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griffior

Joined 05/31/2019 Achieve Points 925 Posts 331

griffior's Comments

  • griffior's Avatar
    925 331 Posts Joined 05/31/2019
    Posted 4 years, 9 months ago
    Quote From RavenSunHS

    I'd love buildings and/or environments as new types.

    Conditional (deckbuilding and/or game status) cards that are permanently dormant (occupying slots) but offer small steady bonuses.

    They could start in hand (environment) and then offer a minor bonus, or cost some more mana and be drawn (building), and then offer a slightly stronger bonus.

    Found this a while back: https://www.reddit.com/r/customhearthstone/comments/bthovr/hes_back_boys_and_girls/

    This is something that could be dynamic with every expansion if something like this were introduced into the core set.

    In reply to New Card Types
  • griffior's Avatar
    925 331 Posts Joined 05/31/2019
    Posted 4 years, 9 months ago
    Quote From EndlessTides

    Sorry to crash the conversation, but wasn't Blackhowl Gunspire technically a building? I say that but I could be very wrong..

     

    Well, it is a building. The art and name of the card imply that, and the fact that it can't attack also solidifies it as a building. I'm speaking more along the lines of creating a new type of card very similar to Blackhowl Gunspire, I mean if they do introduce buildings, they may change it into one with a different functionality. Or just chnage the art and name and call it a day.

    In reply to New Card Types
  • griffior's Avatar
    925 331 Posts Joined 05/31/2019
    Posted 4 years, 9 months ago
    Quote From Mercynary9

    Speaking of new mechanics we're talking about, I'm planning to go make 100 total new cards with every 10 different sets in different theme. I have previously made another 100 cards this year, although my few cards seem rushed and others of it were uninspired, so I'm going for a 200th cards with a new mechanic this time, mostly keywords.

    For less than 2 weeks, I have reached around 70 cards, so just a few more left and I'll show new keywords that I haven't done before. Some may be a generic and common mechanic/keywords that are very similarly used throughout Hearthpwn. But, there is one awesome keyword I have made it up to date. Excited to share many people. Yet I gotta complete the rest before showcasing the new 100 cards.

    But at the moment, I think I'm kinda bragging here right now without showing anything, so I'll just go this way:

    First, do actions, then words later.

    I should finish it this month, just 30 cards left...

    Hopefully this site’s custom card system will be up and running by then

    In reply to New Card Types
  • griffior's Avatar
    925 331 Posts Joined 05/31/2019
    Posted 4 years, 9 months ago
    Quote From sinti

    I think we might eventually get something like "trinkets", that can either have passive aura-like effects or be something like a second hero power. Unless the development of 0-attack weapons continues and keeps that part of design in this area.


    add buldings: iv seen several ppl in the past trying to implement building type card into the HS and i dont think iv ever liked any variation of what i saw. My biggest strife with such a design is the inability to interact with "gathering resources" from the other player's side. It was usually understated minions or overcosted spells that were supposed to provide resources (wood) for the tempo loss. But the opponent could never interact with that part of the play, nor did the game mechanics. You would just play out your cards, get enough resources and then when you had enough, played the structure card and reap the benefits. That is a very one dimensional playstyle with zero interaction from the other side of the board that just seems wrong to me.


    Not to mention that introducing a new card type will probably have to be done for all 9 classes at once. Even if it didnt have to be like that from game mechanics or balance standpoint, i dont think community would survive that and there would be too much of an outcry.

    With that said, it is not easy to come up with something new you can casually implement for every class. I believe HS is far from reaching its full potential or running out of ideas, but given the fact how the game is structured - and lets not forget about the catering to the mobile client above many things - designing new, meaningful card types that would make sense and were possible to implement throughout the entire spectrum is no easy task.

    I tried my hand at the Buildings mechanic with the idea of the set just being really powerful. I think I made this around the time RR had it's meta solved so I had this idea of 'the last expansion should be powerful because it won't be in standard for too long and it'll shake up the meta'. Looking back, some of the stuff is just WAY too over the top. Even the buildings for each class are more or less what you said, they deny the ability for interaction. Which is what I was trying to go for but as I look back, it's a bad idea since there's no REAL way to counter them.


