(Part of me also wants Patches the Pirate but what are the odds of that happening?)
Patches actually seems like a perfect card to bring back in some form. He's a random neutral Legendary that became infamous for being absolutely overpowered, sort of like Dr. Boom.
I mean, I'd like Patches to come back in a full Pirate-themed expansion, maybe as the Demon Hunter or Warlock representative, but I'd settle for a Rogue skin.
Because the Longbow has to be cast on 7 mana, whereas Metamorphosis can be cast for only 5. That means you have potentially 5 mana to do things with after casting the spell, and you can set it two turns earlier. In a tempo class like Demon Hunter, flexibility is extremely important.
Also, weird point to bring up now. Metamorphosis sees tonnes of play.
Since it was a server-side patch and not an actual update, the nerfs only exist when you're in a match. They basically applied a permanent mana cost penalty / durability reduction instead of actually changing the cards. An actual patch should be coming out today.
I liked RegisKillbin's idea of changing it to a Start of Turn effect. That would actually justify the statline it has now, and maybe encourage a slower deck.
Why not both? Maybe after Demon Hunter is done securing the next 10 years of Hearthstone, we have Monks swoop in. I would prefer Monks over Death Knights (despite playing a Death Knight in WoW for years), just because they hit such a cool fantasy.
In the IGN video covering Demon Hunter's development, they talked about a scrapped mechanic called Fury. It was a secondary resource Demon Hunters built, and spent it to play certain cards. It was eventually dropped, but I would love to see something like that come back for Monks. Call it Chi, and suddenly it's related to a mechanic from WoW.
Little surprised Priestess of Fury is evading the nerf stick. That card has felt consistently broken, both playing it and playing against it. Antaen is at least bad when you're behind.
I came up with it when I realised Cobalt Spellkin will always pull some combination of Mana Burn and Consume Magic, since those are the only 1 mana DH spells. I couldn't think of anything to do with that, but it got me thinking about other neutral cost-affected things, and how Demon Hunter will affect that.
Also, I'm aware this is a super meme and not exactly consistent. Maybe you build it as a tempo core, and just have the combo as a finisher. So, you still soften the opponent up with Imprisoned Antaens and other generally good cards. That way you might not need all 36 damage.
I am aware this is a meme. I am aware that Mages become Immune, Druids have 30K armor, and Warlocks have a board full of taunts on turn 5. I am aware you need 11 cards to do this. But, I think making this dream happen is the perfect excuse for me to dip into Wild. I just wanna punch a Priest in the face, with no way for them to stop it.
That's no different from how it works now. New players and smurfs already go in the same place. It's just that there was also the occasional veteran who would slip down to lower ranks, which won't be an issue anymore. So, basically this problem is lessened.
I dunno. I BM hero power as Priest every turn I can always, so it's not much of an ask for me.
On a more serious note, it's easy because you don't have to warp your deck at all. The actual hard ones force you to play a specific archetype or subset of cards. But everyone has a hero power. You'll get the hero power quest eventually by playing the game completely normally.
I also have a hard time believing you used your hero power less than twice a game as Hunter. That's pretty ridiculous. It's just 20 uses. That will not take more than 10 games. You don't gotta make numbers up. That just hurts your point.
It depends what deck you play. I played Rez Priest with the Quest and finished it in two games. Priest is good because you have a lot of turns where you do nothing, and you can just hero power your full-health hero for free progress. Hunter will probably get it done pretty quick as well.
Class card in disguise is code for "will only be used by one class, but is neutral for flavor reasons". Which this very well could be. It has nothing to do with the card's actual mechanics.
If I recall correctly, there's a questline in Zangarmarsh where you let baby murlocs into the wild. It's been a hot minute since I did quests in Outland, but I do recall something involving them. These are probably meant to be those murlocs all grown up.
You're definitely underrating Inner Demon. Look at Pyroblast - Pyro's a good card in the right meta, even though it's 6 mana for +4 damage over Fireball. When you bundle lots of damage into one card, it needs to cost more. It could be DH's tempo or midrange finisher.
Patches actually seems like a perfect card to bring back in some form. He's a random neutral Legendary that became infamous for being absolutely overpowered, sort of like Dr. Boom.
I mean, I'd like Patches to come back in a full Pirate-themed expansion, maybe as the Demon Hunter or Warlock representative, but I'd settle for a Rogue skin.
Finally... the Tak Nozwhisker skin we've all been waiting for.
I didn't even see that I got it right. This is either really obvious or really hard.
