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Hearthstone |OT8| Elise's Extremely Irresponsible Field Trip To Un'Goro

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sgjackson

Member
rogue arena ended up going 11. i probably should have gone 12 - the last loss was a rogue mirror match where i got cute with a red mana wyrm (tried to eat it with abomination rather than being proactive with shadow strike). the rogue used removal on abom and the red mana had plenty of opportunity to grow and lay down tons of face damage. that definitely lost me the game.

i'm starting to get back into the swing of things but i still make silly plays like that i probably shouldn't.
 

wiibomb

Member
You get the full refund for the gold version but lose the 100 you'd get from the regular version, disenchant value is 40 20 so an 80 net loss.

For commons it's 35 dust per. That adds up to 380 Dust to get all non legendaries in the HoF golden.

not following you here, if you have 1 golden and 2 normal, you get the dust for 1 golden and 1 normal, if you have 2 golden, you get the dust for those 2 and none from the normal versions.

crafting a golden rare costs 800 dust, crafting a golden common is 400, if you are planning to craft those, you will lose more than 80 dust, you lose 100 gold for each rare since you only get the dust of the golden and not the normal
 
Back to back games lost to Mind Control Tech.

Hearthstone sure is fun.

Edit: Third game in a row lost to Mind Control Tech. I guess it's in every single deck now. So yeah, never play a fourth minion ever apparently.
 

inky

Member
not following you here, if you have 1 golden and 2 normal, you get the dust for 1 golden and 1 normal, if you have 2 golden, you get the dust for those 2 and none from the normal versions.

crafting a golden rare costs 800 dust, crafting a golden common is 400, if you are planning to craft those, you will lose more than 80 dust, you lose 100 gold for each rare since you only get the dust of the golden and not the normal

He's counting the dust from disenchanting the non-golden versions. Provided one owns them, that is.
 
He's counting the dust from disenchanting the non-golden versions. Provided one owns them, that is.
this.
not following you here, if you have 1 golden and 2 normal, you get the dust for 1 golden and 1 normal, if you have 2 golden, you get the dust for those 2 and none from the normal versions.

crafting a golden rare costs 800 dust, crafting a golden common is 400, if you are planning to craft those, you will lose more than 80 dust, you lose 100 gold for each rare since you only get the dust of the golden and not the normal
I'm considering crafting the gold version of Hall of Fame cards to own them for wild and wondered how much dust I'm losing out on if I had the regular versions.
 

ZealousD

Makes world leading predictions like "The sun will rise tomorrow"
this.

I'm considering crafting the gold version of Hall of Fame cards to own them for wild and wondered how much dust I'm losing out on if I had the regular versions.

If you already have non-gold versions of all the hall of fame cards, you don't lose anything for crafting the golden versions. The disenchant value of the golden cards are all greater than or equal to the amount of free dust you get for holding onto the non-golds without having the golds.
 
If you already have non-gold versions of all the hall of fame cards, you don't lose anything for crafting the golden versions. The disenchant value of the golden cards are all greater than or equal to the amount of free dust you get for holding onto the non-golds without having the golds.

I would lose the dust I'd get from the hall of fame rotation for the regular versions. Since I get the dust for the golden version instead. Disenchanting only gives me 20 Dust for the now dupe regular Azure Drakes. So a net 80 Dust loss.
 

bjaelke

Member
Quest mechanic
Mike Donais: You can only have one Quest in play at a time. If you have a Quest in play and another in your hand, the Quest card will not be green, meaning it is unplayable. Also, if you have a Quest in play, you can only play four secrets.

Powerful 1-drops and charge
I think you will see fewer high-attack 1-drops. People like cards similar to Babbling Book because they don’t put as much pressure on you and there is still a lot to work with in that space.

[...]

Another example is Charge minions – if we include Charge minions, we want them to have a niche. We are very happy with how the new Charge minions have a place in Arena and even in a major recent tournament.

