Now as for Mercenaries, I see a terrible design choice in how mercenaries are crafted in terms of PVP and the collection in general. You can't see your opponents abilities in PVP, you're expected to just know them, and you cannot see abilities of mercenaries in the collection without crafting it first. You're expected to guess and hope you're not wasting resources.
Single player is fine though, looks whatever to me but I can see people enjoying that
Isn't that true of traditional Hearthstone, as well? You're expected to know on some level what your opponents are capable of, either by research or prior experience. When you encounter someone running Jaraxxus, you'll either know beforehand exactly what J-rax can do, or you'll find out shortly; the same thing happens when you encounter a player on the Ranked ladder.
As for not being able to see abilities in the Collection, did this occur in an early-access video where we know it to be true? I agree that it would be a stupid design choice, but I don't believe they would simply not let you preview a Merc character at all. Even if it were true, such things can be fixed between now and release *shrugs*
Kripps video, but it's not impossible that he just missed the button to view Merc abilities before crafting. I didn't see it myself when watching it though
And I would argue, with this type of gameplay, it feels a bit dumb that multiplayer doesn't let you see what your opponent can at least do, especially when singleplayer lets you see exactly what they are going to do.
Hold up. The rewards track backlash was unfounded? Are you serious? You cant be. Thats the one thing that everyone agreed upon at the time.
You probably believe that because you bought into the negativity without actually getting the facts. "Everyone agrees" is the worst possible reason to adopt any opinion. That's how the worst parts of human history have happened, and it's also why I have such a big problem with the hate bandwagon.
If you actually looked into the facts about the Reward Track, you'd know that not much changed in the revamp. They just moved some of the rewards around to make it more obvious that it was better than the old system. The first iteration was already fine, but people were too willing to assume the worst, just like they are doing with Mercenaries.
Okay but here are the facts.
In the first iteration, you were not able to get more gold than before with the same amount of time.
Even after the buff, quests objectively give less gold on average, the only reason you get more gold now is the existence of more quests, the weekly quests, which only give out barely more than old quests did but you only get 3 of them per week.
Now as for Mercenaries, I see a terrible design choice in how mercenaries are crafted in terms of PVP and the collection in general. You can't see your opponents abilities in PVP, you're expected to just know them, and you cannot see abilities of mercenaries in the collection without crafting it first. You're expected to guess and hope you're not wasting resources.
Single player is fine though, looks whatever to me but I can see people enjoying that
No, I honestly still believe the problem is still the amount of efficient heals that Warlock has right now, this is going to do nothing substantial in standard but tempt players to dust it.
In my honest opinion Mindrender Illucia was only "good" because it was pretty much the one counter to quest rewards in standard, if you were lucky enough to catch them off guard.
I never ran into the card in any other context since it's previous mana nerf.
Now because it was seen in data as "a good card" because it beat 90% of the meta (being any quest deck) and pretty much nothing else, it's been rendered unplayable by a nerf that I think really shouldn't have happened.
Ah fair point, I forgot where this conversation started as it has been dayts, let me try that again.
My rank means nothing to me. I play ranked because maybe I'll get a reward, and I'm pretty much required to for quest xp, but the thing is, I don't care about my rank, "number go up" isn't enough to be fun to me
You don't seem to agree because you always seem to upvote your own comments
I simply do not understand how playing the same flowchart every day for months in a row can be fun, and contrary to your belief, there is a world where winning can be less fun than losing.
Unfortunately, playing against the same 3 flowchart isn't really fun either
3 is not 5 4 is also not 5 that does not mean 3 is 4
A lot of people will play the same braindead uninteractive deck if given the chance, forever, because it gets results, not because its fun to win with it. They value their ego and their rank more than they value being a good sport.
At the rate we're going, every start of year will start with over 645 cards in rotation, and end with 1020 (not including whatever they decide to do with Core each year), and something about that just seems wrong to me…
You didn't really explain why more cards being in standard is a bad thing other than it makes you feel wrong...
