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I think their official reasoning for the nerf was at the more beginner levels the hunters were dominating mages. Not that it makes any sense to nerf cards to balance the game for beginners to me, but whatever.
Everything seems balanced around low-level play right now. It's not reassuring.
 
Everything seems balanced around low-level play right now. It's not reassuring.

Well its a game with a very low barrier of entry. Its super easy to comprehend and the mechanics are far more beginner friendly then in alot of other CCG/TCG/LCG's.

Blizzard games have allways been very casual friendly.

This is not a bad thing in my oppinion. It has opened the eyes of alot of people to the beauty of card games.
 
This is not a bad thing in my oppinion. It has opened the eyes of alot of people to the beauty of card games.

Yep, now that I'm hooked on card games I wish there would be an online MTG with equal Production values. But the ones I found just seem so clunky and lifeless.
 
Except you can only summon 7 creatures at once... so it gets confusing at 7+ crystals. Maybe just make it cost 8 and have it summon 4 2/2 hounds with charge, to match it up nicely to pyroblast

Yes something like that. Having it be based on your mana or your cards in hands or whatever is infinitely better then the current state.
Or they could make it simply be a fixed cost that fills whatever free board spots you have with 2/2 dogs with charge. Would be a great comeback vs a mage that just cleared your board.
 
Yep, now that I'm hooked on card games I wish there would be an online MTG with equal Production values. But the ones I found just seem so clunky and lifeless.

I actually quiet like Magic 2014. I also think the production value is quiet good on that.
My only gripe with it, is the horrible deck building, or more like total like of deck building mechanics.
I do understand they do it to protect the physical game.

But I still enjoy playing that once in a while. Mostly is HS and Netrunner though.
 
They're taking the same approach Riot did, which was to promote the growth of their casual fanbase before moving on to competitive balance.

I don't like it, personally speaking, but it's a good business move.

It's more important for them right now, as a relatively new and experimental approach to creating games (for Blizzard), to make sure their game maintains its momentum and gets enough players to be financially profitable than to promote a healthy competitive environment. And the easiest way of accomplishing that is to nerf "unfun" strats that dominate the low levels.

That said, the balance issues between classes at high levels are more or less staring them in the face and not so much as a comment, which is rather disheartening.
 
I actually quiet like Magic 2014. I also think the production value is quiet good on that.
My only gripe with it, is the horrible deck building, or more like total like of deck building mechanics.
I do understand they do it to protect the physical game.

But I still enjoy playing that once in a while. Mostly is HS and Netrunner though.

It's a pity MTGO doesn't have visuals of Magic 2014 - it would make all other online card games redundant ;)
 
In what way?

Cause unlike northshire priest, if you happen to not have a 2 damage card on hand very early on, the match can quickly steam roll with how powerful card draw is. With northshire priest you can generally just stall playing cards and give him no opportunity to heal his minion to trigger the effect. It probably outright sucks vs mage now though. Which is a shame.

They probably measured how successful the card was at 2/2 when played early on and found it to be too disproportional vs a couple classes.
 
Water Elemental Buff confirmed:
Hafu attacked Water Ele with dagger, was still frozen next turn.

Yay, finally mages are competetive again :) :) :(

Edit: Pack + 120 Gold for 5-3 wins. Seem slike a huge gold buff. I normally got betwen 0-50 for 5 wins.
 
So did they reset everyone's ranked MMR with the patch?

Edit: Based on the quality of my first three opponents, I'm going to say yes.
 
Noticed a new bug. Put down a Imp Master one turn, it took damage and spawned an imp. Next turn I played a Blood Imp, Imp Master went up to six health instead of five. Going to do more testing on this.
 
Cause unlike northshire priest, if you happen to not have a 2 damage card on hand very early on, the match can quickly steam roll with how powerful card draw is. With northshire priest you can generally just stall playing cards and give him no opportunity to heal his minion to trigger the effect. It probably outright sucks vs mage now though. Which is a shame.