The future of arena and drafting.
I have played a lot of other card games, I enjoyed those draft systems, and we are exploring a bunch of other ways to iterate on Arena – I think we will start experimenting with them over the next year. We will get some feedback and talk to some players about some ideas that I have that we have been testing internally.

Any specific iteration that we try first won’t be permanent. It might be interesting to even change the system up every few months, or something like that. I think we are open to doing more cool things in Arena, and I hope the audience is open to that and enjoys what we do [with Arena in the future].
https://tempostorm.com/articles/an-exclusive-interview-with-mike-donais-the-mammoth-in-the-room
 

ZealousD

Makes world leading predictions like "The sun will rise tomorrow"
I would lose the dust I'd get from the hall of fame rotation for the regular versions. Since I get the dust for the golden version instead. Disenchanting only gives me 20 Dust for the now dupe regular Azure Drakes. So a net 80 Dust loss.

Okay, I was a little confused as to what your goal is. If you want to upgrade from regular to gold, then yes you are effectively paying 80 dust each to upgrade. Which is pretty good, that's less than an average pack's worth of dust each.

This triggers me.

I prefer cards like Webspinner, Babbling Book, and Swashburgler to cards like Mana Wyrm, Tunnel Trogg, and pre-nerf STB. Aggressive and overstatted 1 drops are a problem with they have very little drawback.

On that note, I seriously hope Mana Wyrm gets moved to the Hall of Fame eventually. That card has always been dumb.
 
The quest mechanic sounds cool, but the one revealed quest seems awful. Quests should be more interactive. Summong 7 deathrattle minions isn't something your opponent can prevent, aside from winning before you get a chance to do it. The quest would have been infinitely more interesting if it was something like "Trigger X friendly deathrattles during your turn" (or during your opponent's turn), so that an opponent had to make decisions about trying to block your quest progress versus whatever other plays they might be able to make.
 

Dahbomb

Member
Got 10 wins with my broken Wild deck yesterday. I didn't feel that much favored because there are just so many board clears now.

Today I got a crap Mage draft with no real removal, got destroyed 1-3 because twice I didn't play around Dragonfire Potion from Priests. Lesson god damn learned.

On 5-0 with a new Mage deck which honestly is kinda mediocre aside from having a Flamestrike and Rag.
 

wiibomb

Member
The quest mechanic sounds cool, but the one revealed quest seems awful. Quests should be more interactive. Summong 7 deathrattle minions isn't something your opponent can prevent, aside from winning before you get a chance to do it. The quest would have been infinitely more interesting if it was something like "Trigger X friendly deathrattles during your turn" (or during your opponent's turn), so that an opponent had to make decisions about trying to block your quest progress versus whatever other plays they might be able to make.

I don't like the idea of quests being interactive, if anything quests are a very individual thing that tells the opponent what I'm about to do in the game, it even tells when I have a very powerful legendary in hand ( to Dirty rat the thing, for example).

Quests are mine to complete, it doesn't necessarily have anything to do with my opponent, probably it has its own quest
 
This dumbass Rogue just killed himself with fatigue damage when he had lethal on board just because he wanted to BM and play a bunch of cards with Auctioneer up lol.
 

Yaboosh

Super Sleuth
Preordered the expansion with Amazon coins so it cost $42 and got 500 coins back. I had an extra 100 useless coins so i was able to buy 4 classic packs with the refund. Ok value i suppose.

I just like opening 50 packs at once.
 

Finalow

Member
took a break from this game, now I was going to play for a bit before the end of the month but I reinstalled Gwent instead. (I have to say, Lifecoach wasn't wrong)
still, I'll probably jump back in when the expansion hits, the quest mechanic seems really interesting. also I'm surprised how generous they are in giving free dust / golden cards with the wild rotation.
 
List of cards I am happy are rotating. * denotes very happy. - denotes happy but not so happy.

