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Hearthstone Closed Beta - Open beta in NA, elsewhere next few days. New thread soon!

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Sent a pm to happy hunting but if there are any super nice gafers out there I would love a beta key. I played at this once at blizzcon and have been really wanting to play again.

I tried the priest when I played and really liked the deck. Definitely want to try out Mage if I can get in. Thanks!
 
Disenchanted my Harrison Jones so I could make some staple rares. x2 Azure Drake, x2 Argent Commander, x2 Defender of Argus, let's go!
 
An 8-1, this time. Trump's Arena Card guide is super helpful btw. Forced me to re-evaluate some cards. http://ihearthu.com/trumps-arena-card-rankings/

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An 8-1, this time. Trump's Arena Card guide is super helpful btw. Forced me to re-evaluate some cards. http://ihearthu.com/trumps-arena-card-rankings/

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I wouldn't have guessed that spell breakers are ranked so highly. I think I've passed over them several times! :o

Interesting to compare this to the Owl, which is ranked much lower. I guess the body on this guy and coming in on turn 4 makes him more useful, ideally having something else in a 2 drop slot that you might actually want to play on turn two.
 
Mage/Druid/Rogue abilities make x/1s generally not that good.

Started off 2-2, so very surprised to be at 8-2 now. Time for sleep though.

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I've seen one:

One of my buddies opened this insanity.

Disenchanted, the contents of that pack would be worth 3625 dust. A typical pack of four commons and one rare disenchants into 40 dust. In other words, that pack was as valuable as 90 typical packs. Also, I'm pretty sure that dust-wise, it's more valuable than my entire collection combined.

Insane.
 
Thanks for the suggestions, I'll give it another try with a altered deck. The amount of crazy first round summons and second round buffs I see now, maybe I'll try that sap and another owl.

I reversed my luck though, in the beginning constructed was very easy and Arena gave me trouble, now it's the opposite, constructed is harder and Arena is easier. Life gaining cards in the arena can change momentum and help win games too. You get to the squishy middle range of health, where the opponent picks to attack you over your creatures, then gain 6-10+ life back, buff your creatures and wipe theirs out, the next time around they don't go for the direct attacks so quickly. :)

It's always a tricky call when to start taking attacks to the other player vs their creatures. There's been quite a few games where I felt it may have been unnecessary to hit every creature I summon when they could be killing me instead, but at the same time, if they'd only left me one creature, it'd be enough to hit them back for a ton of damage (~20 or so) with the buffs I had in hand. The risk is always when you lower all your creatures health to 1 or 2 trying to keep board control and they play a mass wipe, when instead you could have just attacked them for the damage instead.
 
Just had my best victory ever.

I was on 5 health, i used all my creatures to get my opponent to 1 hp, but i had no more creatures to attack. He had 2 creatures out and would surely killed me next turn. I play my last minion out of my hand hoping for a good knife juggler proc and damn he hit the opponent instead of the creatures xD he prolly was pretty pissed.
 
Still think mages need their hero power nerfed, they are already strong enough as it is without having an ability that completely bypasses taunt mechanics. It's pretty fucking annoying losing early game cards whilst they just fireblast away, taunters or no taunters whilst they build up their hand and drop a combo on you that you can't recover from.
 
Still think mages need their hero power nerfed, they are already strong enough as it is without having an ability that completely bypasses taunt mechanics. It's pretty fucking annoying losing early game cards whilst they just fireblast away, taunters or no taunters whilst they build up their hand and drop a combo on you that you can't recover from.

This sounds more like a complaint about hunters honestly.
 
Still think mages need their hero power nerfed, they are already strong enough as it is without having an ability that completely bypasses taunt mechanics. It's pretty fucking annoying losing early game cards whilst they just fireblast away, taunters or no taunters whilst they build up their hand and drop a combo on you that you can't recover from.

Yeah, I feel the same. I think Taunt effecting Spells would be interesting and a much needed Buff for some of the lower Tier Taunt-Creatures.

Other changes I would like to see:
- More Variety of Quests or at least enough daily Quests for one Arena run per day
- Arena rewards balanced
- Better and more diverse class-specific cards with unique synergies and interesting Battlecry/Deathralle mechanics

But I think all of this is already planned .. but judging by how long it takes to even fix the UI Bugs that annoy people since two months, it will be a long time ...
 
Would be nice if they added some reward for losing so you don't feel like you wasted your time.

Nothing big so it won't be worth it to run bots but 5 dust every 3 loses would be nice.
 
Would be nice if they added some reward for losing so you don't feel like you wasted your time.

