Hearthstone: Heroes of Warcraft V3 - The Argent Tournament is GETTING IN HERE *Uhuhuhuh*
5,000 replies, posted
[QUOTE=Sandvich9;48341759]Cool mechanic, but I think you might want to lower all the numbers on it a bit,
could be a cool mid/earlygame card. Could also be a cool neutral card rather than just Rogue :v:
Cool/10[/QUOTE]
Bump the stats to 7/7 and cost to 8, make it a legendary and it's better than most legendaries we actually have in the game.
Really cool card. Only problem is that I just can't see it working in any deck rogue works best at, or is any good at. Guess it wouldn't hurt to open things up for the potential future. Was there ever a rogue deck that used "big" minions? (7+ cost).
Could someone please repost the Genymotion instructions please?
I got tempted because people are too lucky with legendaries
E: Found it, it's [URL="https://netdeck.n4ru.it/free-galaxy-gifts-cardback-and-3-packs/"]here[/URL] if anyone else is interested
[QUOTE=V12US;48341718]Rate my Rogue card (not official, obviously).
[img]http://i.imgur.com/Ajf9VSi.png[/img][/QUOTE]
It really is an interesting card...I don't know if it's just me though, but something about it feels too slow.
[QUOTE=KorJax;48341829]Really cool card. Only problem is that I just can't see it working in any deck rogue works best at, or is any good at. Guess it wouldn't hurt to open things up for the potential future. Was there ever a rogue deck that used "big" minions? (7+ cost).[/QUOTE]
None went past +7, the biggest minions are Trade Prince Gallywix and our favorite cologne-wearing buddy Kidnapper. :v:
I'm currently running a control rogue deck that has Boom and two Molten Giants in it, it's not impossible to make a Rogue deck with a high curve, especially when you consider cards like Sprint.
[QUOTE=The Stills;48341987]I'm currently running a control rogue deck that has Boom and two Molten Giants in it, it's not impossible to make a Rogue deck with a high curve, especially when you consider cards like Sprint.[/QUOTE]
Sprint only works for rogue because it's trying to dig for a big hit combo. If all you got were big minions, then it would be way to slow.
We got a new card confirmed
it's called "Argent Horserider"
3 cost 2/1 with Divine shield and Charge
[editline]1st August 2015[/editline]
[IMG]http://puu.sh/jkFip/6fc7d80408.jpg[/IMG]
[QUOTE=Tompson1997_PL;48342357]We got a new card confirmed
it's called "Argent Horserider"
3 cost 2/1 with Divine shield and Charge
[editline]1st August 2015[/editline]
[IMG]http://puu.sh/jkFip/6fc7d80408.jpg[/IMG][/QUOTE]
That card's so...
Mediocre.
I like cards like this and Silent Knight (and Gilblin Stalker in GvG). Not everything needs to be crazy and unique.
Still pretty good versus aggro I guess though.
Either they're saving all the amazing cards for the last couple of weeks, or they're playing the whole card design thing way too safe.
[QUOTE=sgman91;48342048]Sprint only works for rogue because it's trying to dig for a big hit combo. If all you got were big minions, then it would be way to slow.[/QUOTE]
This is true, and would be why most of the cards in my control deck are still relatively cheap (I usually combo sprint with prep in the deck anyway).
While we're on my deck, can anyone give me some tips on it? I was having success with it before, but I've been struggling for wins with it all today.
[img_thumb]http://i.imgur.com/CscHw8G.png[/img_thumb]
[QUOTE=Coffee;48342403]That card's so...
Mediocre.[/QUOTE]
:hypeisnotreal: The Expansion. Revealed cards are getting worse with time instead of getting better.
people said boom would be terrible because all they had in their head was "a better war golem", they didn't realise how insane the boombots would be
these cards are just evidently underwhelming
2 damage on a 1 body is pretty pointless to give Divine Shield to. If it had Windfury as well I could see it being pretty neat, if a little OP.
When you compare it to Argent Commander, it loses only 1 stat point (-1 Attack) compared to Reckless Rocketeer, whereas Argent Horserider loses 2 stat points (-1/-1, effectively 1 mana) compared to Bluegill Warrior. That said, it ain't terrible, but it is average.
