As was foretold, we've added advertisements to the forums! If you have questions, or if you encounter any bugs, please visit this thread: https://forums.penny-arcade.com/discussion/240191/forum-advertisement-faq-and-reports-thread/
We're funding a new Acquisitions Incorporated series on Kickstarter right now! Check it out at https://www.kickstarter.com/projects/pennyarcade/acquisitions-incorporated-the-series-2

[Hearthstone] THIS THREAD IS DEAD! POST IN THE NEW ONE!

1141517192099

Posts

  • I needed anime to post.I needed anime to post. boom Registered User regular
    hmm

    if quests drew a card when you cast them some of them would probably just be auto-run in decks whether or not you were playing a quest deck

    liEt3nH.png
    3cl1ps3kimeElvenshaeTeriferinLucedesGrobianJulius
  • GarthorGarthor Registered User regular
    furbat wrote: »
    If quests drew a card when you cast them, they'd be a lot more playable.

    Though paladin and warlock are just bad,

    Purify costs 2 mana because they didn't like that it was being used as 1 mana: draw a card.

    Elvenshae
  • YiliasYilias Registered User regular
    Miracle and Freeze would both run a 1 mana cantrip.

    Steam - BNet: Yilias #1224 - Riot: Yilias #moc
    3cl1ps3Elvenshae
  • hippofanthippofant ティンク Registered User regular
    edited July 2017
    The lack of interactivity in the quests are problematic. I mean, basically, if the game goes on long enough, the quest will always go off. This limits how powerful they can be, and the trade-off is building your deck around getting them off.

    I think there might be a place for quests that are more powered-down. Something like the Paladin quest, but easier to activate, rather than requiring Paladins to run an unplayable deck. The idea of having a 1-mana card that is played early for some payoff, like a big powerful minion, on turn 7 or 8 seems quite reasonable to me: give up early card advantage for a later-game tempo push. I think it's a fascinating take on tempo, even, distinct from Hearthstone's traditional unstoppable tempo steamroller.

    Alternately, quests should be disruptable by your opponent. Like, instead of play X deathrattle minions, maybe it's have X deathrattles you control go off, so shit like polymorph and silence effects can shut them down. Then quests could be powered up, and players can have tools to tech against them if they're really that powerful.

    hippofant on
  • I needed anime to post.I needed anime to post. boom Registered User regular
    we had incremental quests they were called undertaker and flamewaker and questing adventurer and

    liEt3nH.png
    3cl1ps3Dibby
  • hippofanthippofant ティンク Registered User regular
    edited July 2017
    we had incremental quests they were called undertaker and flamewaker and questing adventurer and

    Ehh. Those have immediate payoff. Or can be held until they have immediate payoff when played, anyways.

    But having something QA-like could be neat, I think. Like suspend in Magic. Except the tradeoff with suspend was that the card's natural casting cost was higher, and instead, the tradeoff here would be requiring you to perform a certain action that would slightly skew your deck.

    Like, play 10 spells, get an 8/8 on the board. (Okay, that's kinda like Arcane Giant, but I guess that's my point, that something along these lines would work and not be game-breaking.) Or kill five minions with your face, deal 10 damage to your opponent and gain 10 armor.

    hippofant on
  • I needed anime to post.I needed anime to post. boom Registered User regular
    ah so you'd like Shadowverse's amulets

    liEt3nH.png
    Lucedes
  • GvzbgulGvzbgul Registered User regular
    Maybe hyper specific quests that rely on your opponent doing certain things?

    Quest: Turn the the tide.

    Kill 5 pirates. Get something thematic.


    Granted, that's a pretty bad example. But some quests that need a bit of back and forth between you and your opponent would be neat. Maybe a quest to buff your opponent's minions, or to survive 30+ damage (you'd need to put that one on the right class, some would do it too easily).

  • I needed anime to post.I needed anime to post. boom Registered User regular
    personally before we get more quests printed, i'd like to get more multi-class cards printed

    that's a mechanic that's substantially healthier for the game and immediately abandoned

    liEt3nH.png
    3cl1ps3MMMigYiliasTeriferinRozDibbyMarty81LucedesAuralynxElvenshaeGoodKingJayIIIdarunia106
  • The Escape GoatThe Escape Goat incorrigible ruminant they/themRegistered User regular
    personally before we get more quests printed, i'd like to get more multi-class cards printed

    that's a mechanic that's substantially healthier for the game and immediately abandoned

    wait weren't you saying it was unhealthy because it effectively made for there to be 3 classes instead of 9?

