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CursedParrot

Joined 05/29/2019 Achieve Points 640 Posts 720

CursedParrot's Comments

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 3 years, 10 months ago

    I don’t see why HS would ever make matchmaking based on decks when they can just use MMR. If a player’s win rate is too high, they simply face better players and then they’re winrate goes down. Blizzard has no need to use some complicated system to decrease the winrate of decks. Also, if blizzard did have this system, how were there so many metas with high winrate decks? For example, Galakrond Shaman has extremely high winrates before it was nerfed. 

    On your point about decks decreasing in win rate over time, there are multiple reasons for this that don’t recruiter engineered matchmaking.

    1. As a high-winrate deck gets older, more bad players hear about it and start playing it, causing the overall winrate of the deck to decrease. For example, when Patron warrior was really good, many players who didn’t know how to play it well started playing it, reducing the overall winrate. 
    2. As a deck becomes more well-known, people learn how to play around it.

    3. When a deck becomes a large part of the meta, the meta adapts and more people play counter decks, reducing the winrate. 

    If your theory were true, there would likely be evidence for it beyond a few anecdotes.Also, HS has had a lot of nerfs recently, so I don’t think that they’d implement this to promote meta health.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 3 years, 10 months ago

    Karma is definitely a problematic and unfun card in some cases, so it probably would be best for her to only work off of the first spell you cast each round. Alternatively, maybe she should have her level 2 version by a 6/3 so that she dies easier. Honestly, the most annoying thing is her uninteractive and boring level up. Ideally, it'd be something like "Round Start: You're Enlightened and have 3 Spell Mana" so that she requires more setup to level up other than just drawing her in the late game. 

    In reply to Killing Karma
  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 3 years, 10 months ago

    Yeah elusive and lifesteal are annoying in this mode, hopefully they change the decks to remove them. For strategy, you basically just let your units die until the buffs hit an Overwhelm or Elusive unit. Save frostbites and stuns for huge late-game units. I think this mode is pretty fun and crazy, but would be better if they changed the decks to not have elusive or lifesteal. Also there seems to be a lack of card draw for most of the decks. 

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 3 years, 10 months ago

    Right now I’m trying to reply to the top comment (Riffraf). Let’s see if this works!

    Edit: For me it displays me commenting on Sinti’s post instead of Riffraf’s. I think this is the bug they were describing 

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 3 years, 10 months ago

    What does everyone think of having all the card reveals (excluding the initial announcement) happen over the course of one week?

    Personally, I’m a bit disappointed because instead of having a true reveal season we’re having a reveal week. Seeing new cards and thinking about them is always exciting for me, even more so than actually playing the cards (since most cards don’t live up to their hypothetical potential). Seeing cards in one big card dump or concentrated in a few days makes each card feel less unique and causes me to spend far less time thinking about them. What do y’all think? 

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 3 years, 10 months ago

    It seems like it’ll just be 4 petals for the first win each game, then 1 more petal for each win after that (no restrictions on champions). They will also have extra quests, but they don’t seem like they will require a whole lot of grinding. The thing I’m scared of is the possibility that I’ll have to grind a lot to get the final reward. 270 petals is a lot.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 3 years, 10 months ago

    This is an idea I had for a Paladin/Priest weapon. I think it's okay for Priest to get a weapon, since Dual-class cards already added Combo and Overload to classes that didn't have them. This weapon would be used in Libram Paladin to synergize with Libram of Wisdom, Lady Liadrin, and Lightforged Crusader (assuming that dual-class cards count as Paladin when playing Paladin). In Priest it synergizes with Lackeys and the Galakrond Hero Power. It also allows priests to take damage on their turn, which synergizes with their Hero Power and Quest. 

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 3 years, 10 months ago

    It’s a holdover from LoL’s early days. LoL was initially just a collection of various stereotypes, which is why a lot of the old champions seem kind of boring in design. When Ashe was created she was just meant to be “sexy frost archer”, and her lore was created afterwards to fit her design. She hasn’t had a major redesign since then, so she still looks like the basic “sexy frost archer”.

    A lore justification would be that Ashe is a descendant of the Iceborn, and so doesn’t feel cold.

    In reply to Question about Ashe.
  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 3 years, 11 months ago

    Spellburst is literally just "When you cast a spell, do X. Remove Spellburst from this." It just a Violet Teacher that "Silences" itself after you cast a spell.