Fuckin finally got my first legendary and a golden kidnapper
[IMG]http://i.imgur.com/cgukNdb.png[/IMG]
They are really just gonna combine every keyword they have aren't they
[QUOTE=Skully22;48343351]They are really just gonna combine every keyword they have aren't they[/QUOTE]
C'moooon give me a Stealth Taunt Druid card!
It'd make sense to be a Choose One, at least.
[QUOTE=ironman17;48343414]It'd make sense to be a Choose One, at least.[/QUOTE]
It would, but it wouldn't be crazy.
[QUOTE=AbeX300;48343427]It would, but it wouldn't be crazy.[/QUOTE]
Still, it'd probably work. For instance, it'd give you a choice between more health and a Taunt, or more attack and Stealth. That way you'd have a choice between a protective wall or a powerful punch waiting in the wings. Quite literally if it were called Druid of the Talon, letting you choose between a "swole" Moonkin Form on the ground or a high-flying Crow Form ready to swoop in and go for the eyes like a miniature giant space hamster. *battlecry*
Come to think of it, Hearthstone doesn't really have anything like "Flying" or "Reach", due to how the targeting and blocking (or lack thereof, due to Taunts and the inability to intercept minions with other minions) work.
i've always wanted a card that had some sort of reverse enrage, like, a priest minion with battlecry: deal 1 damage to himself and an ongoing effect of "has +3 attack while at full health"
I want more tribals or a more "control" that isnt focused on killing things but rather other obstacles like mana cost to attack or only a certain amount of creatures can attack each turn, something that makes zoo, facetards, and patron warriors cry.
[QUOTE=Zukriuchen;48343649]i've always wanted a card that had some sort of reverse enrage, like, a priest minion with battlecry: deal 1 damage to himself and an ongoing effect of "has +3 attack while at full health"[/QUOTE]
as if Injured Blademaster + Circle wasn't already powerful enough.
[t]http://i.imgur.com/GfHz39U.jpg[/t]
Sweeettt
[QUOTE=Toyhobo;48343702]I want more tribals or a more "control" that isnt focused on killing things but rather other obstacles like mana cost to attack or only a certain amount of creatures can attack each turn, something that makes zoo, facetards, and patron warriors cry.[/QUOTE]
I'm still gunning for Armour/Equipment to block damage/have special effects, or at least up Hero health to 40. If you have more health to work with, matches would take longer BUT it would at least give the slower decks with larger minions at least more of a chance in the face of an overly-fast netdeck.
[QUOTE=The Stills;48343730]as if Injured Blademaster + Circle wasn't already powerful enough.[/QUOTE]
it doesn't need to be too powerful, maybe a 4 mana 2/5? idk
[editline]31st July 2015[/editline]
i have no idea if that's "too powerful" actually
[editline]31st July 2015[/editline]
keep in mind it wouldn't be as powerful as a regular enrage minion (or as injured blademaster, even) considering a single tick of damage drops its attack back to 2
[QUOTE=LuaChobo;48343844]upping health would just mean people would rely more on high damage combos, giving slower decks "more time" just means you are giving faster decks "more time" to get the proper combo out[/QUOTE]
I guess so, but then what other solutions could there be for balancing the faster netdecks with the slower decks?
I'd say maybe Equipment would be a different solution. The way I've thought of it, Equipment would be a system that straddles the line between Secrets and Weapons, in that you can equip them (only 1 of each equipment type, like Trinket, Body, Hands, etc) and they give certain buffs like "Negate 1 damage from any enemy damage" or "+1 Spell Damage" for some of the more magical classes.
The vast majority would be specific to a few classes, mirroring how different classes focused on different kinds of armour in WoW, such as Paladins, Shamans and Warriors having access to Shields while Cloth Armour was the forte of Mages, Priests and Warlocks. In terms of their interactivity, Equipment would be targetable and damageable by enemies if you have no Taunts up, causing the enemy to choose whether to just go face or take out the Hero's Equipment and avoid certain conditional comebacks. The Hunter's hero power would also be able to target Equipment when activated as a result of Equipment being a thing. Some pieces of Equipment would have more HP than others, though the lower health ones would normally have cooler and wilder special effects.
