The new forums will be named Coin Return (based on the most recent vote)! You can check on the status and timeline of the transition to the new forums here.
The Guiding Principles and New Rules document is now in effect.
Set rotation doesn't actually solve the problem of [X] card being in every game, though: it changes what [X] card is (and more or less guarantee that there will never be more than 5~ or so viable decks at a given time).
Blizzard is in the unique position of actually being able to change cards that are too powerful. Rather than wringing their hands and insisting that this be a last resort option for basically no reason, they should be re-adjusting powerful / meta-dominating cards on a semi-reguar basis.
Ender gets it. Just to illustrate, here's the metagame for Magic's eternal format, Legacy: http://i.imgur.com/xUdfmwH.png
I recognize that a handful of cards from GvG are overplayed (Annoy-o-Tron, the 4 and 6 mana shredders, and Dr. Boom are arguably the worst offenders) but blowing up the world to deal with a handful of cards is using a sledgehammer to swat a fly. This is also symptomatic of an overall balance problem: The Grand Tournament was an unbalanced set with an overall lower power level than GvG except for certain classes (notably Paladin). There wasn't anything exciting enough to disincentivize shredders and Boom.
Which makes Coinage's statement "Anyway you can still play wild if you enjoy playing against Secret Paladin every game." extra weird. Only one Paladin Secret is rotating out! The deck still exists in standard.
every person who doesn't like an acquired taste always seems to think everyone who likes it is faking it. it should be an official fallacy.
...I can't tell if WhiteGenocide is serious or a parody.
#Poe
The phrase is not, but that twitter is clearly a troll, most of the posts are random cars. It's really not funny, but who am I to dictate the tweets people post?
Happiness is within reach!
0
BeNarwhalThe Work Left UnfinishedRegistered Userregular
Set rotation doesn't actually solve the problem of [X] card being in every game, though: it changes what [X] card is (and more or less guarantee that there will never be more than 5~ or so viable decks at a given time).
Blizzard is in the unique position of actually being able to change cards that are too powerful. Rather than wringing their hands and insisting that this be a last resort option for basically no reason, they should be re-adjusting powerful / meta-dominating cards on a semi-reguar basis.
Ender gets it. Just to illustrate, here's the metagame for Magic's eternal format, Legacy: http://i.imgur.com/xUdfmwH.png
I recognize that a handful of cards from GvG are overplayed (Annoy-o-Tron, the 4 and 6 mana shredders, and Dr. Boom are arguably the worst offenders) but blowing up the world to deal with a handful of cards is using a sledgehammer to swat a fly. This is also symptomatic of an overall balance problem: The Grand Tournament was an unbalanced set with an overall lower power level than GvG except for certain classes (notably Paladin). There wasn't anything exciting enough to disincentivize shredders and Boom.
Which makes Coinage's statement "Anyway you can still play wild if you enjoy playing against Secret Paladin every game." extra weird. Only one Paladin Secret is rotating out! The deck still exists in standard.
but they did edit cards too. is why i'm confused.
i'm new to card games so i'm very curious.
0
Apothe0sisHave you ever questioned the nature of your reality?Registered Userregular
Set rotation doesn't actually solve the problem of [X] card being in every game, though: it changes what [X] card is (and more or less guarantee that there will never be more than 5~ or so viable decks at a given time).
Blizzard is in the unique position of actually being able to change cards that are too powerful. Rather than wringing their hands and insisting that this be a last resort option for basically no reason, they should be re-adjusting powerful / meta-dominating cards on a semi-reguar basis.
Ender gets it. Just to illustrate, here's the metagame for Magic's eternal format, Legacy: http://i.imgur.com/xUdfmwH.png
I recognize that a handful of cards from GvG are overplayed (Annoy-o-Tron, the 4 and 6 mana shredders, and Dr. Boom are arguably the worst offenders) but blowing up the world to deal with a handful of cards is using a sledgehammer to swat a fly. This is also symptomatic of an overall balance problem: The Grand Tournament was an unbalanced set with an overall lower power level than GvG except for certain classes (notably Paladin). There wasn't anything exciting enough to disincentivize shredders and Boom.