Ravens contest my army
I'm a "me go face" enabler
My friends are blind, but not me
All I see is Magma Rager
Because the Longbow has to be cast on 7 mana, whereas Metamorphosis can be cast for only 5. That means you have potentially 5 mana to do things with after casting the spell, and you can set it two turns earlier. In a tempo class like Demon Hunter, flexibility is extremely important.
Also, weird point to bring up now. Metamorphosis sees tonnes of play.
Shadow Council?
Since it was a server-side patch and not an actual update, the nerfs only exist when you're in a match. They basically applied a permanent mana cost penalty / durability reduction instead of actually changing the cards. An actual patch should be coming out today.
I liked RegisKillbin's idea of changing it to a Start of Turn effect. That would actually justify the statline it has now, and maybe encourage a slower deck.
Why not both? Maybe after Demon Hunter is done securing the next 10 years of Hearthstone, we have Monks swoop in. I would prefer Monks over Death Knights (despite playing a Death Knight in WoW for years), just because they hit such a cool fantasy.
In the IGN video covering Demon Hunter's development, they talked about a scrapped mechanic called Fury. It was a secondary resource Demon Hunters built, and spent it to play certain cards. It was eventually dropped, but I would love to see something like that come back for Monks. Call it Chi, and suddenly it's related to a mechanic from WoW.
Little surprised Priestess of Fury is evading the nerf stick. That card has felt consistently broken, both playing it and playing against it. Antaen is at least bad when you're behind.
I came up with it when I realised Cobalt Spellkin will always pull some combination of Mana Burn and Consume Magic, since those are the only 1 mana DH spells. I couldn't think of anything to do with that, but it got me thinking about other neutral cost-affected things, and how Demon Hunter will affect that.
Also, I'm aware this is a super meme and not exactly consistent. Maybe you build it as a tempo core, and just have the combo as a finisher. So, you still soften the opponent up with Imprisoned Antaens and other generally good cards. That way you might not need all 36 damage.
Hear me out... Demon Hunter has very few spells right now. That means Arcane Dynamo has a large chance of pulling Inner Demon. So, Kael'thas Sunstrider - Twin Slice, Second Slice, Inner Demon, Twin Slice, Second Slice, Inner Demon, Blur, Blur, Inner Demon, Consume Magic, draw into Mana Burn, Inner Demon. Do it with Warglaives of Azzinoth, and not even a Voidlord will stop you. That's 36 or more damage.
I am aware this is a meme. I am aware that Mages become Immune, Druids have 30K armor, and Warlocks have a board full of taunts on turn 5. I am aware you need 11 cards to do this. But, I think making this dream happen is the perfect excuse for me to dip into Wild. I just wanna punch a Priest in the face, with no way for them to stop it.
Any brave souls out there who want to join me?
That's no different from how it works now. New players and smurfs already go in the same place. It's just that there was also the occasional veteran who would slip down to lower ranks, which won't be an issue anymore. So, basically this problem is lessened.
I dunno. I BM hero power as Priest every turn I can always, so it's not much of an ask for me.
On a more serious note, it's easy because you don't have to warp your deck at all. The actual hard ones force you to play a specific archetype or subset of cards. But everyone has a hero power. You'll get the hero power quest eventually by playing the game completely normally.
I also have a hard time believing you used your hero power less than twice a game as Hunter. That's pretty ridiculous. It's just 20 uses. That will not take more than 10 games. You don't gotta make numbers up. That just hurts your point.
It depends what deck you play. I played Rez Priest with the Quest and finished it in two games. Priest is good because you have a lot of turns where you do nothing, and you can just hero power your full-health hero for free progress. Hunter will probably get it done pretty quick as well.
No, they do a showcase and a full card dump shortly afterwards. Basically, all the boring neutral commons.
Class card in disguise is code for "will only be used by one class, but is neutral for flavor reasons". Which this very well could be. It has nothing to do with the card's actual mechanics.
If I recall correctly, there's a questline in Zangarmarsh where you let baby murlocs into the wild. It's been a hot minute since I did quests in Outland, but I do recall something involving them. These are probably meant to be those murlocs all grown up.
I didn't mix them up, I just thought the stream was a day later. Sweet, good to know.
It's on Thursday, but you are right. They had to complete the DH sets before then.
You're definitely underrating Inner Demon. Look at Pyroblast - Pyro's a good card in the right meta, even though it's 6 mana for +4 damage over Fireball. When you bundle lots of damage into one card, it needs to cost more. It could be DH's tempo or midrange finisher.