Does the game give you different matchmaking rating for each of your classes or is it combined? I suppose it's combined, but it really should be class-based IMO.
Hefty nerf but would put them more in line with other hero powers. Otherwise just nerf it to 1 heal, or make it 2 on minions 1 on hero or something.
I don't even think the hero power is that much of a problem. I think Priest's problem cards are Shadow Word Death (not so much) / Pain (big offender), Shadow Madness (big offender) and Cabal Shadow Priest (not so much). Could use some mana cost tweaking or altered effects imo.
I have more of a problem with Mages to be honest, but I agree about both shadow hands
You're not the only one..
I just skimmed through the offical forums, and mage QQ is tremendous. I bet they'll be altered at some point (for a good reason).
They're easy to fix as well:
Fireball: Minion only
Blizzard: removed / replaced with something else or nerfed to 1 damage.
I feel you bro. That's exactly what I think as well: They have no counter play. You can't stop the nukes and you can't play around their 293049234892948 AoE removals / stalls. You simply can't play "smart" against them as they don't CBA about board control. I ranted more than enough about it on the previous thread sites tho. x)my problem is the fact that everything is unblockable... If you can manage to build a substainable deck around 2 pyroblast and 1 fireball, that's 26 100% confirmed damage in 3 turns. Pick 27 other card and hope for some decent draws, "well played"
meh
I'm not saying this game is buggy, but it's buggy.
lmao. When he exploded it looked like modern art.
Oh man I just beat Kripp in arena while he was streaming @_@
Not stream cheating or anything, just went to see if it was really him.
Got a beta key a few days ago and it is as addicting as I was expecting, can't wait for the iPad app to come.
Pyroblast/Fireball either need damage or CC adjustments. Both are currently too efficient.
Those are the least of the problems with mage. The biggest problem is their efficient stall tactics and board control. Cone of Cold, Frost Nova, Flamestrike, Blizzard are CRRRRRRAZY good and no other class has anything like it. Paladin's Consecrate does 2 damage and costs 4 mana, Priest's Holy Nova is 5 mana and the heal effect doesn't hold a torch to the freeze effect of Blizzard, Warrior's Whirlwind is a joke, Druid has Swipe and Starfall (which are the perfect controls that don't need to be touched), Warlock's 2 mass removals 1 costs 4 manage and do 3 damage to all minions on the field or 2 sacrifice a minion with decent attack in order to do the damage, Hunter has Explosive trap and that is about it, I forget shaman's mass removal aside from chain lighting but I am pretty sure overload is attached to all of his stronger spells. Rogue has tons of single target removal and can send a bunch of minions back into someone's hand. Hence their weak mass removal.
The only thing that comes to mind that is even close to Mage's board control would be priest using the A. Soulpriest with Circle of healing which damages your own minions and it costs 2 cards.
In short Mage needs the nerf bat pretty hard. Honestly I would prefer if they just outright banned blizzard/flamestrike and reimbursed Mages with dust to pick a new rare or a new promo card to compensate. I didn't even mention arcane blast but that is for another day. There is no need for a class to have not 1 but 2 'Raigeki's' that aren't restricted. It is just plain silly. They already have plently of great single target removal on top of that.
Yeah. Even without the rares it works fairly well.
I just got in...
And got blown out in the arena for assuming that "return a creature to its owners hand" played on a creature that my opponent stole would return it to my hand. Why does the game let your opponent put cards from your deck in their hand?!?
My arena deck is disastrous.
Other than the five Blood Imps.
You can win pretty much anything with five Blood Imps. Everything you play is nigh-unkillable.
Don't use Ironbark, it's really not worth it.
Stick to >=5 cost cards unless it provides immediate benefit.
But holy nova also hits the opponent hero. Same with consecrate. I think you're underrating them.
Rogue actually doesn't have weak mass removal. They have potentially the best removal card called blade flurry, which combos amazing with other cards. The best thing about it is that it deals damage to all enemies, the same as consecrate and holy nova. Also, betrayal and fan of knives is decent cause of the card draw. But between blade flurry and fan of knives I choose blade flurry.
