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[Hearthstone] Beta - Patch changed some things, Freeze Mages still BS

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Posts

  • shrykeshryke Member of the Beast Registered User regular
    shryke wrote: »
    This is annoying, I keep getting gold versions of a basic Shaman spell, but I cannot disenchant the gold or the regular version... would this be a bug or intended?

    You can't disenchant basic cards and you get them in a set order as you level the class.

    Yes, I'm only half talking about the cards you get as you level to 10, I'm saying, once you have 2 of [insert card] that cannot be disenchanted, why would the game give you even more of [exact same card] that also cannot be disenchanted.

    It seems incredibly pointless, and as a newbie, also incredibly frustrating to get 100% useless cards that I cannot do anything with, because I already have 2 of that exact same card, and I cannot equip the same card more than 2x in a deck.

    Because Basic Cards are given via leveling and that's it. So since you can't get them back, you can't get rid of them either. And maybe you don't want to use the gold version, so they don't let you destroy the normal version.

    forty
  • InvictusInvictus Registered User regular
    jdarksun wrote: »
    Invictus wrote: »
    jdarksun wrote: »
    Hell I got every deck to 10 in AI before touching Play because Fuuuuuuck Thaaaaat.
    Grinding out 10 against the AI may be super tedious, but it might be less frustrating than trying to play against real people with no cards. But that begs the question, why not give us all the damn cards to start with?

    Looking for feedback on my two most recent Shaman losses. The Priest had a perfect start followed by me getting screwed by the RNG, but I manage to drag it out for a while before getting crushed.

    Game #2, vs. a Mage... just couldn't get on the board.

    Starting the VoD linked to in this post, comments below. Comments are made before seeing what happens in the rest of the vod. I'll pause before each of your turns and say what I would do in that spot.

    First game:
    (Spoilered for long)
    you should /definitely/ mulligan far sight in that spot. The problem with your first draw is that you don't have a 2drop, and you desperately need a 2drop, and something to do both of the first two turns would be better. If I'm dealt that hand, the question is whether I mulligan the imp master; I mulligan the rest immediately without thought. I need a 2drop, and a 1drop would be great.

    On your turn 2, I seriously consider coining out the imp master or the acolyte. On review, I decide since he's got a northshire out, the imp master is a bad idea because you're feeding him cards, but you can draw cards with the acolyte because all of his minions are low power. I would have settled on coining out the acolyte.

    I think coining out taz'dingo is a perfectly defensible option on that turn. The problem with it is that he's going to charge your taz'dingo with the northshire, heal it, then kill the taz'dingo with a buffed lightkeeper. You're in a really bad spot; both of his options out scale with time. I seriously consider rockbiter on you, killing the lightkeeper, then putting out a totem. Alternately, I would coin out the acolyte after I rockbiter the lightkeeper. I think that's what I would've done, intending to put out taz'dingo the turn after, so I can carefully control what damages the acolyte.

    Yup, that went the way I thought it would. The lightwell is pretty bad for us, but the spellbreaker is exactly the right thing. I'm pretty sure I would silence the lightwell because that way I can more or less ignore the lightwell for the rest of the game, whereas the cleric still does damage. Either one of them is fine, I think. Ah, but silencing the cleric would also remove PW:S. I think either option is fine, but you have to play the spellbreaker.

    uggggggh. the inner fire play is /awful/ for us, even though it's a pretty bad misplay for them to put it on the cleric and not the lightwell. if he innerfires the light well, the lightwell survives then heals itself next turn. The one upside is that he draws a card this way from the cult master, but I prefer the greater board control from the additional creature.

    The acolyte's a bad play for us now because the cult master kills it for free, then gets healed. I play the imp master and totem.

    Wow, that far sight turned out /amazing/ for us. That was pretty much the best card possible in that spot.

    Ugh, mindgames into flametongue is pretty bad. Board position is awful now. I think I go for whatever is necessary to get board position; that means imp master, sunfury to give imp master taunt, then rockbiter kill on the lightwell.

    Comment on your play: toteming in that spot is pretty bad. You don't have board control, and moreover the things that out for him are going to improve whatever else he plays. If we strike now and do whatever we can to grab back board control, we can actually be in a pretty good spot. Toteming is awful for that; two of our four totems are utterly useless right now, and a third is borderline at best.

    You should kill the lightwell, not the flametongue. He's a priest, he only has access to neutral charge minions, you'll be able to kill the flametongue next turn before any other minions he plays can attack. But once we've burned the rockbiter, we actually don't have enough damage to kill the lightwell before it heals itself.