Nothing big so it won't be worth it to run bots but 5 dust every 3 loses would be nice.

I was thinking about this. It'd be nice to have something to fall back on when you go on a string of bad losses. As you said though, there needs to be an implementation of some sort to limit botting or people just joining up and dropping right away to get a quick loss.
 
Finally got my beta key yesterday. Game seems super swingy, but it's so fast and polished that I dig it. Gonna start unlocking heroes all day.
 
So much envy... I've found only one legendary in around 80 packs, and it's one of the worst, haha!

I like the idea or giving some reward for losing. If it were up to me I'd tie it to losing stars in the new rank mode. 20 stars lost, 20 dust, maybe.
 
Finally got my first 9 win Arena run with this deck. I don't even think it's anything that special, just a pretty solid Shaman deck. No legendaries, I didn't even have a single epic.

Can I ask which other 2 cards were so terrible that you had to take a Wisp? ;)
 
Can I ask which other 2 cards were so terrible that you had to take a Wisp? ;)

Haha, please don't judge me! I swear, it was a horrible draw. I know one was Grimscale Oracle, with zero Murlocs in my deck Wisp was a cheaper 1/1 that had no chance of buffing my opponent's minions. I forget the other one, but it was on the same level of awful.
 
First time playing arena decided to go priest and see what this class is all about. First choice had mind control so I took it. Then I think mind control came up two more times in the next 5 selections. I thought I had picked it once more to give me two of them in the deck but after I was done I noticed I only selected it once. My question is if mind control is that good of a card where I should have chosen it all 3 times no matter what? I cannot remember what my other choices were but they could not have been that bad otherwise I would not have hesitated to pick mc all three times.
 
I'm starting to turn around on bloodlust. Yeah, I still like it in constructed aggro decks where you drop lots of little dudes, but it's pretty much the definition of a win more card in arena where your guys are probably of a similar average quality to your opponents. The hero power keeps it relevant though.

I hate fireball. I sincerely hate it. Needs to be only cast-able on minions =/

While I don't necessarily hate fireball specifically, I do think Mages are far more problematic than hunter otk, despite blizz's concern. All of the issues they talk about with hunter otk are present in mage- non-interactive off the board kills out of nowhere are their specialty. Furthermore, hunter otk is far more disruptable and less consistent than mage deck wins. There are more relevant secrets across classes against creature based wins, taunt slows them down in a way you just can't do against pyroblast or fireball, mages have more and better tools at their disposal to control the board till they reach their off the board kill, and hunters require assembling a specific combination of cards in hand to even have a shot at winning while mages can purposefully ignore the board/stall it while pulling 1 to 3 cards to finish you off. I just went around 20-0 this morning in constructed and 6 of those wins were against hunter otk. Fortunately, I didn't have to play mage once this morning. Why blizz thinks mass statistics should be followed for balance over just examining tourney play, where hunter otk is nearly non-existent, is beyond me.
 
I'm curious, how was bloodlust in that deck?

It was alright, with only one it actually didn't end up coming into play that often. I only had one game where I ended it with a 4+ minion Bloodlust, huge burst of damage to finish things. One other game it allowed me to get some great trades and inflict nice damage. It definitely worked out well when I got it.
 
what? How on earth are you suppose to fight against the rush-mini-minions with taunt players if you cant even kill them with spells?
Kill the taunt / minions with it and enjoy boardcontrol?
While I don't necessarily hate fireball specifically, I do think Mages are far more problematic than hunter otk, despite blizz's concern. All of the issues they talk about with hunter otk are present in mage- non-interactive off the board kills out of nowhere are their specialty. Furthermore, hunter otk is far more disruptable and less consistent than mage deck wins. There are more relevant secrets across classes against creature based wins, taunt slows them down in a way you just can't do against pyroblast or fireball, mages have more and better tools at their disposal to control the board till they reach their off the board kill, and hunters require assembling a specific combination of cards in hand to even have a shot at winning while mages can purposefully ignore the board/stall it while pulling 1 to 3 cards to finish you off. I just went around 20-0 this morning in constructed and 6 of those wins were against hunter otk. Fortunately, I didn't have to play mage once this morning. Why blizz thinks mass statistics should be followed for balance over just examining tourney play, where hunter otk is nearly non-existent, is beyond me.
Yes, it's just so annoying. You have board control and then they put down 2 spell damage minions and nuke you for 8 and then for 10 the next turn. >_>
It just has NO counter play. You can't do anything against it. Vs Hunter you can at least play taunts and remove key minions prior to that.

