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

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I think I will jump in to my first arena tomorrow, probably not the best idea since I've only played Mage so far and might not be able to draft one but you have to start somewhere... What's the current gold price for Arena? If it's a lot I maybe shouldn't waste my freebe.

Play mode is going really good so far, made a custom mage deck with the basic cards and so far I am something like 12:6

Bring all characters to lvl 10 before playing arena.
 
Arena costs 150gold or 2bucks. I'd personally just jump right in. You probably won't do all that great, but you'll get a pack out of it. And then after that go back to constructed and return when you feel confident again.
 
yeah of course. Blizzard into Frost Nova into Flamestrike. Fuck you Arena.

Edit: followed by double cone of cold. This freezing bullshit. I think I never encountered something as annoying as that in any game I ever played.
 
I'm so addicted to this game. Why did Blizzard have to invite me into the closed beta during finals week. AHHH!

I plunged $19.99 on 15 packs and had 2 hands where I got a Legendary, Epic, and Rare in one pack. It was like reliving my Holographic Charizard moment.

Here's a screenshot:

BbBaco8CcAASySa.jpg:large
 
3/2s would be crazy :p

I think 1/1s is fine since it will work with the wolf that increases damage by 1. It can combo crazy good with buzzard and the hyena/devouring ghoul (w/e the one that increases attack for each dead minion) and especially cult master.

I think of 4 cost aoes and they don't really do that much damage or create board presence of have the option for direct damage.

All those cards are super easy to kill (1/1, 2/1, or just high priority targets that die fast anyway), so you probably won't have them on the board unless you play them the same turn, then that mana starts adding up fast, and you're looking at holding on to 3-4 cards in your hand until turn 7 or 8... and you also need to hope your opponent has a bunch of creatures on the board killing you each turn? For some 1/1s? I dunno, it needs a lower cost or much stronger minions I think. We'll see.
 
That AC nerf is a joke. Mine almost always die the turn after they lose the divine shield so it doesn't really matter whether he has 2 health or 3.

It now dies to holy nova, Blizzard, and consecration. Plus 2 health just being marginally easier to deal with in general. That's the point.

Sometimes a number isn't just a number - there's other context. Right now, with the current pool of cards we have, 2 health to 3 health is a BIG gap. Bigger than 1 health to 2, or 3 health to 4.

If we eventually get more dmg or 3dmg AOEs or whatever then 2 health won't be as big a deal.
 
The Hounds change is interesting...

I see why they did it that way, and I can see it being pretty strong. I agree with others though, 4 is kind of high. Will have to test it out to see. This is likely not the last change to hounds we will see :)

The advantage is the damage control. Sure they are only 1/1 but say you spawn 3-5 of them. That is 3-5 damage you can spread out however you like.

As for no Mage nerfs, not really caring to much. My main constructed decks are a Mage, Priest, Shaman, and Hunter. I lean towards Priest lately though as the variety is just fun.

Good mages are hard to beat, but the key to a good mage beating is to bait them into blowing their wipes.

If you have a deck to do that :)

Like how when I play my Priest and I am constantly running into decks full of 4/x minions... which are the bane of any Priest deck.

I would have liked to have seen more cards added :)
 
For those newer (or those struggling): I highly suggest playing against AI both on Normal and Hard. Then I highly suggest playing a basic deck, unranked, for a solid period before even venturing into Arena or Ranked.

Like many here -- I watched a number of streams before I was finally graced with a Beta Key. I had thought that watching the streams (Kripp and Trump, mostly) would prepare me for the game. Boy was I wrong. Granted, I have very little card experience (MTG 2013 and 2014 on the iPad only) -- but it took me a long time to understand what each card does. The trick to any deck is synergy. It's impossible to "synergize" without an above average knowledge base. Even taking deck lists straight up from guides and websites -- you need to understand what the goals are of each card and how the deck plays within itself.

Be patient. Learn. Play.
 
All those cards are super easy to kill (1/1, 2/1, or just high priority targets that die fast anyway), so you probably won't have them on the board unless you play them the same turn, then that mana starts adding up fast, and you're looking at holding on to 3-4 cards in your hand until turn 7 or 8... and you also need to hope your opponent has a bunch of creatures on the board killing you each turn? For some 1/1s? I dunno, it needs a lower cost or much stronger minions I think. We'll see.

I think the advantage it has over other aoes is that it can be all focused to take down a single strong minion and/or bring every minion into explosive trap range.

It is definitely a mid-late game card, although I suspect if you have a buzzard out or a cult master prior to using it, you'll get great mileage out of it as a card draw mechanic.
 
The only mode I really care about is Arena, although I'd sure rather not pay $2 a time to do it. What's the best way to earn gold - just play ranked Play mode a bunch? The quest idea is nice, but after the first few I don't seem to get them anymore. It says 'check back tomorrow', but there's nothing.