Which makes Coinage's statement "Anyway you can still play wild if you enjoy playing against Secret Paladin every game." extra weird. Only one Paladin Secret is rotating out! The deck still exists in standard.
I agree they should nerf cards more, but even balanced cards can define a class for too long. Losing Lightbomb, for example, has made people rethink every Priest deck, and I think that's cool.
Secret Paladin does not exist in Standard because you can't drop Minibot-Muster-Shredder-Loatheb-Challenger-Boom every game. Without the other overpowered parts of the curve, there's no reason to play the deck.
Set rotation doesn't actually solve the problem of [X] card being in every game, though: it changes what [X] card is (and more or less guarantee that there will never be more than 5~ or so viable decks at a given time).
Blizzard is in the unique position of actually being able to change cards that are too powerful. Rather than wringing their hands and insisting that this be a last resort option for basically no reason, they should be re-adjusting powerful / meta-dominating cards on a semi-reguar basis.
Ender gets it. Just to illustrate, here's the metagame for Magic's eternal format, Legacy: http://i.imgur.com/xUdfmwH.png
I recognize that a handful of cards from GvG are overplayed (Annoy-o-Tron, the 4 and 6 mana shredders, and Dr. Boom are arguably the worst offenders) but blowing up the world to deal with a handful of cards is using a sledgehammer to swat a fly. This is also symptomatic of an overall balance problem: The Grand Tournament was an unbalanced set with an overall lower power level than GvG except for certain classes (notably Paladin). There wasn't anything exciting enough to disincentivize shredders and Boom.
Which makes Coinage's statement "Anyway you can still play wild if you enjoy playing against Secret Paladin every game." extra weird. Only one Paladin Secret is rotating out! The deck still exists in standard.
but they did edit cards too. is why i'm confused.
i'm new to card games so i'm very curious.
I don't think they have a consistent direction or design philosophy for Hearthstone, frankly.
I enjoy the game but it is kind of a hot mess.
every person who doesn't like an acquired taste always seems to think everyone who likes it is faking it. it should be an official fallacy.
Set rotation doesn't actually solve the problem of [X] card being in every game, though: it changes what [X] card is (and more or less guarantee that there will never be more than 5~ or so viable decks at a given time).
Blizzard is in the unique position of actually being able to change cards that are too powerful. Rather than wringing their hands and insisting that this be a last resort option for basically no reason, they should be re-adjusting powerful / meta-dominating cards on a semi-reguar basis.
Ender gets it. Just to illustrate, here's the metagame for Magic's eternal format, Legacy: http://i.imgur.com/xUdfmwH.png
I recognize that a handful of cards from GvG are overplayed (Annoy-o-Tron, the 4 and 6 mana shredders, and Dr. Boom are arguably the worst offenders) but blowing up the world to deal with a handful of cards is using a sledgehammer to swat a fly. This is also symptomatic of an overall balance problem: The Grand Tournament was an unbalanced set with an overall lower power level than GvG except for certain classes (notably Paladin). There wasn't anything exciting enough to disincentivize shredders and Boom.
Which makes Coinage's statement "Anyway you can still play wild if you enjoy playing against Secret Paladin every game." extra weird. Only one Paladin Secret is rotating out! The deck still exists in standard.
The graph is a little misleading though, because "a bunch of decks exist in legacy" still means .00001% of cards are playable and maybe 1 new deck every block gets added. One of the things that attracts people to legacy is that once you (exorbitantly) pay for your deck you can play it for years and years with little or no change, because its a glacial format, one defined mostly by cards of power levels they're unwilling to print nowadays. And that's fine for a certain sort of player and play experience, but it's not fresh or vibrant for everyone—especially not new players who are immediately turned off by the labyrinthine interactions and high card prices that define the collective history of the game.