    You draw the lightning bolt and immediately use it on the thing with four health. I think that's a bad move, the dalaran mage is a 1/4, nothing significant, and our opponent's a priest; spell power affects holy nova, holy fire, holy smite, and mind blast. None of those are particular threats right now; even holy nova doesn't actually hurt us too bad. Better to use it to kill a thing that matters, like that 3/3. I run an imp into the divine shield guy, then kill him with lightning bolt. Then I summon the acolyte on the right side of everything, then sunfury between the acolyte and the totem, so that those two things get taunt.

    The other option that turn is to summon the stormwind champion and use the imp and the imp master to kill the dalaran mage, then sac the totem to break the divine shield. On review, I actually like that better; it leaves us with some removal next turn and also has a big meaty dude out he's got to deal with.

    Next turn, I've got the capacity to go for the board clear, so I do it. Here's option 1: Summon stormwind champion, use your silenced totem and spellpower totem to kill the owl, then run both imps into the 4/4 and your sunfury protector into the 3/3. That leaves us them with a clear board, and on our side, a 2/3 imp master, a newly produced 2/2 imp, a 3/1 sunfury protector, and a 6/6 champion of stormwind. It's a pretty good spot for us. Things could go pretty bad if he's got a mind control, but otherwise it's a good spot.

    Option 2 is the flametongue between the sunfury and the silenced totem, and use those two to pop the taunts, then use the imp that moves next to the flametongue to trade for the 3/3. Then we summon the acolyte of pain and a totem. That leaves us with a 1/2 imp master, 1/1 new imp, 3/1 old imp, 0/3 flametongue, 2/2 spellpower totem with taunt, and the new totem and the acolyte off to the side. This one is very vulnerable to holy nova, though not mind control. Between the two, I pick vulnerability to holy nova and the second option; even if he novas, it will get us another card from the acolyte and we should expect to bring out the champion next turn.

    Ugh. You misplaced the flametongue and it meant you both traded badly and didn't clear his board.

    Next turn, you draw the novice engineer and immediately play it. I get that you're hoping for the instawin on bloodlust, but you can't play the stormwind champion until something dies because you're maxed on minions now. Play the stormwind champion first, kill the silverback with the acolyte (free card!) and an imp, then summon the engineer. Then kill his 3/3 argus with your now 3/4 sunfury. You've got 6 damage worth of minions left after that, you can kill the 6/6, but I'd just lunge for the face. He's likely to trade his 6/6 for your 6/6, and I'd prefer to have 3 smaller minions instead of one big one because of bloodlust.

    You have /got/ to use your acolyte to attack 1 power things. You want your acolyte to take as many small hits as possible, so whenever there's a 1-power thing out there, hit it with your acolyte.

    MC on the champion to be expected. SW:P on the acolyte suuuuucks. Totem first, see what we get. We're hoping for taunt, but probably wont' change things. I'd fire elemental on the champion, then kill it with a rockbiter'd silenced totem. Need to get some use out of that totem, and something's got to die. We'd like to keep as many things around as possible for when bloodlust comes.

    If you kill the stormwind first, the frostwolf will become a 6/6.

    Next turn: kill champ with fire elemental, go for the face with everything else.

    Holy nova: game ender unless you draw another fire elemental. Everything afterward is inconsequential.

    First game is all I have time for now.
    Why are you super into killing the Lightwell? It seems pretty innocuous.

    It's really hard to gain board advantage against a priest with a lightwell out, because it means all your trades have to be within one turn. If you can't trade efficiently that turn, then the trades are going to skew towards him very quickly. It also comboes well with a ton of standard priesty stuff, like inner fire and injured blademaster.

    It doesn't look that bad on its own, but if he'd dropped a yeti or something with some heft to it, things would've gone bad much more quickly than they did.

    Generalísimo de Fuerzas Armadas de la República Argentina
    KafkaAU
  • enlightenedbumenlightenedbum Registered User regular
    I just ran into the silliest Shaman gimmick deck. I crushed it horribly, but the man loved him some totems and played entirely for them. Mana Tide + 2x +2 Totem health on the same turn. I was kind of tempted to just assassinate it and laugh at him. I imagine 2x Flametongue was in there too.

    Basically he was me 10 years ago playing WoW. Totem spam is best spam!

    Self-righteousness is incompatible with coalition building.
  • InvictusInvictus Registered User regular
    I just ran into the silliest Shaman gimmick deck. I crushed it horribly, but the man loved him some totems and played entirely for them. Mana Tide + 2x +2 Totem health on the same turn. I was kind of tempted to just assassinate it and laugh at him. I imagine 2x Flametongue was in there too.

    Basically he was me 10 years ago playing WoW. Totem spam is best spam!