    Druid
    https://imgur.com/a/wDLI7P5

    Hunter
    https://imgur.com/a/kPsfT8c

    Mage
    https://imgur.com/a/oFbCx3E

    Paladin
    https://imgur.com/a/JolrWm4

    Priest
    https://imgur.com/a/mEb4gM6

    Rogue
    https://imgur.com/a/LXDYNGD

    Shaman
    https://imgur.com/a/pEufp4P

    Warlock
    https://imgur.com/a/LswTw1g

    Warrior
    https://imgur.com/a/XrctCWi

    EDIT: There was also an additional rule with this set that each of the class legendary minions could not be in the deck if the building was in the deck and vice versa.

    In reply to New Card Types
  • griffior's Avatar
    925 331 Posts Joined 05/31/2019
    Posted 4 years, 9 months ago
    Quote From Mercynary9

    I almost hate the hero cards that made me left the game for some months. KoFT was a nightmare to play against Death knight cards.

    Back to topic: Big minions with an end of turn effects aren't probably the only good type of minions there, I would like to see kind of strong minions with good abilities they have, like Walking Fountain, Oondasta, etc.

    The only problem related to few numbers of good big minion out there is that legendary minions tend to have better and unique abilities (like end of turn effect) than most big packfiller minions, those packfillers are unplayable when it comes to constructed deck, and gets only chance to play with it by evolution effect: Living Monument, Faceless Behemoth. So with the Heartstone's very simple mechanic, it's most likely legendary minions only be receiving a rare unique end of turn ability. I would like to see more of them.

    At any time when Hearthstone feels completely running out of ideas after hundred expansions, there could be a decision of game designer to magically transform Hearthstone into advanced version, change the card's style entirely, making it less simplistic and complicating keywords, hope you get it. so that's the only improvement I can think to make the game better if the game wants to live longer. I think to enjoy the Hearthstone for a while now.

    So now, the brilliant fan-made card designers are only capable of making Hearthstone a new fresh way, example like what the Heartstone team did: like Battlecry, go Discover a card. Right now you still have the chance to make unique keyword before the game stole your idea. Here is why:

    I have a similar card like Dr. Boom, Mad Genius that swaps the hero power at end of turn, but didn't reveal it in Hearthpwn because I want to abandon my overpowered expansion, could have been my last card to impress some people, too bad I didn't.

    So you like minions that are versatile? Similar to Zilliax? I try to avoid Legendaries that are just re-hashes of already existing minions like Sea Reaver and Flame Leviathan because it's good practice to introduce fun ideas that haven't been tried before i.e. Hex Lord Malacrass.

    Part of me wishes that it would become slightly more complicated, not to the crazy level of MTG but it would be nice to see some new minion tribes and more cards to support those individual decks, like Beast Druid was a thing for while and it just kind of fell to the wayside. I feel that somehing like that would enhance the deckbuilding experience as well because as of late the only minions getting synergies are the Murlocs.

     

    In reply to New Card Types
  • griffior's Avatar
    925 331 Posts Joined 05/31/2019
    Posted 4 years, 9 months ago
    Quote From Natexdzero

    I believe that hero cards and huge end game minions like the Old Gods were super fun for the game. Sure a couple of times it could seem unfair when you played against Deathstalker Rexxar and he created the perfect zombeast for the situation but I believe that is more enjoyable than playing against decks that need 0 thinking when it comes to decision making. A perfect example would be Odd Paladin and the board spamming strategy (which is super infuriating to go up against.

    I always loved big expensive minions with crazy effects. The Old Gods are some of my all time favorite cards. Moreover you required to build a deck around them if you wanted to find any success. That makes it even more fun because YOU got to decide what cards would best compliment your big end game powerhouse Old Gods. I really do hope they add cards similar to them in the future.

    Symmetric effects that could last for a few turns or even for the rest of the game is a card type I would like to see implemented into the game. Let's say a card that would damage any player that would cost a spell for example. Effects that would act the same way for board players but you would make sure your deck could make use of that effect more than your enemy. 

    There are many things that could be done and new card types that could be made. My opinion is that the developers want to keep the game as simple as possible because they are afraid the player base would decrease if they were to add more complicated mechanics.

