TypicalThijs out already.
Typical
He is been awful on all the latest tournaments
Typical
He is been awful on all the latest tournaments
Really hard to perform in tourney while being top flight streamer that cater to casual
Probably been thought of by why not introduce a rotating class ban to ladder once they meta gets stale? Only maybe the top 3 classes and every week ban a different class from ladder.
This would allow players to experience something a little more similar to tourney play while also allowing pros to do the same. Could be missing some fatal flaw though.
The fatal flaw is that a lot of newer players only have one viable deck. Plus, it would upset a lot of people if you removed their favorite deck.Probably been thought of by why not introduce a rotating class ban to ladder once they meta gets stale? Only maybe the top 3 classes and every week ban a different class from ladder.
This would allow players to experience something a little more similar to tourney play while also allowing pros to do the same. Could be missing some fatal flaw though.
The fatal flaw is that a lot of newer players only have one viable deck. Plus, it would upset a lot of people if you removed their favorite deck.
This reminds me when my opponents keep getting frostmourne, and I always got army of the dead.
0-3 for leaving Druid unbanned.
That sounds good. The game need more variety.I think the game is mature enough to support a third ranked format with rotating rules.
- one month with a 15 second turn timer
- one month with a rotating daily class ban
- one month with 60-card decks
I'm just spitballing specifics here but I think it would be a good addition to the game.
Should I craft Y'Shaarj just to play big priest? I would have to dust my golden tinkmaster overspark as well. I don't have the dust for highlander priest and all the other decks i've been playing have felt like shit. Just feels bad to craft a legendary that will get wild'ed next year. Also i'm not even sure big priest counters druid at this point (not that anything does).
I read the explanation for what is going on there and I still don't think I understand it. So Power Overwhelming was somehow stuck on Zavas because it was returned to hand by the Ambusher before the PO effect resolved?
I watched the video and read the explanation and still don't know what's going on.
I watched the video and read the explanation and still don't know what's going on.
I watched the video and read the explanation and still don't know what's going on.
It blows my mind that cards in hand 'exist, but I guess it makes sense when you look at handbuff cards and other like effects. Coding in games is probably one of the best/worst things ever.
HS as a card game that has so many wacky interactions and different mechanics is a very special and particular hell. I've been thinking about the code of this game and I just end up admiring the work of the programmers. Programming those many cards without breaking everything once they introduce a set is some huge work.
I don't even know if that zavas interaction is a bug or not... I mean, it is supposed to work like that. May be the wrong thing is to assume a dead minion as discarded.
The issue with arena is that you can complete a run as slowly as you want. So you could still face pretty much anything and players could try to game the system by saving decks from a better arena cycle.Also, I'd really like it if arena mixed 1-3 expansions every month. You'd get Naxx+KFT, Ung only, GvG+OinK+KFT, etc.
Dying in hand and being discarded should of course be separate things. But I guess this is such a rare interaction that they hadn't even thought of it or didn't think it's worth the effort.
The issue with arena is that you can complete a run as slowly as you want. So you could still face pretty much anything and players could try to game the system by saving decks from a better arena cycle.
Dying in hand and being discarded should of course be separate things.
This Hunterace kid is hella good
It's possible that something dying / being discarded / milled is the same thing, to save time / thinking when it came to programming those interactions. Then when you have a card like Dynomancer, it just looks at dead minions who died from the hand, and not ones who died on the board, but only Blizzard knows for sure.
Also have to remember that Hearthstone started out as a small pet project that was blown up into something larger, so the core programming of the game could be pretty janky as well. However, if that was the case, I would assume it would of been fixed way long ago, but it's hard to say.
Yeah, they could do that. Some people would be pretty pissed if they're like 1-0 with an insane deck and forgot about the reset, but you can't please everyone. And I think there would have to be some overlap so people can actually start runs on the last few days of a rotation.This is so easy to fix, just end all ongoing arena runs at the end of the month with ladder resets. Waiting to snipe Kripp at 11-1? You get your 11 win rewards but your run is over.
This is what they do for Heroic tavern brawls at the end of the Brawl week already.
Be as it may, dying in hand is currently handled as a discard. I wonder if "whenever a minion dies" effects are triggered when it happens?I'm speculating, but they probably are. Whenever they added the very first handbuff card to the game (Mistcaller I think), someone probably brought up the idea/possibility of *negative* handbuffs. They might have coded in a [If card "dies" or maximum health is reduced to 0 --> discard the card] logic since there needed to be some way to handle it.
I wonder if they are going to fix that Giant/Witch interaction. It only affects Wild so they might slide but the interaction does not seem intended.
they already said it is intentional
The Sea Witch / Giant interaction is tough, because you have two different effects attempting to manipulate the mana cost of the card, a direct set and a variable set. Should a direct set always override a variable set?
As much as people claim that Hearthstone is built on spaghetti code, most of the weird shit that ends up happening looks to me more like that everything is actually very compact and compartmentalized as much as possible. They're trying to create a very flexible system so they can do as little hardcoding as possible and make it easy to slide new mechanics in.
The original Auchenai / Lifesteal interaction is a great example. If you read the wording of how Lifesteal said it worked, you could see how the interaction was easily "unintended" but that it actually made sense why it worked the way it did when you realize it was exactly following the rules of the game. Whenever they "fixed" the interaction as part of The Frozen Throne, they probably had to add a hardcoded killswitch into the code to stop the recursion.
Aviana Kun seems like a weird inclusion in that deck.
Well there it is then.they already said it is intentional
EDIT: this is the confirmation: https://twitter.com/EntropyQ1/status/902985619172859904