Does the "score" stack? Like with the Upbeat Shrooms card. If you play 3 nature cards in the same turn, will the end of turn effect summon 3 more shrooms?
And here i was thinking that the game's direction is gonna change towards something slow(er) and with no mana cheating nor other similar stuff. Was even planning to come back to the game.
Guess I was wrong and i'm glad i didn't. Doing everything you can to design cards that end the game when they come down (and probably the draw randomness being skewed towards drawing these cards after certain points too) is not the kind of game i enjoy nor think is a design good enough for a team with years of experience...
Sorry blizzard, but with cards like these... you're not worth my time nor money.
Thanks guys. Hopefully they'll release an open beta in europe to be able to play it. Seems something i might enjoy (since mind games take skill). Making the game closer to poker is definitely an interesting take.
I'm a bit on the fence about the gauntlet of origination. Seems way too powerful because it basically forces the opponent to have weapon removal.
Thus, i'd change it to also lose 1 durability after each summon. Otherwise, having 3 health is kind of useless (could've been 1 just as well; also it could be changed to be in play for 3 turns, like a temporary card/effect, etc).
So what stops a player from conceding during turn 6 when it's clear they are gonna lose? Or simply to prevent the other guy from gaining 2 cubes instead of 1? Or to cut your own losses during any point of the game?
I mean, it must be quite a bit swingy for there to be options against losing after every turn. Or a huge amount of cards, or just some binary mechanics, etc. Otherwise there's no incentive to ever finish a game, let alone risk more cubes by snapping.
At least this is the impression without playing the game. Feel free to contradict me with some examples if possible :)
Can you do a more or less thorough comparison between that game and HS regarding stuff like: amount of luck needed to win a game, prevalence of random things, prevalence of controlled randomness, swinginess of turns/plays, how much skill matters, whether the game provides enough room for player skill to flourish rather than cutting it down like in HS, how they plan to deal with cards clutter in the future, etc.
And most importantly, how far/close is it to a gacha game and others that like to pray on people's weakness and whales (see the diablo immortal videos of some people where everything they are doing is explained in detail). I.e. how much pay-to-win is/will the game be?
Those were probably the first iterations of the cards and someone forgot to merge the proper branch.
With these issues happening every time something new is released, it's clear to me that:
1. Even if they do test stuff, someone is forcing them to push out the content with bugs. Even critical ones.
2. Their code management is god awful. I wouldn't like to work there and have to bang my head against all kinds of stuff that shouldn't be happening in a properly organised team.
They seem unable to fix these things and I really wonder why...
Would like to suggest a small improvement - adding scroll bars (or anything that can make the whole text visible) for people's signatures on this site.
At least on mobile, some long ones can't be shown fully (e.g. when the people comment on something). One example is, I think, Avalon's signature.
I'm glad they are making changes, finally. Hopefully the adjustments will be made more often instead of every month or so. Nevertheless, i'm willing to wait until everything is more balanced since the team is new at this and it's understandable.
But please, don't let us wait 3 months for every change you want to make.
I wish they did something serious/dark with the Warcraft universe instead of this bullshit for kids.
Also, this is what Mercenaries was supposed to be, but they didn't finish it in time so we got the half-ass version of it in HS. Basically, they tested the market with an early version of this mobile game, to see how many people would pay for it.
I for one am not gonna try this, no matter what they give me for free. I'm sick and tired of these ripoffs. It screams "heavy grinding" from a mile away from its description.
Maybe put your mobile team to work on something else, Blizzard.
So they are unable to balance the game properly to mitigate first-player advantage, yet they remove the only way to increase your chances at a fair game?!
It's only available in certain regions of the world currently.
Does the "score" stack? Like with the Upbeat Shrooms card. If you play 3 nature cards in the same turn, will the end of turn effect summon 3 more shrooms?
Nice inspirational theme btw! :)
And here i was thinking that the game's direction is gonna change towards something slow(er) and with no mana cheating nor other similar stuff. Was even planning to come back to the game.