Balancing.
It's the entire reason Standard exists to begin with.
The more cards exist in potential play, the harder it becomes to make sure any new card that is created won't somehow accidentally create an unbalanced combo with some other card(s), or you don't accidentally give a class too much easy access to an ability that shouldn't be available so easily .
Take the Questlines for example. I feel the dev team didn't realize how easy they were to complete, that's why the rewards are 5 mana 7/7's on top of some of their game ending abilities. I especially feel this is true for mage and warlock. Warlock has way too many heals right now for that questline to be considered having a cost, and when you do complete it, the rest of the deck kills you in one turn almost every time, while gaining mana for each card played, while not actually spending mana on cards played to begin with, and I know you know what cards I'm talking about.
I actually think the mini-sets are adding too many cards and options to standard and it's becoming a problem.
The Standard Rotation was decided on when there were only about 400 cards in the game. 400 was the point where we were getting tired of seeing the same hyper optimized decks while new cards constantly had to power creep, even just a tiny bit, for anyone to consider buying the set or playing the cards
At the rate we're going, every start of year will start with over 645 cards in rotation, and end with 1020 (not including whatever they decide to do with Core each year), and something about that just seems wrong to me...
More than 50 almost always means 51, or at least between 50-60, it's an advertising thing, they try to make it seems bigger than it is. If it were more than 60, they would have said more than 60...
So we can at least say the number is between 50 and 60, unless this is a rare case where they don't want to over promise so they're advertising a number they're guaranteeing
If you didn't have a complete set of commons and rares from other sets, you may get those instead of stormwind cards. (same for epics and legendaries but it's more obvious with commons and rares since you always get a bunch of those in a pack)
If you did have EVERY common in the 4 other currently standard sets, you should only get stormwind commons
I do not understand why this comment is at negative rating, they're concerned that Hearthstone may suddenly die over this controversy (although unlikely) and are worried that will effect the ability of outof.cards to stay online.
Who downvoted that?
Edit: Seeing my own comment here get a negative rating... just trolls being trolls I guess...
I've been having the same issue with the quests not being worth as much as they used to, but the weekly quests existence outweigh the loss of daily quest value, making the whole system seem better as we are generally getting more gold by the end of an expansion... But it is more work
Hey wait a minute, you're not limited to 2 copies of a card this brawl :0
### Brawl Deck
# Class: Mage
# Format: Wild
#
# 2x (1) Daring Fire-Eater
# 2x (1) Wildfire
# 4x (2) Fallen Hero
# 2x (3) Arcane Amplifier
# 2x (4) Reckless Apprentice
# 1x (7) Jan'alai, the Dragonhawk
# 1x (7) Nozdormu the Eternal
# 1x (8) Mordresh Fire Eye
#
AAEBAbTqAwOohwPY7AO2igQEzYkDiLYD0+wD1uwDAcCgBAQ=
#
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
Big meme, love it, gonna try it with Nozdormu the Eternal :)
Edit: Oh no a hunter :(
Kripps video, but it's not impossible that he just missed the button to view Merc abilities before crafting. I didn't see it myself when watching it though
And I would argue, with this type of gameplay, it feels a bit dumb that multiplayer doesn't let you see what your opponent can at least do, especially when singleplayer lets you see exactly what they are going to do.
Okay but here are the facts.
In the first iteration, you were not able to get more gold than before with the same amount of time.
Even after the buff, quests objectively give less gold on average, the only reason you get more gold now is the existence of more quests, the weekly quests, which only give out barely more than old quests did but you only get 3 of them per week.
Now as for Mercenaries, I see a terrible design choice in how mercenaries are crafted in terms of PVP and the collection in general. You can't see your opponents abilities in PVP, you're expected to just know them, and you cannot see abilities of mercenaries in the collection without crafting it first. You're expected to guess and hope you're not wasting resources.