During the Arena draft, I notice that the cards can come in groups, i.e. Legendary, etc. Is each draft guaranteed a certain amount of these legendary groups? Or is it totally totally random?
 
It now dies to holy nova, Blizzard, and consecration. Plus 2 health just being marginally easier to deal with in general. That's the point.

Sometimes a number isn't just a number - there's other context. Right now, with the current pool of cards we have, 2 health to 3 health is a BIG gap. Bigger than 1 health to 2, or 3 health to 4.

If we eventually get more dmg or 3dmg AOEs or whatever then 2 health won't be as big a deal.
Not to mention lots of warlock spells buffed and cards like smite. Understandable considering how much value those cards hold.

I am still pissed they nerfed MC before they even touched a single mage card.
 
The only mode I really care about is Arena, although I'd sure rather not pay $2 a time to do it. What's the best way to earn gold - just play ranked Play mode a bunch? The quest idea is nice, but after the first few I don't seem to get them anymore. It says 'check back tomorrow', but there's nothing.


During the Arena draft, I notice that the cards can come in groups, i.e. Legendary, etc. Is each draft guaranteed a certain amount of these legendary groups? Or is it totally totally random?

The quests seem to renew around 8pm EST. 1 new per day. It is a known issue to not always show up immediately.
 
All those cards are super easy to kill (1/1, 2/1, or just high priority targets that die fast anyway), so you probably won't have them on the board unless you play them the same turn, then that mana starts adding up fast, and you're looking at holding on to 3-4 cards in your hand until turn 7 or 8... and you also need to hope your opponent has a bunch of creatures on the board killing you each turn? For some 1/1s? I dunno, it needs a lower cost or much stronger minions I think. We'll see.

Well Druid has a similar card that gives 3x 2/2 with charge for 6 mana and they die after a turn.

I would argue that the new UTH is more than in line with that. A bit weaker, but also easier to combo. You are not getting more than that out of 1 card for such a cost.
 
During the Arena draft, I notice that the cards can come in groups, i.e. Legendary, etc. Is each draft guaranteed a certain amount of these legendary groups? Or is it totally totally random?

I think you're guaranteed at least ~5 rares or better, but it's hit or miss with class cards and epic/legendary cards. Sometimes you can get a handful other times almost none.

Well Druid has a similar card that gives 3x 2/2 with charge for 6 mana and they die after a turn.

I would argue that the new UTH is more than in line with that. A bit weaker, but also easier to combo. You are not getting more than that out of 1 card for such a cost.

Druid card seems better. Do scenarios with 0-1 creatures on the other side of the board, druid can play a roar or two on top of the 3x 2/2s and hit for 14-22 damage without any other creatures on the board, UTH does a single 1/1 or nothing.
 
Anyone play hunter and can answer this?

Can you drop buzzard, play snake trap (Secret: When one of your minions is attacked, summon three 1/1 Snakes), then use a minion such as elven archer (battlecry do 1 damage) to attack the buzzard and set off snake trap?
 
Anyone play hunter and can answer this?

Can you drop buzzard, play snake trap (Secret: When one of your minions is attacked, summon three 1/1 Snakes), then use a minion such as elven archer (battlecry do 1 damage) to attack the buzzard and set off snake trap?

I'm fairly certain that would only count as damage, not an attack.
 
But that arena itch! I'll just see what the quest is tomorrow, maybe it'll bring me to use a new class.

I understand that but you will be given choice of 3 characters so you might or might not get mage which is only familiar character for you.

Altrough at worst case you "lose" 50 gold so not a big deal in grand scheme of things.
 
The only problem with hunters right now is the ridiculous UTH combo which can kill you in 1 turn no matter what you are doing. Other than that I think they are on the low end of the totem pole.

Hunters have some really strong cards, and they're the only ones that can effectively counter Secrets and Stealth. Houndmaster, Animal Companion, and Savannah Highmane are very high value. I think that the Darkspear Hunter will probably come into favor after the UTH change as well.
 
I'm so addicted to this game. Why did Blizzard have to invite me into the closed beta during finals week. AHHH!

I plunged $19.99 on 15 packs and had 2 hands where I got a Legendary, Epic, and Rare in one pack. It was like reliving my Holographic Charizard moment.

Lol, oh man does that hit home. I know the exact feeling and I too plunged my own $20 recently that I was regretting right as I pressed the buy button but for some reason it felt totally worth it when I got a few really good cards.
 
I'm suddenly understanding why they're being hyper-conservative. But it's not a good idea- things get harder and harder to adjust wildly as you try to move out of Beta.
 
I'm surprised there isn't more mage whining after those patch notes
The problem is twofold there- it's the same problematic set of cards (SSC, DID, DoA, AC) combined with the class that has the best class specific cards (Fireball, Pyroblast, Frostbolt) by a mile.
 