    9uiytxaqj2j0.jpg
  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    I'm pretty sure INANTP was always pro-triclass cards?

  • hippofanthippofant ティンク Registered User regular
    Huh. Rolled the 3 Druid win quest on EU. Went 3-0 with Jade Druid against Token Druid, Pirate Warrior, Token Shaman.

    Gonna go buy a lottery ticket now.

  • I needed anime to post.I needed anime to post. boom Registered User regular
    personally before we get more quests printed, i'd like to get more multi-class cards printed

    that's a mechanic that's substantially healthier for the game and immediately abandoned

    wait weren't you saying it was unhealthy because it effectively made for there to be 3 classes instead of 9?

    that doesn't sound like something I said, but something I may have said is that the mechanical focus of the 3 factions in Gadgetzan was an error

    two of them are extremely linear (handbuff/jade) which makes the classes both not play very differently and can result in some classes feeling like they didn't really get any cards at all. in addition the experience of playing against those mechanics winds up being very similar - they're just putting out larger and larger mans over time. reno decks on the other hand wound up feeling fairly different from one another, with the pushed kazakus and reno being the only thing that makes play patterns feel similar against them

    and of course the fourth cross-class gang of pirates was just too good

    the main problem with the cross-class cards is that there was a very small number of them, and 3 of them were just fuckin' "discover a card that's not in your class" cards, which are problematic. but you can do more subtle and interesting things, like say maybe 4 of the classes can have access to a minion that pays significantly less in stat budget for something like Spellpower.

    the real solution is to create mechanically complex and interesting cards like Dopplegangster that has different meanings for different classes due to the unique mechanics of those classes but considering i continually only refer to dopplegangster as an example i'm not holding my breath there

    liEt3nH.png
    3cl1ps3
  • RozRoz Boss of InternetRegistered User regular
    personally before we get more quests printed, i'd like to get more multi-class cards printed

    that's a mechanic that's substantially healthier for the game and immediately abandoned

    wait weren't you saying it was unhealthy because it effectively made for there to be 3 classes instead of 9?

    that doesn't sound like something I said, but something I may have said is that the mechanical focus of the 3 factions in Gadgetzan was an error

    two of them are extremely linear (handbuff/jade) which makes the classes both not play very differently and can result in some classes feeling like they didn't really get any cards at all. in addition the experience of playing against those mechanics winds up being very similar - they're just putting out larger and larger mans over time. reno decks on the other hand wound up feeling fairly different from one another, with the pushed kazakus and reno being the only thing that makes play patterns feel similar against them

    and of course the fourth cross-class gang of pirates was just too good

    the main problem with the cross-class cards is that there was a very small number of them, and 3 of them were just fuckin' "discover a card that's not in your class" cards, which are problematic. but you can do more subtle and interesting things, like say maybe 4 of the classes can have access to a minion that pays significantly less in stat budget for something like Spellpower.

    the real solution is to create mechanically complex and interesting cards like Dopplegangster that has different meanings for different classes due to the unique mechanics of those classes but considering i continually only refer to dopplegangster as an example i'm not holding my breath there

    Poor Force of Nature. Doppleganster pretty much invalidated it as a card.

  • I needed anime to post.I needed anime to post. boom Registered User regular
    uh no, having charge removed from it invalidated it as a card :rotate:

    liEt3nH.png
    kime3cl1ps3TeriferinLucedesRoad BlockMMMig
  • RozRoz Boss of InternetRegistered User regular
    uh no, having charge removed from it invalidated it as a card :rotate:

    Sure, but doppleganster being basically the same card but working with evolve/hand buffs effectively made it a much better card at the same mana cost and neutral no less. And they printed living mana *shrug*

  • I needed anime to post.I needed anime to post. boom Registered User regular
    but it works with all of druid's spell synergy

    liEt3nH.png
  • DibbyDibby I'll do my best! Registered User regular
    edited July 2017
    personally before we get more quests printed, i'd like to get more multi-class cards printed

    that's a mechanic that's substantially healthier for the game and immediately abandoned

    I think the biggest success of the tri-class cards were the "Discover a card from these three classes" cards.