JacobkoshGamble a stamp.I can show you how to be a real man!Moderatormod
the thing to remember is that the internet is a place where the lazy go to get vague notions about things from the functionally illiterate
so the hilarious popular internet stereotype of a thing is how they are not only wrong but often wrong in a really baffling "how did they even get there from here" way. everyone already knows this when it applies to their one thing but is 100% willing to believe it about something that isn't their thing
so yeah "it was too indescribable that I went MAD" is silly. yes. you're right
but lovecraft's stories, when they are effective and to the degree that they are effective (and it's worth remembering that horror is an incredibly subjective and unpredictable reaction to try to elicit from an audience, as witness how two people can watch the same godawful torture porn thing and one can barf and the other can laugh) derive their horror largely from paranoia and from the fear of losing one's mind
those are emotions that just can't be evoked in some people, and in others will not entertain or interest them, but they aren't dumb or invalid. they're not pulled out of anyone's ass. they're real things that real people actually feel. and i find them a lot more interesthing than "here's a catalogue of various ways the human body can be disfigured, vol. 2 in a series"
Set rotation doesn't actually solve the problem of [X] card being in every game, though: it changes what [X] card is (and more or less guarantee that there will never be more than 5~ or so viable decks at a given time).
Blizzard is in the unique position of actually being able to change cards that are too powerful. Rather than wringing their hands and insisting that this be a last resort option for basically no reason, they should be re-adjusting powerful / meta-dominating cards on a semi-reguar basis.
Ender gets it. Just to illustrate, here's the metagame for Magic's eternal format, Legacy: http://i.imgur.com/xUdfmwH.png
I recognize that a handful of cards from GvG are overplayed (Annoy-o-Tron, the 4 and 6 mana shredders, and Dr. Boom are arguably the worst offenders) but blowing up the world to deal with a handful of cards is using a sledgehammer to swat a fly. This is also symptomatic of an overall balance problem: The Grand Tournament was an unbalanced set with an overall lower power level than GvG except for certain classes (notably Paladin). There wasn't anything exciting enough to disincentivize shredders and Boom.
Which makes Coinage's statement "Anyway you can still play wild if you enjoy playing against Secret Paladin every game." extra weird. Only one Paladin Secret is rotating out! The deck still exists in standard.
but they did edit cards too. is why i'm confused.
i'm new to card games so i'm very curious.
I don't think they have a consistent direction or design philosophy for Hearthstone, frankly.
Set rotation doesn't actually solve the problem of [X] card being in every game, though: it changes what [X] card is (and more or less guarantee that there will never be more than 5~ or so viable decks at a given time).
Blizzard is in the unique position of actually being able to change cards that are too powerful. Rather than wringing their hands and insisting that this be a last resort option for basically no reason, they should be re-adjusting powerful / meta-dominating cards on a semi-reguar basis.
Ender gets it. Just to illustrate, here's the metagame for Magic's eternal format, Legacy: http://i.imgur.com/xUdfmwH.png
I recognize that a handful of cards from GvG are overplayed (Annoy-o-Tron, the 4 and 6 mana shredders, and Dr. Boom are arguably the worst offenders) but blowing up the world to deal with a handful of cards is using a sledgehammer to swat a fly. This is also symptomatic of an overall balance problem: The Grand Tournament was an unbalanced set with an overall lower power level than GvG except for certain classes (notably Paladin). There wasn't anything exciting enough to disincentivize shredders and Boom.
Which makes Coinage's statement "Anyway you can still play wild if you enjoy playing against Secret Paladin every game." extra weird. Only one Paladin Secret is rotating out! The deck still exists in standard.
The graph is a little misleading though, because "a bunch of decks exist in legacy" still means .00001% of cards are playable and maybe 1 new deck every block gets added. One of the things that attracts people to legacy is that once you (exorbitantly) pay for your deck you can play it for years and years with little or no change, because its a glacial format, one defined mostly by cards of power levels they're unwilling to print nowadays. And that's fine for a certain sort of player and play experience, but it's not fresh or vibrant for everyone—especially not new players who are immediately turned off by the labyrinthine interactions and high card prices that define the collective history of the game.