    He probably had a ton of fun, though! : )

    Generalísimo de Fuerzas Armadas de la República Argentina
  • enlightenedbumenlightenedbum Registered User regular
    Invictus wrote: »
    I just ran into the silliest Shaman gimmick deck. I crushed it horribly, but the man loved him some totems and played entirely for them. Mana Tide + 2x +2 Totem health on the same turn. I was kind of tempted to just assassinate it and laugh at him. I imagine 2x Flametongue was in there too.

    Basically he was me 10 years ago playing WoW. Totem spam is best spam!

    He probably had a ton of fun, though! : )

    I thought it was neat! Not effective, but neat! He needed to wait til he had a taunty totem before playing the mana tide and then the +4 health thing. Then I would have almost had to assassinate it.

    Self-righteousness is incompatible with coalition building.
  • A-PuckA-Puck Registered User regular
    Playing my druid deck for the daily, going second. My initial hand is fairy dragon, 2 ironbarks, and an argent commander. Mulligan all but the fairy dragon. Draw is 2 enervates and a boulderfist.

    Best opening hand ever.

    Soon... soon I will install you, my precious.
    Lilnoobs
  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Is there a limit to friendlist size? I received a friend request and was unable to add it.

  • GrobianGrobian What's on sale? Pliers!Registered User regular
    Yes, there's a limit, I don't recall what it was, though.

    PoGo friend code: 7835 1672 4968
  • Gnome-InterruptusGnome-Interruptus Registered User regular
    shryke wrote: »
    shryke wrote: »
    This is annoying, I keep getting gold versions of a basic Shaman spell, but I cannot disenchant the gold or the regular version... would this be a bug or intended?

    You can't disenchant basic cards and you get them in a set order as you level the class.

    Yes, I'm only half talking about the cards you get as you level to 10, I'm saying, once you have 2 of [insert card] that cannot be disenchanted, why would the game give you even more of [exact same card] that also cannot be disenchanted.

    It seems incredibly pointless, and as a newbie, also incredibly frustrating to get 100% useless cards that I cannot do anything with, because I already have 2 of that exact same card, and I cannot equip the same card more than 2x in a deck.

    Because Basic Cards are given via leveling and that's it. So since you can't get them back, you can't get rid of them either. And maybe you don't want to use the gold version, so they don't let you destroy the normal version.

    You cant destroy the gold version either, which is why I have a problem with it, its 4x of the exact same card, same mana cost, same effects, same name, same everything, except 2 have a gold border and a slightly different picture. You cannot equip 2 of each either. And if I'm running into this problem this early in the game, how much longer before I have 20x of the same card, and I cannot do anything with them or make more interesting decks etc.

    steam_sig.png
    MWO: Adamski
  • GrobianGrobian What's on sale? Pliers!Registered User regular
    edited December 2013
    shryke wrote: »
    shryke wrote: »
    This is annoying, I keep getting gold versions of a basic Shaman spell, but I cannot disenchant the gold or the regular version... would this be a bug or intended?

    You can't disenchant basic cards and you get them in a set order as you level the class.

    Yes, I'm only half talking about the cards you get as you level to 10, I'm saying, once you have 2 of [insert card] that cannot be disenchanted, why would the game give you even more of [exact same card] that also cannot be disenchanted.

    It seems incredibly pointless, and as a newbie, also incredibly frustrating to get 100% useless cards that I cannot do anything with, because I already have 2 of that exact same card, and I cannot equip the same card more than 2x in a deck.

    Because Basic Cards are given via leveling and that's it. So since you can't get them back, you can't get rid of them either. And maybe you don't want to use the gold version, so they don't let you destroy the normal version.

    You cant destroy the gold version either, which is why I have a problem with it, its 4x of the exact same card, same mana cost, same effects, same name, same everything, except 2 have a gold border and a slightly different picture. You cannot equip 2 of each either. And if I'm running into this problem this early in the game, how much longer before I have 20x of the same card, and I cannot do anything with them or make more interesting decks etc.

    You only get golden cards through leveling when you have gotten all non-golden basic cards for that class. So basically: Leveling a class to 10 gives you more cards (this should theoretically gradually introduce you to more complicated class mechanics, but yeah) and leveling a class 10+ just gives you cosmetic rewards.

    What would you prefer? Max level of 10 and no golden version of basic cards?

