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Hearthstone

Anyone play Hearthstone? It's a digital trading card game by Blizzard.
Been in closed beta in US for a few weeks and the first of EU just got their beta keys last night.

Random match:



I'm completely addicted to this game and I haven't even played it yet lol
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No, but for one second I thought you were talking about this then:

http://stonehearth.net/

As far as card agmes go, I am just waiting for Hex
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They sent the invites? Oh I have to check my Blizzard-email-account.

edit: well, I even had an email from them... that D3 is sold on PS3 and XBox360... *sigh* I want to get into this game.
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Yep first EU wave went yesterday, small waves though. Today they are giving away codes on twitter, fastest ones to redeem will get them, sadly that means bots grab them all.
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I'm waiting for the open beta I guess. I didn't get a key. frown
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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Guess I will also have to wait for open beta. I tried in every giveaway I could find, was awake pretty late for some of the facebook ones but never got lucky to actually get a key. And then you look at ebay and see people selling keys for 200 €...
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Just got a beta key (by signing up on BattleNet that i was interesting in a such)... its still in closed beta though ...

i'll drop a few words about it when i've seen it in action smile
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Congrats man smile I've been checking my inbox every day lol, no key yet
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Oof, this game looks like so much fun. I've always been a fan if card games.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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been playing a bit around with most of the classes (only i haven't really tried is Hunter) but it certainly feels different playing different classes ... each have their strengths and weaknesses, and presently Priests might be the strongest, mainly due to their unique ability (2 health for any one target for 2 mana) and Mind Control (steal minion) ... but all classes have strong combos going for them. The main difference between Hearthstone and other CCG that i've played, is that minion health is presistent, so if you knock something almost all the way down, unless the opponent springs something on you, you have a chance to finish it the next turn)

Warriors have tough weapons, ability to gain armor (+2Armor to hero ... no cap, whereas Priests heal is capped at MaxHealth) and got the ability to have a ton of charge minions on the board (attacks first turn, instead of entering play 'tapped') either by a 0mana cost buff, or by having one of their special minions on the board

Shamans mainly carry themselves through Totems (semi-random out of 4 different) and the ability to gain windfury (minion can attack twice) on their minions, with some small scale spell blasting and limited ability to hex enemy minions (turning them into 0/1 taunt creatures)

Rogues,is probably the class other than Hunter that i've played the least with, but they have a ton of tricksy cards that can return cards to hand, deal small ammounts of damage or outright assassinate minions, add to that that they have a weak weapon they can buff as well

Paladins is also a little played class, that have prehaps the weakest ability ( spamming 1/1 minions) but they handle it by being having some good heals, a couple of weapons and a crapton of protential minionbuffing.

Druid are flexible, quite a few of their cards asks if you want to do A or B from two listed abilites, and they can be the fastest class to get out big minions (playing second they can in theory start with tossing a 6mana cost minion, if the draw likes them), thier Ability gives them 1 attack (for 1 turn) and 1 Armor

Warlock have strong cheap minions but are a bit masocistic playing from the point of view that its only the last health that counts, having quite a few things that eats their mana pool or cards or allready existing minions

Priest as allready mentioned are a rather stone-wally class, with exellent healing, and while they might not have many minions, the minions they tend to get, is tough as nails and hits as a truck, specially if they manage to get a unharassed Gurubashi Beserker (2/7, when it takes damage it gains a permenent +3/0) on the board hiding behind a tough taunt creature with buffed health), but they are maybe the class that have most problems handling minion removeal such as Hex, Polymorph or Assassinate

Mages are the starting class, and they have a ton of spells either single or multitarget damage, and qiute a few minions which gives + to spell damage, furthermore they're probably the class that have the easiest time keeping the opponents minion-line under control both with their spells and their ability which deals 1 damage to any one target ...

My most epic combo as of yet was with a Shaman which had a Wolfrider (3/1, Charge) which threw on the board together with a +3/0 Rockbiter weapon and Windfury ... 12 damage out of nowhere :D
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