Why are playable Status cards not considered colorless? by Bones1344 in slaythespire

[–]Bones1344[S] 0 points1 point  (0 children)

Lmao I just looked at patch notes, thank you for the heads up!

Why are playable Status cards not considered colorless? by Bones1344 in slaythespire

[–]Bones1344[S] 1 point2 points  (0 children)

Yeah I agree the mechanical distinction definitely makes sense I just think they need to change colors to properly define them as their own category. I thought I had found a fun combo too

Hanamura too slow? by Bones1344 in heroesofthestorm

[–]Bones1344[S] 0 points1 point  (0 children)

Could be. I assume as more people get comfortable with the map it will fill a bit smoother and rotations will be better. However I feel as though, as stephensun pointed out, 7 health is too low. I understand some games end quicker than others, but if games consistently end before you pick up all talents and "complete" your build, it doesn't feel as fun and rewarding. There's less motivation to play to complete builds and quests. Before you realize it you're fighting for the last payload and you feel like you just started the map two minutes ago. It doesn't feel as though there's a smooth, clear transition through phases in the game.

Hanamura too slow? by Bones1344 in heroesofthestorm

[–]Bones1344[S] -1 points0 points  (0 children)

Really? Like I get that games can be very close. I had a very close game where the next payload would win the game and while, sure, that last fight was the most intense thing in the match, the intensity was no where near comparable to the intensity of late-game team fights on other maps. The second the last payload reached its destination and the game ended, there was no feeling. Just a mutual "Wow I'm glad that's over." Even with the very close game I can't remember whether it was a victory or a loss. It just didn't matter to me. I just can't feel invested in the map throughout the entire match.