    Granted, only Kabal Courier actually really saw play? The others... were understatted. A 2 mana 1/1 is WAY too slow (similarly why Jeweled Scarab didn't see play), and a 5 mana 5/3 is simply not good enough. If it were a 3/5, maybe. But at 3 health, it dies to literally everything. 3 mana 2/2 is the perfect storm, because 1) it's played in classes/decks that typically play pretty slow anyway and 2) a 3 mana 2/2 is still an okay body. Like it's decent, right? It's not great, but it's a body. But stats aside, it was a cool idea at the very least. Like how cool is it getting a heal as a Warlock? Or potent burn/removal spells as a Priest?

    Putting that aside though, it's definitely a cool mechanic which could be expanded on further in the future. I'd definitely like to see something outside of a parasitic package like Jades.

    Edit: Also Handbuffs shouldn't have been so piecemeal. It only worked in Paladin because Paladin has stuff that buffs the entire hand, not just one minion.

    Double Edit Showerthoughts Edition: Aggro Druid is a handbuff deck......

    Dibby on
    DNiDlnb.png
    Battle.net Tag: Dibby#1582
    Elvenshae3cl1ps3
  • The Escape GoatThe Escape Goat incorrigible ruminant they/themRegistered User regular
    Dibby wrote: »
    personally before we get more quests printed, i'd like to get more multi-class cards printed

    that's a mechanic that's substantially healthier for the game and immediately abandoned

    (similarly why Jeweled Scarab didn't see play)

    coughconcedemagecough

    9uiytxaqj2j0.jpg
  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited July 2017
    Dibby wrote: »
    personally before we get more quests printed, i'd like to get more multi-class cards printed

    that's a mechanic that's substantially healthier for the game and immediately abandoned

    I think the biggest success of the tri-class cards were the "Discover a card from these three classes" cards.

    Granted, only Kabal Courier actually really saw play? The others... were understatted. A 2 mana 1/1 is WAY too slow (similarly why Jeweled Scarab didn't see play), and a 5 mana 5/3 is simply not good enough. If it were a 3/5, maybe. But at 3 health, it dies to literally everything. 3 mana 2/2 is the perfect storm, because 1) it's played in classes/decks that typically play pretty slow anyway and 2) a 3 mana 2/2 is still an okay body. Like it's decent, right? It's not great, but it's a body. But stats aside, it was a cool idea at the very least. Like how cool is it getting a heal as a Warlock? Or potent burn/removal spells as a Priest?

    Putting that aside though, it's definitely a cool mechanic which could be expanded on further in the future. I'd definitely like to see something outside of a parasitic package like Jades.

    Edit: Also Handbuffs shouldn't have been so piecemeal. It only worked in Paladin because Paladin has stuff that buffs the entire hand, not just one minion.

    And also the only one that has all non-conditional buffing. Hunter's buff cards are like half Beasts only and Warrior just gets the Taunt one.

    3cl1ps3 on
  • The Escape GoatThe Escape Goat incorrigible ruminant they/themRegistered User regular
    edited July 2017
    3clipse wrote: »
    Dibby wrote: »
    personally before we get more quests printed, i'd like to get more multi-class cards printed

    that's a mechanic that's substantially healthier for the game and immediately abandoned

    I think the biggest success of the tri-class cards were the "Discover a card from these three classes" cards.

    Granted, only Kabal Courier actually really saw play? The others... were understatted. A 2 mana 1/1 is WAY too slow (similarly why Jeweled Scarab didn't see play), and a 5 mana 5/3 is simply not good enough. If it were a 3/5, maybe. But at 3 health, it dies to literally everything. 3 mana 2/2 is the perfect storm, because 1) it's played in classes/decks that typically play pretty slow anyway and 2) a 3 mana 2/2 is still an okay body. Like it's decent, right? It's not great, but it's a body. But stats aside, it was a cool idea at the very least. Like how cool is it getting a heal as a Warlock? Or potent burn/removal spells as a Priest?

