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Ravishing

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Wait though. So if you have a Golden Ragnoros and a Regular Ragnoros, you'll get 1600 dust back or 3200? If I have a regular Ragnoros, and I want to craft a golden Ragnoros, is it basically free or is it essentially half off? Because at the moment I'll get 1600 for Ragnoros, but if I have golden Ragnoros I'll get 3200, so that means golden Rag is half off? I'm so confused. Seems free and seems like everyone should craft a full set of each.
Yes you should craft them... Not everyone has 3200 dust, but yes, if you do, do it. No rush until we get a release date on next expac though.
 
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slippery

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A Summary of Q&A Stream #2 - Year of the Mammoth • r/hearthstone

Stream is over and this thread has finished updating.
VoD Link - Live Thread - Previous Q&A Stream Summary

Explanations of the YotM blog post put out last week
  • 6 cards taken from classic into Hall of Fame (cards removed from standard, put into wild)
  • Starting with the second expansion this year, single-player missions will be added, with rewards being packs.
  • Daily Log-in rewards, as well as great brawls up until release of Year of the Mammoth
Hall of Fame
  • These 6 cards will rotate with next expansion
  • The 6 cards aren't exactly "overpowered", but seeing them in the majority of the games future will make it very samey, so rotating them helps keep it fresh.
  • Like wild cards, they are only craftable.
  • These cards can be dusted as well as the extra dust being given away.
  • Any classic cards that are seemingly too powerful will be rotated rather than nerfed.
  • Molten Giant is being considered to be Unnerfed and rotated, but Blade Flurry is not sure.
  • Future rotations will most likely happen.
  • Rotated cards might be replaced with particular roles in mind. They'll have lower power levels though.
  • For example, Shatter could replace Ice Lance as it fits the Freeze theme for mage, but isn't super powerful
Wild
  • No announcements for now, but reintroducing old content might be good for the game (buying old packs etc).
  • In future, rankings will be posted to the blog site like standard.
Expansions
  • Made this way because it seems expansions were more fun.
  • Seems like the right thing to do.
  • Very important that it can be played as a F2P game, even to the highest levels of competition.
  • Sprinkling packs into the single player missions to help with this
  • They want to check that the rate these expansions come out is enough
  • They can keep an eye on it and see if more might be needed.
  • Something seen recently is that things still get discovered, such as Aggro Rogue this late into the expansion cycle.
  • Metas can seem stale as the best decks get found, and even with a great meta, it happens eventually.
  • Decks right now are closer to each other in balance, but there's still a feeling its stale and the same has been happening.
  • If they hit balance right, will the meta still become stale? etc
  • Looking for a way to make it more varied without just nerfing constantly.
  • They've hit this constantly where the game seems stale so soon after an expansion, so they're discussing about it.
Ladder Improvement
  • Ranked play floors were already announced. This doesn't solve problems though.
  • The way the population is distributed, about 40% of players are at rank 20.
  • Because of distribution, if you're rank 12, you're apparently better than most players, which doesn't really match with the expectation of the rank.
  • High end players have too many ranks and games to go to, it becomes very grindy.
  • In tests, the number of legend players MASSIVELY increased, so they're worry to do too much in case this happens and legend loses its prestige.
  • They want to try to find solutions that don't cause more problems.
Other cards considered for nerfs/rotation?
  • The 6 classic cards were considered, but then they decided to rotate.
  • They might've nerfed the cards that are rotating out in a month, but it won't do much because of that.
  • They settled on STB and Spirit Claws as they're around for longer, so it'll be more beneficial.
  • Better to take risks and have to nerf cards than make expansions with very little effect on the meta.
  • Working on upgrading so that they can nerf far easier.
  • Auctioneer was close to being rotated to Hall of Fame as it's a massive impact, but it's a very skill-testing card.
  • They're keeping an eye on it though as Druid is also using it with high impact, but maybe new cards will get used with it for future diversity.
Buffing poorly played cards?
  • Mostly talking about classic cards, as expansion cards won't be around for long.
  • Buffing cards doesn't seem to have much good side, as they don't want classic cards to be overly powerful.
  • They'd want expansion to introduce the cards with synergy rather than just buffing classic.
  • An example of a bad card is Majordomo. It's meant to be bad, but it's very fun to mess around with.
  • Secret paladin is a good example of poor cards getting synergy to make them played.
  • Seems dangerous to buff secrets, as then they couldn't make a card like Mysterious Challenger because it would be completely broken.
"Heroic" for the single player additions?
  • No Heroic this year, but they're gonna make them a bit difficult to preserve the difficulty of Heroics, especially since there isn't exclusive rewards behind them now.
  • Adventures had to be easier to not lock people out of cards.
Combo decks?
  • Important to have some combo decks.
  • They like helping it without directly adding a combo specific card, such as with Emperor Thaurissan opening up combos.
  • A lot of combos try to kill you instantly, which they don't like. They prefer combo decks that give big advantages, or take several turns to setup.
  • They'll try doing combo cards that hopefully won't be able to instantly kill with, but if it does, then they'll come forth and nerf it most likely.
Strong decks that players haven't found yet, possibly using recipes?
  • They enjoy seeing the decks being explored etc, but they don't feel like they want to forcefully push it with recipes etc.
  • Community has definitely missed some decks that seemed to perform very well.
  • In wild, the top 3 classes did not include the #1 winrate class
Rogue class identity?
  • "Trickster" and "Outsmarting your opponent"
  • This will probably be the future focus, but having side stuff like "Pickpocket" (burgle etc), Stealth and Deathrattles can be interesting to go into, pickpocket being a focus.
Insight for testing and PTR?
  • 8 months of game design on each expansion. 4 for initial, 4 for final.
  • Test individual cards in initial, but then discuss about will cards be good/skill testing or is it OP in final.
  • Got a lot of feedback from community now though, such as 1 drops being a big problem, so this will be taken into consideration in the future.
  • Often takes weeks with tons of players playing decks to find decks, so they can't work as well with a much smaller sample size.
  • They can't predict, so they'll let players find the broken stuff and make changes afterwards.
  • With PTR, you start using the content weeks/months before it goes live, so then when the expansion launches officially, it's already dull.
  • Could do PTR for balance changes, but shaking the meta up initially seems far preferable.
Healing for classes?
  • Healing is important and powerful, but in moderation. They'll do healing in healing classes, armour in armour classes but not much neutral healing.
  • Healbot was ran in basically every deck/class and it becomes a bit too much.
  • Will probably see powerful healing cards in future expansions for relevant classes
Arena blog will be coming out later this week
 
