Buff spells only count as Nature when they are Nature's Blessing (Mark of the Wild, Mark of the Spikeshell) whereas stuff like Pride's Fury and Power of the Wild are considered "Feral" spells (stuff that isn't magic, just Beasts being...Beasts I guess?)
to me they're just too much "if you have the wrong deck you just lose turn 3 with no counterplay"
Their stats are too high for their cost. No deck can actually kill a 2-mana 2/4 or a 3-mana 3/5 without additional setup.
Meanwhile caravans are for some reason 1/3s that are impossible to keep alive.
Watch Posts should need far more work to keep alive so they actually need a dedicated deck instead of just being auto includes because "why not?"
On a side note, Crabride can also go to hell, I have no idea who thought it was a good idea to print a 2-mana 1/4 with two keywords that scales with buffs.
wouldn't have worked anyways. Zoo draws a lot, but still not enough to actually empty your deck by the time you need Neeru to come down.
Essentially you'll be out of gas by the time you have ~5 cards remaining and at that point you're trying to just hold on until you can play Neeru at which any deck will just out tempo you.
They updated the known issues list with this. It's unintentional and they are aware so worst case we will be reimbursed later if the end of season rewards don't work out
For those interested, the maximum amount of tickets possible seems to be 19. However, both of the winners only sat at 15 and 17 tickets respectively, which means that if you didn't manage to max out your tickets you don't have to feel bad since it doesn't appear to improve your odds by that much.
So out of curiosity I was looking through all the old expansion to see which spells got updated with spell schools to figure out what the standards are.
Unsurprisingly I stumbled over a handful of inconsistencies (or just stuff that I don't understand because I'm missing the WoW connection).
For the purpose of discussion I'll list my findings here and you can tell me why I'm wrong:
Feral Spirit has no spell school, Dragon's Pack however is a Nature spell, despite them both being effectively the same thing.
Lesser Emerald Spellstone is a Nature Spell for some reason, despite no other Beast summoning spells are like this (I can only assume the argument would be that it is a relic imbued by Nature magic)
Lunar Eclipse is an Arcane spell (like all astral spells), but Solar Eclipse is a Nature spell (are sun-related spells Nature damage in WoW?)
Rafaam's Scheme is a fire spell for some reason, when all other Imp summoning spells ([Hearthstone Card (Summoning Circle) Not Found] and the ranked spell) are Fel spells
Inner Fire and Focused Will aren't Holy/Shadow spells respectively (is there some Priest skillset that involves mental training that isn't related to the LIght/Void?)
Bloodbloom is a Shadow spell when all other plant related spells are Nature (like Hallucination)
Rain of Fire and Dark Skies are Fel spells. Now I'm a bit colorblind so maybe this makes sense if both of them shoot green fire, but to me it always looked like regular Fire.
Lesser Ruby Spellstone is a Fire spell. I guess they were going for color coding with those, but it just feels like a bit of a stretch.
Subdue is not a HOly spell. Maybe it was neever supposed to be, but it always felt like on to me.
Convert is not a Shadow spell, which is weird seeing the artwork and how it clearly implies mind control shenanigans.
Webweave is for some bizarre reason a Shadow spell, which becomes even weirder considering Spreading Plague is Nature as you would expect.
Oh My Yogg! is a Shadow spell, which is strang considering all the other Old GOd relics from Darkmoon Faire have no spell school.
Shadow Council is a Fel spell. I know this makes sense due to the nature of the spell, but it bothers me to no end seeing how every other spell with "Shadow" in the name belongs to that school.
So that's what I've got so far. Anybody else got opinions on this?
I actually was able to play Control WArrior for the first time.
Previously that deck had always been so expensive and I was lagging behind on the legendaries, so I never bothered. BUt thanks to the fact that my classic collection is almost complete (all the relevant cards at least) I can play ye olde Wallet Warrior with no problem
I got two exacties as well! Something must have gone wrong there..
Was waiting for confirmation, but I think I've figured it out.
For some reason the new system can't add wins beyond 1000. This doesn't mean that you can no longer earn wins past 1000, that works fine. However, if you had Arena/Duels wins previously that would add to over 1000 on your hero it will only go to 1000.
This also applies if you're already at 1000 or above.
I noticed this when apparently I didn't get any wins added to Hunter (which is the only class I have above 1000 wins) despite having won a few Duels before.
I won a game with Even Paladin in Wild and now it says I have 1001 wins with Paladin.
yes, as I said, you can earn them normally just fine, this just applies to the wins that you got retroactively added due to the change.
If you had below 1000 wins before the patch, the Duels/Arena wins you earned before that were added up to 1000 (for some reason).
I got two exacties as well! Something must have gone wrong there..
Was waiting for confirmation, but I think I've figured it out.
For some reason the new system can't add wins beyond 1000. This doesn't mean that you can no longer earn wins past 1000, that works fine. However, if you had Arena/Duels wins previously that would add to over 1000 on your hero it will only go to 1000.
This also applies if you're already at 1000 or above.
I noticed this when apparently I didn't get any wins added to Hunter (which is the only class I have above 1000 wins) despite having won a few Duels before.
all water related spells are Nature.
Buff spells only count as Nature when they are Nature's Blessing (Mark of the Wild, Mark of the Spikeshell) whereas stuff like Pride's Fury and Power of the Wild are considered "Feral" spells (stuff that isn't magic, just Beasts being...Beasts I guess?)
It's not exactly intuitive, but it's consistent.
it's actually ridiculous how the core set change and the rotation made all the discover cards so much better by just cutting most of the fat.