    So with my custom expansion, I introduced buildings. Which are just non-intractable, indestructible, passive value generators. The idea was to set the power level pretty high along with encouraging players into building around fatigue concepts. They were powerhouses in their own way for generating value if you were lucky enough to play it on curve. Other than the Buildings that was really the only new thing I could think of. Right now I'm trying to make another one with that big 'end of game' kick for each of the classes but it kinda feels half assed.

    In reply to New Card Types
  • griffior's Avatar
    925 331 Posts Joined 05/31/2019
    Posted 4 years, 9 months ago

    As of now we have Quest cards, and Hero cards that have been added since the game launched. SoU will be the second expansion to show case Quest Cards. When creating custom cards it's often a challenge for me to either introduce a new card type, or a new mechanic in general. Do you think that the game of Hearthstone itself is self limiting to new mechanics/cards?

    If you boil it down enough, Reborn becomes 'Deathrattle: Summon this minion with one health remaining.' which really isn't a mechanic but rather a rewording of an existing mechanic with an additional effect.

    I ask because it's often difficult to come up with something that is absolutely a new concept to the game. [Hearthstone Card (Jaraxxus) Not Found] was the first 'Hero card' in the game but was also considered a minion so I don't know if it falls into that category.

    And another question comes to mind. would the game benefit from big end turn minions like similar to the Old Golds for the wow factor?

    In reply to New Card Types
  • griffior's Avatar
    925 331 Posts Joined 05/31/2019
  • griffior's Avatar
    925 331 Posts Joined 05/31/2019
    Posted 4 years, 9 months ago

    To be honest with you, I do this. Not because I necessarily disagree with whatever the title is, but because some posts are just straight up low effort content, not saying yours is.

     

    Like fucking look at the forums and tell me if you see a familiar topic. That’s right, four months after rotation, on a new site, where new ideas and conversations can be had, we still have “Idea to nerf Genn & Baku” shitposts popping up.

     

    So take a grain of salt with upvotes/downvotes, I don’t know how long you’ve been playing, so I don’t know your experiences within the game. But what I can tell you, is that if you see a post getting downvoted even if it seems reasonable to respond, it’s because people have either already seen it or are tired of talking about it

    In reply to The "Downvote Effect"
  • griffior's Avatar
    925 331 Posts Joined 05/31/2019
    Posted 4 years, 9 months ago

    Hell Yeah!

  • griffior's Avatar
    925 331 Posts Joined 05/31/2019
    Posted 4 years, 9 months ago

    It would be nice to have a way to save other peoples decks on the site. Since HS has only 18 deck slots allowed that doesn't leave room to actually "save" the decks.

    In reply to Save Custom Decks
  • griffior's Avatar
    925 331 Posts Joined 05/31/2019
    Posted 4 years, 9 months ago

    Can someone please do a recap of this?

  • griffior's Avatar
    925 331 Posts Joined 05/31/2019
    Posted 4 years, 9 months ago

    Probably your avatar theme and profile header, which aren't in yet. Give it time.

  • griffior's Avatar
    925 331 Posts Joined 05/31/2019
    Posted 4 years, 9 months ago
    Quote From Techwood

    Just a suggestion, since it's an otk, the right name for the deck would be Mimiron Exodia Mage. A mech mage archetype is related to other stuff.

    Other than that I love this deck. I hate all other exodia/quest mage stuff but somehow this is the only version i'm fine with. Thanks for posting :)

    Thank you for the input and suggestions! :)

  • griffior's Avatar
    925 331 Posts Joined 05/31/2019
    Posted 4 years, 9 months ago
    Quote From Pezman

    Played this a bunch back in the day. It's really hard to pull off, but when it works, so fun! Arcane Tyrants work well here, maybe instead of the Greedy Sprites. You really want Oaken Summons to hit those Ironbarks.

    That was one thing I'm still conflicted on with this deck. Ever since they nerfed Wild Growth it's hard to get the ramp needed to sustain. I may take it out and replace it with some sort of other stall/draw effect and see how it does.

