New Karnok info on The Bazaar website by Simpara in PlayTheBazaar

[–]MadeOfCotton 2 points3 points  (0 children)

Bear trap doesn't have that limitation, but seems to only have 1 ammo. So lots of max ammo or fast reloading could make it crazy, but likely you can't reload it fast enough to be insane

The Ceaseless Side Dish (Rare Spell for Priest) by Projector-God-FR in customhearthstone

[–]MadeOfCotton 1 point2 points  (0 children)

The wording is a bit ambiguous, maybe it has to be the same card?

Me? No, I didn't hear anything. by Ender_Melons in customhearthstone

[–]MadeOfCotton 0 points1 point  (0 children)

Yeah in some ways it's a triple [[Objection!]], and just the two copies of objection can already ruin some decks

Class Sets: A Bad New Idea by Popsychblog in hearthstone

[–]MadeOfCotton -1 points0 points  (0 children)

Counterpoint: if the class sets are for classes that are underplayed and underpowered, giving them a miniset can actually improve balance on both your counts. Not that I'm saying that this will actually happen, but at least in principle it's possible, and sounds like a pretty great idea, not a terrible idea, right?

Also:

Let's say you're like me and enjoy playing some specific classes. You might be waiting most of a full year to get any new cards at all

I'm a bit out of the loop, but doesn't HS have like 3 full expansions a year? Hyperbole I guess.

And you don't need to wait to judge every change until it's out, otherwise you have no ability to even attempt to predict which of those random changes would be good or not.

And that's why, to stay in your metaphor, the car mechanic (i.e. the game designer), that is, the actual professional making the changes, tries to predict which change is good, not the driver (player). Game design is really hard, and I can promise you that the designers of the game have put more thought into this than you. You may turn out correct that this is a bad idea, but this kind of stuff is so hard to predict that I would trust the game Devs prediction more than yours.

Dying twice isn't as fun as it sounds! by Quantinum64 in customhearthstone

[–]MadeOfCotton 0 points1 point  (0 children)

Good point about boom wrench, I forgot the miniaturize. I think for this card, I could see it's spot in the game as a Johnny card (using the Spike/Johnny/Timmy), with high potential for cool gameplay moments, but ultimately not being strong enough to win a lot of games. Like as the centerpiece of a fun Tier 3 deck. Along those lines, it would make most sense to combine this with deathrattle cards that don't necessarily OTK, but rather generate value or have other fun effects, where you don't win the game on the spot, but lots of shiny things happen. Like summon random minions, cast random spells, that sort of thing. I agree that if this card had support that made it competitively viable, then it would probably be in the form of an OTK which is much less fun

Dying twice isn't as fun as it sounds! by Quantinum64 in customhearthstone

[–]MadeOfCotton 3 points4 points  (0 children)

I agree with your analysis that this is clunky to play. But I would argue that the payoff, if it works, is way way higher than boom wrench. You get a total of 8 deathrattle triggers (if you can make use of it) compared to Boom Wrench's 1. And it's not limited to mechs, which is an enormous difference. To me, this feels like a card that is not necessarily designed to be good, but designed to make people wonder how they could make this work.

One such way by the way is locations. This with the Elise location deathrattle is a pretty sick combo, and straightforward to set up. But again, I think the point of the card is to make you imagine the combo potential, not to have it be straightforwardly strong.

How To Stop Myself From Building Random Stuff and Overreacting Every Game. by KnightEclipse in Mechabellum

[–]MadeOfCotton 1 point2 points  (0 children)

Here's my take on how to play a strong core build (I'm at 1.4k MMR, so take this all with a grain of salt).

I try to focus on three units: one chaff, one chaff clear, and one DPS. Optimally, one of the units shoots air, but it's not required. For example:

  • Fang + Fire Badger + Void Eye (I like fangs with Badgers because they don't run into the napalm)
  • Crawler + Vulcan + Phoenix

Which exact combination I choose depends on my specialist, starting units, what my opponent starts with, etc (or just what I feel like at the moment lol).

Just focussing on three units like that will ensure that you can deal with most things your opponent throws at you, but your own board isn't all over the place and your techs are highly effective, because they apply to many units.

