Amazing review to be fair. You should consider doing review videos up youtube, flux. Might be more worthwhile in a generation where reading is now increasingly rare as a skill.
Two things mentioned really does surprised me a bit. Surely blizz must be aware that the ARPG genre is moving increasingly towards absurd in terms of power level. Even in grim dawn you can have builds that do 100,000 dps, with enemies coming at you from every corner relentlessly. There are builds that require you to basically play classical music from your keyboard, so demanding are the min-maxing. So the fact that diablo 4 remains unspectacular is quite a baffling omission.
The other thing is inventory management, something which for some reason brings me great pleasure ever since diablo 2. Maybe I just like stacking things efficiently in my inventory rather than seeing my god-slaying axe being the same size as an egg. Even last epoch did it, so why not diablo 4?
That lack of inventory management really does turn me off a bit from diablo 4. Upsetting to say the least
Well, we all know that nerfs will be made to paladin and hunter because this two classes are practically everywhere, with astonishing win rates.
Pozzik, Audio Engineer and Disco Maul nerfs have been long time coming. Its actually amazing it took so long, with everything else nerfed around them. Pozzik itself on 4 is backbreaking, might as well just concede if you dont already have board. Probably make the tokens 2 mana 2/2 would solve the issue.
The Purator nerf is harsh, because we all know the only reason this is a problem card at all is because of Lightray, a card that has persisted in paladin decks since its introduction. Nerfing lightray would resolve the issue quite elegantly, but hey Im not complaining about the 1600 dust return from this.
As for stheno, this card is lucky as hell to only be nerfed now. I still dont understand why they'd nerf Predation when this is obviously the problem card from the start. Probably make it cost 4 mana, which might actually just kill the card.
And lastly hunter. Im at lost for words. This weapon is good, but its not the reason why hunter is so oppressive right now. Bunch of Bananas and Barrel of Monkeys are tons worse, allowing hunter to greed whilst not losing their early game too much. Hell, you'd keep both these cards in mulligan 99% of the time. Even if we're not committed to nerfing those cards, I'd nerf Hollow Hound before Hope of Quel'Thalas any day. Oh well, that's 1600 dust back at least, for a card Im likely never going to miss.
As for buffs, well none of those are even remotely interesting, aside from the fact that Rhythmdancer Risa should under no circumstances be 0 mana. Learn from mistakes team5, 0 mana anything will always break the game. Buff risa to a 4/5 or even a 4/6, just dont make it 0 mana.
I know diablo 2 has a similar system called ladder back then. Never really do online play myself, I usually play my ARPGs alone.
Nice to know that diablo 4 isn't another souless corporate game where they expect you to keep paying every month. A calm before the storm? Seems like even with that big an opening its never truly going to make money the same way games like hearthstone does, despite needing tons more work to produce it.
Havent played the game, so dont know anything about it. Can anyone describe what the live service and microtransactions that are currently in diablo 4? Hearthstone is already egregious enough for my taste, can't afford another live service game, would rather know what Im getting myself into when I eventually get diablo 4 myself.
Its correct, as Suchti0352 said, that you're allowed to play card after card despite the animations for the previous entry still being played. The easiest to test this theory would be to have a card that draws on trigger like Field Contact, you're allowed to continue playing cards even as this minion continually draw you cards.
That said, this is entirely a flaw on blizz's part because the animations happen on our side, not server side. That is why you're allowed to play despite the animations not being resolved. And that is also why its entirely possible to cheat by using animation speedups, which is what I suspect many of these degenerates that play entire decks in one turn are doing. Having tried these APM decks myself, I can conclude its nearly impossible to do with a phone and very tight even on PC without speedup hacks.
You can mitigate this somewhat. Once you see their rope reach the end, just close the game and reopen straight away. The game will skip all those nasty animations and you can get on with your turn. This is what most low tech APM players do to skip some of the more egregious animations (like drawing tons of cards at once, or 'effect on drawn' cards) - not exactly hacking, but I cant help but feel its not fair to exploit animation skips.
I know team5 wants variety and I do acknowledge that there is a niche group out there that really loves this APM shit, but seriously, if team5 isn't committed to at least allow the opposing player to skip all this bs animations, these kind of decks simply shouldn't be allowed to exist. Its one thing to lose to this bs, its quite another to have your turn wasted by it.
One last thing. Dont hold your breathe on reporting speedup hacks. Since its a client side manipulation, its very difficult to prove. It may not even involve hacking hearthstone itself. Anything that speeds up the frames will do.