    Grobian on
    PoGo friend code: 7835 1672 4968
    forty
  • Liquid GhostLiquid Ghost DO YOU HEAR THE VOICES, TOO?! Registered User regular
    edited December 2013
    Constructed drives me fucking nuts sometimes. I had a pretty shitty day of Hearthstone on Friday or Saturday. Just a long string of games where I would get completely shut down time and again and I was just unable to draw any of the 7+ cards in my deck that would help me gain any real momentum at all. After a while, it felt like I was just getting outdrawn and outplayed at every turn and I couldn't really understand how I was supposed to do much of anything to even barely keep shit on my side of the board alive. So much ridiculous removal and shitty situations right from the beginning of each round. If I ever managed to win, it was almost always due to glaring, game-breaking mistakes made by the other player. I managed to scrape out hollow victories by sheer virtue of the other person fucking up so much that I could just incompetently bumble my way to victory.

    In the end, though, I imagine that I was just tired and completely fucking up something somewhere, but was getting so down on myself that it was difficult to think clearly. I either drafted a garbage deck and played it like crap or fell for obvious baiting tactics and traps and made very simple misplays that turned the whole game into a sort of Kobayashi Maru where I could only hope to try and learn from my inevitable failure. One thing that I noticed this morning is that I need to quit blowing silences and shit on Taunt creatures at the end of my turn with zero follow-up. Yeah, I don't have to hit it now, but my turn is over so that's not an advantage and the fucking 5/4 or whatever is still on the board and capable of hitting either me or my weak ass creatures.

    I definitely need to sit back and devise a way to deal with some of the nastier Taunt-based control and removal decks out there. It sucks having to fight tooth and claw just to barely get rid of their wall of beefy shit only to have them completely replace everything I killed with even worse crap while they relentlessly pound my skull in and keep my side of the board completely clear for 60% of the match. (edit: Funny how I'm saying this after I made the trollface Paladin deck that does the same shit.) Picking cards that can trade much better will go a long way towards keeping that from happening. Using my own removal in a wiser way and making better decisions during my turns will also ensure that I get stuck in an uphill battle far less frequently.

    On a different note, I made some Hearthstone videos that I wanted to put up on my channel, but I'm not sure if it would necessarily be worth it to even bother. The network/content creator relationship is getting fairly strained lately due to changes in YouTube's authorization process and I don't really trust that my MCN (Maker/RPM) will have my back if I wind up getting random copyright strikes on any of my shit despite there being a host of similar content from channels both larger and smaller than mine already running free on YouTube. Agreements like that can be fairly fickle, though, and I know for sure that YouTube itself isn't going to do fuck all to protect my channel despite them making it increasingly more difficult to get things uploaded and seen by the community at large. That's a whole other topic, though, so I'm just going to hop off of my soapbox and get back to my usual morning routine of not feeling like a grumpy, whining prick.

    Liquid Ghost on
  • VorpalVorpal Registered User regular
    Well if you put videos up, we can provide feedback and play tips!

    There are a lot of things in hearthstone that seem like a good idea at first but really aren't.

    steam_sig.png
    PSN: Vorpallion Twitch: Vorpallion
    kime
  • Liquid GhostLiquid Ghost DO YOU HEAR THE VOICES, TOO?! Registered User regular
    Fuck yeah there are.

    THREE MAD BOMBERS IN A ROW SON COME AND FUCKING GET IT

  • FireflashFireflash Montreal, QCRegistered User regular
    shryke wrote: »
    shryke wrote: »
    This is annoying, I keep getting gold versions of a basic Shaman spell, but I cannot disenchant the gold or the regular version... would this be a bug or intended?

    You can't disenchant basic cards and you get them in a set order as you level the class.

    Yes, I'm only half talking about the cards you get as you level to 10, I'm saying, once you have 2 of [insert card] that cannot be disenchanted, why would the game give you even more of [exact same card] that also cannot be disenchanted.

    It seems incredibly pointless, and as a newbie, also incredibly frustrating to get 100% useless cards that I cannot do anything with, because I already have 2 of that exact same card, and I cannot equip the same card more than 2x in a deck.

    Because Basic Cards are given via leveling and that's it. So since you can't get them back, you can't get rid of them either. And maybe you don't want to use the gold version, so they don't let you destroy the normal version.

    You cant destroy the gold version either, which is why I have a problem with it, its 4x of the exact same card, same mana cost, same effects, same name, same everything, except 2 have a gold border and a slightly different picture. You cannot equip 2 of each either. And if I'm running into this problem this early in the game, how much longer before I have 20x of the same card, and I cannot do anything with them or make more interesting decks etc.

    The basic cards and their gold versions are not part of the "card pool". Just ignore them for collecting purposes. You'll never see these cards in a pack. They're just giving them to you as a cosmetic reward and they're not random. At X level you'll get the gold version of Y basic card. If it doesn't have a gem under the picture, ignore it!

    PSN: PatParadize
    Battle.net: Fireflash#1425
    Steam Friend code: 45386507
    forty
  • Wooden SpoonWooden Spoon Great for SaucesRegistered User regular
    I'm pretty sure I hated myself last night.

