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Hearthstone expansion detailsFollow

#1 Apr 12 2014 at 1:07 PM Rating: Excellent
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Pretty neat post which sheds some light on the Naxx-expansion for Hearthstone and shows some of the new cards/boss abilities.

I must say I really like this. Always enjoyed PvE more than PvP in almost every game I ever played, so this is just right for me.
#2 Apr 12 2014 at 1:58 PM Rating: Good
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Wait, so that Shade has stealth AND gets +1/1 each turn? For 3 mana and a base of 2/2? Holy freaking OP.

Now I just want to know what the gold cost is, so I can decide if I should be saving now or not.
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#3 Apr 12 2014 at 2:25 PM Rating: Excellent
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idiggory the Fussy wrote:
Wait, so that Shade has stealth AND gets +1/1 each turn? For 3 mana and a base of 2/2? Holy freaking OP.

That was my first thought too. Maybe he'll get nerfed a bit or we'll see more AoE/random damage in the new cards to make up for his Stealth. The AoE Silence Priests have may become an autoinclude. Not only because of the Shade but because Deathrattle seems to be a major theme in the expansion.


idiggory the Fussy wrote:
Now I just want to know what the gold cost is, so I can decide if I should be saving now or not.

I aim for 2k gold now. Since I only have 155 or so, that's a lot of dailies. And no Arena since I really suck at it. Smiley: frown
#4 Apr 12 2014 at 2:47 PM Rating: Good
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I think, once I get all my decks to 10+ and have a better understanding of them, I'll switch to doing more Arena. I figure it'll be a loss for me at first, but I'll get better with time.

[EDIT]

Thing about full sweeps is that some classes just don't have them. I mean, what's a Warrior supposed to do? If your cleave doesn't hit the Shade, you're screwed. And if they toss it out when there's already 3 enemies on the board, it'll take 2 cleaves to down it anyway.

Edited, Apr 12th 2014 4:50pm by idiggory
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IDrownFish wrote:
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#5 Apr 12 2014 at 3:40 PM Rating: Excellent
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If you can't take out the Shade before it grows for a few turns, then you'll just have to take it out the same way you would any other big monster once it leaves stealth. Hard removal is great, but so it just wacking it down. Warrior has a few options, actually. Brawl can get rid of it before it unstealths, and a Whirlwind/Execute combo can kill it off after it unstealths no matter its health. Warriors also have the massive amounts of weapons and charging minions and etc to bring it down. And that's beside the fact that if they have almost any form of AoE, it'll be killed off before it can grow much. It only has 2 health until the start of the turn after you dropped it. That's not much different from a Blood Imp. Two whirlwinds, a Holy Nova, a Blizzard, two Arcane Explosions (or an Arcane Explosion with a +spellpower buff), Betrayal, Explosive Shot, etc. There are a lot of ways to deal damage to a minion in stealth.

It's strong, and possibly a little too strong, but I don't think it's unbeatable or overpowered. A more balanced version might say "Gains +1/+1 at the beginning of each of your turns while in stealth," which would give it some synergy with Rogue cards on top of that. But if it went live as is, I think it would be OK.

Edited, Apr 12th 2014 5:44pm by IDrownFish
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#6 Apr 12 2014 at 4:15 PM Rating: Good
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The issue I have with the card is that it's essentially a low-mana big monster, unless you're really unlucky and don't get it until late in the game. Throw that thing down on turn 3 and it's going to be a beast if you keep it stealthed.

If I'm doing my math correctly, two concurrent flamestrikes at 7/8 would be needed to down it (and if they went first, and you used your mana, that wouldn't work).

Brawl could definitely take it down, of course. But that's a rare card, and it targets you as well. No full sweep I'm aware of can reliably counter this card (either because it requires luck, or can hurt you, or both). The only strat I can think of is one that combines spell damage (or mana reduction) cards and back-to-back sweeps.

Obviously you can take it down like normal once it unstealths, but the other deck is still going to have big baddies to play that you'd be itching to execute. A smart player could use this card just to bait your execute/poly/whatever.
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IDrownFish wrote:
Anyways, you all are horrible, @#%^ed up people

lolgaxe wrote:
Never underestimate the healing power of a massive dong.
#7 Apr 12 2014 at 4:30 PM Rating: Excellent
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The thing is, it's not a low-mana big monster until such time as the big monsters would already be on the field. It costs 3 mana, yes, but it only grows at the start of your turn. So on turn 4 it's a 3/3. On turn 5 it's a 4/4. On turn 6 it's a 5/5. Most other stuff you can drop then is just as, if not more effective.

It really is only a bigger threat than anything else by turn, say, 9, assuming that you dropped it on turn 3. And by then, you should have either dealt with it or have plenty of options to deal with it once it attacks.

I'd take facing this if dropped as soon as possible over facing a Yeti dropped as soon as possible any day.
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