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On April 05 2016 09:25 NewSunshine wrote: Guess we'll be seeing what has the developers so excited very soon.
10 mana 6/6 Fill each player's board with 0/1 Destructible Rocks with Taunt.
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On April 05 2016 09:37 Ryzel wrote:Show nested quote +On April 05 2016 09:25 NewSunshine wrote: Guess we'll be seeing what has the developers so excited very soon. 10 mana 6/6 Fill each player's board with 0/1 Destructible Rocks with Taunt. I didn't know DB moved to the Hearthstone team, he's a flighty man he is
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On April 05 2016 09:37 Ryzel wrote:Show nested quote +On April 05 2016 09:25 NewSunshine wrote: Guess we'll be seeing what has the developers so excited very soon. 10 mana 6/6 Fill each player's board with 0/1 Destructible Rocks with Taunt.
As a long time SC2 player, I approve of this card. Maybe the next Shaman weapon can be David Kim's nerf hammer XD
Nerf Hammer 5 mana, 2 overload 3/4 Weapon Effect: Each time you attack a minion, transform it into a minion that costs two less.
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Sooo.... are you guys pre-ordering? When I had no gold, I usually convinced myself with the argument that even if some cards will not be in the meta now, they can always surface eventually, and it's a nice feeling to enlarge your collection. But with the new formats, it's not necessarily true. I'll have 5k gold and God knows how much dust when the expo hits and I'm kinda torn, because if I get a legendary like that Boogie monster.... *shivers*
well, let's wait for all the reveals
On April 05 2016 13:23 RevenantSC2 wrote:Show nested quote +On April 05 2016 09:37 Ryzel wrote: [QtUOTE]On April 05 2016 09:25 NewSunshine wrote: Guess we'll be seeing what has the developers so excited very soon. 10 mana 6/6 Fill each player's board with 0/1 Destructible Rocks with Taunt.
As a long time SC2 player, I approve of this card. Maybe the next Shaman weapon can be David Kim's nerf hammer XD
Nerf Hammer 5 mana, 2 overload 3/4 Weapon Effect: Each time you attack a minion, transform it into a minion that costs two less. [/QUOTE] 50% chance of a Bunker change happening as well.
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On April 05 2016 09:37 Ryzel wrote:Show nested quote +On April 05 2016 09:25 NewSunshine wrote: Guess we'll be seeing what has the developers so excited very soon. 10 mana 6/6 Fill each player's board with 0/1 Destructible Rocks with Taunt. =D
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[/QUOTE] 50% chance of a Bunker change happening as well.[/QUOTE]
More like a 50% chance to nerf snipe or Khaydrin Amulet!
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Pretty sure Mire Keeper and Ghoul 2.0 are solid if not amazing. Not certain what to think about the Shaman weapon. By the numbers, it's incredible: two small-to-medium minions killed followed by a 4/2 body. The manacost might be too much, though. What matters most for weapons isn't the value behind them so much as the timing which they hit. This card isn't taking effect in time to clear Imp Gang Bosses and Tomb Pillagers, like Death's Bite and Truesilver Champion are. It's taking effect in time to hit Master of Evolution and Corrupted Healbot. I'll be the first to admit, those examples are cherrypicked to hell and back, but the difference of a turn means a lot as far as controlling the board is concerned. This is one of the reasons why Fiery War Axe is so, so much better than Powermace. In the lategame, though, when you can control carefully where your charges go, the new weapon should be great. Dunno if that's what weapons are really for, though, in comparison to getting really good value and some safe opening curves.
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On April 05 2016 14:21 Acritter wrote: Pretty sure Mire Keeper and Ghoul 2.0 are solid if not amazing. Not certain what to think about the Shaman weapon. By the numbers, it's incredible: two small-to-medium minions killed followed by a 4/2 body. The manacost might be too much, though. What matters most for weapons isn't the value behind them so much as the timing which they hit. This card isn't taking effect in time to clear Imp Gang Bosses and Tomb Pillagers, like Death's Bite and Truesilver Champion are. It's taking effect in time to hit Master of Evolution and Corrupted Healbot. I'll be the first to admit, those examples are cherrypicked to hell and back, but the difference of a turn means a lot as far as controlling the board is concerned. This is one of the reasons why Fiery War Axe is so, so much better than Powermace. In the lategame, though, when you can control carefully where your charges go, the new weapon should be great. Dunno if that's what weapons are really for, though, in comparison to getting really good value and some safe opening curves.