.00001% of cards in Standard are playable. Every format in Magic has stacks and stacks of shitty cards that never make it into constructed decks.
High card prices in Legacy are driven by sets going out of print, which there's no reason to do in a digital card game.
I wouldn't be remotely as salty if Blizzard hadn't taken GvG and Naxx out of the store.
Removing sets from the store just makes it a little harder for people to get into Wild.
And there is literally no reason to do it, except to drive players into Standard. They could just put a big warning flag on the old sets that "this is not playable in standard!" in the store. But that means that new players would actually be able to, y'know, get into Wild a little easier.
Cards going out-of-print is an artifact of paper card games that it is sadomasochistic for Blizzard to emulate.
every person who doesn't like an acquired taste always seems to think everyone who likes it is faking it. it should be an official fallacy.
the thing to remember is that the internet is a place where the lazy go to get vague notions about things from the functionally illiterate
so the hilarious popular internet stereotype of a thing is how they are not only wrong but often wrong in a really baffling "how did they even get there from here" way. everyone already knows this when it applies to their one thing but is 100% willing to believe it about something that isn't their thing
so yeah "it was too indescribable that I went MAD" is silly. yes. you're right
but lovecraft's stories, when they are effective and to the degree that they are effective (and it's worth remembering that horror is an incredibly subjective and unpredictable reaction to try to elicit from an audience, as witness how two people can watch the same godawful torture porn thing and one can barf and the other can laugh) derive their horror largely from paranoia and from the fear of losing one's mind
those are emotions that just can't be evoked in some people, and in others will not entertain or interest them, but they aren't dumb or invalid. they're not pulled out of anyone's ass. they're real things that real people actually feel. and i find them a lot more interesthing than "here's a catalogue of various ways the human body can be disfigured, vol. 2 in a series"
One of (probably the only) thing that I think is worth dragging out of Lovecraft's work is the study not of the macabre (although that certainly is a part of it) but of the vivid descriptions of people slowly losing their grip on reality, sometimes through entirely normal means with no outside provocations!
It's what makes things like "The Telltale heart" such a timeless classic. There was no mysticism, no evil spirits from beyond...just a man who has committed an unspeakable horror that drives him over the edge.
Lovecraft's stories are at their most powerful when this is their subject matter- he set one hell of a tone for slipping into another world, but only in your own mind....but all people latch onto is flowery victorian adjectives and unknowable space monsters
It's why short story collections that actually feel Lovecraftian are so hard to actually find, because most of them are like "and then CTHULU SHOWED UP and i SAW A SHOGGOTH" instead of describing the things someone slowly built up in their head that may or may not be real until they finally break
Posts
I got a little excited when I saw your ship.
What do you need help with?
Hit the share button on the controller.
Step 2:
show feet
at least the parts that popular culture have latched onto.
one thing-man-was-not-meant-to-know is the same as another
the spookiness will drive you mad!
...I can't tell if WhiteGenocide is serious or a parody.
#Poe
It's not.
It's both. Which makes it terrifying.
Ender gets it. Just to illustrate, here's the metagame for Magic's eternal format, Legacy: http://i.imgur.com/xUdfmwH.png
I recognize that a handful of cards from GvG are overplayed (Annoy-o-Tron, the 4 and 6 mana shredders, and Dr. Boom are arguably the worst offenders) but blowing up the world to deal with a handful of cards is using a sledgehammer to swat a fly. This is also symptomatic of an overall balance problem: The Grand Tournament was an unbalanced set with an overall lower power level than GvG except for certain classes (notably Paladin). There wasn't anything exciting enough to disincentivize shredders and Boom.
