Hearthstone - Top tier AI value plays |
- Top tier AI value plays
- This game is not fun as a new Player
- The only way to play the Tavern Brawl as Warrior
- Aftermath of a 10 tick, 31 minion kill Defile
- I thought that the grandpa Herb post the other day was really touching, So I made Herb into a card as well.
- How Blizzard can introduce rewards to Dungeon Run, the best format in the damn game, to keep it fresh
- The priest probably deserved it.
- I know this might not seem like much of an achievement now, but recently as a new father, husband, and full time employee, I haven’t had much time or money to geek out and get my game on. So, thank you dungeon run for this awesome feeling moment that didn’t cost me a penny. Love this game.
- Decisions
- Showerthought: Molten Giant was nerfed because being able to thrown down 16/16 in stats for 0 mana around turn 6 was OP, but now we have 10/10 worth of stats on turn 3 with Corridor Creepers without the drawback of being at 10 life.
- We've finally gone full Neutralstone
- VR priorities
- At least I can evolve aga...
- Playing all these dungeon runs made me realize something about Hearthstone...
- Top Cards of the Week from /r/CustomHearthstone - 30th of December, 2017
- Some people never learn...
- Wax Rager's Family Reunion
- Welp, thousands of hours into HS finally paid off...
- Cannot be unseen
- Witness a 22/22 Jade Golem on the ladder, crushed by The Darkness.
- Somebody misspelled "legendary"
- Was facing The Darkness in Dungeon Run, when he cast Forbidden Shaping. Sometimes RNGesus likes to screw the AI, too.
- My thoughts on the classic/basic sets and their issues:
- I just pulled off the nuttiest combo in the raven idol brawl.
Posted: 29 Dec 2017 10:31 PM PST
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This game is not fun as a new Player Posted: 30 Dec 2017 04:17 AM PST I convinced my friend to try hearthstone. He got stomped by Deathknights in standard (at rank 25) and crazy Decks with OP cards in wild-mode. I helped him playing some games but you actually can't compete against these new cards...they are just better versions of what he got as new player. He then bought some packs for 10€ but it actually was a waste of money.. he got like 2 cards for each class and you could not build a good deck with them. So yea he stopped playing... [link] [comments] | ||
The only way to play the Tavern Brawl as Warrior Posted: 30 Dec 2017 01:21 AM PST
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Aftermath of a 10 tick, 31 minion kill Defile Posted: 30 Dec 2017 05:55 AM PST
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Posted: 29 Dec 2017 07:20 PM PST
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Posted: 30 Dec 2017 06:27 AM PST I was thinking about a way for Blizzard to keep the game mode going when it inevitably gets stale in a few weeks. It's so different from just regular adventure content and it's so good and so much fun, i really wanna keep playing it, but once you get the card back it's just pointless - the games don't even count toward your daily quests. So this is my idea: Many of us have played the adventure mode in the old smash brothers games where you wager your coins and the more coins you wager in conjunction with how well you do dictates how good your rewards are, in that case it was like trophies and stuff I think. I think that could work well in regards to the Dungeon Run-mode, and if you wanna play the mode for fun without wagering coins you can. What would the rewards be then? Gold? Packs? I'm thinking that it would make the most sense to either make the rewards be either golden cards (since there is at least one thread a day about the dust economy) or dust - maybe both? This would of course need balancing and it might be hard to see the benefits for Blizzard to do this, but maybe you could use regular money too? Maybe you could use your gold and buy "candle tokens" with them and then use that as currency? Or maybe pay with dust with the prospect of getting it turned into golden cards. Let me know what you guys think. And happy new year :) [link] [comments] | ||
The priest probably deserved it. Posted: 30 Dec 2017 06:46 AM PST
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Posted: 29 Dec 2017 10:33 PM PST
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Posted: 30 Dec 2017 08:07 AM PST
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Posted: 29 Dec 2017 11:39 AM PST We have been talking about powercreep a lot lately, and this one really bugs me. Blizzard decided that Handlock was too swingy, being able to drop 2 giants in one turn after spending the game dying, but somehow playing a standard aggro deck, and getting two free 5/5s as early as turn three for doing what you were going to do anyways is okay? [link] [comments] | ||
We've finally gone full Neutralstone Posted: 29 Dec 2017 10:50 AM PST
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Posted: 29 Dec 2017 05:14 PM PST
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Posted: 29 Dec 2017 01:21 PM PST
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Playing all these dungeon runs made me realize something about Hearthstone... Posted: 29 Dec 2017 06:10 PM PST The most fun you have in Hearthstone is when you do some really crazy broken shit. Every "fun and competitive" deck in Hearthstone is only fun for the player of that deck, Exodia mage, Miracle Rogue and Handlock of the past. There are/were some of the most fun decks to play in Hearthstone because they do absurd shit. Realize how all these decks focus on screwing over your opponent, Blizzard's answer to this has been to make everyone be able screw over each other equally, every expansion a class gets a chance to be the Top Dog and gets the "unfair" cards for the expansion so they get their chance. This is why Hearthstone player's are so frustrated sometimes, because every time a person had the best time playing Hearthstone there will be someone who just hates the game for its bullshit. Which brings me to my observation, Everyone loves single-player content because you can screw over the AI and no one loses, You can do all kinds of crazy shit and no one has to suffer for your enjoyment.Please don't kill me future AI overlords Just makes me wonder what a single player focused Hearthstone game would've been like. Just buy the regular single player content and all multiplayer is just a side show. TL;DR : Everyone loves single player content because no one gets screwed for you to have fun. [link] [comments] | ||