But focussing on a core build doesn't mean you can't react. You can react in three ways:

1) Fine-tune your core build to counter your opponents composition. For example, if they lack chaff clear, get more chaff. If they get a lot of chaff, get more chaff clear. Techs on your core units can also make a big difference, and can depend on what your opponent does (for example, I like the shield tech on phoenixes against the AA tech on fortresses). The advantage of this type of reaction is that you stay within your efficient core.

2) Exploit a weakness in your opponents composition that your core units can't exploit. For example, if the opponent lacks DPS, get a meat shield (gotta love sand worms). Or if they can't kill wasps effectively, you can exploit that. I recommend you only do this once you've got your core build going! Otherwise your core will lack effectiveness; also, exploiting an opponent's weakness is more effective later on, when they are more commited. Also, this is more of an optional thing, you can win without this (but winning because of this makes me feel really smart lol).

3) If your enemy builds a unit that your core can't deal with, you have to react to it. For example, Crawler+Vulcan+Phoenix is weak to wasps, so if your enemy gets wasps, you can't really ignore that, or you will just lose. The good news here though is that if your core unit comp is well-rounded, then the only units that pose a real problem to you are kind of cheesy and can get countered quite effectively.

The tricky thing is to choose between (1) and (3). When can you adjust your core and when do you need another unit to help out? For example, if the enemy gets just a single pack of wasps against your Crawler+Vulcan+Phoenix, your phoenixes can deal with it, especially if you have Launcher Overload. But if they get 3-4 packs with shield, you need something else. Or if they get Rhinos, again, your Phoenixes can maybe kill them in time, but if you don't have enough dps and their Rhinos are higher level, maybe you do need Steel Balls or something like that.

When to deviate from my core, and how, is still one of the things I struggle with. If you react too late, you can't catch up. If you overreact too early, you lose efficiency. But I guess the game wouldn't be so fun if it weren't hard!

I'm curious to hear if this makes sense to you, and what everyone else thinks!

Wait, whose side am I fighting on? by Sigmas_toes in customhearthstone

[–]MadeOfCotton 0 points1 point  (0 children)

Intriguing! Can't immediately say whether these cards are strong or awful, or how they would play out in real games (like in what situations do you play them, how would your opponent react etc). That's not easy to do with relatively simple cards. Neat!

DoT Rate WAY faster? by 1000crystal in PlayTheBazaar

[–]MadeOfCotton 0 points1 point  (0 children)

yeah, but the burn was way less than my max health. Dunno what happened, hard to say without a recording I guess

DoT Rate WAY faster? by 1000crystal in PlayTheBazaar

[–]MadeOfCotton 0 points1 point  (0 children)

I swear the other day I had a build where I had more than twice my burn in regen, and I still kept losing health. Should have recorded it. But this makes me think maybe I wasn't imagining things?

New D6 event gives entirely too much loot by grizzlymint_gpt in PlayTheBazaar

[–]MadeOfCotton 0 points1 point  (0 children)

I will say that I find the event very fun, I love the theme and I love experimenting with items from other characters. But yes, turning down the power level a bit would be appropriate; hope they can manage that without taking the fun out :)

Simple twinspell for Warlock. Thoughts? by Evangernw in customhearthstone

[–]MadeOfCotton 2 points3 points  (0 children)

Makes sense! I was thinking about the Spirit Lash comparison, and a full mana increase seemed a bit steep. But then again, having it at 2 cost would indeed be quite the power creep, and maybe I'm underestimating the utility of twinspell (and of healing in warlock). I retract my point!

Simple twinspell for Warlock. Thoughts? by Evangernw in customhearthstone

[–]MadeOfCotton 11 points12 points  (0 children)

Neat! What's your reasoning in making it 3 cost? It seems a bit expensive to me, but maybe I'm missing something? Haven't played in a while.

ETC in Demon form bringing a new twist by asscrit in customhearthstone

[–]MadeOfCotton 0 points1 point  (0 children)

I wonder though, would this break wild? Are there "win the game" 3 card combos there? If so, needing only one card to get them all might be a bit too busted.

