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GameTheory345

Island
Joined 05/29/2019 Achieve Points 440 Posts 354

GameTheory345's Forum Posts

  • GameTheory345's Avatar
    Island 440 354 Posts Joined 05/29/2019
    Posted 2 months ago

    What if you played this without taking advantage of the 20 mana thing? A 5 mana Shield Block and Wild Growth in one card seems pretty good for decks such as CA Druid or Clown Druid.

  • GameTheory345's Avatar
    Island 440 354 Posts Joined 05/29/2019
    Posted 2 months, 1 week ago
    Quote From BigE

    Kinda have buyers remorse now. 

    Don't worry, you'll be able to get a golden copy of the card after completing the legendary quests once the expansion launches. Eventually you'll have both cards, just that you'll only be able to play with Vanndar way later.

  • GameTheory345's Avatar
    Island 440 354 Posts Joined 05/29/2019
    Posted 5 months, 4 weeks ago

    Just an update, Thijs and Trump (possibly others, but I know at least these guys) confirmed that both the card dump and theorycrafting streams will be happening in just a few hours, presumably at 9 am PDT. 

    Iksar confirmed that the expansion will not be delayed, and turns out there wasn't a gag order or any legal department shutting them up (although ironically it's entirely possible that it's a legal department telling him to say that /s). I guess all we have to do is just be patient for about 5 and a half hours. 

  • GameTheory345's Avatar
    Island 440 354 Posts Joined 05/29/2019
    Posted 6 months ago

    I guarantee you that Hearthstone employees were simply told to shut up until they were allowed to speak, not because they didn't want to speak.

    There are many things that go on behind the scenes that we have no idea about. There are many repercussions to both going through with and cancelling the stream, all of which is managed by Blizzard's legal department. If you've worked in a company that has had such scandals (I personally have not, but I know someone who has), then you will know that employees will receive strict gag orders not allowing them to reveal any information about the situation, lest the company would fire them and take further legal actions against them. Therefore, it's not that they don't choose to talk, they're simply not allowed to talk until the legal department decides on what they want to do moving forward.

    It's also entirely possible that nobody on Team 5 knew what was going to happen to the livestream before we did. The reveal livestream isn't something employees post on their personal social media accounts because they're just that: personal. They're not making official statements as Blizzard employees, which is what the reveal livestream would fall under.

    If you want to hate Blizzard for whatever justifiable reason, then I'm not stopping you. All I'm saying is that stop saying that Team 5's silence is "unprofessional". Please don't jump to conclusions and blame people who likely have nothing to do with it whatsoever. 

    You can read this Reddit thread that goes into more detail by someone who's more credible than me. I just did my own research after reading this on Google and from people I know that went through the same situation.

  • GameTheory345's Avatar
    Island 440 354 Posts Joined 05/29/2019
    Posted 6 months ago

    I just want to mention that I thought Thijs' reveal video was one of the funniest reveals since Toast's Hooktusk reveal video. 

    That aside, drawing 4 cards in a turn isn't too difficult for DH. Drawing 5 is quite a bit harder, and then drawing 6 is a lot harder. But if you've managed to complete the questline, you've already drawn 20 cards and you don't have many left in your deck. The only way I think this is quest will see play is if you run Glide or if you play the OTK DH deck that draws a million cards anyways.

  • GameTheory345's Avatar
    Island 440 354 Posts Joined 05/29/2019
    Posted 6 months ago

    I guess Blizzard didn't like people playing C'Thun, the Shattered to beat control vs. control matchups, so they printed a Rube Goldberg win condition that actually has consistency compared to other control win conditions. Control Warrior has use an obscure combo as a win condition, while Priest gets a more consistent wincon neatly packaged into one card that always starts in your opening hand and doesn't hinder your play (in fact, the discovery might actually help it).

    That said, I feel like there's merit to the idea of a deck that isn't control, but instead focuses very hard on this questline as their wincon: drawing their entire deck while controlling the board, kind of similar to a Mecha'thun deck playstyle. I think something like that could actually be interesting.

    Or this card will just become unbelievably painful to play against and Priest's amount of generation (even post-nerf) will bring this card into general viability. If it wasn't bad enough that they've generated a million heals and removals, they can also help progress the questline.

    I wonder if Blizzard realises they're printing the most annoying and obnoxious cards for Priest almost exclusively.

  • GameTheory345's Avatar
    Island 440 354 Posts Joined 05/29/2019
    Posted 6 months, 3 weeks ago

    I like this card because the idea that you're literally trading an annoying employee is pretty funny to me. Subtle human trafficking is always welcome in my digital card games /s

  • GameTheory345's Avatar
    Island 440 354 Posts Joined 05/29/2019
    Posted 7 months, 3 weeks ago

    If you have a 6 mana Nourish in hand and play Lady Anacondra, your Nourish now costs 4. If you cast Celestial Alignment now, your Nourish will now cost 1 because you discounted the card costs first, and then set its cost to 1. You basically set the cost of a 4 mana Nourish to 1. The cards that you drew afterwards had their costs set to 1 first by Celestial Alignmentand then their costs were reduced by 2 (because Lady Anacondra only affects cards in your hand after you draw them), reducing them down to 0. Hearthstone doesn't recognise the original mana cost of cards you cast, only the mana cost you paid. This is why if you cast Deck of Lunacy after casting Incanter's Flow, your 5 mana spells will only turn into 7 mana spells because they were discounted to 4 first, and then transformed by Deck of Lunacy. There's also the Wondrous Wand interaction mentioned earlier. This may not be the most obvious interaction, but it is logical. The Raid Leader counterargument doesn't make sense becasue you can't compare the interactions of a minion's attack with the interactions of a spell's cost.