I don't see the Shaman weapon being playable, at least in constructed as it stands. Shaman already has a number of powerful 5 drops it likes to play and it's not like this one is even useful in most situations. I personally cannot see the card being played over Thunderbluff Valiant, Azure Drake, and/or the new legendary in any Midrange or Control deck. In wild it has to contend with Loatheb, Healbot, and Belcher as well. It might be relevant to a more aggressive deck but is it really better than Doomhammer? Maybe in some form of Reno control Shaman? lol
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I'll confidently answer the aggro question: no, it isn't. Doomhammer is 16 damage total from one card and can provide 10 damage of burst for 6 mana of immediate investment. That's literally beyond all comparison. No other card in the game can provide damage in those proportions. Other classes have some other advantages, but Doomhammer is just crazy.
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I'll confidently answer the aggro question: no, it isn't. Doomhammer is 16 damage total from one card and can provide 10 damage of burst for 6 mana of immediate investment. That's literally beyond all comparison. No other card in the game can provide damage in those proportions. Other classes have some other advantages, but Doomhammer is just crazy.
If any decent minion stays alive, it can easily deal 16 damage as well. Doomhammer was usually not played in midrange shaman, so it is not OP at all actually because of how many turns it needs for full value.
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United Kingdom31255 Posts
On April 05 2016 15:37 ViZe wrote:Show nested quote +On April 05 2016 14:21 Acritter wrote: Pretty sure Mire Keeper and Ghoul 2.0 are solid if not amazing. Not certain what to think about the Shaman weapon. By the numbers, it's incredible: two small-to-medium minions killed followed by a 4/2 body. The manacost might be too much, though. What matters most for weapons isn't the value behind them so much as the timing which they hit. This card isn't taking effect in time to clear Imp Gang Bosses and Tomb Pillagers, like Death's Bite and Truesilver Champion are. It's taking effect in time to hit Master of Evolution and Corrupted Healbot. I'll be the first to admit, those examples are cherrypicked to hell and back, but the difference of a turn means a lot as far as controlling the board is concerned. This is one of the reasons why Fiery War Axe is so, so much better than Powermace. In the lategame, though, when you can control carefully where your charges go, the new weapon should be great. Dunno if that's what weapons are really for, though, in comparison to getting really good value and some safe opening curves. I don't see the Shaman weapon being playable, at least in constructed as it stands. Shaman already has a number of powerful 5 drops it likes to play and it's not like this one is even useful in most situations. I personally cannot see the card being played over Thunderbluff Valiant, Azure Drake, and/or the new legendary in any Midrange or Control deck. In wild it has to contend with Loatheb, Healbot, and Belcher as well. It might be relevant to a more aggressive deck but is it really better than Doomhammer? Maybe in some form of Reno control Shaman? lol Thunderbluff Valiant isn't even run in current midrange shaman decks for being too weak and I really wouldn't say Azure Drake is better than this weapon. I'll agree it has a lot of competition in Wild though.
Its biggest competition is Hallazeal but Hallazeal isn't even a normal 5 drop because you don't ever want to play him on turn 5
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On April 05 2016 19:06 Slydie wrote:Show nested quote +I'll confidently answer the aggro question: no, it isn't. Doomhammer is 16 damage total from one card and can provide 10 damage of burst for 6 mana of immediate investment. That's literally beyond all comparison. No other card in the game can provide damage in those proportions. Other classes have some other advantages, but Doomhammer is just crazy. If any decent minion stays alive, it can easily deal 16 damage as well. Doomhammer was usually not played in midrange shaman, so it is not OP at all actually because of how many turns it needs for full value. ???
Doomhammer was the win condition of Midrange Shaman, alongside Al'Akir. That was what made the deck special. Apart from that, Shaman didn't have anything really impressive to threaten going into the lategame, in contrast to what the other midrange classes offered. And do you think it's as easy to keep minions alive as it is to keep Doomhammer alive? No, that would be ridiculous.