Why does a 4 mana 6 damage cast can be cast on the hero, while a 3 mana 4 damage card can not? Pyroblast is ok, since it's a solid 10 mana cost endgame card. But I can't accept fireball. It's way too cheap for 6 damage AND on hero. Make it 5 mana for 6 damage on everything or 4 mana with 6 damage on minions only.
 
Why blizz thinks mass statistics should be followed for balance over just examining tourney play, where hunter otk is nearly non-existent, is beyond me.

They probably aren't trying to balance for the top 1% who play tournaments when 99% may be having a bad time due to prevalence of a single strategy, the effectiveness of which immaterial in the face of its annoyance factor.
 
They probably aren't trying to balance for the top 1% who play tournaments when 99% may be having a bad time due to prevalence of a single strategy, the effectiveness of which immaterial in the face of its annoyance factor.

Not that I approve of balancing for the non-competitive audience, (which typically means unbalancing the game as you ignore the more serious imbalances/nerf something completely out of play in response to the majority overestimating its strength- hunters are already pretty weak in constructed, after all, especially outside otk) but the real issue here is that this is one of the more prevalent strats due to the ease of acquiring the key cards. The more casual audience will eventually encounter the truly powerful strats as people get more and more cards and improve at the game; is/should blizz wait till that point to seriously balance the game?
 
wow, just went 8-1 with this really really below average Priest Draft. With no shadow words and no real endgame I expected to get eaten alive. The 2 Holy Novas were my gamechangers .. most of my opponents went to my face too early got boardwiped while my minions were healed ... don't do that against a Priest .. they CAN recover even from 3 HP ..

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1 default win because of disconnect, and 2 were obviously new to the game .. all of the rest were just grinding and grinding and making good trades while using the healing heropower in the endgame. 1 Warlock died to card fatigue .. never had that happen before ;>

Minions: Had to pick 2 Blood Knights because they other picks were Murlocs and Doomsayers ... but I find Blood Knights rarely work. In 1 game of 9 I soaked up a shield .. the rest of the time they were 3/3 for 3.
Got some more respect for Frost Elemental .. can really help to get board control back .. especially if you follow up with nova.
Reckless Rocketeer ended 3 of my games .. beginning to appreciate Charge-Minions a lot.
 
Not that I approve of balancing for the non-competitive audience, (which typically means unbalancing the game as you ignore the more serious imbalances/nerf something completely out of play in response to the majority overestimating its strength- hunters are already pretty weak in constructed, after all, especially outside otk) but the real issue here is that this is one of the more prevalent strats due to the ease of acquiring the key cards. The more casual audience will eventually encounter the truly powerful strats as people get more and more cards and improve at the game; is/should blizz wait till that point to seriously balance the game?

Well, there have already been balance tweaks, so presumably they want to have that sorted sooner rather than later. The question is what data they're looking at, how they are looking at it, and whether they are coming to the conclusion that something needs to be done. Unleash The Hounds is already on their radar--who knows whether Fireball is?

They may not see a problem, or even if they do, they may see potential counters (not going to speculate on what) going unused and decide to hold off. This is supposedly how they balance Starcraft at times.

Hearthstone being F2P also raises the question of what type of balance do they want? They may want to skew more to being newb-friendly to grab more players, or toward Expert Set being hands-down more powerful to encourage more spending.
 
The game probably will have problems with spells everytime they release s new set of cards till they add a proper mechanic to deal with them. Or at least a lot more secrets across all classes.
 
Kill the taunt / minions with it and enjoy boardcontrol?

.

Well the spells are cards just like minions. In order for me to gain board control while also using spells to gain that boardcontrol I will have to use more cards then simply throwing down low cost minions.
Mages are created around killing you with spells. Just like warriors actually can kill you straight up with weapons and beeing unkillable with the right armor combos.
To me the classes are fairly balanced. The only thing that is a problem right now, is the current meta that is all out rush. Be this with minions or spells. Not that I think its a balance issue, more then it leading to a very boring game.
 
Well the spells are cards just like minions. In order for me to gain board control while also using spells to gain that boardcontrol I will have to use more cards then simply throwing down low cost minions.
Mages are created around killing you with spells. Just like warriors actually can kill you straight up with weapons and beeing unkillable with the right armor combos.
To me the classes are fairly balanced. The only thing that is a problem right now, is the current meta that is all out rush. Be this with minions or spells. Not that I think its a balance issue, more then it leading to a very boring game.

Druids are good vs. the rush. My lock rush is useless against them.
 
Secrets really aren't that acceptable as counters to keep things in check, outside of the odd ones like explosive trap, since they're too easily played around. It's like someone at Blizz really hated playing against blue in Magic and just wanted to feel comfortable throwing down his big green fatties or casting the most explosive sorceries whenever he wanted. I'm not sure what they can do going forward to deal with the lack of ability to respond to another player's plays, but I think it has to be more than secrets.

