KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
An alternative to rating cards on a scale of 1-5, we could be shown cards in pairs and pick which one we like better. I honestly don't think this would be a huge improvement, but I thought I'd share it anyway for the sake of discussion.
It would work largely the same where you only see a pair once and the pairs that haven't been shown as much would have an increased chance of being shown. There would be an incredibly larger number of entries to vote on, but not everyone would have to vote on each pair. Also, it's much easier to pick which card you like more than decide how much a card is worth.
Again, this probably won't be imp implemented, just thought it was an interesting idea.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
Obviously, these quests are pretty slow, but having to put in a lot of effort to complete them is fine. What isn't fine is how slow the rewards are. For many of the quests you have to play roughly 8-9 cards, then play a 5 mana 7/7 with no keywords, and all they do is enhance your future plays.
By the time these are completed, unless you are in a long and grindy control vs control matchup, the game will be almost over. But you have to keep playing more cards to actually utilize the reward. In most cases, the final reward will be obsolete.
Does this mean I dislike the questlines? No, I think their awesome and will likely craft 2-3 of them within the first week. But I don't have a lot of hope for many of them becoming tier 1.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
I do wish there was a way to add cards to your deck that you don't currently own, but I think it is asking a bit much to add cards to your deck that aren't in the game yet. Blizzard would have to update the client every day just to let us build decks that aren't even playable. I am no coder, but this sounds like far more hassle then it is worth.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
In general I agree that the final dump is a bit much. I would like it if they revealed maybe 10-15 fewer cards at the end, and extended the reveal period by just a few days.
I like having the big live stream with lots of reveals, but the additional card dump at the end of the stream could be smaller. It's not really a big deal but I wouldn't mind having fewer cards dropped on us at once.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
I don't like the idea of expanding the rating system. It adds additional steps to the voting process and doesn't really change the overall outcome. When voting, I already consider playability, balance, flavor, and execution, and add or dock stars how I see fit. Adding a different set of stars for each of those categories wouldn't change anything, it would just make it more complicated.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
I feel the same way about this card as I do about every other swarm hunter card I have seen this expansion, I really want it to work, but realistically don't think it will. It does have strong stats, but you have to spend 3 mana then wait a turn, and if your opponent doesn't have removal you get to do the same thing druids get to do for 2 mana without the wait or the beast requirement.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
This is just a strong card, the math works out. 5 damage is worth a 3 mana investment. You do have to use your hero power for 2 mana to take advantage of it, but you're playing Hunter, you're already using your hero power every other turn. And in conjunction with the quest, this is just bonkers.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
As much as I would enjoy climbing the ladder with my Pied Piper Hunter, realistically this is just trash. 4 mana 2/2 with no immediate impact already makes this terrible, and the deathrattle isn't great either. Those rats are only useful when used in conjunction with other cards that can take advantage of a wide board. But since this comes in the form of a deathrattle, you have much less control over when those rats are summoned, making them much harder to utilize.
Gives me Revenge of the Wild flashbacks so this time I'll pretend this is garbage so that maybe it turns out playable.
I know what you mean. I can't exactly explain it, but this just feels like that one card that everyone thinks will be powerful but then ends up never being played and then forgotten over time.
But at the same time it is 0 mana and effectively gives your minions rush so maybe it will be played?
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
If a form of swarm hunter can take off then this will be played in it 100%. I don't know how powerful it will be, but I like blizzard giving token decks more refill to give them the stability that they always suffered from.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
I wish this was the other way around. I think what "Feral" Druid is missing is not more payoff for giving your hero attack, but rather more ways to give your hero attack that are actually playable. This card is far from weak, but I am a little disappointed that there weren't any hero buff cards in this set aside from Park Panther.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
It's a little slow and unreliable. But if your token deck has enough draw (which it might with the help of Composting), then the extra refill could be quite helpful for staying afloat in the mid-late game.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
You only need to draw 2-3 cards to get value, and in a dedicated token deck that shouldn't be hard. I like blizzard giving more recovery tools to aggro decks so that hopefully they won't have to rely on snowballing their way to victory every game but can instead be a bit slower and more controlled.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
Seems decent, but I don't know how much it will be played. If a card requires you to build your deck in a certain way or make a specific play, it should bring more to the table then just stats. And a beefy 1-drop is very good, but not with additional requirements.
Doesn't specify minions, so....better not be at lower health than your minions.
I do wonder how it targets though. if the first blast kills the target, will the second one seek out a new one? I would hope so, but who knows with the janky stuff in this game.
I would imagine the second target would be chosen after the first damage has been resolved. Otherwise the text would be completely meaningless with the exception of spell damage shenanigans.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
I'm not sold on this whole "draw-a-bunch-of-cards" demon hunter deck blizzard is trying to push. This card seems fine as long as you can reduce it to 3-4 mana, but I don't think it will be played over other cards that fit your deck better. Maybe in some kind of big demon hunter deck? But other than that it likely won't be played.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
Seems bad. You are paying one mana to get a 1 mana discount, and you are spending a card to draw a card. The net effect is 0, which is fine because you can still cycle through your deck, but the fact that it doesn't do anything until your next turn makes it too slow.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
Seems to be about the same power as Eye Beam except it gets bigger with outcast instead of smaller. It probably won't be played as often as Eye Beam but it is still a strong card.