I feel like they'll just have to nerf Deck at least for now until more filler spells are introduced. They can always unnerf it for Wild anyways.
to me they're just too much "if you have the wrong deck you just lose turn 3 with no counterplay"
Their stats are too high for their cost. No deck can actually kill a 2-mana 2/4 or a 3-mana 3/5 without additional setup.
Meanwhile caravans are for some reason 1/3s that are impossible to keep alive.
Watch Posts should need far more work to keep alive so they actually need a dedicated deck instead of just being auto includes because "why not?"
On a side note, Crabride can also go to hell, I have no idea who thought it was a good idea to print a 2-mana 1/4 with two keywords that scales with buffs.
Not even gonna bother with ladder until the first nerf patch.
Hearthstone: Watch Posts of Warcraft isn't really that fun of a game.
Anyone else still mildly concerned that the ranked rewards (when clicked on) still show the wrong chest?
I'm assuming it's just visual but I'll be mildly annoyed if tomorrow I get Silver rank rewards and have to wait for like a week until they fix it.
Not calling Handbuff Warrior Montage Warrior....opportunity missed
wouldn't have worked anyways. Zoo draws a lot, but still not enough to actually empty your deck by the time you need Neeru to come down.
Essentially you'll be out of gas by the time you have ~5 cards remaining and at that point you're trying to just hold on until you can play Neeru at which any deck will just out tempo you.
alright, off-time to build decks for farming achievements
Also, Watch Posts are broken, don't @ me
It seems,in your anger,...you milled him.
They updated the known issues list with this. It's unintentional and they are aware so worst case we will be reimbursed later if the end of season rewards don't work out
Congratz to the winners.
For those interested, the maximum amount of tickets possible seems to be 19. However, both of the winners only sat at 15 and 17 tickets respectively, which means that if you didn't manage to max out your tickets you don't have to feel bad since it doesn't appear to improve your odds by that much.
So out of curiosity I was looking through all the old expansion to see which spells got updated with spell schools to figure out what the standards are.
Unsurprisingly I stumbled over a handful of inconsistencies (or just stuff that I don't understand because I'm missing the WoW connection).
For the purpose of discussion I'll list my findings here and you can tell me why I'm wrong:
Feral Spirit has no spell school, Dragon's Pack however is a Nature spell, despite them both being effectively the same thing.
Lesser Emerald Spellstone is a Nature Spell for some reason, despite no other Beast summoning spells are like this (I can only assume the argument would be that it is a relic imbued by Nature magic)
Lunar Eclipse is an Arcane spell (like all astral spells), but Solar Eclipse is a Nature spell (are sun-related spells Nature damage in WoW?)
Corrupting Mist is a Shadow spell while Corruption, the OG spell has no school.
Spirit Echo somehow qualifies as a Nature spell, while stuff like Ancestral Spirit or Soul of the Murloc don't.
Rafaam's Scheme is a fire spell for some reason, when all other Imp summoning spells ([Hearthstone Card (Summoning Circle) Not Found] and the ranked spell) are Fel spells
Inner Fire and Focused Will aren't Holy/Shadow spells respectively (is there some Priest skillset that involves mental training that isn't related to the LIght/Void?)
Bloodbloom is a Shadow spell when all other plant related spells are Nature (like Hallucination)
Rain of Fire and Dark Skies are Fel spells. Now I'm a bit colorblind so maybe this makes sense if both of them shoot green fire, but to me it always looked like regular Fire.
Lesser Ruby Spellstone is a Fire spell. I guess they were going for color coding with those, but it just feels like a bit of a stretch.
Subdue is not a HOly spell. Maybe it was neever supposed to be, but it always felt like on to me.
Convert is not a Shadow spell, which is weird seeing the artwork and how it clearly implies mind control shenanigans.
Webweave is for some bizarre reason a Shadow spell, which becomes even weirder considering Spreading Plague is Nature as you would expect.
Oh My Yogg! is a Shadow spell, which is strang considering all the other Old GOd relics from Darkmoon Faire have no spell school.
Shadow Council is a Fel spell. I know this makes sense due to the nature of the spell, but it bothers me to no end seeing how every other spell with "Shadow" in the name belongs to that school.
So that's what I've got so far. Anybody else got opinions on this?
Achievements are super buggy these days, I don't think anyone knows what is happening there exactly.
that should still count though, as long as you didn't just copy paste the same 5 sentences.
Sometimes a card is just "good in Arena, too slow for Constructed"
Nothing wrong with that in my eyes
I really like playing a meta where there's no randomly generated bullshit and the overal RNG is kept to a minimum (at least on the playable cards).
Still, I am reminded why Conceal was removed from Standard way back when, fuck that card
I actually was able to play Control WArrior for the first time.
Previously that deck had always been so expensive and I was lagging behind on the legendaries, so I never bothered. BUt thanks to the fact that my classic collection is almost complete (all the relevant cards at least) I can play ye olde Wallet Warrior with no problem
no pack, it's just a false message
it's a newly discovered bug, but they're aware of it now.
yes, as I said, you can earn them normally just fine, this just applies to the wins that you got retroactively added due to the change.
If you had below 1000 wins before the patch, the Duels/Arena wins you earned before that were added up to 1000 (for some reason).
Was waiting for confirmation, but I think I've figured it out.
For some reason the new system can't add wins beyond 1000. This doesn't mean that you can no longer earn wins past 1000, that works fine. However, if you had Arena/Duels wins previously that would add to over 1000 on your hero it will only go to 1000.
This also applies if you're already at 1000 or above.
I noticed this when apparently I didn't get any wins added to Hunter (which is the only class I have above 1000 wins) despite having won a few Duels before.