Top Cards of the Week from /r/CustomHearthstone - 30th of December, 2017 Posted: 30 Dec 2017 08:59 AM PST Hey guys, it's me again and not /u/coolboypai, with another batch of cards from /r/CustomHearthstone. In case you're new to this, the album includes the top 10 cards of the past 7 days from /r/CustomHearthstone alongside the winner of our Weekly Competitions. I hope you all had wonderful Holidays, and you'll also enjoy the new Year and may it turn out pretty good for the lots of you. Have a great new year, on behalf of the Moderators of /r/CustomHearthstone and enjoy your time! Cheers~ [link] [comments] | ||
Posted: 30 Dec 2017 08:23 AM PST
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Posted: 29 Dec 2017 06:28 PM PST
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Welp, thousands of hours into HS finally paid off... Posted: 30 Dec 2017 03:33 AM PST
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Posted: 29 Dec 2017 10:14 AM PST
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Witness a 22/22 Jade Golem on the ladder, crushed by The Darkness. Posted: 29 Dec 2017 11:35 AM PST http://i63.tinypic.com/t06lxz.png I have a perfect winrate against Jade Druid with [[the darkness]] in my deck. This is the closest I came to losing yet, but I pulled it out my arse in the end. Don't be fooled; The Darkness is a legit tech card. I wish I could have friended him to share the moment since he's likely never had a golem that huge before and it came down to exact lethal, but he probably doesn't speak English. One of the craziest games I've ever played. [link] [comments] | ||
Somebody misspelled "legendary" Posted: 29 Dec 2017 10:47 PM PST
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Posted: 29 Dec 2017 08:35 PM PST
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My thoughts on the classic/basic sets and their issues: Posted: 30 Dec 2017 09:13 AM PST Hearthstone has the problem all new ccgs have: It hasn't actually figured out what it wants. Obviously the dev team has a vision of what they want for the game, but the game itself is a mess. Because new sets need new mechanics/themes/ways to play, the different things each class wants to do are changing. This in itself isn't a bad thing, but coupled with the existence of the basic/classic sets, a whole lot of problems start to arise. 1: It's hard to adjust power level. Because the classes don't have basic/classic suites of cards that match in power level, designing cards for future sets becomes harder. Because you have to design cards while always having basic/classic in mind, design space becomes unnecessarily limited. Stronger or weaker basic/classic sets (and hero powers) have permanent effects on the power level of future card designs. 2: The design team can't change the "identity" of a class. The identity of a class is basically what it's good at, what it's bad at, and how it deals with certain situations. For example, mage is the best at dealing lots of damage with spells, bad at playing "sticky" minions (minions with Divine shield, minions that summon another minions on death, etc.), and deals with a lot of enemy minions by playing a spell that damages and/or freezes them. Because the basic/classic sets exist in the way they do, changing the identity of a class (even in small ways) requires either consistently printing extremely similar cards (that don't clash with the expectations set up by the basic/classic sets) in expansions for years, or changing the contents of the basic/classic sets which are presented as concrete and unchanging. 3: Certain specific cards will always be in the game. What I mean by this is that the ways in which classes express their identity and the costs classes get those effects at are set in stone. For example, paladin has a strong theme of "protection". Paladin is good at protecting its minions, whether through divine shields, healing, or by using weapons so that your hero takes the damage instead. However, paladin doesn't have a way in its basic or classic sets to let any one minion protect others. If paladin wants to protect its minions, it either has to use one of the ways currently available in the basic/classic sets or use a card that will eventually rotate, like spikeridged steed. (Barring changes to how basic/classic work) there will always be a situation like this. Now, how to solve this problem. While I myself am not a professional game designer, I have many years of experience with ccgs and have taken a class on game design. Keeping that and the above problems in mind, here's what I propose: 1: Switch to using "core sets". This is a term from magic: the gathering, and refers to a set of cards that is released like any other, but doesn't necessarily focus on one theme or location. The purpose of the set is to provide the "basic" cards that help to reinforce the identities of the different colors (the MTG equivalent of classes). Core sets allow the designers to tweak the power level and identity of each class without depending on lots of worldbuilding. They also let the designers make a clear statement about what they think the correct power level of certain effects or types of cards are and over time shift that power level. 2: Move the current basic/classic sets to wild. With a new "core set" coming out each rotation, set, there should only be one set like basic/classic at a time in order to prevent a flooding of too many similar cards. Along with this, the old basic set should probably become craftable (like adventures). 3: Basic/classic-ify whichever core set is in standard. What I mean by this is that a portion of the cards in each core set would be free (like the current basic set) and a portion would be classic (craftable, you open cards in packs, etc. 4: Make the current "classic" set cheaper to craft or easier to get in some way. Part of the appeal of the current basic/classic system is that the cards in those sets will never be a bad investment because they will always be in standard (unless they're nerfed or retired, in which case you get a dust refund). In order to make the experience more friendly for new players, the classic set would have to be easier to get, whether through it being cheaper to craft, packs being cheaper, or getting better dusting rates for the old "classic" sets. TLDR: The same set of cards (basic/classic sets) always being standard limits the ability of future sets and cards. In order to prevent this, blizzard should introduce rotating basic/classic sets in order to keep the game consistent in terms of class identity but changing in terms of specific class cards. [link] [comments] | ||
I just pulled off the nuttiest combo in the raven idol brawl. Posted: 29 Dec 2017 06:25 PM PST Step one - Play the darkness on turn four Step two - Play Skulking Geist turn six Step three - Candles are 4 cost spells, ???, turn seven The Darkness Step four - Profit [link] [comments] |
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