So when you bounce Edwin, it has regular stats in hand; when you play it, it has regular stats; and only when you play card drawn from it, it finally remembers its buff, right? And it is intended behaviour?
But it defias logic, goes against standard HS mechanics and isn't at least hinted in card text.
It reminds me about old bug with Saidan the Scarlet when it didn't double handbuffs until you played a new buff on it.
How does matchmaking in the pit work now? When mercs were first introduced, it was clear: if you are not matched with an opponent in 1:30 min, you get a bot. But at the beginning of this year (or even earlier, I don't remember) it changed, didn't it? Now I can wait for an opponent for 4 minutes and more. And sometimes I am matched with bot before 1:30 have passed.
Does anyone understand the logic behind it? I would play more pvp if the waiting time was reasonable.
So we get our packs after all. I guess it says something about our mental state that we tend to attribute everything that's out of ordinary to this goddamn war.
I wonder which player has advantage in the modern age of HS: the one going first or the one getting a coin and an additional card. Long ago Ben Brode said that first player has slight advantage on average, and I'm curious if it is still true today.
Personally I feel that it is easier for me to play with one more card, but I'm a bad example, 'cause my skill is pretty poor. Common sense tells me that for combo decks and probably for control decks having additional cards should be very helpful, so only aggro has clear advantage in going first.
I don't think that the system should be changed, I feel that it is more or less balanced, but I have a feeling that now second player has slight advantage contrary to what was the case in early years.
What do you think? Maybe you've seen some recent statistics from devs?
I'm at level 259 which is exactly the same level that I ended up with on Stormwind track funnily. I still might play a few more games and hit 260 though.
On the next track it will be lower because I won't be able to buy battle pass this time.
After almost 4 years and 237 defeated bosses I finally beat Monster Hunt as Toki. Now I can beat Hagatha at last and then I'll be sporting this cool cardback with bullets for the next few months.
Disregard that. As FortyDust mentioned on the other page, devs commented on Twitter:
The first curse starts at 1 damage (it counts itself and immediately ticks up from 0 to 1). Each curse will disappear on its own after 2 turns, or you can "cast" it for 2 mana to get rid of it early. Every additional curse deals 1 more ongoing damage than the last.
Were there any comments from devs on how the Abyssal Curse work? I suspect that it won't be like Cursed!, but instead will persist for two turns objective-like dealing more damage each turn.
So when you bounce Edwin, it has regular stats in hand; when you play it, it has regular stats; and only when you play card drawn from it, it finally remembers its buff, right? And it is intended behaviour?
But it defias logic, goes against standard HS mechanics and isn't at least hinted in card text.
It reminds me about old bug with Saidan the Scarlet when it didn't double handbuffs until you played a new buff on it.
How does matchmaking in the pit work now? When mercs were first introduced, it was clear: if you are not matched with an opponent in 1:30 min, you get a bot. But at the beginning of this year (or even earlier, I don't remember) it changed, didn't it? Now I can wait for an opponent for 4 minutes and more. And sometimes I am matched with bot before 1:30 have passed.
Does anyone understand the logic behind it? I would play more pvp if the waiting time was reasonable.
I'm slightly annoyed that both HS and LoR didn't invent their own name for Standard, and just took the same term as in MtG.
The best explanation of how Immune works that I saw is that it is permanent Stealth + Divine Shield.
Oh, I always thought the goal is to prolong the game as long as possible to get more xp.
So we get our packs after all. I guess it says something about our mental state that we tend to attribute everything that's out of ordinary to this goddamn war.
At least we can get all rares and commons from Standard pack.
I'm also from Russia and I confirm that I have the same problem. There is simply no Nathria packs in the shop.
I kinda feel that I don't have a moral right to complain considering the hell my country brings to Ukraine, but it doesn't make much sense.
Wait, does Incanter's Flow really discounts cards that are added into the deck after it is cast?
Maybe her dad can do it instead.
How in Yogg's name can opening of a pack crash the game? 🤯
It's only pity that we can't play Kazakusan in Neeru Fireblade deck anymore, which was the only way to make the latter playable.
I wonder which player has advantage in the modern age of HS: the one going first or the one getting a coin and an additional card. Long ago Ben Brode said that first player has slight advantage on average, and I'm curious if it is still true today.
Personally I feel that it is easier for me to play with one more card, but I'm a bad example, 'cause my skill is pretty poor. Common sense tells me that for combo decks and probably for control decks having additional cards should be very helpful, so only aggro has clear advantage in going first.
I don't think that the system should be changed, I feel that it is more or less balanced, but I have a feeling that now second player has slight advantage contrary to what was the case in early years.
What do you think? Maybe you've seen some recent statistics from devs?
I'm at level 259 which is exactly the same level that I ended up with on Stormwind track funnily. I still might play a few more games and hit 260 though.
On the next track it will be lower because I won't be able to buy battle pass this time.
After almost 4 years and 237 defeated bosses I finally beat Monster Hunt as Toki. Now I can beat Hagatha at last and then I'll be sporting this cool cardback with bullets for the next few months.
I had Double Time and Open the Waygate, and I also managed to steal Time Warp from future Toki with Madame Lazul I got from Unstable Portal. So I had 5 turns in a row to deal with this pesky gnome.
It should have been called "Annoyanator".
Disregard that. As FortyDust mentioned on the other page, devs commented on Twitter:
The first curse starts at 1 damage (it counts itself and immediately ticks up from 0 to 1). Each curse will disappear on its own after 2 turns, or you can "cast" it for 2 mana to get rid of it early. Every additional curse deals 1 more ongoing damage than the last.
Were there any comments from devs on how the Abyssal Curse work? I suspect that it won't be like Cursed!, but instead will persist for two turns objective-like dealing more damage each turn.
I guess it will work similar to objective spells, not like Curse of Rafaam. And will deal more damage with each turn.
It should be "Give a minion deathrattle: deal 3 damage to all minions".