    I was losing to a Pally player; he had board control the entire match and was getting his removal cards right when he needed it. I drew my new Onyxia on my mulligan draw and decided to just coin into it on turn 8, since I didn't have a clear plan other than that. Come turn 8, poor guy had used all of his removal, and I was able to shred him with a board full of awful free minions. I felt so dirty, because he had so clearly outplayed me.

    FFXIV:Iadrich Loffel
    Wooden Spoon on Steam
    3DS: 1005-8709-0277
  • MazzyxMazzyx Comedy Gold Registered User regular
    I just had a priest concede to me thanks to a single flamestrike. That was something. But hey new mage deck is 2-0 in the arena.

    I mean I am expecting 5 wins maybe? It does have 3 fireballs and 2 flamestrikes. Even got a legendary, the black knight. The other choices were nozradamu and the beast.

    u7stthr17eud.png
  • Liquid GhostLiquid Ghost DO YOU HEAR THE VOICES, TOO?! Registered User regular
    Hrm. I should update my graphics drivers. Been getting crashes all morning right after matches start, but only if I get the coin, which is really weird.

    ... Nope, drivers are up to date. Well, this is shitbutts.

  • UrQuanLord88UrQuanLord88 Registered User regular
    edited December 2013
    Right after I lost to a mage because I left his Azure Drake on the board (lol Cone of Cold double fireball), I lost again to another mage when I assassinated his Drake and he follows it up with Malygos, then pyroblast

    That'd teach me

    UrQuanLord88 on
    http://steamcommunity.com/id/urquanlord88
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    Streaming 8PST on weeknights
    forty
  • kraughmarkraughmar Kingston, ONRegistered User regular
    @jdarksun I was initially on your side with killing the Flametongue, but it's true, gaining momentum against a lightwell is hard, and without taunt the totem is an easy kill the next turn. And that turn he dropped the Silverback with you having an Acolyte ready to go? That's a free card draw right there! Gotta always check any free card draws first, and make those moves, then spend the mana. The next turn you could have killed the Stormwind guy and got rid of your useless Flametongue (by rockbiter) rather than having to use up real minions.

    But he did have a pretty solid deck.

  • Wooden SpoonWooden Spoon Great for SaucesRegistered User regular
    I'm enjoying Rogue more than I expected. I've worked on unlocking what I think are the better cards that are inexpensive dust-wise. Having things like Defias Ringleader and Knife Juggler unlocked has given me a lot more early game flexibility in constructed. I still basically have no idea what I'm doing, but I'm ok with that.

    FFXIV:Iadrich Loffel
    Wooden Spoon on Steam
    3DS: 1005-8709-0277
  • Bliss 101Bliss 101 Registered User regular
    shryke wrote: »
    shryke wrote: »
    This is annoying, I keep getting gold versions of a basic Shaman spell, but I cannot disenchant the gold or the regular version... would this be a bug or intended?

    You can't disenchant basic cards and you get them in a set order as you level the class.

    Yes, I'm only half talking about the cards you get as you level to 10, I'm saying, once you have 2 of [insert card] that cannot be disenchanted, why would the game give you even more of [exact same card] that also cannot be disenchanted.

    It seems incredibly pointless, and as a newbie, also incredibly frustrating to get 100% useless cards that I cannot do anything with, because I already have 2 of that exact same card, and I cannot equip the same card more than 2x in a deck.

    Because Basic Cards are given via leveling and that's it. So since you can't get them back, you can't get rid of them either. And maybe you don't want to use the gold version, so they don't let you destroy the normal version.

    You cant destroy the gold version either, which is why I have a problem with it, its 4x of the exact same card, same mana cost, same effects, same name, same everything, except 2 have a gold border and a slightly different picture. You cannot equip 2 of each either. And if I'm running into this problem this early in the game, how much longer before I have 20x of the same card, and I cannot do anything with them or make more interesting decks etc.

    You get gold versions of all your basic class cards as you continue leveling your class, so yeah, eventually you will have 4x of each of them. But no more.

    I suppose it's a way to show off that you're experienced with your class.

