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your Country52797 Posts
On November 07 2016 06:40 NKB wrote: I am really looking forward to this set, I am kind of curious what the other multi class cards are and what effects they are going to have. There are only 9 (3 per faction), so not a lot... hopefully the unrevealed ones are much cooler than discover a class card.
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I really dislike the thief-rogue which it appears that they are trying to push. It's simply too random what you get. When it works, it's brilliant, when you get random shit tier cards - not so much. The variance is simply too high to enjoy for me.
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On November 07 2016 11:43 The_Templar wrote:Show nested quote +On November 07 2016 06:40 NKB wrote: I am really looking forward to this set, I am kind of curious what the other multi class cards are and what effects they are going to have. There are only 9 (3 per faction), so not a lot... hopefully the unrevealed ones are much cooler than discover a class card.
If they are just more discover cards then that would be very disappointing, having the faction cards opens up quite a few possibilities for some exciting decks, but of course it depends on the text the cards have at the end of the day.
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On November 07 2016 00:43 Hellonslaught wrote:Drakonid Operative: I agree, Its a DISCOVER effect, much better then Thoughtsteal and Shifting Shade. Fel Orc Soulfiend: Priest shenanigans. Can also be silenced for almost full Blade master circle value.
They're trying pushing Purify I see.
On November 07 2016 06:05 NewSunshine wrote:Show nested quote +On November 07 2016 03:02 WindWolf wrote:On November 07 2016 00:44 maze. wrote:Man they really oversold the tricolor cards in the presentation: There are nine tri-class cards in the set. Each faction has three. www.hearthpwn.com After the fiasco with joust and inspire (save for a few cards), I can understand why Blizzard is a bit more cautions with new mechanics and doesn't go all-in in them. That being said, only three cards per faction is a bit sad There's nothing sad about it. They're using Discover as the mechanic that brings all three classes together, which fits nicely with how Discover already works, but the thing with Discover is that they actually don't need to make that many cards that do it, for them to cover all the bases and have the impact they need to have. All 9 cards probably won't have Discover, but the ones we've seen so far do, and it's a very strong effect that you don't actually need to have on a ton of different cards. It's a cool mechanic, and it's sure to make a splash, even if there's only 9 of them. Even using a bit of math, since each card is playable by 3 classes, it's essentially 27 cards, since each class will have different reasons to use each card.
This is a good point. If they made too many triclass discover cards then it just ends up, you take the one that's best and ignor the rest. So why bother printing so many alternatives huh?
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On November 07 2016 21:27 NKB wrote:Show nested quote +On November 07 2016 11:43 The_Templar wrote:On November 07 2016 06:40 NKB wrote: I am really looking forward to this set, I am kind of curious what the other multi class cards are and what effects they are going to have. There are only 9 (3 per faction), so not a lot... hopefully the unrevealed ones are much cooler than discover a class card. If they are just more discover cards then that would be very disappointing, having the faction cards opens up quite a few possibilities for some exciting decks, but of course it depends on the text the cards have at the end of the day.
Kazakas is very strong, and I fully expect the other two tri-class legendaries to be as well. It results in a theme similar to what the old gods created, with a powerful neutral you could somewhat build around (with different classes having their own flavor) to give lots of options for decks to build.
On November 07 2016 06:05 NewSunshine wrote:Show nested quote +On November 07 2016 03:02 WindWolf wrote:On November 07 2016 00:44 maze. wrote:Man they really oversold the tricolor cards in the presentation: There are nine tri-class cards in the set. Each faction has three. www.hearthpwn.com After the fiasco with joust and inspire (save for a few cards), I can understand why Blizzard is a bit more cautions with new mechanics and doesn't go all-in in them. That being said, only three cards per faction is a bit sad There's nothing sad about it. They're using Discover as the mechanic that brings all three classes together, which fits nicely with how Discover already works, but the thing with Discover is that they actually don't need to make that many cards that do it, for them to cover all the bases and have the impact they need to have. All 9 cards probably won't have Discover, but the ones we've seen so far do, and it's a very strong effect that you don't actually need to have on a ton of different cards. It's a cool mechanic, and it's sure to make a splash, even if there's only 9 of them. Even using a bit of math, since each card is playable by 3 classes, it's essentially 27 cards, since each class will have different reasons to use each card.