Dunno whether they'd work best as cards played on a turn or attached to the Hero before looking for an opponent. Probably the former, so as to not rock the boat TOO much, although having Equipment be a card you play during the match would probably mean you'd need to leave out a creature or spell in order to take a suit of Mail. Here's a few examples of Equipment being used to delay certain current netdecks.
Firstly, there would be Shields that would, if the enemy is going face, would have to attack first. Most of the Shields would be exclusive to Warriors, Pallies and Shamans, but a few Shields would be unique in function and who could use them, such as perhaps a Red Cloth "Shield" that acts like a Taunt but only for Charges, so that a Grommash or Krush finisher could be "chump-blocked" by a Red Cloth equipped on the right turn. Another example of anti-netdeck Equipment would be having Leather Armour that negates very low amounts of damage, helping prevent getting nibbled to death by cats thanks to a friendly neighbourhood Zoolock. The negation wouldn't protect the Armour, of course. Yet another example would be a sort of conditional Enrage wherein, after dropping below a certain Health value, a special effect would trigger, such as giving friendly Taunts more Health or something similar to turn the tide when you're taking a beating.
There would of course be a few pieces of offensive equipment, like an Offhand Shank for Rogues or some sort of Whetstone for Weapon-using classes, but ideally they'd only be "printed" after the balance between the aggro and the control has stabilized in favour of slower play, before adding a few offensive toys to swing the balance closer to the fulcrum between the fast and the slow.
[QUOTE=ironman17;48344267]I guess so, but then what other solutions could there be for balancing the faster netdecks with the slower decks?
I'd say maybe Equipment would be a different solution. The way I've thought of it, Equipment would be a system that straddles the line between Secrets and Weapons, in that you can equip them (only 1 of each equipment type, like Trinket, Body, Hands, etc) and they give certain buffs like "Negate 1 damage from any enemy damage" or "+1 Spell Damage" for some of the more magical classes.
The vast majority would be specific to a few classes, mirroring how different classes focused on different kinds of armour in WoW, such as Paladins, Shamans and Warriors having access to Shields while Cloth Armour was the forte of Mages, Priests and Warlocks. In terms of their interactivity, Equipment would be targetable and damageable by enemies if you have no Taunts up, causing the enemy to choose whether to just go face or take out the Hero's Equipment and avoid certain conditional comebacks. The Hunter's hero power would also be able to target Equipment when activated as a result of Equipment being a thing. Some pieces of Equipment would have more HP than others, though the lower health ones would normally have cooler and wilder special effects.
Dunno whether they'd work best as cards played on a turn or attached to the Hero before looking for an opponent. Probably the former, so as to not rock the boat TOO much, although having Equipment be a card you play during the match would probably mean you'd need to leave out a creature or spell in order to take a suit of Mail. Here's a few examples of Equipment being used to delay certain current netdecks.
Firstly, there would be Shields that would, if the enemy is going face, would have to attack first. Most of the Shields would be exclusive to Warriors, Pallies and Shamans, but a few Shields would be unique in function and who could use them, such as perhaps a Red Cloth "Shield" that acts like a Taunt but only for Charges, so that a Grommash or Krush finisher could be "chump-blocked" by a Red Cloth equipped on the right turn. Another example of anti-netdeck Equipment would be having Leather Armour that negates very low amounts of damage, helping prevent getting nibbled to death by cats thanks to a friendly neighbourhood Zoolock. The negation wouldn't protect the Armour, of course. Yet another example would be a sort of conditional Enrage wherein, after dropping below a certain Health value, a special effect would trigger, such as giving friendly Taunts more Health or something similar to turn the tide when you're taking a beating.
There would of course be a few pieces of offensive equipment, like an Offhand Shank for Rogues or some sort of Whetstone for Weapon-using classes, but ideally they'd only be "printed" after the balance between the aggro and the control has stabilized in favour of slower play, before adding a few offensive toys to swing the balance closer to the fulcrum between the fast and the slow.[/QUOTE]
That all sounds really cool and original, but i really doubt Lizzard will modify "core" gameplay of HS
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