    MSL59.jpg
  • kraughmarkraughmar Kingston, ONRegistered User regular
    Game 2: I could see mulliganing the imp master, since the imps vs mage can be killed without issue. But it's not terrible to keep either.
    I would have silenced the Ogre rather than the Apprentice - he is hitting 7 mana next turn anyway, so Flamestrike is on the table either way. 5 Damage will kill your fire elemental.
    Then you attack the Ogre Mage with the Fire elemental - you realized this was a mistake, but unfortunately not til after you did it. Also, no point in playing flametongue totem between two guys you just played. It lets him see it and deal with it, and there is no upside for you. (I understand you're thinking "now these taunters have more attack, and he'll die if he trades" but he's a mage. He's not going to trade with minions.) Maybe he's going to flamestrike, and then it's dead. No benefit. Should not have played it. Two taunts for his two guys, and hit the face with the elemental is what I would have done. Next turn you can strategically drop the Flametongue to hurt him most.
    - And the flamestrike happened. Now you're in a bad spot.
    - Forced to play the Stormwind, but without any minions to make him worthwhile.
    - It just unravels from there. Feels bad to a guy drafting Goldshire Footmen, but they did come in handy for him. Sort of a budget control mage. And you saw how risky Bloodlust is - it was a dead card the whole game, along with Abusive sergeant.

    Rough run, but some misplays and areas for improvement. I wish I had kept my comparison draft, cause I think some of your picks were weaker. Bloodlust, the windspeaker, the 3-1 windfury guy, etc.

    But hey, you have 900g more than me so run some more Arenas!

  • kraughmarkraughmar Kingston, ONRegistered User regular
    Bliss 101 wrote: »
    shryke wrote: »
    shryke wrote: »
    This is annoying, I keep getting gold versions of a basic Shaman spell, but I cannot disenchant the gold or the regular version... would this be a bug or intended?

    You can't disenchant basic cards and you get them in a set order as you level the class.

    Yes, I'm only half talking about the cards you get as you level to 10, I'm saying, once you have 2 of [insert card] that cannot be disenchanted, why would the game give you even more of [exact same card] that also cannot be disenchanted.

    It seems incredibly pointless, and as a newbie, also incredibly frustrating to get 100% useless cards that I cannot do anything with, because I already have 2 of that exact same card, and I cannot equip the same card more than 2x in a deck.

    Because Basic Cards are given via leveling and that's it. So since you can't get them back, you can't get rid of them either. And maybe you don't want to use the gold version, so they don't let you destroy the normal version.

    You cant destroy the gold version either, which is why I have a problem with it, its 4x of the exact same card, same mana cost, same effects, same name, same everything, except 2 have a gold border and a slightly different picture. You cannot equip 2 of each either. And if I'm running into this problem this early in the game, how much longer before I have 20x of the same card, and I cannot do anything with them or make more interesting decks etc.

    You get gold versions of all your basic class cards as you continue leveling your class, so yeah, eventually you will have 4x of each of them. But no more.

    I suppose it's a way to show off that you're experienced with your class.
    The simple solution would be to just upgrade the basic cards to gold cards, rather than giving you a set of each. But some people don't want gold cards. If you could toggle the gold on or off that would do it.

    forty
  • Bliss 101Bliss 101 Registered User regular
    Some upcoming patch notes:
    Shattered Sun Cleric is now a 3/2 (was a 3/3)

    Argent Commander is now a 4/2 (was a 4/3)

    These cards are quite good for their cost, and they currently feel to be slightly above the curve in power compared to cards of a similar cost and type. Players end up choosing these cards for their deck much more often than other cards at the same mana cost. We want to increase the variety of cards being played at 3 and 6 mana.

    Flame Imp’s Battlecry now deals 3 damage (up from 2)

    Warlocks have a very strong early game, and this small change to Flame Imp should help a small amount. There are other cards that help the Warlock maintain early board advantage, and we’re keeping a close eye on those as time goes on.

    Mind Control’s mana cost is now 10 (up from 8)

    Mind Control has some pretty accurate flavor text … perhaps a little too accurate. Raising the mana cost will allow players to have a couple more turns to play with their big minions.

    Starving Buzzard is now a 2/1 (was a 2/2)

    At some ranks, Hunter was a bit strong versus Druids, Mages and Rogues. This change to Starving Buzzard will help even the playing field against those classes in particular.

    Unleash the Hounds has been reworked and now reads: “(4) For each enemy minion, summon a 1/1 Hound with Charge”.

    The old version of Unleash the Hounds was allowing for Hunters to win in a single turn, starting with no minions on the board. The new version adds some fun, new card combos to Hunters and helps with their ability to AoE.

    So OTK hunter will be gone. Expect UTH + starving buzzard to be hilarious at times.

    Leper gnome and loot hoarder can now trade with shattered sun cleric.

    MSL59.jpg
  • InvictusInvictus Registered User regular
    Bliss 101 wrote: »
    Some upcoming patch notes:
    Shattered Sun Cleric is now a 3/2 (was a 3/3)

    Argent Commander is now a 4/2 (was a 4/3)

    These cards are quite good for their cost, and they currently feel to be slightly above the curve in power compared to cards of a similar cost and type. Players end up choosing these cards for their deck much more often than other cards at the same mana cost. We want to increase the variety of cards being played at 3 and 6 mana.