  • griffior's Avatar
    925 331 Posts Joined 05/31/2019
    Posted 4 years, 9 months ago
    Quote From Dakarian
    Quote From griffior
    Quote From CursedParrot

    First off, let's call it "Custom Games" because that is a more realistic, and more importantly, an ACHIEVABLE approach. The idea of buffing and nerfing cards in client is honestly asking for trouble even if it's a Custom Game between friends, so scrap that as an idea because it simply can't happen.

    That's one thing that's always bugged me about HS is that we can't make our own rules in client without have to DM our friends to set it up. Or have a mode, like I don't know, BRAWL BLOCK, that changes monthly and could put these rules in. Like, how would have KFT looked without DK's?

    Firstly, as far as 'custom games' 'asking for trouble' even if it's between friends: as a person who supports the concept of a 'custom' mode between clans/guilds (note I also support us having clans/guilds) I am deeply curious as to what makes such a concept a bad one.  

    If it's something that's unfeasable or impossible coding wise, that's a developer issue and something that should be determined and voiced by Blizzard.  Our job here is to figure out whether it's something that we would want to happen IF it's feasable to develop.  Unless you have some insight to how it is on the developer side. 

    I mean you might, which is why I'm asking.

    Point is, what do you mean by it's 'asking for trouble' and it 'simply can't happen'?

     

    Secondly as far as 'brawl block' I believe the Brawls help demonstrate the problem with it.  We have weekly brawls that make different rules in how we play, sometime in ways you cannot recreate naturally, such as removing the RNG from the card draw or limiting a deck to just 4 cards, or just crazy stuff in general.  We generally get bored of it by the end of the week with the meta 'solved' long before then.  A month of any of them would be either ignored or raged at.  

    I'm hoping that the set blocks they've done have shown better numbers. I enjoyed them and so much want a mode of that, but I'm sure Blizzard is keeping a heavy record of how the playerbase is truly handling these events.  Thing is, if it IS proven to be good enough for a full mode, we won't know about it for at least  a few months if not a full year while they develop it (Tournament mode SHOULD've taught them not to talk about anything that isn't ready).  If it's proven to be something we think we want but don't, we won't know until a year or two later when they answer an AMA question and say "we looked into it and found it diddn't really work out.  

    In any case, at least as far as the set blocks is concerned, we'll get it if we REALLY showed we want it.

    The reason I say it's asking for trouble is because if this featuree were implemented, the HS forums on every site would be filled with "change the state line/cost of this minion to make it more playable". Which I get but let's be real here, the devs enjoy watching the meta evolve naturally without getting involved too much, hence the HoF once a year. Obviously this expansion cycle is a bad example for me because they did the "Rise of the Mech" event.

    Making a setting in order for custom stats to exists just sounds like a coding hassle, which I doubt Team 5 will ever make the time to make. There're two ways I see why they aren't going to even try to make it. 1: Because I'm fairly confident that only a small player base would actually use the tool in client to have their own custom statted cards. 2: They don't gain anything monetarily out of it. That's the reason Tournament Mode never came to fruition, they either couldn't get it to work to their/the community's standard, or they couldn't find a way to make a great profit from it. (Even though personally I see no reason why they can't charge an entry fee to some kind of in client tournament mode but hey, I play a little bit of Devil's Advocate)

    The reason it "simply can't happen" is because Big Daddy Blizzard had that huge layoff 3(?) months back where ~200 people lost their jobs. If I were a HS developer I would be thinking "Let's spend our time making content we KNOW players will spend their money on instead of working on additions to the game that could possibly be hit or miss". I don't blame them for that, I want more but I can see why they would want to play it safe. I mean hell, BB promised tournament mode last year before he left the company and it's still just a meme. (Also, I can't find where he said it but I know for a fact it was said before he announced that he was leaving Blizzard)

    I agree that I don't enjoy most brawls, I honestly don't play more than one game just so I get the pack. And you're right, the Brawls have rules that we can't augment and that's probably for a reason, that good ol' spaghetti code. From an outside point of view I don't know how long it took to write those rules, some of those brawls could have been in development for months before they were put on the live game, I don't know how long it would even take to give a player that power over the rules without making it arbitrary and convoluted.

