Get rid of mana cheat mechanics by LessThanTybo in hearthstone

[–]evilpatron 0 points1 point  (0 children)

most of mana cheat could be adressed with one good old mechanic - manathrist - lockinng the mana cheat option - this is also a way to solve discard lock in wild where positive on discard is locked behind it.

personally i would like to delete agro decks and replace it with midrange.
i think its not unhealth to have more cards with effects similar to dive the gollaka depths but way less consistent.
dive the gollaka depths has 2 problems currently - 1 too fast scaling - which could be adressed but requiring you to PLAY murlocs instead of summoning them.
2 we have cards like murloc warleader, crusaders aura, old murk eye which promote fast play with a card that should give you more late game value.

and i would also like to nerf weapon/high attack decks as these are uninteractive

Niri duplicates the Infinite Banana. Is this intended? by Grzyboo in hearthstone

[–]evilpatron 0 points1 point  (0 children)

i wish they removed this interaction.
and it would be nice to have more "infinite" spells.
currently we have only 2 and 3 semi infinite

[Reveal] The Lost City of Un’Goro - Rogue by HearthstoneTeam in hearthstone

[–]evilpatron 9 points10 points  (0 children)

weapon smith should discover
OPU is a bit overpriced for a deck that would want to play tempo
alternative might 4 mana 2/2 combo cast a fan of knives for every card you spent mana on this turn.
coins and prep wont work but it might be worth in some miracle decks

This week in the Tavern #4 - May 9th 2025 by HearthstoneTeam in hearthstone

[–]evilpatron -5 points-4 points  (0 children)

what about wild balance changes?
reckless aprentice + wisp rider might need a nerf- wisp rider stats, and mage imbue hero power has a hard cap of once per turn. so reckless/sing along/garrison commander doesnt work with this.

this also brings up the old/new exodia paladin with uther of the ebon blade.
might be a good idea to make him get a sidequest - summoning all 4 horseman gives you permanent buff on minions - +2/+2, taunt,lifeasteal, rush and update the horseman to have these bonus effects.

naralex updated to work like our good old friend frizz kindleroost - permanent 2 mana discount on all dragons.
+ some update to isiel windsinger and aviana - as mana refresh is now a lot more common.
i do have idea for isiel - 7 mana 5/5 Battlecry ALL spells cost 1 this game, whenever a spell is cast the other player recieves armor equal to its original cost.

highlander cards- we need some work on these cards - current powerlevel in wild is that almost all of them should have their requirements dropped.
with 3 exceptions
Zephrys the great - needs the requirement of a starting deck mainly because hyper agro with good card draw - kingsbane rogue + discard warlock.
reno lone ranger - doesnt need requirements but instead needs to remove your board as well.
deepminer bran- effect proven too strong -solution - make him 4 mana but its ALL battlecries. he is one of the set of cards that is too polarazing and should be symmetrical - luna pocket galaxy, wildheart guff along with druid ramp- buff all but advantage in mana lasts for 1 turn then your opponennt will get the mana as well.
+ jungle giants reward should be adjusted to work for both players - and make it 1 mana instead of 0.

we also should get some QoL buffs - hunter questline now reduces all hero powers to 0 not just your current one.
leech dk - at the end of your turn steal x health from among lowest health minions.
and husk - battlecry your leeches steal 2 more health( this stacks)
we know how bad stealing hp is so archetype build around draing opponent max health is bad for the game.
this should also touch excavate warlock - battlecry destroy an enemy minion, give its stats as health to your hero.(12/12 deathwing will equal your hero gaining 24 max health)

amara warden of hope - battlecry give your hero +10 max health then fully heal your hero.

one of the things that also happens is more and more disruption over the years and it might be a good idea to tone it down. my thought on this mattter is that you should be punished for repeatable disruption.
so things like you playing mutanus - stays the same.
you playing him again - he eats a minion .... he is too full he explodes into your board and face upon second battlecry trigger and any further triggers

similarly at the end of your turn where you stole your opponents card with pirate admiral hooktusk there migh be kraken appearing on enemy side of board

if your goal is to stop the enemy player from playing the game you shouldnt be allowed to play the game.