    Flame Imp’s Battlecry now deals 3 damage (up from 2)

    Warlocks have a very strong early game, and this small change to Flame Imp should help a small amount. There are other cards that help the Warlock maintain early board advantage, and we’re keeping a close eye on those as time goes on.

    Mind Control’s mana cost is now 10 (up from 8)

    Mind Control has some pretty accurate flavor text … perhaps a little too accurate. Raising the mana cost will allow players to have a couple more turns to play with their big minions.

    Starving Buzzard is now a 2/1 (was a 2/2)

    At some ranks, Hunter was a bit strong versus Druids, Mages and Rogues. This change to Starving Buzzard will help even the playing field against those classes in particular.

    Unleash the Hounds has been reworked and now reads: “(4) For each enemy minion, summon a 1/1 Hound with Charge”.

    The old version of Unleash the Hounds was allowing for Hunters to win in a single turn, starting with no minions on the board. The new version adds some fun, new card combos to Hunters and helps with their ability to AoE.

    So OTK hunter will be gone. Expect UTH + starving buzzard to be hilarious at times.

    Leper gnome and loot hoarder can now trade with shattered sun cleric.

    I am not particularly happy with these ideas. I think if they had to do something to UTH, they should've removed the bonus to attack and just given all your beasts charge. I think OTK hunter decks are good for the environment.

    The change to shattered sun is fine, I don't know about the change to argent commander. I wonder whether it's substantially the current aggro environment that's driving the popularity of commander, and I wonder whether that environment is stable yet.

    Generalísimo de Fuerzas Armadas de la República Argentina
  • enlightenedbumenlightenedbum Registered User regular
    Hm, Mana Wyrm and Northshire Cleric are not on that list. I think they'd both be fine at 1/2 or 2 mana. Right now it seems like only Rockbiter Weapon really deals with those damn things quickly enough to matter.

    Self-righteousness is incompatible with coalition building.
  • InvictusInvictus Registered User regular
    Hm, Mana Wyrm and Northshire Cleric are not on that list. I think they'd both be fine at 1/2 or 2 mana. Right now it seems like only Rockbiter Weapon really deals with those damn things quickly enough to matter.

    I really think Northshire cleric can just be played around; don't drop minions that will damage but not kill him. Mana Wyrm is certainly really good, but I don't know whether a nerf is best yet.

    Generalísimo de Fuerzas Armadas de la República Argentina
  • shrykeshryke Member of the Beast Registered User regular
    kraughmar wrote: »
    Bliss 101 wrote: »
    shryke wrote: »
    shryke wrote: »
    This is annoying, I keep getting gold versions of a basic Shaman spell, but I cannot disenchant the gold or the regular version... would this be a bug or intended?

    You can't disenchant basic cards and you get them in a set order as you level the class.

    Yes, I'm only half talking about the cards you get as you level to 10, I'm saying, once you have 2 of [insert card] that cannot be disenchanted, why would the game give you even more of [exact same card] that also cannot be disenchanted.

    It seems incredibly pointless, and as a newbie, also incredibly frustrating to get 100% useless cards that I cannot do anything with, because I already have 2 of that exact same card, and I cannot equip the same card more than 2x in a deck.

    Because Basic Cards are given via leveling and that's it. So since you can't get them back, you can't get rid of them either. And maybe you don't want to use the gold version, so they don't let you destroy the normal version.

    You cant destroy the gold version either, which is why I have a problem with it, its 4x of the exact same card, same mana cost, same effects, same name, same everything, except 2 have a gold border and a slightly different picture. You cannot equip 2 of each either. And if I'm running into this problem this early in the game, how much longer before I have 20x of the same card, and I cannot do anything with them or make more interesting decks etc.

    You get gold versions of all your basic class cards as you continue leveling your class, so yeah, eventually you will have 4x of each of them. But no more.

    I suppose it's a way to show off that you're experienced with your class.
    The simple solution would be to just upgrade the basic cards to gold cards, rather than giving you a set of each. But some people don't want gold cards. If you could toggle the gold on or off that would do it.

    Why bother though? There's already a "normal card vs gold card" system in place, just use it.

    It also helps reinforce how the card system in the game works.

  • enlightenedbumenlightenedbum Registered User regular
    edited December 2013
    Invictus wrote: »
    Hm, Mana Wyrm and Northshire Cleric are not on that list. I think they'd both be fine at 1/2 or 2 mana. Right now it seems like only Rockbiter Weapon really deals with those damn things quickly enough to matter.

    I really think Northshire cleric can just be played around; don't drop minions that will damage but not kill him. Mana Wyrm is certainly really good, but I don't know whether a nerf is best yet.