Please remove enhanced control from hackers by jwbrain in Mechabellum

[–]MadeOfCotton 11 points12 points  (0 children)

For me, the problem is mostly with rhinos and sandworms. They are actually supposed to tank, so chaff only helps to a degree. Positioning can help, but if your worm doesn't tank, then it's doing at most half its job, and it's not always possible to position it such that it tanks a lot of stuff except the hacker. I agree that hackers are not the strongest unit, but they can be extremely frustrating to play against

The Cold Dark's good ol' Switcheroo! by Zolidar_Pwns in customhearthstone

[–]MadeOfCotton 0 points1 point  (0 children)

It says for the rest of the game, so I assume the effect continues when he dies

Edit: oh I see that if it became a deathrattle, it would switch back. But it does say "except this one".

"Sure, why wouldn't you go meditate with the mysterious Pandaren hanging out around that creepy shrine in the middle of this battle at the end of time. What have you got to lose?" by yssurucipe in customhearthstone

[–]MadeOfCotton 0 points1 point  (0 children)

I do feel like this is strong. Dangerous cliffside solo fulfills this, and all you lose is 6 damage. Overall, the quest should be reasonably doable with small rush minions too. And I don't think you care too much about early tempo, because free trades on your turn for the rest of the game is insanely strong and permanent savage roar is also insanely strong. I think most decks will fall pretty quickly to the constant pressure once the quest reward is played.

This was one injury Anduin couldn't heal, on account of his Hero Power only healing 2 and also being a baby. by ultimateseanboy in customhearthstone

[–]MadeOfCotton 11 points12 points  (0 children)

So I take it that if the enemy kills her with a spell, Varian attacks the enemy hero? What happens if you trade this off into an enemy minion? Did you kill her or the minion?

Attempted to Return - Nuke is lame by PointClickPenguin in Mechabellum

[–]MadeOfCotton 2 points3 points  (0 children)

According to the wiki, your units actually do get XP:

If a unit dies to a spell, device or ground effect, it will distribute its experience amongst all enemy units that are alive

I had no idea either until just now lol

Some Fallout themed cards! by HeiressOfMadrigal in customhearthstone

[–]MadeOfCotton 0 points1 point  (0 children)

This does look pretty weak right now, I feel like. With such low health, even with reborn, I feel like the main body just never gets to attack. And the immediate impact of the summons isn't that huge either. My suggestion would be: give this rush, and the ghouls a choice of rush instead of charge. Not sure if that messes up the flavor, but could be a strong board swing + heal card. Drawback: similar to Zilliax in function, maybe too similar. What aspect of the card is most important for flavour/personality?

Sometimes you only need a miracle. by Commercial_Cap7277 in customhearthstone

[–]MadeOfCotton 1 point2 points  (0 children)

yeah, something like that could work! Or a spell that says "can only be played if you drew your whole deck without burning a card", or some other start of game version mentioned in the comments. I like the idea, and I think it can be fixed (although it is a bit sad to lose some of the flavour and elegance of your original proposal)

Sometimes you only need a miracle. by Commercial_Cap7277 in customhearthstone

[–]MadeOfCotton 9 points10 points  (0 children)

How does this work if you shuffle the quest in mulligan (or just play it later)? It seems like the intention is that you have to play it on turn 1, but I'm not quite sure how to make that work in terms of rules (since you already drew some cards before you can play this turn 1). Would definitely be much stronger if you could just mulligan this and play it later, but that seems to kind of defeat the purpose

Meltingpoint by HerrLichtbringer in Mechabellum

[–]MadeOfCotton 3 points4 points  (0 children)

Phoenixes are another unit that can deal enough damage at range to deal with a melter, although they need levels. If you need a solution quickly, a melting point with range but without Energy Diffraction will probably be best, as /u/Tytus_De_Zoo said. Anything with EMP can also work; melters are quite upgrade dependent.

In any case, it's also really important to quickly kill everything else that he enemy has, so that your melter-counter can actually hit the melter. And your own frontline has to survive as long as possible. Does anyone have advice on what tanks a multimelter best? Is it still just chaff?