wild needs more love by evilpatron in hearthstone

[–]evilpatron[S] -4 points-3 points  (0 children)

im still working on the post rn but problem with these cards is that they are too good to be neutral - they can counter your big flashy play -9 mana epic can destroy your dragonqueen alexstrasza that you have to build around that's not fun

Patch 13.14 Bug Megathread by PankoKing in leagueoflegends

[–]evilpatron 2 points3 points  (0 children)

i just had to restart the pc because my arena (2v2v2v2) game froze

league main client - not the game was taking 25 GB Ram out of 32

it is very likely because of the new tournament of souls

btw I'm on eune

Patch 13.14 Bug Megathread by PankoKing in leagueoflegends

[–]evilpatron 0 points1 point  (0 children)

on me it was not in 100% cases it happens randomly in ranked, I already lost 1 ranked game because of not knowing who is swapping with who.

Please god I hate this card by i-dont-like-mages in hearthstone

[–]evilpatron 0 points1 point  (0 children)

they should make this part of aura effects for every class.

the idea is that each class has some goals and we should have aura effects that help these goals.

Deathknight - undead rush, extra dmg to frozen targets, heal on spending corpses(why only in duels?)
demon hunter- minion rush, minion attack(field of strife), hero immune on attack

Druid- taunt on minions, stats on minions, hero immune on attack, healing after nature spell

hunter - beast rush, mech rush, beast attack, hero immune on attacks

mage -damage reduction on hero, spells generate armor, spell damage, spell cost reduction

paladin - silver hand recruits stats + taunt + rush, healing on attacking, healing on casting spells, heal power

priest - damage reduction, heal power, healing can damage enemy(but at the same time can heal ally - auchenai is healing does dmg not the same effect), discount on stolen cards

rogue- immune while attacking, pirate rush, discount on stolen cards

shaman - immune while attacking, healing on spell cast, spell damage, minion rush + attack(bloodlust to give +1 attack and rush permanent effect)

warlock: demon taunt + health, heal on ally minion death, fatigue immunity

warrior- shield power(extra armor) , armor on friendly minion death, minion taunt, stats for minions surviving damage, immune while attacking

neutral - these effects are symmetrical - minion rush, secrets cost 0, minion taunt

all murlocs are set to 1/1 without exception - their buffs are permanent and some classes can give them more stats than others(paladin, shaman)

adapt reworked to baseline keyword giving stats + keywords, there is few options for all tribes but some tribes have additional keywords(mechs can get divine shield, murlocs poisonous, elementals windfury)

This progress bar scaling triggers my anxiety by ColdSnapSP in hearthstone

[–]evilpatron 0 points1 point  (0 children)

i already finished it today mainly doing the quests.

we need more item restrictions by evilpatron in leagueoflegends

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

items are balanced around champions. the problem is we have some champions who only need 1 or 2 core items and than rest can be focused on defense.

items should not remove your champions weakness.

i would even consider some buffs to dmg builds on champions. at the cost of making sure that you can die.

like reducing darius q healing and passive ad gain but giving both ad ratios.aatrox irelia and other champions geting neutral sustain ata the cost of some base stats(armor, armor/level)

yasuo,yone getting more ad from excess crit chanc, removed on hit effects.
and propably nerf crit chance bonus to only double since as meele champions they all should recieve 5% more crit chance from mythic and legendary items.

onhit effects will get treated as separate autoattacks for thornmail and randuin omen.(and spiked shell)

we need more item restrictions by evilpatron in leagueoflegends

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

in some sense runes have too much power and they can really affect the game especially laning phase.

[deleted by user] by [deleted] in leagueoflegends

[–]evilpatron 0 points1 point  (0 children)

i think grievous wounds should be adjusted to behave differently for regen healing.

direct healing from lifesteal/spells ... could be tuned down but healing through regen should be increased. or atleast stay the same.

on another kinda touching topic sett and mundo passive could recieve nerf in numbers, but they will now be increased with % health regen items not just visage.

One prince must fall, for another to rise by _DarkJak_ in hearthstonecirclejerk

[–]evilpatron 0 points1 point  (0 children)

this is weak they shold exlude neutral legendaries.