    In reply to Spellburst
  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 3 years, 11 months ago

    Isn’t Gift of the Wild already run in Spell Druid? This is basically that but with +4/+4 and no Taunt (and a minor upside of buffing minions in hand and deck). This seems like a really good card.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 3 years, 11 months ago

    Is it just me or does the card art not look like a legendary card? I honestly thought this was a common or a rare when I first saw it because it looks like the average everydayDruid.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 3 years, 11 months ago

    Well sure it is kind of lazy, but is it really worth spending development time on updating an old card that will likely not even be playable in wild?

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 3 years, 11 months ago

    Why do they keep pushing these high statted vanilla minions? Sure they may be balanced or a little weak, but overall they are not very interesting and the space they take up in a set could be saved for an actually interesting card.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 3 years, 11 months ago

    Doesn’t this kind of break Blizzard’s own rules? If you interpret the card text very strictly it should be a 9/9 that summons an 8/8 dreadsteed, since it never says that the next copy keeps any of its enchantments. S

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 3 years, 11 months ago

    If you interpret this as being a random 1 cost minion with “Battlecry: Add a random 1 cost minion to your hand”, then it seems better than Fire fly. Theres even more upsides, such as allowing you to choose which of the two to play and counting as a spell. This seems like a really good card.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 3 years, 11 months ago

    What if they make a Priest/DH weapon? That way priest would have more of a use for their Hero Power and helping cards.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 3 years, 11 months ago

    This provides more evidence that they might make a dual-class mode! They could have a mode where the normal 10 classes are replaced with the 10 Dual-Class combinations here, which would prevent a lot of the potential insane combos!

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 3 years, 11 months ago

    Hi Anchorm,

    I like the idea of your set, but I think that Stamina doesn’t really work, given how HS works. Stamina is basically a start of turn effect, and with all the rush minions we have now those just don’t go off. Maybe if you added a defensive keyword to them like “Steed” that means something like “can’t be attacked by minions the turn they are summoned” or “can’t be attacked while adjacent minions are alive” or “pick a friendly minion without Stealth. This can’t be damaged until it is destroyed”. That way Stamina would have a chance of going off instead of just being another one of the many failed start of turn cards. Also, some of your stamina cards have more than vanilla stats, which breaks the rule of not having more than vanilla stats and a positive effect.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 3 years, 11 months ago

    Here's a few ideas I had about how to make Heimerdinger less impactful and make it possible for Heimer to survive multiple turns without the opponent immediately losing:

    Version 1 (Round Start Heimer):

    This version of Heimerdinger would motivate players to cast only high cost spells for Heimer, instead of just spamming cheap spells like currently. Since Heimer can only summon 1 turret per round, this also prevents the spamming of 3 cost elusive turrets. This might seem like a heavy nerf, which is why I gave Heimer more stats to compensate. Also, players can summon cheap turrets from hand so that Heimer summons bigger turrets, if they cast low cost spells that turn.

    Version 2 (Attack):

    This version of Heimerdinger requires you to attack to get free turrets, which allows the opponent to block heimer and damage him (similar to Shen). However, with 6 Health Heimer will likely survive the first attack. This would probably be the lowest powerlevel version of Heimerdinger, but with Synergy like Sumpworks Map I think he'd still be viable.

    Version 3 (Transformation):

    This is probably my favorite rework of Heimerdinger since it completely changes how you play the card. By requiring an ally to get the support effect to work, this version of Heimerdinger would require actually having minions in your deck (or spells like Scrapdash Assembly). Also, because the Turret is based on the total cost of the spells you cast, it opens up interesting plays about which spells to cast to get different turrets. The versions' level up is also the most interruptible, through killing, frostbiting, or stunning the turrets. Because it also lasts across the game, it makes later Heimerdingers more likely to be able to attack as the level two version. Once Heimerdinger levels up, he becomes much more powerful and lets you make the turrets have higher stats than they would normally have. Quick Attack both reflects one of Heimerdinger's LoL abilities and makes Heimerdinger more difficult to kill while he's attacking. The stats could definitely be adjusted to make it more balanced, but I think this version of Heimerdinger is very interesting and very disruptable.

     

    Which version of Heimerdinger do you think would be best? Are there other reworks you've thought of? 

    In reply to Heimer Rework Ideas
  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 3 years, 11 months ago

    I think that’s a good idea, since one issue I see is that Aka has huge variance in terms of how good the secret is. You could also make it so that the secret is added to your hand and has a gold cost (like elise’s map)

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