I don't know. Using similar math, it's essentially only 3 cards, since each tri-class card is only 1/3 of a neutral card. I don't think that's the right way to look at it.
What I kind of dislike about the tri-class cards is just that - they are practically neutral cards. From the ones they've shown, there's nothing that makes me think they couldn't just be neutrals honestly. Maybe the remaining tri-class cards will be more unique, where we could say "yeah, they couldn't give that card to class X, because card Y would break it." Otherwise there is honestly not too much justification for the tri-class card concept in the first place. I mean, they're apparently willing to let classes discover cards of other classes, making it practically impossible to predict what the opponent might have discovered, why not make these cards available to any class?
For this set I was really hoping for some more complex and interesting card design, and largely haven't seen it yet. As I said above, the tri-class concept has not been legitimized to me yet, but of course we'll see what other cards they've got. My best explanation is that they really don't want to push out accessibility of the game to people who are playing on their phone, not really paying attention, or younger audiences like 10 year olds or something.
But I do agree that there shouldn't be too many discover effects. Imagine if the set had 30+ discover cards. People would be discovering way too much every game, and it would become cumbersome, like that pirate treasure brawl where you discover a card every turn.
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On November 08 2016 03:10 Dromar wrote: I don't know. Using similar math, it's essentially only 3 cards, since each tri-class card is only 1/3 of a neutral card. I don't think that's the right way to look at it. No, the logic I'm using holds. When you really get down to it, each neutral card is essentially 9 different cards, because each neutral card means something different to each of the 9 classes, where with my model a tri-class card is functionally like 3 different cards. The idea that a tri-class card is like 1/3 of a neutral card is mathematically consistent. The other factor at play is the fact that, since they're class cards, they can still be made to be more powerful than their neutral counterparts, since only 3 classes have to be considered when designing them.
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Dragonfire Potion is so insane Priests will be all over the place. 1 mana shadow madness on 2 attack minions is also absurd
I think I am the only one so far that thinks Fel Orc Soulfiend is bad. Fel Orc is in Shadow Word Pain territory, Injured Blademaster is not. IBM deals his damage once. FOS does it every turn. Because of how common I think Priest will be after this expansion priest is going to want to play cards priests have issues with. IBM is still a problem for a priest to kill. 4 attack is just so good vs them.
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your Country52797 Posts
On November 08 2016 13:02 Orcasgt24 wrote: Dragonfire Potion is so insane Priests will be all over the place. 1 mana shadow madness on 2 attack minions is also absurd
I think I am the only one so far that thinks Fel Orc Soulfiend is bad. Fel Orc is in Shadow Word Pain territory, Injured Blademaster is not. IBM deals his damage once. FOS does it every turn. Because of how common I think Priest will be after this expansion priest is going to want to play cards priests have issues with. IBM is still a problem for a priest to kill. 4 attack is just so good vs them. You are not alone. I gave it a 3/10 on my rating list.
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wait...
We have seen about 1/4 of all cards from this upcoming expansion, yet people are already making conclusions which class is gonna get abused.
Also have in mind that in about 5 months a good chunk of Dragons from Blackrock mountain are rotating out, so Dragon Priest more likely won't be a lasting deck.
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found some more...
![[image loading]](https://i.imgur.com/2dHmRfV.jpg)
![[image loading]](https://i.imgur.com/Nbqg2om.jpg)
![[image loading]](https://i.imgur.com/6xDHKsK.jpg)
![[image loading]](https://i.imgur.com/MBn4onG.png)
![[image loading]](https://i.imgur.com/k9Q5Wam.png)
![[image loading]](https://i.imgur.com/OxVAqfZ.png)
...and the RNG continues
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Stolen Goods might be really strong with Alley Armorsmith. It would make it a 5 mana 5/10 taunt that gains a good chunk of armor.
It seems like they really ramped up the power level of the cards in this set, mostly on the defensive side.
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Only 3 of those cards have RNG, and two of them are really easy to control (especially the Warrior one).
The Rogue one is really swingy though and it is the legendary. But still, not so bad.
I'm really curious though if Beardo is going to work out. Spamming Hero Powers would get expensive fast, but maybe doubling up is good enough.