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Amzin

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Now, I do not pretend to be an expert game designer, nor do I claim to be the most intelligent person on the planet. But their reasoning on some of that stuff is clearly idiotic. Be it Brode or the designers themselves, they are not very good at actually designing cards or building the game as a whole, and it really shows. "If secrets were buffed we couldn't make cards like Mysterious Challenger", you mean a card with terrible design and game play ramifications? Oh what a fucking shame that would have been. 8 months of testing and no one noticed that Spirit Claws, STB were clearly stronger than basically everything else in the one mana slot, one one of them was neutral? No one noticing the rather insane power creep of aggro in general?

And the ladder... the reason the distribution is screwy is because the design is screwy. They tried to essentially remove MMR from a ranked system, and are left with something far worse. People have talked about this to death, too. Opening up the ladder to be actual MMR or something similar would open up room for bigger gains for slower decks, things like that, and even bigger jumps for people that are massively overskilled (like that really matters in the game at the moment, hah) for their current rank. Despite the rank floors there's still 0 incentive for playing creative decks, or slower ones, with faster ones being essentially as good or better and a much better way of ranking up. So you end up with people not playing decks for fun until Legend when suddenly hey, it doesn't matter at all now. Maybe this will be replicated at rank 5 now but that's still a band-aid on an open wound.

A lot of the things in HS make it seem like a tiny project that was never supposed to get big. And now that it is, no one seems to know what to do with it.
 
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TJT

Mr. Poopybutthole
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A lot of the things in HS make it seem like a tiny project that was never supposed to get big. And now that it is, no one seems to know what to do with it.

This part is weird because they admit this shit. But at the same time it isn't like Blizzard is a newcomer in terms of dealing with huge games and tuning them. But somehow Brode and the B Team were able to keep their lead positions and control most decisions. When whoever runs the show for other gigantic projects should be doing it.

Or hire some new talent with specific experience in CCG games to turn that shit around. Brian Kibler gives Bliz free consulting concerning his CCG expertise constantly.
 
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Mures

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Woohoo, turn 1 coin flips. Just had back to back games, first one, warrior has turn 1 buccaneer turn 2 n'zoth pirate/2nd bucaneer turn 3 southsea captian. 2nd against shaman, turn one double trogg, turn 2 jade claw, turn 3 totem golem. A couple of very quick losses this morning.
 
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Ravishing

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THIS GAME cards that effect hero health • r/customhearthstone

I did some custom cards because I'd really love to see ways to effect hero health.

Shaman:
313okuv.jpg

Essentially this is a Health buff+heal every turn, it increases your max-total health by 1 but due to the nature of how buffing works, it also heals every turn for 1. Due to how powerful the effect is, I made this a totem which is largely useless outside Totem synergy decks.

Rogue:
2646z2a.jpg

Rogue Legendary weapon that gives them lifesteal for the duration of the game. It should probably cost more due to the effect.

Hunter:
2078fno.jpg

Just a little healing every turn. Also considered a Spirit of Bear card that grants 10 bonus health to the hero's health total (40 health instead of 30).