Ragnaros*
Sylvanas*
Alexstrasza's champion*
tunnel trogg*
totem golem
Emperor Thaurisan-
Conceal-
azure drake-
Reno Jackson
Forgotten torch
Anyfin can happen
Sir finley***
Brann-
Living roots
Wyrmrest Agent
thunder bluff valiant-
Bash
Justicar Trueheart*
imp gang boss
flamewaker
quickshot
twilight whelp

Next rotation is gonna be interesting because we'll be in all post-standard card sets (except classic set of course).
 

patchday

Member
Pyroblasting with Solia for Lethal is never not cool

Excellent post, +1000 Karma points awarded

Preordered the expansion with Amazon coins so it cost $42 and got 500 coins back. I had an extra 100 useless coins so i was able to buy 4 classic packs with the refund. Ok value i suppose.

I just like opening 50 packs at once.

yes I've been saving all my gold for quite awhile. Expecting to pop open at the very least 80 packs. But I also preordered. I think I will always preorder cause I have found my happiness point is only hit after 100 card packs. that was enough to get all I wanted from MSoG

List of cards I am happy are rotating. * denotes very happy. - denotes happy but not so happy.

Ragnaros*
Sylvanas*
Alexstrasza's champion*
tunnel trogg*
totem golem
Emperor Thaurisan-
Conceal-
azure drake-
Reno Jackson
Forgotten torch
Anyfin can happen
Sir finley***
Brann-
Living roots
Wyrmrest Agent
thunder bluff valiant-
Bash
Justicar Trueheart*
imp gang boss
flamewaker
quickshot
twilight whelp

Next rotation is gonna be interesting because we'll be in all post-standard card sets (except classic set of course).

I get sad thinking bout Conceal and Ice lance getting rotating out. I just got nothing to say bout that <my eyes is really watering up cause I've gotten so many easy wins with Conceal>

Not to mention I really hate that minions can get removed asap in this game and nothing you can do bout it. Conceal was the answer. I was fine with it but hey Rogue is my most played class so..... yeah
 
You can't lose stars at this rank.

You can't lose stars at this rank.

You can't lose stars at this rank.

I will be fucking so happy when Dragon Priest dies. GTFO
 

fertygo

Member
these pirate warrior is just replace STB with Naga Corsair lmao, its made them even less consistent

but who give a fuck, hit a nut curve, won, hit brick lose.

Fun games for both party involved

great balancing work, blizz, truly great.

but at least aggro shaman n rogue is a lot weaker tho
 

patchday

Member
I guess I lied that I had all i wanted from MSoG. just crafted Finja and 1 warleader. been running this murloc rogue it is very fun :)

I put pirates in there still but yeah STB got nerfed into the ground so hard. rogue didnt deserve this nerf i wish they moved STB into Rogue class and let him be ;(

(Keep in mind mostly play rogue tho so I am very far from unbiased!)
 
the impact is going to be negligible, it was the fucking stupidest shit

It was basically an admission that they didn't actually know what to do

It just highlights the core problem. Powerful/aggressive one drops can't exist in Hearthstone. If your opponent is able to drop "must remove now" minions on turn 1 the game just completely falls apart.

At least Blizzard seems like they're starting to understand that, or at least they're saying the right things.
 

dimb

Bjergsen is the greatest midlane in the world
It just highlights the core problem. Powerful/aggressive one drops can't exist in Hearthstone. If your opponent is able to drop "must remove now" minions on turn 1 the game just completely falls apart.

At least Blizzard seems like they're starting to understand that, or at least they're saying the right things.
Powerful one drops would not matter at all if there was room for people to stabilize, but there is just loads of unavoidable damage with little to mitigate it outside of Reno. Even with nothing on board Warrior can combo for half of a life bar in the 6-7 mana range.
 

MThanded

I Was There! Official L Receiver 2/12/2016
1 win away from 7 on my arena deck.

Get a priest down to 1. Has every neutral heal ever in his deck. Comes back to beat me.

smh
 
I still think I was right in saying the issue was with patches, not stb. I think people expected a little too much just nerfing stb. Even I was hopeful but not because I believed it would be a big change from stb, more from spirit claws. The people hoping that it was a big hit for the package of just a few pirates, well... you just substitute another pirate and it's just as good if not better in some cases. I think that was what people were hoping for and it was only a tiny difference in the end...