Guess I was wrong and i'm glad i didn't. Doing everything you can to design cards that end the game when they come down (and probably the draw randomness being skewed towards drawing these cards after certain points too) is not the kind of game i enjoy nor think is a design good enough for a team with years of experience...
Sorry blizzard, but with cards like these... you're not worth my time nor money.
It becomes clear why HS went into certain directions while brode was working on it.
Flux, here's something funky.
The link https://outof.cards/forums/hearthstone/hearthstone-general/22657-calling-this-right-now
has a tag UNK_1658 :)
Thanks guys. Hopefully they'll release an open beta in europe to be able to play it. Seems something i might enjoy (since mind games take skill). Making the game closer to poker is definitely an interesting take.
What possibilities does a warlock have to give attack to a weapon?
I'm a bit on the fence about the gauntlet of origination. Seems way too powerful because it basically forces the opponent to have weapon removal.
Thus, i'd change it to also lose 1 durability after each summon. Otherwise, having 3 health is kind of useless (could've been 1 just as well; also it could be changed to be in play for 3 turns, like a temporary card/effect, etc).
So what stops a player from conceding during turn 6 when it's clear they are gonna lose? Or simply to prevent the other guy from gaining 2 cubes instead of 1? Or to cut your own losses during any point of the game?
I mean, it must be quite a bit swingy for there to be options against losing after every turn. Or a huge amount of cards, or just some binary mechanics, etc. Otherwise there's no incentive to ever finish a game, let alone risk more cubes by snapping.
At least this is the impression without playing the game. Feel free to contradict me with some examples if possible :)
I wish hearthstone became like that...
Can you do a more or less thorough comparison between that game and HS regarding stuff like: amount of luck needed to win a game, prevalence of random things, prevalence of controlled randomness, swinginess of turns/plays, how much skill matters, whether the game provides enough room for player skill to flourish rather than cutting it down like in HS, how they plan to deal with cards clutter in the future, etc.
And most importantly, how far/close is it to a gacha game and others that like to pray on people's weakness and whales (see the diablo immortal videos of some people where everything they are doing is explained in detail). I.e. how much pay-to-win is/will the game be?
Thanks!
Malorne and Warbot have a typo.
Gallywix wording is off too.
Those were probably the first iterations of the cards and someone forgot to merge the proper branch.
With these issues happening every time something new is released, it's clear to me that:
1. Even if they do test stuff, someone is forcing them to push out the content with bugs. Even critical ones.
2. Their code management is god awful. I wouldn't like to work there and have to bang my head against all kinds of stuff that shouldn't be happening in a properly organised team.
They seem unable to fix these things and I really wonder why...
Here it is: https://ibb.co/vsh0B28
Appears the same way on Mozilla too (for android).
Hi!
Would like to suggest a small improvement - adding scroll bars (or anything that can make the whole text visible) for people's signatures on this site.
At least on mobile, some long ones can't be shown fully (e.g. when the people comment on something). One example is, I think, Avalon's signature.
Thanks
I'm glad they are making changes, finally. Hopefully the adjustments will be made more often instead of every month or so. Nevertheless, i'm willing to wait until everything is more balanced since the team is new at this and it's understandable.
But please, don't let us wait 3 months for every change you want to make.
Buddies are "rotation" out? :D
Agree. The game's overall quality seems to have dropped like a brick, consistently, over time. Maybe HS 2.0 won't be made with Unity anymore.
I wish they did something serious/dark with the Warcraft universe instead of this bullshit for kids.
Also, this is what Mercenaries was supposed to be, but they didn't finish it in time so we got the half-ass version of it in HS. Basically, they tested the market with an early version of this mobile game, to see how many people would pay for it.
I for one am not gonna try this, no matter what they give me for free. I'm sick and tired of these ripoffs. It screams "heavy grinding" from a mile away from its description.
Maybe put your mobile team to work on something else, Blizzard.
So they are unable to balance the game properly to mitigate first-player advantage, yet they remove the only way to increase your chances at a fair game?!
Seems legit. Typical chinese bullshit.
Glad i'm not playing this game.