    Putting that aside though, it's definitely a cool mechanic which could be expanded on further in the future. I'd definitely like to see something outside of a parasitic package like Jades.

    Edit: Also Handbuffs shouldn't have been so piecemeal. It only worked in Paladin because Paladin has stuff that buffs the entire hand, not just one minion.

    And also the only one that has all non-conditional buffing. Hunter's buff cards are like half Beasts only and Warrior just gets the Taunt one.

    Well, there was also the 4/3 for 4 that EoT +2/+2s, that was the only hand buff card that actually saw competitive play.

    Edit: Grimy Gadgeteer, I think?

    The Escape Goat on
    9uiytxaqj2j0.jpg
    Elvenshae
  • TynnanTynnan seldom correct, never unsure Registered User regular
    Fire Fly is another example in the Doppelgangster category.

  • CoinageCoinage Heaviside LayerRegistered User regular
    I loved Reno Concede Mage :(

    kime
  • The Escape GoatThe Escape Goat incorrigible ruminant they/themRegistered User regular
    Coinage wrote: »
    I loved Reno Concede Mage :(

    Pffft, why would I need a reno when I have seven healbots?

    9uiytxaqj2j0.jpg
  • narwhalnarwhal monodon monoceros Registered User regular
    edited July 2017
    need a friend for 160 gold

    edit: Thanks dex!

    narwhal on
    Narwhal#1834
    ElvenshaeKoopahTroopah
  • Marty81Marty81 Registered User regular
    narwhal wrote: »
    need a friend for 160 gold

    Done. Thanks!

  • GrobianGrobian What's on sale? Pliers!Registered User regular
    Dibby wrote: »
    personally before we get more quests printed, i'd like to get more multi-class cards printed

    that's a mechanic that's substantially healthier for the game and immediately abandoned

    I think the biggest success of the tri-class cards were the "Discover a card from these three classes" cards.

    Granted, only Kabal Courier actually really saw play? The others... were understatted. A 2 mana 1/1 is WAY too slow (similarly why Jeweled Scarab didn't see play), and a 5 mana 5/3 is simply not good enough. If it were a 3/5, maybe. But at 3 health, it dies to literally everything. 3 mana 2/2 is the perfect storm, because 1) it's played in classes/decks that typically play pretty slow anyway and 2) a 3 mana 2/2 is still an okay body. Like it's decent, right? It's not great, but it's a body. But stats aside, it was a cool idea at the very least. Like how cool is it getting a heal as a Warlock? Or potent burn/removal spells as a Priest

    Fwiw the 1/1 was extremely good in arena and the 5/3 was still pretty good even with its stats distribution.

    The 2/2 isn't statted any better imo, it was just played in decks that don't care about stats on board and rather have a second (third, fourth,...) kazakus.

    PoGo friend code: 7835 1672 4968
    Julius
  • BrainleechBrainleech 機知に富んだコメントはここにあります Registered User regular
    I wish a warlock deck played like a warlock.
    Demons and magic burning it all down.
    But no to play that is a quick way to lose.

    Kevin Crist
  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    Grobian wrote: »
    Dibby wrote: »
    personally before we get more quests printed, i'd like to get more multi-class cards printed

    that's a mechanic that's substantially healthier for the game and immediately abandoned

    I think the biggest success of the tri-class cards were the "Discover a card from these three classes" cards.

    Granted, only Kabal Courier actually really saw play? The others... were understatted. A 2 mana 1/1 is WAY too slow (similarly why Jeweled Scarab didn't see play), and a 5 mana 5/3 is simply not good enough. If it were a 3/5, maybe. But at 3 health, it dies to literally everything. 3 mana 2/2 is the perfect storm, because 1) it's played in classes/decks that typically play pretty slow anyway and 2) a 3 mana 2/2 is still an okay body. Like it's decent, right? It's not great, but it's a body. But stats aside, it was a cool idea at the very least. Like how cool is it getting a heal as a Warlock? Or potent burn/removal spells as a Priest

    Fwiw the 1/1 was extremely good in arena and the 5/3 was still pretty good even with its stats distribution.

    The 2/2 isn't statted any better imo, it was just played in decks that don't care about stats on board and rather have a second (third, fourth,...) kazakus.