    There is only one excption that I can think of that isn't really an exception at all. Remember when Naga Sea Witch broke wild with giants? Playing her would set the cost of all the giants in your deck to 5, and since the discounts only applied once you drew the card, you'd basically get free 8/8s. This is in line with what's stated above. It would also mean that giants that are in your hand when you played Naga Sea Witch should also cost 5 regardless of the discount they had before, but as can be seen from this clip the giants in Kripp's hand costed 0 or 1. In this case, the giants' discounts are being applied after the cost change, which is the opposite of the [Hearthstone Card (Incanter's Flow[Hearthstone Card (into Deck of Lunacy or Lady Anacondra into Celestial Alignment interactions suggest. My assumption to the reason behind this is that the giants' discounts aren't aura effects like Lady Anacondra's, and therefore there is a different order of priority as to how cost changes and discounts are applied.

    Edit: Not sure why I'm getting a bad card name error.

    ) Not Found]) Not Found]
  • GameTheory345's Avatar
    Island 440 354 Posts Joined 05/29/2019
    Posted 7 months, 3 weeks ago

    Remember when they said this miniset would be more spell-school focused?

    I thought they meant things like... a set that encourages building around spell schools, not 4 minions, only two of which are probably worth playing. 

    And then there are adventureres, which is a really cool flavourful idea given that Wailing Caverns is a pretty low level dungeon for raiding. But like spell schools, there are a whopping 4 support cards, 3 of which are unplayably bad and the ooze is pretty good in Deathrattle DH, but you'd probably run Felrattler instead.

    It felt like Blizzard had too many ideas to fit into one miniset and decided to go half-and-half with the adventurers and spell schools, but then there were too many ideas that didn't have anything to do with either theme that they didn't want to take out. The only thematic consistency I've noticed is Hunter getting repeatedly shafter by these cards that don't go face or push any other archetype (I think Sin'dorei Scentfinder is probably the worst card design to come out of Blizzard in a while).

    You'd think that minisets would allow Blizzard to be a lot more extravagant and creative with card designs, especially considering how they didn't let mechanics unique to an expansion limit them in Darkmoon Races and Galakrond's Awakening. But I'm willing to be optimistic, maybe we're all hilariously wrong and these cards actually significantly impact the meta, or perhaps Blizzard's got some spicy things planned for us in a future patch. Maybe spell school synergy will be a recurring mechanic in future expansions (I don't know if it was confirmed whether or not this is the case already). We know that the expansions this year are part of another 3-set story like Year of the Dragon, so maybe adventurer synergy will come later. This could all also not happen.

  • GameTheory345's Avatar
    Island 440 354 Posts Joined 05/29/2019
    Posted 8 months ago

    Everyone's requesting other characters from other games, but I want to see how you'd introduce another League champ into LoR, specifically Talon from Noxus. The reason I specifically mention him is that I have no clue how you'd translate him from League to LoR while still keeping the idea of the champion the same. I suppose some fugdging of the champion's identity is required to represent him in a card form, like how Darius, Renekton and Irelia are quite poor representations of the corresponding champions.

  • GameTheory345's Avatar
    Island 440 354 Posts Joined 05/29/2019
    Posted 8 months, 1 week ago

    I assume what you mean is to take a page out of MTG's book where there is a clear distinction between creatures and tokens (things summoned by spells or creatures)? That would be effective, but it would likely require an overhaul of a lot of the game's code. Because the game doesn't already distinguish between units and summoned tokens, suddenly introducing tokens as a mechanic would require rewiring almost every other card in the game to work around tokens as a mechanic. But who knows, maybe they find a workaround that can solve the issue with relative ease. 

  • GameTheory345's Avatar
    Island 440 354 Posts Joined 05/29/2019
    Posted 9 months ago

    You can apply your logic to any class because there is overlap regardless of how you look at it. Let's take Warrior as an example:

    Weapon/aggro: Rogue with more armour.

    Control via hard removal: Mage & Warlock.

    Control via health gain: Priest and maybe Warlock.

    Control via board sweeps: Mage, Priest & Warlock.

    Midrange board-based buffing: Paladin. Granted, Paladin does this with spells while the minions are on board and Warrior does this without spells.

    Handbuffs: Hunter & Paladin (from MSoG).

    Recruit: Paladin & Priest.

