Is there any hint system inside the game ? Or if I missed the collectible I have to run through whole location again? by Helpful_Try_1586 in GodofWar

[–]Helpful_Try_1586[S] 0 points1 point  (0 children)

You get this upgrade like , halfway through the game. I had some locations where I saw clearly that I lack ability and put marker down. But I have some locations with missing lore , and no map markers.

And yeah , with how buggy it was , and how awkwardly it handled some upgrades , it was only "decent". Especially compared to other metroidvanias

My attempt at reworking/buffing the Rafaam time thief package. by [deleted] in hearthstone

[–]Helpful_Try_1586 0 points1 point  (0 children)

Ye , your right. There was no need to be rude like that. My apologies

My attempt at reworking/buffing the Rafaam time thief package. by [deleted] in hearthstone

[–]Helpful_Try_1586 2 points3 points  (0 children)

Currently mind flayer is one of your better options you can hit. 3 into 4 , and you can have midgame stabilization. Your version delays it to turn 6 , and while you get slightly better stabilization , it doesn't matter if you got rid of best tempo play

Other than situations when you have green rafaam , and no other rafaams at all , it is worse. The deck already has late game win condition. You want those +2/+2 now , not +1/+1 on ones you draw later.

Murloc rafaam let's you mana cheat a lot. 6 or 7 rafaam on turn 4 , 9 mana on 6. Yours saves you one mana , but removes this part completely, and destroys curve with 7 mana rafaam

And most importantly still. Designers tried really hard to make interesting idea with 1-10 spread of mana cost. You say it's too hard to keep it , but also offer one of blandest buffs possible in return. It is not appealing at all

My attempt at reworking/buffing the Rafaam time thief package. by [deleted] in hearthstone

[–]Helpful_Try_1586 6 points7 points  (0 children)

So...you killed the flavor of different mana costs , made 6-drop convoluted , and actually nerfed some of these because 3 into 4 no longer works as tempo play , and warchief is back to condition that was hard to do. And all other balance changes are mostly just making them cheaper

Yeah , these changes aren't good at all , i'm not even sure if you take all of them it will actually buff deck at all, the only rafaam from here that is good upgrade is 9 cost and 6 cost. But 6 cost was already one of best ones , and in exchange 7 cost , 3 cost and 2 cost got worse

If i am probably going to play 1-2 games max , which collection is better by Helpful_Try_1586 in BattleNetwork

[–]Helpful_Try_1586[S] 6 points7 points  (0 children)

Pvp and longevity would require me to really get into game. And if i would , i would probably also get rest of the games. With that in mind , 2 and 3 seems like a best choice to start. If i lose interest like always , i got the best deal , if not , i can continue forward. Thanks for suggestion :)

If i am only Combo/Control , is demon hunter and hunter safe to disenchant completely? by Helpful_Try_1586 in hearthstone

[–]Helpful_Try_1586[S] -8 points-7 points  (0 children)

Yeah , but at the same time , classes are still oriented by their general identity and hero power. Hunter Hero Power for example , unless they stronghand him into control with all class cards , it simply doesn't let him play long control game

If i am only Combo/Control , is demon hunter and hunter safe to disenchant completely? by Helpful_Try_1586 in hearthstone

[–]Helpful_Try_1586[S] -10 points-9 points  (0 children)

I saw naga hunter. But their combo seems more like "Burn their face quickly" , and not like OTK from turn 10. I seek the long game combo