remember the decklist but it was really fun, especially since the mage's hero power was a bit OP back then.
Probably bug. Report it to blizzard. Also please ask them to do something about the retarded amounts of damage we take even from turns 4-5. The game needs to slow down a lot.
To me the fight was ok. Since i'm only playing BGs and the adventures when they come up, i didn't notice the similarities to the Jaina fight,or didn't remember them rather.
The annoying part is the fight itself, which you end up losing unless you know to use the hero power as often as possible. Similarly, the second(?) fight, against that totem shaman, was the most stupid I've ever seen. Had to redo it 3 times to get the proper draws and not get overwhelmed. Whoever designed it should burn in hellfire.
All in all, i'd call this adventure mediocre, but it's not like any of them were beyond exceptional, nor am I expecting more from this game in terms of PvE content.
The most accurate quote from Bob is "let's see if you can stay on top". The odds seem to favor winning most of the time.
On topic: i think the timer for the first few turns should be decreased by like 10-15seconds. And increased by 10 seconds on the treasure turns.
Actually, I would do this very differently: with a "ready" button and an increased overall turn timer (like 5 seconds starting on turn 4-5). This way games can go faster instead of waiting for stuff when no one is doing anything.
The "ready" button could even be pressed automatically when the player doesn't have anything else to do. But i guess the issue comes up with the tavern freeze mechanic.
There's also something I really hate: most of the time when Bob says one phrase, like "i'm sure you can win this thing", i actually lose the battle.
Was that quote specifically made for low win chances? I'm so sick of it that I dread playing another BG.