KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 2 months ago
Battlegrounds is obviously designed, like most games, to have higher stakes and more damage later in the game. But I do think that there is too much damage right now. Any time I get a good Elemental board, I am able to consistently deal 16-24 damage every round. And when you only have 40 life, that is just too much damage to be taking at once. I think this is mainly due to Crackling Cyclone which is able to kill 2-4 minions by itself, and Wildfire Elemental which is able to kill 2-3 minions in one attack. Because these two minions are able to kill so many minions by themselves, games usually end faster, and with less attacks on your part then normal. So when the match is over 60% of your board will still be in tact, which lets you deal unnaturally high amounts of damage.
In addition to that Elementals tend to have so many stats that nothing would die anyways no matter how long the games went on.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 2 months ago
My evaluation after playing a few games: Elementals are OP.
It is way too easy to get a full board of 20+/20+ minions. You have Taunts with 40+ life, you have a mega-windfury guy with divine shield who can take out between 2-4 guys at the start of every round, and you also have that over-kill guy who can take out 2 guys with one attack, or 3 if he is golden. Most of the time the matches are over after just 2-3 attacks because of how efficient elementals are at killing things.
I think pretty soon we may get a nerf to elementals, but it is probably best to wait at least a few days when they aren't as new to see if they are as powerful as they seem right now.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 2 months ago
I looked at some of shaman's cards in Journey to Un'goro and noticed that they had both murloc and elemental stuff going on. So I decided to support both of things at the same time while also giving shaman some much needed draw.
I still don't have a name, but what do you think of the effect? I am not sure about the wording since real Hearthstone cards refer to tribes by their names and not "tribe" or "minion type". But I don't want to list every tribe on the card, so if the wording is an issue I will come up with something else.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 2 months ago
The one thing I am curious about is that Hunger Mad Virmen made it to the finalists, whereas my Street Magician card that had the exact same effect got a pretty low rating a few weeks ago. I am not upset about it, I just find it interesting how the same effect can do a lot better or worse with a simple change of art and setting.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 2 months ago
You could run Potion of Illusion, Cinderstorm, and Ice Block. And there, you are all set to survive, get infinite turtles, and kill your opponent and all of their minions.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 2 months ago
I don't know why nobody runs Cinderstorm or even Arcane Missiles in turtle mage. I have won so many games by just blasting my opponent for 35 damage in one turn in oppose to just freezing over and over again and pinging them with 1/1s. I have also played a few games against turtle mage and they would have killed me so much faster has they played any form of damaging spell.
KANSAS Nice changes, I really like the flavor. Maybe the stats are a bit too much? This might be nitpicking, but I would be more comfortable at 5 Health.
I am kind of going back and forth on the stats. 3/6 is premium stats for a 4-drop, but his effect is both an upgrade, and a downgrade. Does the 50% chance to mess up negate the benefit of the +3 attack, or is it still enough of a benefit that the Barkeeps stats should be reduced?
Nope. It's not legendary.
It's not Alexstrasza.
Alright, second chance. Let's hope this is a little trickier than the last one.
What I take I will give, though little it is
I will obey my master's wishes
I was once unique, until others copied me
But now I have ascended to royalty
Mal'Ganis?
Immortal Prelate?
Ouch, that was fast. Yes, it's The Boogeymonster.
Does anybody have any tips for writing good riddles? Mine are usually guessed pretty quickly.
A hidden monster, almost never seen
He likes to make small children scream
Eating people left and right
But although he looks it, he isn't much of a fright
Cruel Dinomancer?
Dreadsteed? Or maybe Rattlegore?
Is it Leper Gnome? Or something similar like Backstreet Leper or Kobold Sandtrooper?
Battlegrounds is obviously designed, like most games, to have higher stakes and more damage later in the game. But I do think that there is too much damage right now. Any time I get a good Elemental board, I am able to consistently deal 16-24 damage every round. And when you only have 40 life, that is just too much damage to be taking at once. I think this is mainly due to Crackling Cyclone which is able to kill 2-4 minions by itself, and Wildfire Elemental which is able to kill 2-3 minions in one attack. Because these two minions are able to kill so many minions by themselves, games usually end faster, and with less attacks on your part then normal. So when the match is over 60% of your board will still be in tact, which lets you deal unnaturally high amounts of damage.
In addition to that Elementals tend to have so many stats that nothing would die anyways no matter how long the games went on.
My evaluation after playing a few games: Elementals are OP.
It is way too easy to get a full board of 20+/20+ minions. You have Taunts with 40+ life, you have a mega-windfury guy with divine shield who can take out between 2-4 guys at the start of every round, and you also have that over-kill guy who can take out 2 guys with one attack, or 3 if he is golden. Most of the time the matches are over after just 2-3 attacks because of how efficient elementals are at killing things.
I think pretty soon we may get a nerf to elementals, but it is probably best to wait at least a few days when they aren't as new to see if they are as powerful as they seem right now.
Is it Bite, Claw, or Gnash?
I looked at some of shaman's cards in Journey to Un'goro and noticed that they had both murloc and elemental stuff going on. So I decided to support both of things at the same time while also giving shaman some much needed draw.
I still don't have a name, but what do you think of the effect? I am not sure about the wording since real Hearthstone cards refer to tribes by their names and not "tribe" or "minion type". But I don't want to list every tribe on the card, so if the wording is an issue I will come up with something else.
Ironfur Grizzly?
The one thing I am curious about is that Hunger Mad Virmen made it to the finalists, whereas my Street Magician card that had the exact same effect got a pretty low rating a few weeks ago. I am not upset about it, I just find it interesting how the same effect can do a lot better or worse with a simple change of art and setting.
You could run Potion of Illusion, Cinderstorm, and Ice Block. And there, you are all set to survive, get infinite turtles, and kill your opponent and all of their minions.
I don't know why nobody runs Cinderstorm or even Arcane Missiles in turtle mage. I have won so many games by just blasting my opponent for 35 damage in one turn in oppose to just freezing over and over again and pinging them with 1/1s. I have also played a few games against turtle mage and they would have killed me so much faster has they played any form of damaging spell.
If you play shaman in wild, Devolve is just too useful not to have. I would craft it if I were you.
I am kind of going back and forth on the stats. 3/6 is premium stats for a 4-drop, but his effect is both an upgrade, and a downgrade. Does the 50% chance to mess up negate the benefit of the +3 attack, or is it still enough of a benefit that the Barkeeps stats should be reduced?