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Nevin

Joined 06/14/2019 Achieve Points 525 Posts 393

Nevin's Comments

  • A lot of people are down on this card. It says something about the state of Hearthstone that a 2 mana minion is considered useless unless it can kill something the turn it enters play.

    I think this has potential as a high-skill card. Yes, Priest has lots of removal tools that will kill minions. But what happens if you can clear the enemies and you’ll be left with only 2 mana to develop your board? Or when you need to weaken a minion first to make it susceptible to your removal spells? Bottom line: If this is “only” a 2-mana 6/6 against a clear board, you’re going to make your opponent spend more than 2 mana to clear it.

    Bottom line: I don’t know for sure if this card will be viable, but I like the design vision that it has. If it’s not viable, that probably means that Hearthstone’s gameplay is in an unhealthy place. 

  • No real opinion on the card, but I’m definitely interested in learning more about the character. 

  • This is Azeroth’s version of “Boy Named Sue”. The only way you can survive with a name like that is to be a complete badass. 

  • I just ran into someone playing Greybough on ladder, and I helped them summon more until we hit fatigue. Then they made sure I won, which is nice because I was putting my win streak at risk by helping.

    I didn’t get the achievement, but it was still my most satisfying my Hearthstone game in a while.

  • I agree with Varden. It always thought it was strange that fantasy worlds filled with transformation spells tend to have such strong gender divisions. 

  • The 2/2 is there because Blizzard already has the nerf planned :) 

  • I’m disappointed. When the other upgradeable cards were revealed, I argued that their intention was to provide flexibility rather than raw strength. But this card? Flexible AND strong. 

  • This is a fine card but doesn’t give us much to talk about. And we’re at the point in the reveal cycle where that’s kind of a relief. Thank you, Blizzard! 

  • It’s a 1 1/3 that you won’t want to play on turn 1!

    Enrage Warrior is a really cool archetype that got totally out of control recently. With a lot of the problem cards rotating out, it’s too early to tell what to expect. But I like this card for it. If nothing else, the fact that it gets a one-time buff and can’t snowball makes it more balanced than a lot of the recent cards. 

  • This is good. This is what Rogue weapons should be. They got out of control recently because Rogues could increase damage AND durability, and weapons became a brainless win condition. But this card will only be worth the cost if you want the immunity when attacking minions. 

  • I’m not an expert on how to run F2P games, and I’d love to hear more about it from someone who does know. But even Runeterra gives some cosmetics away, and profiting from cosmetics is their main focus. So I agree with you that Hearthstone should to profit from Diamond cards, but I’m pretty sure that it helps them to give all players a taste.

    My vision is that an active F2P player can earn 2-3 diamond cards per expansion, a player who spends some money can earn up to 5 or 6, and whales will get a lot more.

    Speaking for myself, these diamond cards feel silly right now. They’re over the top and scream “I bought this specific deal to get this animation!” Gold cards, on the other hand, which can be earned through a mixture of luck and spending resources, instead say “isn’t it cool that I have this???” I spend some money on the game, and I’ll become more interested in earning diamond cards when they feel more like a really cool thing I earned. That’s why I suggest that they let me choose which diamond to craft, while always offering the opportunity to earn another. 

  • Ha ha, that reminds me: I really should try to finish Galakrond’s Awakening one of these days.

  • Probably, but I don’t think that’s a bad thing. The solo content was widely regarded to be disappointing, and I hated having to grind through it to unlock cards. The mini sets are reasonably priced, they shake up the meta, and they offer “advanced” features (like mixing the keywords across different sets) that Blizzard is intentionally holding back in the simpler main sets. It’s all good. 

  • I’m happier with these than I expected. The Darkmoon Coins were both just “Coins with some purple”, and I was sure that after a few sets came out, it would be very difficult to tell them all apart. But one of the Barrens coins is obviously Barrens-related, and the Scholomance Coin has a kitty!

    At this rate, it seems like these will be worth collecting after all. 

  • My first impressions were that these feel ridiculously over the top AND like a pale shadow of what Runeterra’s animations give us.

    I know, I know, my two opinions contradict each other. I THINK the thing that makes these weird for me is that there are only two in the game. If the next expansion has 10-20 Diamond cards that are obtainable in a variety of ways (some of them F2P-friendly), then I’ll probably enjoy them. 

    EDIT: Here’s how I’d do it if I were elected President of Hearthstone:

    1) Make about 15 Diamond cards with an expansion.

    2) Hand out “Diamond Forges” which are special items that let you craft Diamond cards for a specific set. Players can choose which card they want.

    3) Give out Diamond Forges in a variety of ways. Obviously, the pass and pre-orders will give them out, as will a special offer mid-set. You also get one with every 100th pack you open. Then you can earn some more with various achievements, mostly F2P: Complete a solo adventure on Hard mode. Get 50 total wins in Arena/Paid Duels. Get 15 wins in any mode with each class. Maybe one or two more.

    4) Profit!

  • The press release only mentions a 10% XP bonus if you buy the pass. Do we know yet if this is true, or if it still upgrades to 15 and 20% at certain levels? (I think before the last expansion, they also hyped the 10% bonus and forgot to mention that it upgrades.)

    It would be very disappointing if this benefit got worse.

    Edit: Thanks for the answers! My phone didn’t show the full chart (I had to scroll right), and I didn’t even notice those details. Oops. 

  • It isn’t a big update to the rewards, but since they already made the track very good, I have no problem with that.

    I’m not a big fan of golden cards, but I think it will be fun to get them by surprise after games, so like the idea of including them as additional rewards.

  • I’m not a fan of Murloc decks, but I am a fan of Murloc puns. So on the whole, I’m ok with this card. I hope it doesn’t get much support, though :

  • Remember that when your hero power changes, you can immediately use it even if you already used the old HP that same turn. So with 2 uses of the other HP at 0 cost, you never go a full turn without your standard Hero Power. There’s no real risk of getting stuck without your standard Hero Power. As long as you’re willing to pay 1 mana to use another HP twice, this card is worth it. 

  • Ah, between this and Condemn (Rank 1), I think I see what Blizzard is doing with these upgradable cards. A 2/2 Rush on turn 2 is wonderful sometimes, but not consistently enough to include in your deck. A 4/4 Rush on turn 5 and a 6/6 Rush on turn 10 are likewise potentially great but inconsistent. But if you have all three of those options in a single card? Well, maybe then it is consistent enough to include after all!

    This seems like a clever design approach. This card is never the strongest, but it’s also not going to be a dead draw if you get it on the wrong turn. Hopefully this helps the game focus more on efficient use of the right tools at the right time, rather than a race to draw your OP cards before your opponent does.