Anyone can give me an update on how the game is so far? Prefer to wait until a sale, because the exchange rate for USD is ripping a hole in my trousers.
Heard the game's ending is basically 'here we go again', instead of a satisfying end for sanctuary.
Unfortunately no. It reads health change, and armor simply doesn't count. That's the same way Flesh Giant works as well, it has to be health that increases/decreases.
Lol, that makes the card almost irredeemably bad. I cant see whyd anyone would play it now. I initially thought it would actually be a niche play in wild at least. Oh well.
Even a 0 mana 1/1 rarely ever features in competitive play, and here's one thats only marginally bigger but cuts 1/6 of your health away.
On top of that, its really unintuitive to be honest. How'd anyone know how that works without having experienced it themselves?
To be fair, each of those selections does offer something that'll justify being on a 2 mana weapon, but its lack of consistency will hurt the card.
There's also the problem that warrior is such a clusterfuck in terms of identity, the power level of this card's random effects spikes between the different archetypes. Ive no idea whether its possible to just play this card and pray. Even if the card itself is good, Im not sure if it'll bring warrior up a few notches.
Its just a terrible card for warrior. You'll never be playing this because drawing cards is difficult enough so each one has got to count. And this one offers a payoff that's best described as horse shit. The only way its playable in warrior is that the class can suddenly draw a ton of cards easily and you need a spell to proct something like Wild Pyromancer
As for dhunter, this is decent, especially in outcast, where its actually realistically possible to draw 5 cards out of nowhere. The fact that this also allows non-rush minions to trigger Halveria Darkraven is a nice bonus.
Its probably crap for both sides, simply because there's no chance you'll ever be playing more than 2 weapons per game, so by default this thing can never realistically reach 0 mana.
Even if we live in a meta where playing tons of weapons is actually possible, there's still the payoff to consider which is relatively weak. Obviously team5 balanced it to prevent scrubs from playing 3 weapons by turn 3 (which is absolutely doable) and scamming wins that way, but we really got to question why even design something like this in the first place? If its too good then its toxic, and if its not then its never played. Why even bother?
But realistically its not very good, unless your can absolutely bomb your deck off early, and I suspect that even if you can that'll probably still take at least until turn 6 where there's plenty of ways to remove this card.
Maybe off a chad, which may immediately make this 0 mana, because without mana cheats this card is just not going to do anything useful.
For deathrattles, or just copy another Dar'Khan Drathir for 12 damage to face that turn.
Only problem? Well, chadlock dont need it because if somehow your darkhan survives, or if you play that card at all, then technically you should be winning that match regardless of Reverberations presence.
Unless there's a combo somewhere this card will likely never truly see any play.
Fire spells from mage, okay. Fire spells from warlock, now that's proper shit that would easily condemn this card to never played territory.
Just about the only good thing about this card is the fact that its an imp, so if you need some reload or something special in your implock, or if you definitely dont care about winning, then this card is in for consideration.
For mage, dont even bother. There's 100 other discover options that would be better than this card.
Unfortunately, there's no real overheal priest deck at the moment and I doubt this would make the cut, since I'm nearly 100% certain that it'll never go into shadow priest.
Team5, Im sure you didn't just print yet more mana cheat for a class that is already filled with it, just to get on my nerves.
In wild, this card is just yet more mana cheating for grimy cellar staying druid mains to just take up forever to play out their deck and then completely screwing you on turn 4-6. It wouldn't even be half as annoying if it weren't for the fact that Im nearly 90% sure that most of these guys use animation speed-ups to do all the degenerate bs they do, while I stare at the ceiling waiting for it all to end.
In standard, mercifully its kinda rubbish for druid. Its basically just Innervate with conditions that druid isn't always in a position to take advantage of. In priest, its more relevant, because there's no innervate there, and priest can easily discount their spells. But it'll take a pro to fully grasp the potential of this card in priest.
Anything that can give out lifesteal needs to be respected. That's it. Even if they look like shit, as this card does from first impressions, the mere ability to grant lifesteal means it'll always be relevant even if the minion itself suck.
In priest that's particularly disgusting. Apotheosis would have been completely worthless without lifesteal, even if you double the stat gains.
This card has the potential to be just disgusting, and is indeed the one card that is needed post Anub'Rekhan nerf so druid can start with the toxic play once more.
I have absolutely no doubt it'll see play within this expansion.
Amazing review to be fair. You should consider doing review videos up youtube, flux. Might be more worthwhile in a generation where reading is now increasingly rare as a skill.
