Happy holidays to everyone and cheers to OoC' Staff: it has been an amazing work how you've build this place from scratch in so little time. Thanks for your costant effort and passion!
Some things that will improve HS experience overall may be (random order):
in-game Tournament mode, like Brawliseum;
in-game statistics and deck tracker;
a new format that will place itself between Wild and Standard, using a mix of old and new sets;
a complete rework of Ladder, making it less grinding and more interesting to play;
a better economy (that has been teased when new currencies has been data mined);
reworked Basic set for all Classes, fixing some very old design flaws;
a real Casual mode that has no reward of any kind, so that people there can go just to mess around and it will not be flooded by meta decks;
achievements rewarding cosmetics (old card backs, potraits and whatever they may come up with);
more attention on Arena's balance.
I don't really take into consideration Battleground or any completly new game mode because in the end HS is a card game, not a platform where I can find some watered down version of other totally indipendent games.
Probably the fastest intervention ever by Team 5. I'm happy to see that finally they're changing their behavior about balance, at last for Standard (let's hope that also Wild will recieve a more costant focus).
Maybe the coming of LoR is finally forcing Blizzard to bring innovations and improvements.
While I'm happy they've finally addressed SN1P-SN4P combo, I feel like nerfing Mechwarper could have been a better solution since having it there may once more in the future lead to some potential broken combo, like it was now. But better this than nothing.
I'm pretty disappointed by the new hero: with so many iconic characters already there (like Haamul Runetotem), they've created such a pointless new one that it feels... underwhelming.
As other cards with similar effect, is balanced by the need to actually draw and play it while its mana cost prevent early play. But to get tons of value from it you have to run a big numbers of dragon in your deck, so it may not be so oppressive as it seems.
Happy holidays to everyone and cheers to OoC' Staff: it has been an amazing work how you've build this place from scratch in so little time. Thanks for your costant effort and passion!
Some things that will improve HS experience overall may be (random order):
I don't really take into consideration Battleground or any completly new game mode because in the end HS is a card game, not a platform where I can find some watered down version of other totally indipendent games.
It's just a graphic bug: if you log out and log in again it should fix itself.
Probably the fastest intervention ever by Team 5. I'm happy to see that finally they're changing their behavior about balance, at last for Standard (let's hope that also Wild will recieve a more costant focus).
Maybe the coming of LoR is finally forcing Blizzard to bring innovations and improvements.
I'm surprised and amazed that finally they're going to completly rework the obsolet economic system of HS. That was both unexpected and very nice.
While I'm happy they've finally addressed SN1P-SN4P combo, I feel like nerfing Mechwarper could have been a better solution since having it there may once more in the future lead to some potential broken combo, like it was now. But better this than nothing.
Pirate Warrior on Wild will love this, since it's a more solid Ship's Cannon.
Zerek, Master Cloner like this. Also seems scary into Big Priest on Wild.
Nice new mechanic but probably good only for Arena.
Deck requirements is pretty heavy considering both the reward and the baseline stats of the minion itself.
Pretty good considering you can control when complete it.
May create some snowballing if dropped on curve and remain unchecked for just a couple of turns.
A pretty solid card, like a little Blackwing Corruptor from the old days.
I find the artwork absolutly amazing. The card itself it's meh.
I'm pretty disappointed by the new hero: with so many iconic characters already there (like Haamul Runetotem), they've created such a pointless new one that it feels... underwhelming.
But the card back is nice.
And in the end they finally print the anti-armor tech card. On Wild this may kill those few Druids and Control Warrior left.
As other cards with similar effect, is balanced by the need to actually draw and play it while its mana cost prevent early play. But to get tons of value from it you have to run a big numbers of dragon in your deck, so it may not be so oppressive as it seems.
That's seems extremly powerfull: not only you can cheat out an high cost spell, but you also drop a 4/4 body on the board.
That's really an high tempo swing.
Not so terrible, but the eggs not having a deathrattle but only a trigger effect is a great limit to how much it will see play.
Weasel Priest is amused.
5/5 stars indeed.