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On April 05 2016 19:43 Drazerk wrote: Its biggest competition is Hallazeal but Hallazeal isn't even a normal 5 drop because you don't ever want to play him on turn 5
Neither is Thunder buff valiant. In general Turn 5 is pretty mediocre on mid-range Shaman. and it is also a turn where you want to avoid overload because of the followup Fire elemental. That said we are talking about shaman here that means that the question of the mana curve is way more complicated. A 5 drops is also in competition with 3-4 drops with overload. For example, if you play Fireguard destroyer then you want to followup with a 4 drop with no overload and not a 5 drop in that case the twilight hammer become in concurrence with Master of Evolution and Defender of Argus. But it is a good thing to have a decent option at 5 mana if the curve needs it. And if Master of evolution is the go to 4 drop as it looks it will be then it will indeed needs one.
Also I think that this weapon can be better than Doomhammer. I do not think it is fair to directly compare them since Doomhamer cost 2 more mana but if you only look at the surface they do look the same: 5 mana, for 4 damage for several turns. I do think they serves completely different purposes though. Doomhammer have 3 inherent issues (which is why playing it was already a meta call back in Vanilla hearthstone): - the 2 overload mess your precious 6 drop so usually you do not play it on T5 - trading minion with it is extremely inefficient and costly to you life total - it takes 4 turns to get full value out of it - Harrison Jones on it will usually immediately lose you the game against slow decks.
As such the Doomhammer was played in 2 ways: - As a lot of constant pressure for long matchup, crossing the fingers for no Harrison - As a 10 damage burst finisher with the Rockbiter weapon
This new weapon is nearly the opposite on every point: It does not provide significant sustain damages not a big burst but it is excellent for trading, can be played without a second thought on T5 and is pretty resilient against on Harrison Jones (while it is still a value swing, you keep the board and the initiative). As such I do not really see how they can be in competition with one another they are just 2 completely separate cards.
Is this card good? Yeah I would say it is solid. Will it be played? Entirely dependent on the meta and on what the Shaman curve looks like, but the chance are on a very probable Yes.
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United Kingdom31255 Posts
There you go Timmy. You have your dragon.
![[image loading]](http://media-hearth.cursecdn.com/avatars/285/628/635954556054082188.png)
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United Kingdom31255 Posts
I'd also like to point out that every spoiler in the OP now has a card and it only took 1/3 of the expansion to do so.
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on the new blood guy: ... i simply dont know what to say. Lets take a look at the ideal situation: you play something like double resurrect on a turn and at the END you gain this 30/30 guy and LOSE the 9/9. this has "i've got a beast in my sight" all over it. not just that shadow word death, polymorph, assasinate, uldaman, hex and so on. Why its not worth: realistically you will be playing 2x the 9/9 in a row meaning you will have to spend 2 whole end game turns to get this guy. if your first 9/9 gets killed you wont be able to summon the 30/30 anymore the normal way (have to play something like resurrect, stuff like gang op probably wont even do as it gets killed before you can gang it in normal situations). So lets say you somehow got 2x the 9/9, which costed you 2 cards, 20 mana over 2 turns giving your opponent free play. your reward will be losing the 2 minions for a single 30/30, being even easier to remove. realistically he will just hex it costing him only 1 card and 3 mana. In short this card is an extremely high cost, no realistic reward whatsoever play. Options for making this card more playable: -giving the big guy charge or taunt -an on entering the board effect (think of an 10 increase lotheb or deathwing effect) -keeping the instead of merging summoning, allowing you to keep the 9/9 -reducing cost and strength -replace your hero with -make the 30/30 able to get from transformation like the new shaman card, but that would be completely broken and no way the community would accept that without further balance changes
all in all i dont see how people will be able to make this card work has some place in "fun decks" but even there he seems more frustrating than fun
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Dude... Voltron never saw any play, why would they print this shit.
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United Kingdom31255 Posts
On April 06 2016 02:31 Hellonslaught wrote: Dude... Voltron never saw any play, why would they print this shit. There are three types of card game players
Timmy - Little kid loves big minions Johnny - Loves cool combos Spike - Only cares about the competitive side
As a community anyone visiting this site is probably a Spike
This card is designed to please Timmy / Johnny. Its a fun card but its never going to be good. Just like Voltron was
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from + Show Spoiler +http://www.gameinformer.com/games/hearthstone_whispers_of_the_old_gods/b/pc/archive/2016/04/05/exclusive-whispers-of-the-old-gods-preview-hearthstone-39-s-biggest-minion.aspx?utm_content=buffer5145f&utm_medium=social&utm_source=twitter.com&utm_campaign=buffer
We also knew we wanted massive horrible monsters in Whispers of the Old Gods, yes we can see... horrible... IN VALUE blizzards horrible attempt to make people forget about boogymonster
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