Two things mentioned really does surprised me a bit. Surely blizz must be aware that the ARPG genre is moving increasingly towards absurd in terms of power level. Even in grim dawn you can have builds that do 100,000 dps, with enemies coming at you from every corner relentlessly. There are builds that require you to basically play classical music from your keyboard, so demanding are the min-maxing. So the fact that diablo 4 remains unspectacular is quite a baffling omission.
The other thing is inventory management, something which for some reason brings me great pleasure ever since diablo 2. Maybe I just like stacking things efficiently in my inventory rather than seeing my god-slaying axe being the same size as an egg. Even last epoch did it, so why not diablo 4?
That lack of inventory management really does turn me off a bit from diablo 4. Upsetting to say the least
Well, we all know that nerfs will be made to paladin and hunter because this two classes are practically everywhere, with astonishing win rates.
Pozzik, Audio Engineer and Disco Maul nerfs have been long time coming. Its actually amazing it took so long, with everything else nerfed around them. Pozzik itself on 4 is backbreaking, might as well just concede if you dont already have board. Probably make the tokens 2 mana 2/2 would solve the issue.
The Purator nerf is harsh, because we all know the only reason this is a problem card at all is because of Lightray, a card that has persisted in paladin decks since its introduction. Nerfing lightray would resolve the issue quite elegantly, but hey Im not complaining about the 1600 dust return from this.
As for stheno, this card is lucky as hell to only be nerfed now. I still dont understand why they'd nerf Predation when this is obviously the problem card from the start. Probably make it cost 4 mana, which might actually just kill the card.
And lastly hunter. Im at lost for words. This weapon is good, but its not the reason why hunter is so oppressive right now. Bunch of Bananas and Barrel of Monkeys are tons worse, allowing hunter to greed whilst not losing their early game too much. Hell, you'd keep both these cards in mulligan 99% of the time. Even if we're not committed to nerfing those cards, I'd nerf Hollow Hound before Hope of Quel'Thalas any day. Oh well, that's 1600 dust back at least, for a card Im likely never going to miss.
As for buffs, well none of those are even remotely interesting, aside from the fact that Rhythmdancer Risa should under no circumstances be 0 mana. Learn from mistakes team5, 0 mana anything will always break the game. Buff risa to a 4/5 or even a 4/6, just dont make it 0 mana.
I know diablo 2 has a similar system called ladder back then. Never really do online play myself, I usually play my ARPGs alone.
Nice to know that diablo 4 isn't another souless corporate game where they expect you to keep paying every month. A calm before the storm? Seems like even with that big an opening its never truly going to make money the same way games like hearthstone does, despite needing tons more work to produce it.
Havent played the game, so dont know anything about it. Can anyone describe what the live service and microtransactions that are currently in diablo 4? Hearthstone is already egregious enough for my taste, can't afford another live service game, would rather know what Im getting myself into when I eventually get diablo 4 myself.
Its correct, as Suchti0352 said, that you're allowed to play card after card despite the animations for the previous entry still being played. The easiest to test this theory would be to have a card that draws on trigger like Field Contact, you're allowed to continue playing cards even as this minion continually draw you cards.
That said, this is entirely a flaw on blizz's part because the animations happen on our side, not server side. That is why you're allowed to play despite the animations not being resolved. And that is also why its entirely possible to cheat by using animation speedups, which is what I suspect many of these degenerates that play entire decks in one turn are doing. Having tried these APM decks myself, I can conclude its nearly impossible to do with a phone and very tight even on PC without speedup hacks.
You can mitigate this somewhat. Once you see their rope reach the end, just close the game and reopen straight away. The game will skip all those nasty animations and you can get on with your turn. This is what most low tech APM players do to skip some of the more egregious animations (like drawing tons of cards at once, or 'effect on drawn' cards) - not exactly hacking, but I cant help but feel its not fair to exploit animation skips.
I know team5 wants variety and I do acknowledge that there is a niche group out there that really loves this APM shit, but seriously, if team5 isn't committed to at least allow the opposing player to skip all this bs animations, these kind of decks simply shouldn't be allowed to exist. Its one thing to lose to this bs, its quite another to have your turn wasted by it.
One last thing. Dont hold your breathe on reporting speedup hacks. Since its a client side manipulation, its very difficult to prove. It may not even involve hacking hearthstone itself. Anything that speeds up the frames will do.
Anyone can give me an update on how the game is so far? Prefer to wait until a sale, because the exchange rate for USD is ripping a hole in my trousers.