Blade Flurry costs 2 mana, but the thing about it is Assassin's blade costs 5 mana for a 3/4 weapon. So that means 7 mana total for it to be effective as a 3 dmg aoe spell. Deadly poison costs 1 mana which boosts your attack by +2, in constructed you can only have 2. So even if you equip a normal blade dagger that requires 2 mana for weapon equip, and 2 deadly poisons, and a blade flurry to inflict 5 aoe damage.
I'm sorry but there's too many variables to consider that blade flurry is a good aoe dmg spell. I'm not even accounting acidic oozes.
This is why many high level rogues just carry multiple small dmg cards.
Did you finish your arena run yet? What's the results?![]()
my problem is the fact that everything is unblockable... If you can manage to build a substainable deck around 2 pyroblast and 1 fireball, that's 26 100% confirmed damage in 3 turns. Pick 27 other card and hope for some decent draws, "well played"
meh, I really don't know how they could fix it... I don't want instant cards in HS though
Healing cards are generally situational and not that great if you're aiming for a consistent deck. Well that's how it is in MTG anyway. You could always stall the game like how a direct damage mage can in order to draw your win conditions.
Top 2 NA/MLG deck last weekend ran it:
http://www.managrind.com/tournament...s-from-the-113013-na-mlgmanagrind-tournament/
Though maybe not top tier, I can still see it as a good situational card.
Yeah, you're trading one card for 2 turns. If those two turns doesn't matter then it's wasted. A minion will be always useful.
You won the game because you used it in a beneficial situation. If you have a couple of healing cards in your starting hand it does nothing.
Those are the least of the problems with mage. The biggest problem is their efficient stall tactics and board control. Cone of Cold, Frost Nova, Flamestrike, Blizzard are CRRRRRRAZY good and no other class has anything like it. Paladin's Consecrate does 2 damage and costs 4 mana, Priest's Holy Nova is 5 mana and the heal effect doesn't hold a torch to the freeze effect of Blizzard, Warrior's Whirlwind is a joke, Druid has Swipe and Starfall (which are the perfect controls that don't need to be touched), Warlock's 2 mass removals 1 costs 4 manage and do 3 damage to all minions on the field or 2 sacrifice a minion with decent attack in order to do the damage, Hunter has Explosive trap and that is about it, I forget shaman's mass removal aside from chain lighting but I am pretty sure overload is attached to all of his stronger spells. Rogue has tons of single target removal and can send a bunch of minions back into someone's hand. Hence their weak mass removal.
The only thing that comes to mind that is even close to Mage's board control would be priest using the A. Soulpriest with Circle of healing which damages your own minions and it costs 2 cards.
In short Mage needs the nerf bat pretty hard. Honestly I would prefer if they just outright banned blizzard/flamestrike and reimbursed Mages with dust to pick a new rare or a new promo card to compensate. I didn't even mention arcane blast but that is for another day. There is no need for a class to have not 1 but 2 'Raigeki's' that aren't restricted. It is just plain silly. They already have plently of great single target removal on top of that.
Flamestrike fucking sucks against aggro Warlock, which I assume is still one of the dominating decks. It's too slow to stop a strong starting hand, you can't play anything else and warlocks will simply regain board control in just one turn
I hate when I realize I had lethal the second after I make all my moves. Then he won the next turn.Sea Giant distracted me.
As far as druid spells go I never said they were bad. In fact I propped them up on a pedestal. To me those are the perfect mass removal cards in terms of balance. Good to get you out of a pinch but give your opponent enough to get out of a pinch.
Just got a Nat Pagle. Worth keeping, or should I DE him for a second Pyroblast (or similar)?
Seems kinda iffy - he's one of the worse legendaries.
Anyone ever read anything about the amount of real (100+ card) expansions they will release a year? Will be a little boring to see 1 or less per year (I don't think it's unreasonable being Blizzard that 1 expansion would release every other year or something).
Considering the size of the Heartstone team and their speed to update the game, I'm not so sure if we'll even have that many cards in one year.