Hearthstone

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Morrow

Trakanon Raider
3,341
948
Who gives a fuck, its not like some incredibly game breaking exploit.
It's more a matter of "are you seriously trying to argue that it's 'smart' as if it's a legitimate thing?" That just annoys me. The word "smart" as if it takes any kind of ingenuity or skill and is in the least bit genuine and there by dignifying it. So dumb.

Drafted Hunter for the first time in Arena to build the basic deck without having to play the Hunter in play mode. Wow, utterly worthless class in Arena. I've not gone below 6 wins today with 4-5 different drafts and then I go Hunter and I'm 0-2 so far. Anyone done well with Hunter? Specially after nerfs?
 
282
0
Just finished 7-3 with hunter. The nerfs don't really affect hunter in arena at all because unleash the hounds was a worthless pick in arena before the patch. Not that it's particularly good now either. Hunter is the weakest class still but sometimes you can get pretty good results. I'm still not sure whether to draft super aggro or mid-range with it.

Liking the new ranked mode so far. Played mostly arena so far but got to rank 18 with a bit of playing on shaman.
 

Angelwatch

Trakanon Raider
3,053
133
This just in, people sitting in an anonymous setting and playing a game on the internet are assholes. There will be follow ups to this shocking story as more details emerge.

Personally the only time I go the "AFK" route is when the person is being a complete douche to me and starts to spam emotes. At that point I hit squelch and go into dick mode by AFKing my turns. I always love to use their emote spam of choice when I'm able to get a killing blow on these douche bags.
 

Morrow

Trakanon Raider
3,341
948
For anyone just starting, make sure you look at the guide for starting out and getting bonus gold.

Basically, get all classes to level 10 with full basic sets and defeat all the class AI's on Expert and Disenchant 1 card. Also, 300 gold at 100 wins. You can level up most of the classes via Arena, so you don't have to play them w/o the basic set.

@Angelwatch yeah that's understandable, but anyone using afk consistently to try and trick their opponent cos they think it's a smart strategic decision is lol.
 

jooka

marco esquandolas
<Bronze Donator>
14,865
6,391
If you play slow to me just once, the rest of that game will be hella slow, even if you correct your behavior.


EDIT Not saying people here do this, but just the rule in my head I follow.
 

The Master

Bronze Squire
2,084
2
So I've been meeting some good people in ranked with the "you can friend the last person you played" function. But just now this one guy who lost to me in a game that was not close in a mirror, Paladin vs Paladin, messaged me saying I made bad plays and he was playing a "better version" of my deck. Stuff like this makes no sense to me. If I had 30 health when I killed you, which one of us was probably making bad plays or had the better deck? If the game had been close maybe I could see it, but it was totally one sided.
 

Column_sl

shitlord
9,833
7
One card I believe they could add without throwing everything out of wack is a magic shield that absorbs incoming un tauntable damage.

For instance any melee attack must go through a taunt if it is played on the board. Not the same for Spells.

So basically you would play this card, lets just say its a 4/4 Deathknight with the effect Anti Magic shell.
Instead of a normal shield taunt, the graphic on the card would be a glowing green shield, with the effect absorb up to 6 points of spell damage before dieing.

So when your opponent plays a spell against anything on the board that spell shield card will draw up to 6 points of damage then die.
The spell shield taunt also can be killed by any minion.

You can even expand on that with battlecrys. Play a card that give anti magic zone to any card adjacent to it.


Then they could also make a card that puts an effect on a played card such as being unable to be frozen, mind controlled, etc. When an opponent plays one of those spells that effect would expire.

Example

Priest plays Mind control against Paladins Ragnaros

Ragnaros has Lichborne and is unable to be charmed.

Mind control card is lost at that point.


Lets make the stipulation that the effects can always be stripped with a silence.
So if priest sees the Lichborne effect on a card he could play an owl for round 9, and then play mind control for round 10.

Of course he now loses the Ragnaros fireball attack because he silenced it earlier.
 

drtyrm

Lord Nagafen Raider
1,991
155
Making new card effects is easy. Designing a Death Knight hero power and a Monk hero power is going to be a huge pain in the ass.
 

Column_sl

shitlord
9,833
7
Making new card effects is easy.
Acutely you are wrong, there current game is under a very tight set of rules, and any major card changes will throw it completely out of wack.

At that point it will not even be the same game.

We allready discussed this earlier, time to catch up
 

drtyrm

Lord Nagafen Raider
1,991
155
Your ideas for a "spell shield" are fine. You monkey with the strength, the cost etc. Playtest, feedback, revise, more playtesting.

The design space for hero powers isactually"under a very tight set of rules". It's a "card" you can always play and so far they always cost 2 mana. That said:

Death Knight Hero Power: Raise Dead. Pay 2 mana, summon a 0/1 Ghoul with Taunt.

OP?
 

Column_sl

shitlord
9,833
7
I think that would be a fine hero power.

And they could just give the core Deathknight cards a more powerful Spell taunt, then farm out lesser versions of spell taunt as regular cards to the other classes.

Maybe, add more of there anti caster abilities like Strangulate ( a card that silences and holds a card for a round much like a mages freeze ability)

Then fiddle around with rune based cards. Such as Blood tap works like a druid ramp etc


Those all fall in line with there current system. To me adding new effects/powers that are not in the current game is where the danger with design starts happening.
 

Morrow

Trakanon Raider
3,341
948
There are a plethora of hero powers they could do.

Frost Touch: (2) Freeze a minion.
Blood Touch: (2) Lose 2 life, deal 2 damage to an enemy minion.
Vampiric Touch: (2) Give a minion +1 Attack and +1 Life until end of turn.
Plague Touch: (2) Lose 1 life, deal 1 damage to a target, and then 1 damage during the beginning of the next turn.

That's just straight off the top of my head, but it doesn't feel totally game breaking to me. You're ghoul idea isn't totally faulty, but it's too similar to the Shaman's totem taunt, and not as good. A better idea would be (2) Give a target minion undead disease, it dies at the end of turn and you put a 2/1 ghoul onto the battlefield. Although I guess these are all more of a Jarraxxus type deal as you need something you can do with nothing on the field.
 

drtyrm

Lord Nagafen Raider
1,991
155
A new set of cards along with "Specializations" would be cool. So Mage currently would be Fire, Frost like your ability above and say Arcane: (2) Deal 3 damage, Overload (2). Balancing 27 hero powers is not a job I'm interested in taking on, though.
smile.png
 

Morrow

Trakanon Raider
3,341
948
A new set of cards along with "Specializations" would be cool. So Mage currently would be Fire, Frost like your ability above and say Arcane: (2) Deal 3 damage, Overload (2). Balancing 27 hero powers is not a job I'm interested in taking on, though.
smile.png
Haha you can say that again. They'll just have to constantly alter things, it'll be different than most card games where only a few things are changed after each set. But I think the main reason it seems so difficult now is because the game isn't complex enough, we're only in the base set. Once they introduce more concepts and abilities, it'll be easier to develop new hero powers.