Priest:
e7gtio.jpg

Prismatic Barrier is intended to be Armor vs Spells only. It's mainly a counter against Freeze Mages/Malygos combo decks/etc. Spells can still be cast on the Hero but Prismatic Barrier will count as Health against spells.

I feel like the end game is so neutered because of everyone having a 30 Health cap. Power is so focused at the early game. I want games slightly elongated and to see bigger minions played.
 
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Morrow

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but then you can DE the regular Rag for 400

Lol wait so if I craft Golden Ragnoros, I'm basically getting a free Golden Ragnoros + 400 dust? I'm still having a hard time understanding the math and generosity. Yeah I guess so. Gotta craft Golden Sylvannas, Golden Rag and an Azure Drake!

Edit: I also still have the 80 gold quest, anyone else have it and want to trade? I'll be on. Morrowgirl
#1685
 
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Ravishing

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Lol wait so if I craft Golden Ragnoros, I'm basically getting a free Golden Ragnoros + 400 dust? I'm still having a hard time understanding the math and generosity. Yeah I guess so. Gotta craft Golden Sylvannas, Golden Rag and an Azure Drake!

Edit: I also still have the 80 gold quest, anyone else have it and want to trade? I'll be on. Morrowgirl
#1685
Or you can not craft him and get free 1600 dust, up to you.
 
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slippery

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For shame. I give you free 80 gold and destroy your shitty rogue deck with my Renolock and here you are demanding an 80 gold trade.

Shame. Shame. Shame.
Lol. I had already given that one to Mures. Normally i just give them to whoever is on but it is my day off so figured I'd trade if someone is around. You can have my next one if you want it
 
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slippery

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How did we not get this posted :eek:

https://us.battle.net/forums/en/hearthstone/topic/20753189941#1

n our next update, we will be making a few changes to the Arena that should make it more interesting for our players and offer a much different experience with each set release.
• Arena will change from Wild format to Standard
As more cards are added to the Arena pool, having each game feel meaningfully different actually becomes harder to accomplish. Many of the cool synergies between cards, such as Jade Golems or Mechs, live within each individual set release. Attempting to create decks that utilize these meaningful synergies in a wide and diluted card pool will become more and more difficult as the Wild card pool grows larger. Arena runs then becomes less about card synergies and smart deck choices and more about being fortunate enough to be presented with the best card from each set. This change should put the focus back on the player for good, synergistic Arena choices and make Arena decks feel more cohesive.
We’ll be monitoring using the Standard format in Arena carefully, and we may add additional changes or formats in the future if it doesn’t meet our goals of having Arena feel interesting and different with each set release.
• Changes to Card Rarity Distribution
We’re making a change to the frequency in which Common and Basic cards show up in the Arena. Common cards were about 78% of all Arena cards, and we felt that number was too high considering that many of the cards that focus around individual class identity and power level rely on the common cards of any given class. After this change, the number of Common and Basic cards that show up overall should be lower, giving more room for fun Rare, Epic, and Legendary cards to show up in an Arena run. In addition, the cards Abyssal Enforcer and Flamestrike will show up approximately 50% less in Arena.
• More Spells in a Run
Spells have the power to swing a board state, generally more than minions do. Obviously, there are some exceptions to this. When the distribution of spells to minions is too low, the game usually ends up in the favor of the player that gets out their minions faster and more efficiently than the other player, because there aren’t enough cards that punish overextending. Bringing the distributions of spells and minions closer together allows for more room to have an Arena game that is more strategic and facilitates more plays and counter-plays to occur.
• Neutral Classic Cards Show Up Less
A lot of neutral Classic cards tend to be minions without any text that lack interesting effects. While they are great for introducing newer players to Hearthstone and providing baselines for power level comparisons, they don’t make for compelling Arena run choices. This helps make more room for spells, class cards, and expansion cards to show up at a higher rate.

These changes will occur in an upcoming update near the end of February. We’ll see you in the Tavern!
 
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slippery

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I need someone to give the friend quest too in EU, tehslippery#1869 I don't care about trading it, I just log into EU like once a week so want to dump it and have no friends.
 
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slippery

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They edited in another thing to the arena post


  • • Golden Cards Show Up In Arena
  • If you own golden cards in your collection, copies of that card that appear in your Arena run will show up as golden. If you own a single golden card, the first copy of it you choose will be golden. If you own two copies of a golden card, every copy of that card you choose in the Arena will be golden. If you own one golden Legendary, every copy of that Legendary you choose in Arena will be golden.
 
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Derpa

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They edited in another thing to the arena post


  • • Golden Cards Show Up In Arena
  • If you own golden cards in your collection, copies of that card that appear in your Arena run will show up as golden. If you own a single golden card, the first copy of it you choose will be golden. If you own two copies of a golden card, every copy of that card you choose in the Arena will be golden. If you own one golden Legendary, every copy of that Legendary you choose in Arena will be golden.
The golden card change is cool.

The rest is meh to me, I still want draft mode or at least sealed.
 
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