Hopefully something will be done to either make the xp curve less steep or give more xp ie better weekly quests. Or slightly better rewards along the track.
I'd gladly have weekly quests that take some days to complete, as long as they rewarded a proportionate amount of xp.
Right now chances are I am out of quests on day 2 of each week (unless I'm given quests of modes I won't play).
This way you can test the core of your concept for half the cost.
Tickatus can easily be slapped into a Renolock or Demonlock shell with only minor risk, while the old god needs additional support that risks to make the deck suboptimal.
Afterall, Brann Bronzebeard exists for 10 cards burns. Also, decks in Wild tend to draw way faster than 10 cards burn being a consistent wincon, making Y'shaarj redundant. Or you simply die before you can set it up.
Personally I dropped Tickatus but it was barely important in the few games I tried it. Its setup is slower than it seems on paper. So doubling it sounds like greedy overkill to me.
PS: burned cards CAN accelerate fatigue if cards are burned, but it never triggers fatigue damage. So you don't immediately kill with tickatus. At best you setup one fatigue tick on next turn. So in the meanwhile you still have to survive for several turns unless you close the game by other means. It's not Coldlight Milling. Subtle but crucial.
I just wish Weekly Quests weren't based on specific modes, especially on performances in specific modes.
Like, I'm not going to spend hours trying to get 2nd in a BG or wasting gold to finish Arena runs with 4 wins...
The concept of the track is great tho. I'm almost more excited about it than about the incoming expansion. As long as it is properly tuned about gold gains per playtime.
Animated Broomstick only synergizes for itself, as ETC needs "Rush minions", NOT "minions with Rush".
Which probably rules out any hopes of consistent OTK.
However, since Rush decks are normally Tempo decks, ETC acts as a finisher or accelerator. Especially if we consider that most Rush minions have weak bodies and can hardly represent a threat on their own.
And ETC's major upside is that the face damage bypass taunts.
On the other hand, a Tempo Warrior can be built in better ways than focusing a lot on Rush, as ETC would require in order to be functional, so it also depends on the quality of Rush minions (and we know they can't push it too much).
I wonder why they fall for this kind of junk releases with cheap design that are bound to trigger uproars.
On the other hand, I see this Scholar Jaina often enough already, and I doubt people can properly value things, which in turn makes Team5 confident even with cheap content...
I mean, what is even the point of buying this Scholar Jaina, even if they update voice lines? Golden Jaina or Fire Jaina are better and cooler in any aspect. Yet people buy this Scholar Jaina.
All due respect ofc, anyone can like whatever and do what they want with their money, but if you buy anything, expect to be offered junk at some point...
Good news.
Hopefully something will be done to either make the xp curve less steep or give more xp ie better weekly quests. Or slightly better rewards along the track.
I'd gladly have weekly quests that take some days to complete, as long as they rewarded a proportionate amount of xp.
Right now chances are I am out of quests on day 2 of each week (unless I'm given quests of modes I won't play).
Just go for Tickatus and skip y'shaarj.
This way you can test the core of your concept for half the cost.
Tickatus can easily be slapped into a Renolock or Demonlock shell with only minor risk, while the old god needs additional support that risks to make the deck suboptimal.
Afterall, Brann Bronzebeard exists for 10 cards burns. Also, decks in Wild tend to draw way faster than 10 cards burn being a consistent wincon, making Y'shaarj redundant. Or you simply die before you can set it up.
Personally I dropped Tickatus but it was barely important in the few games I tried it. Its setup is slower than it seems on paper. So doubling it sounds like greedy overkill to me.
PS: burned cards CAN accelerate fatigue if cards are burned, but it never triggers fatigue damage. So you don't immediately kill with tickatus. At best you setup one fatigue tick on next turn. So in the meanwhile you still have to survive for several turns unless you close the game by other means. It's not Coldlight Milling. Subtle but crucial.
In Wild, you can't really afford a turn spending (6) to do nothing (it only discounts cards in your deck), unless you've already sealed the game.
I was just as excited when I saw the card, but reality of things in Wild is against it more often than not.
I just wish Weekly Quests weren't based on specific modes, especially on performances in specific modes.
Like, I'm not going to spend hours trying to get 2nd in a BG or wasting gold to finish Arena runs with 4 wins...
The concept of the track is great tho. I'm almost more excited about it than about the incoming expansion. As long as it is properly tuned about gold gains per playtime.
Because with Colossus, N'zoth risks to summon the flat 7/7 Elemental, which is still good enough, but worse than the consistency of the Fizzy guy.
Also, Fizzy guy curves out perfectly into N'zoth, while Colossus doesn't.
Forcing your opponent to cast a random spell instead of the one they meant to cast is ALWAYS good.
You basically use this new secret to protect your board.
Comparable with Never Surrender! in terms of how you use it.
Well, at the end of the 3rd day, from a Wild pov, I must say I am not impressed so far.
I think none of the revealed cards will make the cut to Wild, except the Occult Conjurer and possibly Il'gynoth.
But we still have many to go.
Should have been named "Felfire Breather"...
Animated Broomstick only synergizes for itself, as ETC needs "Rush minions", NOT "minions with Rush".
Which probably rules out any hopes of consistent OTK.
However, since Rush decks are normally Tempo decks, ETC acts as a finisher or accelerator. Especially if we consider that most Rush minions have weak bodies and can hardly represent a threat on their own.
And ETC's major upside is that the face damage bypass taunts.
On the other hand, a Tempo Warrior can be built in better ways than focusing a lot on Rush, as ETC would require in order to be functional, so it also depends on the quality of Rush minions (and we know they can't push it too much).
Overall a pretty interesting card.
I thought it was impossible, but here I am, saying that my instacraft for the expansion is gonna be a Warrior card!
This card is the most interesting of the lot so far.
Given the stats it's probably borderline broken.
Problem is that lategame piles of stats are usually pretty bad.
Especially if the pile is not even that tall, and it can be silenced.
100 dust.
Fair in Arena.
Standard card in best case scenario.
Remember how old C'Thun decks looked good for their strong Tempo bodies but ended up being worse than class synergies?
This C'Thun will be the same.
Dwarves of Dun Morogh: mountains, snow, feasting and brewing.
Scholar Jaina has little to do with wc3. Also, look at 3D models in wc3.
It is generally subjective, but Scholar Jaina is just a random human girl. It's not even particularly flavourful as a mage "scholar"...
I wonder why they fall for this kind of junk releases with cheap design that are bound to trigger uproars.
On the other hand, I see this Scholar Jaina often enough already, and I doubt people can properly value things, which in turn makes Team5 confident even with cheap content...
I mean, what is even the point of buying this Scholar Jaina, even if they update voice lines? Golden Jaina or Fire Jaina are better and cooler in any aspect. Yet people buy this Scholar Jaina.
All due respect ofc, anyone can like whatever and do what they want with their money, but if you buy anything, expect to be offered junk at some point...
Headless Horseman hero card or nothing.
Why Guardian Animals instead of Overgrowth why...
Yeah, there's definitely room for improvement here. I may try to refine it next month!
H U G E