Well, it's early still so maybe it changes? Doesn't seem like pirate warrior is going anywhere after next patch, but we haven't seen really any cards yet.
 

rahji

Member
Hearthstone is the optimal game if you make regular breaks of 2 months or so. Everything feels fresh and good. Just made the experience by myself. Arena is awesome!
 
It's a good idea to take breaks from games you've played a real long time. But I actually think hearthstone is the type of game you can play for several weeks in a row and be okay. Except when the meta is as bad as it was with face decks... then I don't blame anyone for taking a break.

Met a lot of secret mage today in casual while doing quest. Is that a thing now?

Casual is a weird place. You'll see off meta decks and you'll also see people running the same off meta decks, almost as if it's a thing. It usually isn't though.
 

Pooya

Member
the worst part is that pirate warrior is still a thing next month and killing by turn 5 will still be good no matter what new card there is....

but let's remove some combo and control cards, from the classes that were already weak, super relevant!

Actually meaningful changes to warrior? No way, never.

I'm optimistic about shaman, it's still the best class obviously overall but it feels you can challenge it now with other decks, it's not outrageous. It's just consistent. That's fine. I feel after rotation shaman could feel different enough and mid range might not be the optimal way to play it, it's very possible.

Arcanite reaper/war axe with free weapon upgrades and heroic strike bam, 10+ dmg in one turn with minimal card investment and absolutley no set up, without any need to interact with the board whole game is pretty bad. The deck might not be as consistent and as good as shaman but it's still far too easy and consistent enough to pull it off and takes no brain at all.

But rogue combo omg nerf that asap, they gotta draw 10 card to deal 14 damage turn 7 and over while managing the board, that's the worst, amiright. remove that unfair burst damage!
 

patchday

Member
I was worried the STB nerf would mess up my Wild Pirate Warrior deck. but I dropped STB and went 100% in Wild. I love you so much ship cannon & deathbite. but I didnt see any Mages and I was in dumpster tier in Wild (think I had to climb up from rank 22). win rate will go down quite a bit as I go up

In Standard just running murloc rogue there and its been performing fairly well.

Tried murloc mage but cant really get it to work yet. Watched ApxVoid did fairly well with tempo mage last night that made me happy.

I like the new meta but the STB nerf kinda hurt my rogue more than my Pirate Warrior (granted, I was in Wild-- havent run PW in Standard yet)

But rogue combo omg nerf that asap, they gotta draw 10 card to deal 14 damage turn 7 and over while managing the board, that's the worst, amiright. remove that unfair burst damage!

lol! I hope it was more to do with Conceal constraining their Design space. but I have no idea ;(

Arcanite reaper/war axe with free weapon upgrades and heroic strike bam, 10+ dmg in one turn with minimal card investment and absolutley no set up, without any need to interact with the board whole game is pretty bad. The deck might not be as consistent and as good as shaman but it's still far too easy and consistent enough to pull it off and takes no brain at all.

People say this but its not quite true. There's a few must-kill targets for Pirate Warrior.
 

patchday

Member
replay from end of last season:
https://hsreplay.net/replay/Bf5ogub2QrkDxXRLLgSysT

Had an awesome match against a renolock with my Control Shaman. 23 freaking turns. Won in the end cause renolock runs himself out of cards. I've seen this happen a few times. I am guessing they were thinking I was mid range jade so kept frantically searching for reno. These dudes don't realize in Control matchups your actual resource is yer cards.
 

patchday

Member
Sure, Taunts usually..

I usually stop to kill Brann. Keep in mind I am thinking of both Wild/Standard (but mostly Wild). Brann + Healbot is just awful. luckily not many run that

Pirate warrior mirror match frothing beserker

I used to kill STB asap too

Basically anything with low health and lots of dmg you want to take out. Even a Southsea deckhand (that 1 2/1) that's boosted by Cold blood needs to be eliminated at some point

Shaman- you dont want them building board too much. Some still run 1 x Bloodlust
 
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