    As for Brawl Block itself, for me it means a lot more. Standard is Standard, the meta get's solved (Except for Witchwood) and the game becomes stale. If someone wants to play Wild they have to run a broken deck if they want to play on ladder, which who doesn't? We're all trying to get our golden heroes. And that leaves hardly any room for experimentation. Whereas Brawl Block scratches that itch of being able to use what a player has in their collection without the daunting task of taking down Big Priest, Odd Paladin, or that Warlock deck that shuffles its hand back into it's deck.

    My last point is your last sentence (people have formatted replies better than I have because I haven't figured it out quite yet so forgive me) I think ALOT of the set back with tournament mode was that there was an obvious disconnect between what players wanted and what could be realistically made by the devs, there's even an article about it: https://www.ign.com/articles/2018/09/18/blizzard-halts-development-on-hearthstones-tournament-mode I think they realized they couldn't satisfy a lot of people and that's why they dropped it because we haven't heard about it for almost a year.

  • griffior's Avatar
    925 331 Posts Joined 05/31/2019
    Posted 4 years, 9 months ago
    Quote From Chimera

    Questions to those who enjoy building decks in Hearthstone:

    • What sort of things lead you to construct the decks that you do?
    • What are some common strategies and combinations that you really enjoy playing and iterating on?
    • In the past, which mechanics or interactions really caught your attention and made you want to try them yourself?
    • Do you prefer building new lists from the ground up, or iterating on existing archetypes?
    • Has the meta ever influenced you to try building something new to counter it?
    • When you get an idea, does it typically involve a particular strategy, or do you focus on a card you like to build around?
    • Do you make use of tech cards often, or just play a particular list as is?

    Questions to those who avoid deck building:

    • What is it that you dislike about deck building, if anything?
    • Has anything discouraged you from trying, or lead to you giving up at building a deck?
    • What do you feel is the most intimidating or difficult part to building a viable deck?
    • Do you find it more difficult to build decks in the constructed or arena game mode?
    • What do you typically do when the weekly Tavern Brawl requires you to build a deck?
    • What sort of tools or features do you think would motivate or allow you to build decks of your own design, if any?

     

     

    1: Fun facter if it's not fun I don't want to play it. I.E. Fatigue Warrior, not for me because it's so slow. 

    2: I always try to find a way to make Spell Damage work but realistically it never happens.

    3: Summoning Stone was crazy when Firelands Portal came out.

    4: I like new decks entirely, a blank slate keeps it from feeling samey.

    5: I don't actively try to counter the meta simply because match-ups are random and you're not guaranteed to go against the same deck twice or even three times in a row.

    6: It mainly comes from connections of what cards I remember exist. When Augmented Elekk was announced I immediately thought of Archbishop Benedictus.

    7: For me, Tech cards have a hard time finding a home because again, I'm not actively countering any type of deck so they kind of fall to the wayside.

  • griffior's Avatar
    925 331 Posts Joined 05/31/2019
    Posted 4 years, 9 months ago
    Quote From CursedParrot

    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?

    1: There are no possible nerfs to Genn & Baku that don't alter their "core", that being the existing deck restriction for the reward.
    2: It's Wild, Big Priest used to be the issue but as of late more decks have rose to the top to compete with Big Priest for number 1. One of these being Odd Paladin, so altering Odd Paladin could put BP back on top which most players don't want.
    3: (Personal opinion) They should NEVER be nerfed because I'm of the mindset that a meta is never solved and there will always be a deck that's just slightly better than top dog.

  • griffior's Avatar
    925 331 Posts Joined 05/31/2019
    Posted 4 years, 9 months ago
    Quote From CursedParrot

    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!

    First off, let's call it "Custom Games" because that is a more realistic, and more importantly, an ACHIEVABLE approach. The idea of buffing and nerfing cards in client is honestly asking for trouble even if it's a Custom Game between friends, so scrap that as an idea because it simply can't happen.

    That's one thing that's always bugged me about HS is that we can't make our own rules in client without have to DM our friends to set it up. Or have a mode, like I don't know, BRAWL BLOCK, that changes monthly and could put these rules in. Like, how would have KFT looked without DK's?

  • griffior's Avatar
    925 331 Posts Joined 05/31/2019
    Posted 4 years, 9 months ago

    Just go to your profile and click the 'achievements' link.

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