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dapperdog

Dragon Scholar
Joined 07/29/2019 Achieve Points 1890 Posts 5679

dapperdog's Comments

  • Happily we finally got that interface for xp gain in this patch. So that's a major step forward.

  • On an slightly unrelated note, we also finally got that damn interface for xp gain.

    Sorry, see xp on the title just want to make a note of it without actually creating a thread.

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    https://i.redd.it/q744chj0dqc61.png

    For anyone wondering.

    Maybe the problem is that we're looking at the card in the morning, and not at night as intended. Either that or he just had a massive shave experience.

  • Better hope that they have unique voice lines this time.

  • Its in context of his statement, which was about people spending money and immediately get something out of it. I guess I should've quoted the whole sentence instead.

    Quote From Dean
    We don't do a good job of transitioning players from purchase to fun. There is a lot of work in the way that can make it feel like your money isn't valuable. If you think about a game Heroes or League they do great at that. Buy a character, go play it and have fun.

    Again, I don't want to go any further on this discussion because that's not the intention of this article. Basically anyone who'd ever pre-ordered an expansion would immediately understand what I'm on about.

  • I guess we can pretty much wipe out that last lingering hope for a rotating wild system, because its clear that they either don't want to commit to it (let's face it, balancing two systems of standard would mean more manpower), or just plain don't want to do it. Although, with the amount of work they're doing with wild at the moment, I don't see why any of the reasons stated are even remotely substantial.

    Quote From Dean
    We don't do a good job of transitioning players from purchase to fun

    No shit. I don't want to bring up topics like these for extended discussions but let's face it, hearthstone is expensive to have fun in. I mean, we're talking about paying a total of 80 bucks and get like around 5 legendaries on average.

  • Change the matchmaking to be by skill. Sure. And then wait 10 minutes for a game anything higher than 4 wins at low levels.

    That reward thing by skill level is probably impossible to implement. Since its easy to tank one's MMR, the lower MMR rewards would likely be bad. And if its bad then no one would want to play arena.

  • Total number of wins and total number of losses. That is the one thing that you'll either be bragging about or cowering in extreme fear from.

  • This is perhaps the hardest to evaluate, but it really just boils down to what kind of player you really are in hearthstone. If, like me, you're one of those guys that alternate between serious laddering and playing weird non-meta decks, then having a larger collection of somewhat useless cards is the optimal way to go. In this case, its better to get the bundle, whether in gold or in cash, because its the better value compared with 20 packs.

    But if you're one of those players that dusts every useless card available and hang around only in the tier 1-2 club, then I would agree with you that the mid set ain't worth the penny. I'll throw my predictions right now and say that pure pally will top the list, followed by tickatus/galakrond warlock, midrange aggro shaman, ramp dragon druid, and rogue (whether its stealth, weapon or secrets). Pally will have at least 3 archetypes viable at least. So by my estimate you'll need at least 7 unique commons, 5 unique rares and perhaps 1 legendary from this set. All in all, achievable in around 7 packs + 1600 dust.

    This is the one time I would say that team5 got it right in terms of pricing and options. Its flexible enough that it doesn't feel forced; you can just get the good cards with dust and call it a day, or get the bundle for a price and feel like you've bagged a rather large butterfly in an open field. The choice is entirely up to you.

  • Quote From Shwarzinator

    What in God's name were they thinking? DK Uther's weapon for 1 mana twice? Unbelievably broken right out of the gate. Of all classes to get this card along with Rally!. Paladin gets even worse to deal with. Fucking retards. Only thing more horrific than this card is all the unending ad videos on this now insufferable site

    Well, look on the bright side. If you stickyfingers this then the tables are instantly turned.

    For that reason, I'd might be persuaded to stick with Hammer of the Naaru until next expansion when stickyfingers rotates.

  • Its a tech card, one so niche it might as well not exist. Basically, you'd play this and feel happy for one turn and then they remove it and then you're sad. Outside of blocking 3 leper gnomes coming in at once, what is this thing really targeting to do?

    Wouldn't ironbeak owl simply be better if you needed to block a specific card? And man, if you're being compared to a 1/2 owl, that says more words than anything else I can write here.

  • Quote From Horus

    My thoughts directly went to Tinker's Sharpsword Oil too - wasn't it Hall of Famed for that matter?

    Far as I know, it was never HoF. It just rotated like everything else, its after all a GvG card.

  • When you need a murloc to survive on 2, this one's your man. It's also a soft taunt, because even the mildest buff will snowball the game, so there's that I guess.

    Maybe bring back murloc pally? If this gets on, expect to see plenty of crabs next.

  • When you need that rag on turn 9 to deal with a specific minion, this one's your guy.

  • On paper, this is nuts. Buffing this even once virtually guarantees value trades over the entire board. But there's that catch, it only takes 1 damage at a time, but it still gets KOed by destroy, transform, and even equality effects deals with it.

    So we play this on 5, and it gets immediately destroyed by a removal card, which more often than not will come out anyway against a 5 drop that needed to be dealt with. It also doesn't have taunt so against aggro, where it should theoretically excel against cause they dont play removal cards, its impossible to play it and not die the turn after.

    Its not a bad card, but its definitely not stratospheric as you think it can get. To me, its sole function is to bait out specific removals, because not everything will work against this. Another niche is solely against druid, because theres like nothing druid can do but chip it bit by bit to get rid of it.

  • If it has armor, this becomes a monstrous 4/6 on 3. But not having taunt, and the fact that any deck that plays this card would likely be a tempo deck, can hp on 2 with a prayer really guarantees this monster of a card on 3, rather than the tiny little runt hiding behind the curtains that it is?

    There's also one other aspect and that this is a mech, so you can buff it with baton, or draw it with whatley, so its not completely trash at the end of the day. Just dont think having a 4/6 on 3 is going to happen often, if at all.

  • Its a bizarre card to say the least. You equip this turn 1, and then turn 2 hp into swing, and then if you trade with a minion, you need to hp again on turn 3 (or play something like sheild block) to swing again. Conditions after conditions, and this only hits for 6 damage.

    Plus, there's the fact that better weapons currently exist, like Ancharrr and Wrenchcalibur, so until those rotate away, I just dont think its going to go anywhere.

  • Its just a godsent, ever since Zilliax rotated, there has not been any comparable card that keeps face decks at bay. And here is one card that gives you 4 health for 1 mana, and since its armor you can just play this turn 1 without losing value.

    Basically for any deck that cant naturally heal, at least in standard, this card doesn't need justification for inclusion. It needs justification not to be included.

  • At first I was thinking what would warlock do after Veiled Worshipper rotates and they lose that massive card draw engine, and here comes that one card that handlock needs.

    Basically you're drawing 3 cards for 3 mana. How much more insane can it be?

  • Probably not going to see play. Not because the card is bad, but because warlock doesn't need cards like this. Tickatus already ensures that you're always going to win the value game outside of rogue, and Cascading Disaster is 4 removal cards that destroys just about anything. So where does this card enters in as a win condition?

    Also, its a deathrattle so its a 5 mana do nothing. So what is this card good for again?