Which makes Coinage's statement "Anyway you can still play wild if you enjoy playing against Secret Paladin every game." extra weird. Only one Paladin Secret is rotating out! The deck still exists in standard.
the "no true scotch man" fallacy.
Are you not the one in charge around here
Who's running this operation
DexHavok is my Twitch name
but they did edit cards too. is why i'm confused.
i'm new to card games so i'm very curious.
Secret Paladin does not exist in Standard because you can't drop Minibot-Muster-Shredder-Loatheb-Challenger-Boom every game. Without the other overpowered parts of the curve, there's no reason to play the deck.
I don't think they have a consistent direction or design philosophy for Hearthstone, frankly.
I enjoy the game but it is kind of a hot mess.
the "no true scotch man" fallacy.
The graph is a little misleading though, because "a bunch of decks exist in legacy" still means .00001% of cards are playable and maybe 1 new deck every block gets added. One of the things that attracts people to legacy is that once you (exorbitantly) pay for your deck you can play it for years and years with little or no change, because its a glacial format, one defined mostly by cards of power levels they're unwilling to print nowadays. And that's fine for a certain sort of player and play experience, but it's not fresh or vibrant for everyone—especially not new players who are immediately turned off by the labyrinthine interactions and high card prices that define the collective history of the game.
so the hilarious popular internet stereotype of a thing is how they are not only wrong but often wrong in a really baffling "how did they even get there from here" way. everyone already knows this when it applies to their one thing but is 100% willing to believe it about something that isn't their thing
so yeah "it was too indescribable that I went MAD" is silly. yes. you're right
but lovecraft's stories, when they are effective and to the degree that they are effective (and it's worth remembering that horror is an incredibly subjective and unpredictable reaction to try to elicit from an audience, as witness how two people can watch the same godawful torture porn thing and one can barf and the other can laugh) derive their horror largely from paranoia and from the fear of losing one's mind
those are emotions that just can't be evoked in some people, and in others will not entertain or interest them, but they aren't dumb or invalid. they're not pulled out of anyone's ass. they're real things that real people actually feel. and i find them a lot more interesthing than "here's a catalogue of various ways the human body can be disfigured, vol. 2 in a series"
can't disagree with that.
I got a little excited when I saw your ship.
i want people to just start using this out in the world
let's make this our contribution to the zeitgeist
it's a noble genre, propagated by heroes and the socially courageous
.00001% of cards in Standard are playable. Every format in Magic has stacks and stacks of shitty cards that never make it into constructed decks.
High card prices in Legacy are driven by sets going out of print, which there's no reason to do in a digital card game.
I wouldn't be remotely as salty if Blizzard hadn't taken GvG and Naxx out of the store.
Removing sets from the store just makes it a little harder for people to get into Wild.
And there is literally no reason to do it, except to drive players into Standard. They could just put a big warning flag on the old sets that "this is not playable in standard!" in the store. But that means that new players would actually be able to, y'know, get into Wild a little easier.
Cards going out-of-print is an artifact of paper card games that it is sadomasochistic for Blizzard to emulate.
the "no true scotch man" fallacy.
One of (probably the only) thing that I think is worth dragging out of Lovecraft's work is the study not of the macabre (although that certainly is a part of it) but of the vivid descriptions of people slowly losing their grip on reality, sometimes through entirely normal means with no outside provocations!
It's what makes things like "The Telltale heart" such a timeless classic. There was no mysticism, no evil spirits from beyond...just a man who has committed an unspeakable horror that drives him over the edge.
Lovecraft's stories are at their most powerful when this is their subject matter- he set one hell of a tone for slipping into another world, but only in your own mind....but all people latch onto is flowery victorian adjectives and unknowable space monsters
QQ
Unless I become an MP or something and want to distinguish myself.
I would recommend two anthologies: Lovecraft Unbound, edited by Ellen Datlow and She Walks in Shadows
I've read these cover to cover so many times. So many good stories.
(also props to @tapeslinger for the recommendation on that second one)