    The difference between dying to a ping or 1/1 and not dying to a ping or 1/1 can be pretty huge.

    DibbyAuralynxElvenshae
  • furbatfurbat Registered User regular
    edited July 2017
    The discover cards are really great in decks whose strategies are to go into fatigue such as control priest, paladin, or mage or in decks like quest warrior with stonehill for obvious reasons. Otherwise you'd rather just draw another card from your own deck. Why play a 1/1 for 2 discover a card vs 1/1 draw a card for 2?

    Why play the 5/3 discover a card as a druid when you just want to draw more cards for the combo.

    In constructed your deck should be strong enough that you'd rather see more of it over discovering a card. In arena, you are likely to discover better cards than are in your deck which makes it strong.

    furbat on
  • furbatfurbat Registered User regular
    edited July 2017
    I've decided that instead of playing the actual classes for my play x card quests, I'm just going to play a priest with mind visions and stuff.

    So far, I'm loving it. Deck is like mind visions, glimmer root, shifting shades, inquisitor, thought steal, etc.

    furbat on
    ShadowhopeElvenshae
  • MMMigMMMig Registered User regular
    Streamed from 18 to 15 with only one loss yesterday with my ramp druid.

    That "Beetleberries, my favorite!" guy gave me this...
    200px-Ethereal_Peddler%2842023%29_Gold.png?version=128235fff02e11104f791852e5a1762b


    I felt so, so bad for my opponent.

    l4lGvOw.png
    Witty signature comment goes here...

    wra
    ShadowhopeThe Escape GoatAuralynxDibbyGrobianMNC DoverElvenshaeTeriferinGoodKingJayIIInarwhaldarunia106
  • ShadowhopeShadowhope Baa. Registered User regular
    furbat wrote: »
    I've decided that instead of playing the actual classes for my play x card quests, I'm just going to play a priest with mind visions and stuff.

    So far, I'm loving it. Deck is like mind visions, glimmer root, shifting shades, inquisitor, thought steal, etc.

    "Kill you with your own stuff Priest" is the reason why my Priest class is level 60, despite having only one other class above 50.

    Civics is not a consumer product that you can ignore because you don’t like the options presented.
  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    I opened my one Un'Goro pack from championships thinking there was no way it'd be a legendary since my pity timer was only at 9 packs and waiting was silly. So I opened it and got a duplicate legendary.

    Well played, random number generator. You win this round.

    DibbyMMMigBetsuniMuffinatronfurbatMNC DoverShadowhopekimeJuliusSensationaldjFinduscloudeagleElvenshaedarunia106jgeis
  • furbatfurbat Registered User regular
    Why do I keep seeing ultra greedlord priest running around with the medivh package, dragon package, AND lyra package, with elise and glimmerroots. That can't possibly beat other decks can it?

  • ShadowhopeShadowhope Baa. Registered User regular
    furbat wrote: »
    Why do I keep seeing ultra greedlord priest running around with the medivh package, dragon package, AND lyra package, with elise and glimmerroots. That can't possibly beat other decks can it?

    As long as it can survive until turn 6 (or five with coin), it can beat anything.

    Civics is not a consumer product that you can ignore because you don’t like the options presented.
    Elvenshae
  • furbatfurbat Registered User regular
    edited July 2017
    I seem to beat it with non-greedlord dragon priest. Simply because you only have so much mana a turn and shadow visions + elise is enough greed for anyone.

    Like to run that much greed you have to give up all kinds of important stuff. It's like, great you have a full hand of 6-8 cost cards in your hand. I have 2 twilight drakes on board. What now priest?

    furbat on
  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    Greedlord decks are sort of a relic from a different time. They were great against fatigue control decks, which don't exist any longer.

    The Escape Goat
  • The Escape GoatThe Escape Goat incorrigible ruminant they/themRegistered User regular
    3clipse wrote: »
    Greedlord decks are sort of a relic from a different time. They were great against fatigue control decks, which don't exist any longer.

    rip four old god reno druid :c

    9uiytxaqj2j0.jpg
    3cl1ps3
  • furbatfurbat Registered User regular
    I just beat quest warrior as dragon priest going into fatigue.

    Granted, this is hearthstone so gameplay past turn 5 isn't supported.

This discussion has been closed.