I agree that redirecting Fatigue damage is a huge part of the problem. My favorite solution for the whole Seedlock issue would be the widely popular idea to make Tamsin share damage dealt to your hero on your turn with your opponent (like her voiceline suggests as well). If the Fatigue aspect doesn't get changed but the (Wild) meta somehow slows down after the next round of nerfs, I'll try a "fun" version with Void Contract :D
Sharing the damage sounds like an elegant solution. Should solve some Wild issues too.
I kind of like that too. My main question would be is it a straight copy of damage? As in the Warlock uses Tap, draws a card, and both players take 2 damage? Or is it more like using Tap both players take 1 damage? If it is the second one, would something like 3 damage from Raise Dead give the 2 damage to the opponent since it can't split into halves? Honestly I think either would be an interesting solution to at least try. At least then it's not just "vomit self damage cards into play" after the Tamsin is played. Might require a little more thought to continue managing your own HP.
I'd also like it if the damage to advance the quest had to come from the Warlock's "Hero Power or cards." I was having fun with Shadowed Spirit in my Shadow Priest build until I realized it was basically a dead card against QL Warlocks who benefited from killing it and taking the deathrattle damage on their turn.
My idea would be that both players take full damage.
I don't mind the fatigue component of the quest, but when you race them, they should not be semi-immune after quest completion.
I agree that redirecting Fatigue damage is a huge part of the problem. My favorite solution for the whole Seedlock issue would be the widely popular idea to make Tamsin share damage dealt to your hero on your turn with your opponent (like her voiceline suggests as well). If the Fatigue aspect doesn't get changed but the (Wild) meta somehow slows down after the next round of nerfs, I'll try a "fun" version with Void Contract :D
Sharing the damage sounds like an elegant solution. Should solve some Wild issues too.
Assuming the main aim is to have a dynamic and interesting meta, the easiest (both to implement and come up with) is to just have a rapidly rotating Wild format. E.g. Basic + Classic* + 3 expansions, with the expansions changing every month. Something of the sort gets suggested often, and the beauty of it is that it is obvious it will work: the meta has to change, the reduced pool of cards gives everything a chance to shine, and balance issues resolve themselves quickly.
The coin is there to counter the disadvantage of going second. However in it's current state it is not an equalizer, but an (unfair) advantage for the player who goes second.
My proposal is to have the coin you get from going second ONLY give you one mana crystal. It shouldn't count as a spell / card and will not work as a combo enabler.
Coins generated later in the game can work as normal.
I feel bad for the players, but could we please get the original Jaina portret back now?
Thanks Blizzard for a great pack opening!
Got the 2 Warrior legendaries I wanted so happy camper! :-)
Deathwarden
Datareaper report is out....
https://www.vicioussyndicate.com/vs-data-reaper-report-220/
That should solve your problem!
Dear Blizzard....
THANK YOU!!!
For giving us back Wild.
My idea would be that both players take full damage.
I don't mind the fatigue component of the quest, but when you race them, they should not be semi-immune after quest completion.
Sharing the damage sounds like an elegant solution. Should solve some Wild issues too.
Hi I've been reasonably successful on ladder wit this Reno dragon priest:
[deck] 27317-wyrmz
It's a fun deck wich packs a punch and has good survivability.
OK, Raza priest getting Coldarra Drake from Dragonqueen Alexstrasza is not cool.
This
God I love Tickatus; great design, hard to pull off and super interactive.
I most enjoy the times it gets played multiple times! Feelsgreatman!
Anyway, guess it's back to playing Odd Rogue...
I meant region....I had the same thing once, because it logged on to NA after reinstall instead of EU
Hi, wrong server maybe?
this...
So Battlecry: gain Taunt would solve your issue...
... would still kill the card I guess
You're welcome! :-)
The coin is there to counter the disadvantage of going second. However in it's current state it is not an equalizer, but an (unfair) advantage for the player who goes second.
My proposal is to have the coin you get from going second ONLY give you one mana crystal. It shouldn't count as a spell / card and will not work as a combo enabler.
Coins generated later in the game can work as normal.
What do you think?
Cool with togwaggle's scheme!
Half your opponents armour would have been enough, but i'll take it!
So cool!