Heard the game's ending is basically 'here we go again', instead of a satisfying end for sanctuary.
Unfortunately no. It reads health change, and armor simply doesn't count. That's the same way Flesh Giant works as well, it has to be health that increases/decreases.
Perhaps you have armor, ripper doesn't trigger if your health doesn't change. Armor gaining or chipping wouldn't work.
Lol, that makes the card almost irredeemably bad. I cant see whyd anyone would play it now. I initially thought it would actually be a niche play in wild at least. Oh well.
Even a 0 mana 1/1 rarely ever features in competitive play, and here's one thats only marginally bigger but cuts 1/6 of your health away.
On top of that, its really unintuitive to be honest. How'd anyone know how that works without having experienced it themselves?
Anyone know if duels will be reset as well?
For reference
To be fair, each of those selections does offer something that'll justify being on a 2 mana weapon, but its lack of consistency will hurt the card.
There's also the problem that warrior is such a clusterfuck in terms of identity, the power level of this card's random effects spikes between the different archetypes. Ive no idea whether its possible to just play this card and pray. Even if the card itself is good, Im not sure if it'll bring warrior up a few notches.
Its just a terrible card for warrior. You'll never be playing this because drawing cards is difficult enough so each one has got to count. And this one offers a payoff that's best described as horse shit. The only way its playable in warrior is that the class can suddenly draw a ton of cards easily and you need a spell to proct something like Wild Pyromancer
As for dhunter, this is decent, especially in outcast, where its actually realistically possible to draw 5 cards out of nowhere. The fact that this also allows non-rush minions to trigger Halveria Darkraven is a nice bonus.
Its probably crap for both sides, simply because there's no chance you'll ever be playing more than 2 weapons per game, so by default this thing can never realistically reach 0 mana.
Even if we live in a meta where playing tons of weapons is actually possible, there's still the payoff to consider which is relatively weak. Obviously team5 balanced it to prevent scrubs from playing 3 weapons by turn 3 (which is absolutely doable) and scamming wins that way, but we really got to question why even design something like this in the first place? If its too good then its toxic, and if its not then its never played. Why even bother?
The ultimate jailer card.
But realistically its not very good, unless your can absolutely bomb your deck off early, and I suspect that even if you can that'll probably still take at least until turn 6 where there's plenty of ways to remove this card.
Maybe off a chad, which may immediately make this 0 mana, because without mana cheats this card is just not going to do anything useful.
For deathrattles, or just copy another Dar'Khan Drathir for 12 damage to face that turn.
Only problem? Well, chadlock dont need it because if somehow your darkhan survives, or if you play that card at all, then technically you should be winning that match regardless of Reverberations presence.
Unless there's a combo somewhere this card will likely never truly see any play.
Fire spells from mage, okay. Fire spells from warlock, now that's proper shit that would easily condemn this card to never played territory.
Just about the only good thing about this card is the fact that its an imp, so if you need some reload or something special in your implock, or if you definitely dont care about winning, then this card is in for consideration.
For mage, dont even bother. There's 100 other discover options that would be better than this card.
A bit boring, but solid.
Unfortunately, there's no real overheal priest deck at the moment and I doubt this would make the cut, since I'm nearly 100% certain that it'll never go into shadow priest.
But if you need a tempo here it is.
Team5, Im sure you didn't just print yet more mana cheat for a class that is already filled with it, just to get on my nerves.
In wild, this card is just yet more mana cheating for grimy cellar staying druid mains to just take up forever to play out their deck and then completely screwing you on turn 4-6. It wouldn't even be half as annoying if it weren't for the fact that Im nearly 90% sure that most of these guys use animation speed-ups to do all the degenerate bs they do, while I stare at the ceiling waiting for it all to end.
In standard, mercifully its kinda rubbish for druid. Its basically just Innervate with conditions that druid isn't always in a position to take advantage of. In priest, its more relevant, because there's no innervate there, and priest can easily discount their spells. But it'll take a pro to fully grasp the potential of this card in priest.
Anything that can give out lifesteal needs to be respected. That's it. Even if they look like shit, as this card does from first impressions, the mere ability to grant lifesteal means it'll always be relevant even if the minion itself suck.
In priest that's particularly disgusting. Apotheosis would have been completely worthless without lifesteal, even if you double the stat gains.
This card has the potential to be just disgusting, and is indeed the one card that is needed post Anub'Rekhan nerf so druid can start with the toxic play once more.
I have absolutely no doubt it'll see play within this expansion.