    Forcing uniqueness is only going to limit design space. Why should anyone care if two mechanics in two classes are vaguely similar? Mage is supposed to be the spell damage class, but nobody cared when they started branching that off into Shaman (they did the same thing with freeze too). Your issue is not an issue as long as the decks feel fundamentally different to play. The word "archetype" literally dictates that the decks have the same goal and gameplan, but the process used to achieve it is different. Rogue, Hunter, Warrior, Warlock and DH all have aggressive decks, but you're lying if you say they're the "same thing", in the same way that you can't say Control Mage, Warlock, Priest and Warrior are the same. If all the decks start to become homogenous, then that is a problem, but as long as the cards are different, each deck has its own unique feel to it, and therefore they cannot be classified as the same.

  • GameTheory345's Avatar
    Island 440 354 Posts Joined 05/29/2019
    Posted 9 months, 1 week ago

    I think it's just due to the specific wording of Sparkjoy Cheat; the fact that it says "cast". This makes the game think that the player played the spell, and it wasn't put into play through a minion's battlecry. But this begs the question, does Counterspell counter Soul Fragments? If it does, then that means the wording is consistent and is completely intentional (albeit rather dumb).

  • GameTheory345's Avatar
    Island 440 354 Posts Joined 05/29/2019
    Posted 9 months, 3 weeks ago

    It's probably better to just target what requires a response currently and see what happens later, then respond accordingly. It's entirely possible that somehow Primordial Protector won't be good at all after nerfs. The meta can change very drastically, and in such a way that preys on such gameplans. There's no need to preemptively nerf a card because it might be broken. In fact, it's pretty far from broken right now. It's only "broken" because Druid can play it on turn 4 sometimes.

  • GameTheory345's Avatar
    Island 440 354 Posts Joined 05/29/2019
    Posted 9 months, 3 weeks ago

    I have no problem with Paladin, but I think Mage is so annoying. You're pit against these cards that were cost a certain amount for the sake of balance. Nagrand Slam costs 10 for a reason, and that reason is mostly that it shouldn't be played on turn 7.

    If the deck does get nerfed, I hope they continue with their current way of balancing and nerf with a scalpel and not a chainsaw. A small nerf to Deck of Lunacy like making the transformed spells only cost 2 less or only transform spells into ones that cost 2 more that keep their original costs could be enough. If it isn't, they can always rebalance it in another patch. 

    I really dislike the deck, but I am completely against the idea that any card or deck should be gutted into being entirely unviable. I feel like there must be a way to reduce the power level of the deck without ruining it for the people that enjoy playing it.

  • GameTheory345's Avatar
    Island 440 354 Posts Joined 05/29/2019
    Posted 9 months, 3 weeks ago

    ***NERD RANT INCOMING***

    In my opinion, this is a pretty interesting insight that different skins are considered independent from the base class. I assume then that every time something fundamental from the class changes, they have to go into the code and change it for Thrall, Morgl, King Rastakhan (which I still hold is the best Shaman alt), The Thunder King and Lady Vashj. I wonder if the 1000 win skins and the tavern pass skins operate as variations of the Thrall skin since they share the same entrance animation and frame (the bits on either side of the hero portrait).

  • GameTheory345's Avatar
    Island 440 354 Posts Joined 05/29/2019
    Posted 9 months, 3 weeks ago

    If a spell is discounted and played into Oh My Yogg, does it cast another random spell with the cost of the discount or of the spell itself? For example, if you played a 5 mana Libram of Hope, would you get a random 5 mana spell or 9 mana spell?

  • GameTheory345's Avatar
    Island 440 354 Posts Joined 05/29/2019
    Posted 9 months, 3 weeks ago

    Hmm, there must be some issue because it didn't work for me.

    EDIT: Because I can't read instructions, that's why.

  • GameTheory345's Avatar
    Island 440 354 Posts Joined 05/29/2019
    Posted 10 months, 1 week ago

    I think this is a really bad idea. You're not fixing the problem that the card is "overperforming". And even if a card has a 1% draw chance, then it doesn't change the fact that in that 1% of games, basically nothing has changed. 

    And besides, a single card doesn't make the deck unless it's a combo deck or a build-around card like Baku the Mooneater. If you lose every game you don't draw the specific overpowered card in your deck, then it's a bad deck.

    Also, shouldn't players be rewarded for playing the right cards in the right decks? Skull of the Man'ari and Voidlord are both awful cards on their own, but they become strong when played together in a deck like Cubelock. Isn't that the entire purpose of a deck-building game? It's the ideal example of really, really good card design: cards that are bad on their own, but when played in the right decks, the deck is much greater than the sum of its parts. Reducing the draw rate just disincentivises people from making good decks, because why play good cards if you never draw them?

    TL;DR, it's a lazy solution that doesn't fix any problems, and probably introduces some as well. If a card is unbalanced, why not make the obvious choice and balance the card?

  • GameTheory345's Avatar
    Island 440 354 Posts Joined 05/29/2019
    Posted 10 months, 1 week ago

    @MurlocBard, what's your favourite tribe in Hearthstone if you don't mind me asking?