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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, 9 months ago

    In wild this seems extremely easy to activate. With only a greater healing potion and a Light of the Naaru you can finish it. That's only 5-mana investment to complete a quest, with cards that are already good on their own. And the reward is really good too, you can make your Injured Blademasters 5-Mana 7/8s.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 9 months ago

    I think that this would be fairly easy to code and bug-free if Blizzard went the simplified route and only allowed users to choose one already existing Tavern Brawl ruleset to their new gamemode (and any combination of sets and bans) and only allowed people to change the mana cost, health, and attack of cards they wanted to change. I don't see how changing a card's Mana Cost would introduce a bug that wasn't their previously, since it still functions the exact same way. If Blizzard went a step further and let people design their own cards (using already existing mechanics and keywords), then it would be possible for bugs to pop up. My solution to the fractured player base idea is that you can only play your own custom game mode against a friend and Blizzard chooses a couple to feature each week that everyone can then play. This would limit the mode a lot, but it would fix the problem of it getting too complex.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 9 months ago

    It seems like the main issue with this idea is the possibility of very few players existing in each ruleset, but I think that there's a way to get around that. What if you could create your own rulesets and play them against friends (and look up other's rulesets), and then Blizzard features a few (maybe 3) Rulesets that they like or that are the most popular every week (or every 2 weeks). This would solve the problem of a fractured user base too since you wouldn't always be able to play one specific ruleset that you enjoy. This could even be incorporated into the Tavern Brawl mode, with it now featuring 4 different modes, 1 made by the developers and 3 from the players.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 9 months ago

    Do y'all think Hearthstone should have a Creative mode in which players could create their own game modes (with certain sets, some card bans, and maybe some Tavern Brawl rules), similar to how it's done in other games such as Overwatch? It could allow people to test out their crazy ideas, it would be tons of fun to play, and it might give the developers some ideas for the game! It could even go a step further and the creator could choose certain cards to buff or nerf (just in stats, like the Boomsday buffs). This would allow for players who want a huge diversity of experience to have a lot of fun during the in-between months while not harming the new player experience! I think this could even feasibly happen, since I don't think it would hurt Blizzard's bottom line and it would actually motivate people to craft more cards to try out more cool decks!

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 9 months ago

    I think this would work better as a third game mode that is intended for long-time players who want a meta that changes as fast as possible. The sets valid for the game mode should change every month. The developers could choose half of the cards from each set to make temporarily available to everyone and uncraftable in that game mode for that month (like basic cards), which would make it so newer players would still be able to make fairly good decks without having any wild cards.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 9 months ago

    I think this version would make Baku Decks actually interesting decks instead of normal decks with cards of lower powerlevel and an overpowered Hero Power

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 9 months ago

    @Ali Radicali

    I didn't mean the quest Hero Power, rewards, I meant the alternate Hero Powers that were only available in the Dalaran Heist Solo content. For example, if you played odd paladin you would be given the choice between 2 mana "Add three Silver Hand Recruits to your hand" and 2-mana "Give a minion Divine Shield". This could be broken with some of the Dalaran Heist Hero Powers, like how the burgle Hero Power could give Burgle Rogue a lot of consistency or how the Priest Hero Power that swaps a minion's Attack and Health could lead to some easy combos.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 9 months ago

    I think we should focus more on what kind of changes would be interesting instead of how likely a change is, especially given how Team 5 has been changing the rules up lately (take the Boomsday buffs for example)

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 9 months ago

    I just had another cool idea for how Baku could be changed (although this might make her too strong). What if instead of giving you an upgraded Hero Power she lets you choose one of the alternate Hero Powers from the Dalaran Heist adventure? Ignoring that this would probably never happen, given that Blizzard usually just buffs or nerfs cards instead of changing them, do y'all think it would be a cool change? It could allow for some really exciting new strategies for classes that are limited by their Hero Powers. For example, an odd control Hunter might be viable!

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 9 months ago

    @Yusuke

    I think that Genn wouldn't be overpowered if it worked like Raza, but I don't see why it should be changed. The only real difference is that you could have a 1-Mana upgraded Hero Power with Justicar or a 1-Mana Deathknight Hero power, which would be stronger but I'm not sure what deckbuilding opportunities it would really open up, unless we get an even-cost way to have a repeatable Hero power.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 9 months ago

    Another change that could work is if they said 'Start of turn three" instead of "Start of game", but that might be a little too weird of a change.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 9 months ago

    What I was thinking of initially was finding a way to make Genn and Baku decks slower so that they focus more on the cool things you can do with an upgraded Hero Power (like odd mage or combos with odd Hunter) rather than just providing really powerful early game (Odd Paladin), not really on lowering their power levels too much. I know that Blizzard doesn't change cards because they are poorly designed, but I think that Genn and Baku would feel better if their effect were delayed. I thought that by removing the first Hero Power use it could make the Odd/Even bonus something that is more of a late-game bonus than an early game one. Maybe with this change Genn and Baku themselves could be buffed to a 6 mana 6/7 and a 7 mana 7/8, respectively. Or possibly they could give you the effect if your deck has 3 or fewer even/odd cards, so that you would be able to choose a few cards of the mana cost that you're not supposed to pick

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 9 months ago

    I think Genn and Baku should be mildly nerfed so that they aren't as powerful in the Wild format. I propose that instead of upgrading your Hero Power or making it cost 1 at the beginning of the game, they instead add a Spell to your hand at the start of the game if you meet their requirement (only odd cards or only even cards) that upgrades your Hero Power or makes it cost 1. Depending on how much of a nerf is needed the mana cost of the spell could be higher or lower, but I think making the Genn Spell 1-Mana and the Baku Spell 2-Mana would be fair. This would slow down the early game power of Genn and Baku decks without making them unplayable or messing with their design. What do y'all think about this potential nerf? Do you have any other ideas about how Genn and Baku could be mildly nerfed?

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 10 months ago

    I agree, it would be cool to see if Inspire could be viable if the cards that had it weren't severely underpowered

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 10 months ago

    If you compare Miracle to something like doomsayer you see that only Miracle:1 would really work, as if you had 2 turns to kill a doomsayer it would never survive.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 10 months ago

    I like the idea of this, but I wonder if your Keywords are really necessary. With Buried you could just say "Battlecry: go dormant for 3 turns, then awaken this and draw 3 Cards", and Miracle seems like it would never trigger because Minions don't usually live very long in Hearthstone.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 10 months ago

    I mostly agree with your changes, but personally, I would prefer Mass Dispell from Priest being buffed. If it was three or even two mana it would be played, and it would create an interesting situation by forcing players to play around mass dispell when facing a priest. If I were allowed to change card text too I would make it 2 mana and read "Silence all minions. Draw a Card." That way there could be support for Silence Priest that exists in classic

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 10 months ago

    I predict that the Hearthstone Team will support Thief Priest as a new archetype in the next expansion. For one, they have already printed multiple Legendaries for this archetype, including Talanji and Madame Lazul. Plus, one of the Boomsday cards that they decided to buff was Cloning Device, which could only ever see play if Thief Priest got more synergy cards like Talanji. This next piece of evidence is a little shaky, but in the solo adventures one of the buckets is "What's Mind is Mine", which indicates that Blizzard already thinks of Thief priest as its own archetype. However, Thief priest cards have printed before (such as Archbishop Benedictus) without them following up with synergy cards, so this could just be empty speculation. What do y'all think? Will Thief Priest finally become a deck next expansion?

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