They probably measured how successful the card was at 2/2 when played early on and found it to be too disproportional vs a couple classes.
I mean Starving Buzzard is two cost. Getting it out early isn't exactly the greatest because you're not going to get much card draw out of it. Outside of that it's a very plain 2/2. I'm not sure what these classes are that have so much trouble with 2/2s early in the game.
Noticed a new bug. Put down a Imp Master one turn, it took damage and spawned an imp. Next turn I played a Blood Imp. Imp Master went up to 6 health instead of 5. Going to do more testing on this.
This bug is very real. Blood Imp is resetting the HP of a minion.
 
Noticed a new bug. Put down a Imp Master one turn, it took damage and spawned an imp. Next turn I played a Blood Imp, Imp Master went up to six health instead of five. Going to do more testing on this.

They introduced new bugs, while not fixing the old bugs.
Minion dancing still in.
Panda card bug still in.
Defender of Argus still sometimes bugs out.

Fixed tracking bug, introduced Blood Imp bug.
Overall I give them an F in Bugfixing.
 
How to win as a mage:

Pick no minions
Play no minions
Freeze everything
Wait for Pyro's

There is NO counter to it, fucking pathetic playstyle and it's not even been addressed. Everyone just plays the same decks they copy and paste, it's so boring to play right now.
 
Noticed a new bug. Put down a Imp Master one turn, it took damage and spawned an imp. Next turn I played a Blood Imp, Imp Master went up to six health instead of five. Going to do more testing on this.

I could have sworn in a game early today my opponent had a 1/2 out, I hit it to bring it to a 1/1, then he played a Blood Imp on his turn and it went up to 1/3.

Fuck, I thought I was just hallucinating. This suddenly makes Blood Imps full-heals for everything on the board, plus an extra health point. Is this bug consistent? It's hugely game breaking if it always happens.
 
Of course they raise arena gold rewards literally the day after I spend 450g on arena runs.

Blood imp bug means I'll prolly not continue my current arena run until it is fixed; I really like my Paladin deck and I would like to get at least 6 wins.
 
How to win as a mage:

Pick no minions
Play no minions
Freeze everything
Wait for Pyro's

There is NO counter to it, fucking pathetic playstyle and it's not even been addressed. Everyone just plays the same decks they copy and paste, it's so boring to play right now.
Pretty sure Pyro needs to be moved to 10cc.
 
Pretty sure Pyro needs to be moved to 10cc.

They need Spell Taunt minions since they aren't likely to offer instant counters during your opponents turn. I think that'd be one of the best fixes.

Like, a 4 mana 2/4 minion with "Spelltaunt: Spells cast by the enemy player must target this minion."

They could also introduce Spell Resistance of some sort: "Spell Resistance: This minion takes X less damage from spells."
 
The new patch seems really buggy. I've had cards sliding in behind other cards in my hand and global +1 attack and health seems to be really buggy. My imps are giving +2 health.

guess these are known
 
I don't think EU patch is live here until the restart of the servers/maintenance. The client shows the patch notes but everything is as it was.
 
They need Spell Taunt minions since they aren't likely to offer instant counters during your opponents turn. I think that'd be one of the best fixes.

Like, a 4 mana 2/4 minion with "Spelltaunt: Spells cast by the enemy player must target this minion."

They could also introduce Spell Resistance of some sort: "Spell Resistance: This minion takes X less damage from spells."

They just need more secret cards for classes. Say, a shot for hunters to counter with when a spell is cast, one for paladins that has a 2/1 or something come out to take an incoming spell, a 2/1 treant for druids to do the same, etc.
 
Thought this was a bug, but secrets go back into your hand now. Or maybe it bugged, I don't know, but it still worked.

What I was originally going to say is that I find it funny that people say "Well Played," for simple things like playing a board clear or something. I mean, I always say thanks, but I still think it's silly.
 
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