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The rogue legendary looks like a worse huckster tbh. Hopefully I'm wrong.
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On November 09 2016 08:16 Dromar wrote: Stolen Goods might be really strong with Alley Armorsmith. It would make it a 5 mana 5/10 taunt that gains a good chunk of armor.
It seems like they really ramped up the power level of the cards in this set, mostly on the defensive side. That's what excites me most of all. All the strong cards lately have been very offensive, usually favoring midrange and aggro, but the last great defensive cards we got have been in Naxx and GvG. There haven't been any great control tools since Standard dropped, imo.
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Meh just pulled Fjola Lightbane out of the pack Thijs gave me, reseting my legendary algo right before the expansion.
But I'm glad the expansion hits soon and that the cards seem rather powerful after the disaster of the last adventure.
Love the low cost, combo cards priest is getting. Both new 1 mana cards look really strong. Dragon Potion is overrated imo.
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On November 10 2016 01:39 Kenpark wrote: Meh just pulled Fjola Lightbane out of the pack Thijs gave me, reseting my legendary algo right before the expansion.
But I'm glad the expansion hits soon and that the cards seem rather powerful after the disaster of the last adventure.
Love the low cost, combo cards priest is getting. Both new 1 mana cards look really strong. Dragon Potion is overrated imo.
Algorithm applies separately for each different set. Getting a legendary from the last pack you'll open of a set is the ideal scenario. In fact when a new set comes out I intentionally save some gold so that I can buy packs one-off until I get a legendary and then stop.
Man, I really think Dragonfire Potion is strong. It may be overrated though, because everyone's immediate thought is to be blown away by it. It's a cheaper, stronger Flamestrike. I've said in the past that board clears need to be cheaper and/or stronger to be competitive nowadays, and this is exactly what I was talking about. I guess we'll see. I would certainly say that it looks like Priest has a lot of strong control options coming to them though, so it's definitely possible that Dragonfire Potion doesn't even end up being the most popular method of board control.
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On November 10 2016 01:46 Dromar wrote:Show nested quote +On November 10 2016 01:39 Kenpark wrote: Meh just pulled Fjola Lightbane out of the pack Thijs gave me, reseting my legendary algo right before the expansion.
But I'm glad the expansion hits soon and that the cards seem rather powerful after the disaster of the last adventure.
Love the low cost, combo cards priest is getting. Both new 1 mana cards look really strong. Dragon Potion is overrated imo. Algorithm applies separately for each different set. Getting a legendary from the last pack you'll open of a set is the ideal scenario. In fact when a new set comes out I intentionally save some gold so that I can buy packs one-off until I get a legendary and then stop.
Why do you stop after first legendary? Presumably you'll still buy packs from there later? And presumably you won't have all the new cards need yet?
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What Priest really needs is Velen fodder... a useful replacement for Mind Blast that can attack Minions as well is long overdue ^^
some Spell to kill 4 and above attack to replace / update SW Death, so not longer have to Entomb a Azure Drake / Druid of the Claw, but that's probably asking for too much.
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On November 10 2016 02:00 Ghostcom wrote:Show nested quote +On November 10 2016 01:46 Dromar wrote:On November 10 2016 01:39 Kenpark wrote: Meh just pulled Fjola Lightbane out of the pack Thijs gave me, reseting my legendary algo right before the expansion.
But I'm glad the expansion hits soon and that the cards seem rather powerful after the disaster of the last adventure.
Love the low cost, combo cards priest is getting. Both new 1 mana cards look really strong. Dragon Potion is overrated imo. Algorithm applies separately for each different set. Getting a legendary from the last pack you'll open of a set is the ideal scenario. In fact when a new set comes out I intentionally save some gold so that I can buy packs one-off until I get a legendary and then stop. Why do you stop after first legendary? Presumably you'll still buy packs from there later? And presumably you won't have all the new cards need yet?
No, I buy many packs, but don't spend all my gold. That way after opening, say, 120 packs or whatever, I can then finish the pity timer buying one-off packs.
So with 15000 gold, I'll buy something like 120 packs, and save the last 3000 gold to finish the pity timer, then whatever I have left is just an initial bank toward the next set.
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Ah that makes sense, thanks
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