Single player is fine though, looks whatever to me but I can see people enjoying that
As for the 3 HP nerf on The Demon Seed
No, I honestly still believe the problem is still the amount of efficient heals that Warlock has right now, this is going to do nothing substantial in standard but tempt players to dust it.
In my honest opinion Mindrender Illucia was only "good" because it was pretty much the one counter to quest rewards in standard, if you were lucky enough to catch them off guard.
I never ran into the card in any other context since it's previous mana nerf.
Now because it was seen in data as "a good card" because it beat 90% of the meta (being any quest deck) and pretty much nothing else, it's been rendered unplayable by a nerf that I think really shouldn't have happened.
Ah fair point, I forgot where this conversation started as it has been dayts, let me try that again.
My rank means nothing to me. I play ranked because maybe I'll get a reward, and I'm pretty much required to for quest xp, but the thing is, I don't care about my rank, "number go up" isn't enough to be fun to me
You don't seem to agree because you always seem to upvote your own comments
I simply do not understand how playing the same flowchart every day for months in a row can be fun, and contrary to your belief, there is a world where winning can be less fun than losing.
Unfortunately, playing against the same 3 flowchart isn't really fun either
zero people mentioned 20 second turns
Would you look at that...
52 at launch
Looks like CaptainKaulu got it spot on
A != C & B != C does not mean A = B
3 is not 5
4 is also not 5
that does not mean 3 is 4
A lot of people will play the same braindead uninteractive deck if given the chance, forever, because it gets results, not because its fun to win with it. They value their ego and their rank more than they value being a good sport.
The problem is people don't play to have fun, they play to win, because lose = unfun to 95% of the population
Balancing.
It's the entire reason Standard exists to begin with.
The more cards exist in potential play, the harder it becomes to make sure any new card that is created won't somehow accidentally create an unbalanced combo with some other card(s), or you don't accidentally give a class too much easy access to an ability that shouldn't be available so easily .
Take the Questlines for example. I feel the dev team didn't realize how easy they were to complete, that's why the rewards are 5 mana 7/7's on top of some of their game ending abilities. I especially feel this is true for mage and warlock. Warlock has way too many heals right now for that questline to be considered having a cost, and when you do complete it, the rest of the deck kills you in one turn almost every time, while gaining mana for each card played, while not actually spending mana on cards played to begin with, and I know you know what cards I'm talking about.
Hot take, major opinion, bit of a vent.
I actually think the mini-sets are adding too many cards and options to standard and it's becoming a problem.
The Standard Rotation was decided on when there were only about 400 cards in the game. 400 was the point where we were getting tired of seeing the same hyper optimized decks while new cards constantly had to power creep, even just a tiny bit, for anyone to consider buying the set or playing the cards
At the rate we're going, every start of year will start with over 645 cards in rotation, and end with 1020 (not including whatever they decide to do with Core each year), and something about that just seems wrong to me...
More than 50 almost always means 51, or at least between 50-60, it's an advertising thing, they try to make it seems bigger than it is. If it were more than 60, they would have said more than 60...
So we can at least say the number is between 50 and 60, unless this is a rare case where they don't want to over promise so they're advertising a number they're guaranteeing
RIP Tavern Brawl's spotlight
If you didn't have a complete set of commons and rares from other sets, you may get those instead of stormwind cards. (same for epics and legendaries but it's more obvious with commons and rares since you always get a bunch of those in a pack)
If you did have EVERY common in the 4 other currently standard sets, you should only get stormwind commons
This includes mini-set cards
I do not understand why this comment is at negative rating, they're concerned that Hearthstone may suddenly die over this controversy (although unlikely) and are worried that will effect the ability of outof.cards to stay online.
Who downvoted that?
Edit: Seeing my own comment here get a negative rating... just trolls being trolls I guess...
I've been having the same issue with the quests not being worth as much as they used to, but the weekly quests existence outweigh the loss of daily quest value, making the whole system seem better as we are generally getting more gold by the end of an expansion... But it is more work
Own deck