    A one mana creature shouldn't control the board to that extent, I don't think.

    enlightenedbum on
    Self-righteousness is incompatible with coalition building.
    forty
  • fortyforty Registered User regular
    Yeah, quests are definitely fucked.

    I hadn't played HS in over a week. Logged in last night. Two quests come up. "Just play a game. Then another quest will come in." I play a game as warlock for one of the "win 2 games as X or Y" quests (and win! yay). No third quest. I play another game as warlock and actually win that one too. Yay! Quest completes. Still no other quest comes up. Only one quest remaining.

    wat

    Officially the unluckiest CCG player ever.
    shryke38thDoe
  • InvictusInvictus Registered User regular
    forty wrote: »
    Yeah, quests are definitely fucked.

    I hadn't played HS in over a week. Logged in last night. Two quests come up. "Just play a game. Then another quest will come in." I play a game as warlock for one of the "win 2 games as X or Y" quests (and win! yay). No third quest. I play another game as warlock and actually win that one too. Yay! Quest completes. Still no other quest comes up. Only one quest remaining.

    wat

    Yeah, quests are fucked. I play mostly every day and don't reliably get quests every day.

    Generalísimo de Fuerzas Armadas de la República Argentina
    forty
  • AegisAegis Fear My Dance Overshot Toronto, Landed in OttawaRegistered User regular
    Well, Smite and Backstab just got better, woo.

    We'll see how long this blog lasts
    Currently DMing: None :(
    Characters
    [5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
  • jdarksunjdarksun Struggler VARegistered User regular
    Those are some good changes. Certainly make Stormpike Commando more worthwhile.

  • shrykeshryke Member of the Beast Registered User regular
    edited December 2013
    More Nerf strikes incomnig:
    http://us.battle.net/hearthstone/en/forum/topic/10786719252
    Shattered Sun Cleric is now a 3/2 (was a 3/3)

    Argent Commander is now a 4/2 (was a 4/3)
    These cards are quite good for their cost, and they currently feel to be slightly above the curve in power compared to cards of a similar cost and type. Players end up choosing these cards for their deck much more often than other cards at the same mana cost. We want to increase the variety of cards being played at 3 and 6 mana.


    Flame Imp’s Battlecry now deals 3 damage (up from 2)
    Warlocks have a very strong early game, and this small change to Flame Imp should help a small amount. There are other cards that help the Warlock maintain early board advantage, and we’re keeping a close eye on those as time goes on.


    Mind Control’s mana cost is now 10 (up from 8)
    Mind Control has some pretty accurate flavor text … perhaps a little too accurate. Raising the mana cost will allow players to have a couple more turns to play with their big minions.


    Starving Buzzard is now a 2/1 (was a 2/2)
    At some ranks, Hunter was a bit strong versus Druids, Mages and Rogues. This change to Starving Buzzard will help even the playing field against those classes in particular.


    Unleash the Hounds has been reworked and now reads: “(4) For each enemy minion, summon a 1/1 Hound with Charge”.
    The old version of Unleash the Hounds was allowing for Hunters to win in a single turn, starting with no minions on the board. The new version adds some fun, new card combos to Hunters and helps with their ability to AoE.

    shryke on
  • shrykeshryke Member of the Beast Registered User regular
    The only one I feel is kinda bullshit is the UtH one which makes the card now feel extremely weak to me.

  • AegisAegis Fear My Dance Overshot Toronto, Landed in OttawaRegistered User regular
    shryke wrote: »
    The only one I feel is kinda bullshit is the UtH one which makes the card now feel extremely weak to me.

    Yea, UtH is now basically a cheaper Force of Nature.

    We'll see how long this blog lasts
    Currently DMing: None :(
    Characters
    [5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
  • enlightenedbumenlightenedbum Registered User regular
    I think Invictus is right on UtH.

    Self-righteousness is incompatible with coalition building.
  • shrykeshryke Member of the Beast Registered User regular
    The problem with the Argent Commander nerf is that it's the charge + Divine Shield + 4 damage that was the issue and why everyone loved it. The health is ... who cares?

    Ethea38thDoekime
  • jdarksunjdarksun Struggler VARegistered User regular
  • MazzyxMazzyx Comedy Gold Registered User regular
    Whelp that doesn't change most of my decks. Hunters are going to be more bleh than before.

    Just went 8-3. Last loss was folks talking to me so I stopped paying attention. Getting crap in my packs though so lots of dust. Finally getting my loot hoarders and my last eviscerate for my rogue.

    Still that is two in a row, wonder if I can make it three.

    u7stthr17eud.png
This discussion has been closed.