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CursedParrot

Joined 05/29/2019 Achieve Points 640 Posts 720

CursedParrot's Comments

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 2 months ago

    One thing I really liked was the change to Navori Conspirator, hopefully now the Ionia / Frelyord Deck will be a lot worse. 

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 2 months ago

    If the upgraded Demon Hunter Hero Power gives +2 Attack to your Hero then Odd Demon Hunter will be insane. It’d be 2 damage every turn for 1 Mana from turn 

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 2 months ago

    What I meant was that it behaves like Double-Attack, except that the first strike hits the enemy nexus. So if a 3/3 elusive was blocked with a 3/3 without elusive, the elusive would first deal 3 damage to the enemy nexus, then it would attack the blocking 3/3 and they would both die

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 2 months ago

    This would essentially make elusive a better Overwhelm that is weaker if your opponent is running elusives

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 2 months ago

    One of the major problems with elusives is that they cut down on the interactivity within the game, and early elusives can just keep hitting your nexus every turn with no way to prevent it. However, elusives do serve a purpose of providing direct nexus damage to close out games, which needs to be preserved in a rework of the elusive keyword.

    My solution would be to change elusive to “This unit strikes the enemy nexus before its blocker, if the blocker does not have elusive”

    This way, elusives would always be able to get at least one hit on the enemy nexus, but they would be vulnerable to being removed by enemy units. It also still keeps the flavor of elusive because it would be like the elusive units are able to evade their blocker and hit the enemy nexus first. The main issue I see with this is that champions like Teemo and Ezreal wouldn’t work as well, so these champions could be reworked or given “can only be blocked by elusives” instead of elusive.

     

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 2 months ago

    Mark of the Isles needs to give +3|+1 instead and Glimpse Beyond should cost 3

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 2 months ago

    I think most of the animations are good at this speed, but I do agree that when units are played they do come down a little too quickly

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 2 months ago

    Maybe it's also the year of Phoenix because it's supposed to be about Hearthstone symbolically being reborn? That might hint at a possible Hearthstone 2 (although I think it's very unlikely) or maybe a rework of the classic and basic sets?

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 3 months ago

    I feel like Power Infusion might be too good, since if you play both cards that turn its 0-Mana draw 2. Maybe it should say “Draw 2 cards. The first one you play this turn costs 2 less”, that way it’s less of a high roll card. Overall,, I love the changes and the new Holy Nova rework!

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 3 months ago

    He should really return to the top of the deck instead, that way you can’t play him the turn he dies (and he doesn’t give you “card draw” when he dies

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 3 months ago

    Maybe for the Handbuff cards they should have more of their stats on the played body and less on the buff. So Inspiring Mentor could be a 1/2 that gives +1/+0 and Jeweled protector could be a 4/4 that gives +2/+2. Or maybe Ionia hand buffs should be limited to only giving Power, so that it doesn’t increase the survivability of their elusives

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 3 months ago

    Yeah, it seems like the wildcards limit will work for this current set, but if players buy the maximum every week they’ll be able to get the entire next expansion when it releases, making the limit only relevant for new paying players (which seems against the spirit of the limits). Maybe they’ll make it so that you can’t buy wildcards if you have all the cards of that rarity already

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 3 months ago

    I think they just need to have a keyword like Reach in Magic (A keyword that lets the unit block elusives).

    In terms of making it work thematically, the keyword could be Vigilant, which could be put on a lot of existing cards from a lot of regions (such as border lookout or any knight type cards)

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 3 months ago

    I think you only get XP. It’s still as fun though!

     

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 3 months ago

    Maybe Deny should only be able to counter spells that cost 5 or less Mana? That way it wouldn't cause huge swings based on whether or not the opposing player had a Deny. Deny could also have "If the spell costs 6 or more, refill your opponent's Spell Mana"

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 3 months ago

    Deny seems to be a slightly overpowered card, but the developers have stated that they don't want to increase its Mana cost because then it couldn't be cast just with spell mana. One way that they could nerf it without changing the mana cost would be for them to add "Refill 2 of your opponent's Spell Mana" to Deny so that it becomes weaker and allows for your opponent to gain back some of the Mana they lost by casting the spell. This way players could cast expensive spells against Ionian opponents without having to wait for them to fall below 3 Mana.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 4 months ago

    Personally, I think it should have been worded as “Deathrattle: Give a friendly minion Attack equal to this minion’s Attack” in order to be a lot clearer. This would still be fairly short but more in line with how other cards are worded and the effect would be immediately obviou

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 4 months ago

    If you could return minions from the board to your hand people would have infinite battlecries, infinite summons for things like Pack Leader and so on. I agree with you on the rest thoug

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 4 months ago

    Tyrion actually seems really good for a demon deck trying to keep their soul juggler alive

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 4 months ago

    Seems pretty good in quest hunter or quest druid. If you play it turn two it cancels out the cost of playing the quest, which is nice. It also works with sidequests so I see this being somewhat consistent. Between this, questing adventurer, and Sky Gen'ral Kragg, players will pretty consistently get a quest rewarding minion. Maybe this'll make the sidequests better?

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