This is a bit of a side track, but I accidentally clicked on the old reveal thread when searching for this one and, man, look at this pathetic first page:

http://www.neogaf.com/forum/showthread.php?t=527973

I don't understand all that uninformed, extreme negativity right off the bat; Blizz even set expectations for the reveal accordingly iirc. Kind of want to tear all the immediate naysayers a new one, since they seemed to dismiss it for being a card game, of all things. Even if the game isn't or won't measure up the best in the genre, it's still more of an actual mechanics and skill driven game than half of the drivel that occupies the front page.
 
Haha yeah, to be perfectly honest the initial tease and build up to the announcement seemed to promise a lot more and I was underwhelmed by the announcement as well when it first hit. Once I actually saw the fireside chats/shoutcasts that they put out it made me more interested but it was really only when I started watching the streams when the beta was more widespread that it really grabbed me.

I can easily see people sneering at a online-only card game that is being developed by a company of Blizzard's stature, but I would be surprised to see people look down on it once they actually see the game and watch a few matches.
 
The issue isn't counters- it's needing to not have your turn held up by your opponent needing to make decisions. Everything takes place at Pokemon speed. All "reactive" effects are automated.
 
Well the spells are cards just like minions. In order for me to gain board control while also using spells to gain that boardcontrol I will have to use more cards then simply throwing down low cost minions.
Mages are created around killing you with spells. Just like warriors actually can kill you straight up with weapons and beeing unkillable with the right armor combos.
To me the classes are fairly balanced. The only thing that is a problem right now, is the current meta that is all out rush. Be this with minions or spells. Not that I think its a balance issue, more then it leading to a very boring game.

Which is why defender of argus is so powerful. Turns 2 weak minions into stronger taunt minions. I hate going up against it.
 
Once they implement a fog of war type card (both you and your opponent cannot attack on your next turns), that should help matters.

Mage spells aren't too horrible, they just need more creatures like lightwell that provide reoccurring healing. Even as it is, most healing spells cost half as much as damage spells.
 
This is a bit of a side track, but I accidentally clicked on the old reveal thread when searching for this one and, man, look at this pathetic first page:

http://www.neogaf.com/forum/showthread.php?t=527973

I don't understand all that uninformed, extreme negativity right off the bat; Blizz even set expectations for the reveal accordingly iirc. Kind of want to tear all the immediate naysayers a new one, since they seemed to dismiss it for being a card game, of all things. Even if the game isn't or won't measure up the best in the genre, it's still more of an actual mechanics and skill driven game than half of the drivel that occupies the front page.

Consumers don't know what they want. Really glad to see this be a worthwhile product.
 
The issue isn't counters- it's needing to not have your turn held up by your opponent needing to make decisions. Everything takes place at Pokemon speed. All "reactive" effects are automated.

Right and I really don't know how they can give players legitimate responses without breaking that core design decision. Whether or not your opponent can disrupt will always be onboard.
 
Once they implement a fog of war type card (both you and your opponent cannot attack on your next turns), that should help matters.

Mage spells aren't too horrible, they just need more creatures like lightwell that provide reoccurring healing. Even as it is, most healing spells cost half as much as damage spells.

Isnt there some card like that already? Havent played beta in a while so my memory is rusty.
 
Isnt there some card like that already? Havent played beta in a while so my memory is rusty.

Mages themselves effectively have multiple fogs of war with cone of cold, blizzard, ice block, and ice armor, as reckful demonstrated to great effect despite his throw during the blizzcon tourney.
 
That "I'm going to 2 for 1 you all day!" Rogue deck should get absolutely demolished by a near-creatureless Mage "turbofog" deck. The hyper-efficiency doesn't make a difference when the mage is just going to go straight for your dome.
 
That "I'm going to 2 for 1 you all day!" Rogue deck should get absolutely demolished by a near-creatureless Mage "turbofog" deck. The hyper-efficiency doesn't make a difference when the mage is just going to go straight for your dome.

I've been running that rogue deck non-stop in constructed and it hasn't lost yet, but, yeah, I've yet to play a mage running the real control and burn setup. I dunno how it will deal with that deck. You'd just have to hope to race them somehow and aim all those eviscerates and si agents at their face instead. Harvest golems, argent squires, argent commanders, and sylvanas are decent against wraths, but I doubt the latter will ever grab anything against that particular deck and it's easy enough for a mage to render divine shield irrelevant. Scary stuff.
 
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