An alternative to rating cards on a scale of 1-5, we could be shown cards in pairs and pick which one we like better. I honestly don't think this would be a huge improvement, but I thought I'd share it anyway for the sake of discussion.
It would work largely the same where you only see a pair once and the pairs that haven't been shown as much would have an increased chance of being shown. There would be an incredibly larger number of entries to vote on, but not everyone would have to vote on each pair. Also, it's much easier to pick which card you like more than decide how much a card is worth.
Again, this probably won't be imp implemented, just thought it was an interesting idea.
Obviously, these quests are pretty slow, but having to put in a lot of effort to complete them is fine. What isn't fine is how slow the rewards are. For many of the quests you have to play roughly 8-9 cards, then play a 5 mana 7/7 with no keywords, and all they do is enhance your future plays.
By the time these are completed, unless you are in a long and grindy control vs control matchup, the game will be almost over. But you have to keep playing more cards to actually utilize the reward. In most cases, the final reward will be obsolete.
Does this mean I dislike the questlines? No, I think their awesome and will likely craft 2-3 of them within the first week. But I don't have a lot of hope for many of them becoming tier 1.
I do wish there was a way to add cards to your deck that you don't currently own, but I think it is asking a bit much to add cards to your deck that aren't in the game yet. Blizzard would have to update the client every day just to let us build decks that aren't even playable. I am no coder, but this sounds like far more hassle then it is worth.
In general I agree that the final dump is a bit much. I would like it if they revealed maybe 10-15 fewer cards at the end, and extended the reveal period by just a few days.
I like having the big live stream with lots of reveals, but the additional card dump at the end of the stream could be smaller. It's not really a big deal but I wouldn't mind having fewer cards dropped on us at once.
I don't like the idea of expanding the rating system. It adds additional steps to the voting process and doesn't really change the overall outcome. When voting, I already consider playability, balance, flavor, and execution, and add or dock stars how I see fit. Adding a different set of stars for each of those categories wouldn't change anything, it would just make it more complicated.
I feel the same way about this card as I do about every other swarm hunter card I have seen this expansion, I really want it to work, but realistically don't think it will. It does have strong stats, but you have to spend 3 mana then wait a turn, and if your opponent doesn't have removal you get to do the same thing druids get to do for 2 mana without the wait or the beast requirement.
This is just a strong card, the math works out. 5 damage is worth a 3 mana investment. You do have to use your hero power for 2 mana to take advantage of it, but you're playing Hunter, you're already using your hero power every other turn. And in conjunction with the quest, this is just bonkers.
As much as I would enjoy climbing the ladder with my Pied Piper Hunter, realistically this is just trash. 4 mana 2/2 with no immediate impact already makes this terrible, and the deathrattle isn't great either. Those rats are only useful when used in conjunction with other cards that can take advantage of a wide board. But since this comes in the form of a deathrattle, you have much less control over when those rats are summoned, making them much harder to utilize.
I know what you mean. I can't exactly explain it, but this just feels like that one card that everyone thinks will be powerful but then ends up never being played and then forgotten over time.
But at the same time it is 0 mana and effectively gives your minions rush so maybe it will be played?
If a form of swarm hunter can take off then this will be played in it 100%. I don't know how powerful it will be, but I like blizzard giving token decks more refill to give them the stability that they always suffered from.
Time to give machine gun priests a taste of their own medicine . . .
A decent board buff to push for extra damage. I imagine in most cases you wouldn't want to summon the treant, but it is still nice to have the option.
I wish this was the other way around. I think what "Feral" Druid is missing is not more payoff for giving your hero attack, but rather more ways to give your hero attack that are actually playable. This card is far from weak, but I am a little disappointed that there weren't any hero buff cards in this set aside from Park Panther.
It's a little slow and unreliable. But if your token deck has enough draw (which it might with the help of Composting), then the extra refill could be quite helpful for staying afloat in the mid-late game.
You only need to draw 2-3 cards to get value, and in a dedicated token deck that shouldn't be hard. I like blizzard giving more recovery tools to aggro decks so that hopefully they won't have to rely on snowballing their way to victory every game but can instead be a bit slower and more controlled.
Seems decent, but I don't know how much it will be played. If a card requires you to build your deck in a certain way or make a specific play, it should bring more to the table then just stats. And a beefy 1-drop is very good, but not with additional requirements.
I would imagine the second target would be chosen after the first damage has been resolved. Otherwise the text would be completely meaningless with the exception of spell damage shenanigans.
I'm not sold on this whole "draw-a-bunch-of-cards" demon hunter deck blizzard is trying to push. This card seems fine as long as you can reduce it to 3-4 mana, but I don't think it will be played over other cards that fit your deck better. Maybe in some kind of big demon hunter deck? But other than that it likely won't be played.
Seems bad. You are paying one mana to get a 1 mana discount, and you are spending a card to draw a card. The net effect is 0, which is fine because you can still cycle through your deck, but the fact that it doesn't do anything until your next turn makes it too slow.
Seems to be about the same power as Eye Beam except it gets bigger with outcast instead of smaller. It probably won't be played as often as Eye Beam but it is still a strong card.