The problem is twofold there- it's the same problematic set of cards (SSC, DID, DoA, AC) combined with the class that has the best class specific cards (Fireball, Pyroblast, Frostbolt) by a mile.
the problem is that though those cards did have incredible value, they were equallya ccessible to all classes

making a bunch of popular cards 2 hp makes them even more susceptible to mage powerx2, CoC+power or blizzard
That's impossible. No one can give more than one hundred percent. By definition that is the most anyone can give.

son you better give 101%
 
the problem is that though those cards did have incredible value, they were equallya ccessible to all classes
This is not a good thing. You want the class cards being strong, with the neutral cards being more marginal/used as gap-fillers. When the opposite is true, it makes the game "Whats the best class to go with my neutrals?" instead of "What are the best neutrals to go with my class?"

I would strongly argue we have the former going on right now.
 
Not to mention lots of warlock spells buffed and cards like smite. Understandable considering how much value those cards hold.

I am still pissed they nerfed MC before they even touched a single mage card.

Yup. Forgot about all the other sources of two damage. Holy Smite... Demonfire, Stormpike Commando, etc.

2 damage is kind of central at the moment.
 
Holy crap that starving buzzard nerf, as if they didn't die all the time before hand >_>

If they're gonna make it a 2/1 then it should cost 1 mana and change the ability to a battlecry to draw a card for each friendly minion on the battlefield.
 
I agree with kirb, the powerful neutral cards stagnate the game way way more than class imbalance does atm. Both need to be worked on, but I think the bigger issue being addressed is something that can better reveal issues amongst classes.
 
Lol the Argent Commander nerf won't change it's use at all, and the Cleric not much either. Hunters got fucked bad, but Unleash The Hounds was grade A bullshit.
 
so they nerfed Priest and Hunter to make sure we end the debate on "which class is the most broken"

now it's a consensus! thank you blizzard
 
Still no mage stall nerf. Freezing minions for 4+ rounds in a row is totally fine apparently, then you get to eat pyro's.

Frostbitten debuff pls.
 
Argent Commander change isn't enough, Shattered Sun Cleric is a welcome change but Defender of Argus needs it more.

Flame Imp change is meh; it's a strong (but not necessarily overpowered) one mana drop and all this does is discourage playing it later on even more. Blood Imp has always been more of a problem since you can play it at the beginning and win most of your trades for the rest of the game since everything you play is buffed.

And yeah, no Mage changes? Mages are bar none the best class in the game right now and destroyed the tournaments, and these neutral minion changes buff them, if anything. Sylvanas also needs a change to no longer be a "play it and win" card.
 
Argent Commander change isn't enough, Shattered Sun Cleric is a welcome change but Defender of Argus needs it more.

And yeah, no Mage changes? Mages are bar none the best class in the game right now and destroyed the tournaments

Sylvanas also needs a change to no longer be a "play it and win" card.

start playing with silences.

Though I do think they need to make mana worms 1/2
 
if I break it down :
100 gold cap - thats 30 wins per day and I have a job, I don't really care
Buzzard - good nerf
UtH - RIP in piece
Shattersun - perfect nerf. just enough, not too much, still good but not godlike anymore
Argent Commander - pretty much everything can trade with a 4/3 anyway by turn 6 or 7 so whatever
MC - good nerf, but both shadow word are still problematic IMO
Flame Imp - okay nerf I guess
Not nerfing any Mage card - I hate blizzard
 
So I think some of you guys mentioned this before, but I was facing a hunter in arena and I already had 2 losses. He was getting beat pretty bad, I still had 30 health and 4 minions to his 12 health and 0 on the board. Then he takes a long time and without any time warning, then I d/c from battlenet even though my internet connection is fine. I log back in and find out it counted as a loss. I think people were mentioning bugs that crash games and some sore loser just pulled one on me. I'm not too mad, but more disappointed in people. I wish I wrote his name down (is there a way to check match history?) but he sucked pretty bad so the thought to read his name didn't pass my mind.
 
Argent Commander change isn't enough, Shattered Sun Cleric is a welcome change but Defender of Argus needs it more.

Flame Imp change is meh; it's a strong (but not necessarily overpowered) one mana drop and all this does is discourage playing it later on even more. Blood Imp has always been more of a problem since you can play it at the beginning and win most of your trades for the rest of the game since everything you play is buffed.

And yeah, no Mage changes? Mages are bar none the best class in the game right now and destroyed the tournaments, and these neutral minion changes buff them, if anything. Sylvanas also needs a change to no longer be a "play it and win" card.

Why isn't the change to argent commander enough? It'll be a 4/2... that has the stats of a 3 cost minion (big game hunter). And the rocketeer goblin guy has 6/2 charge at the same cost. There will literally be 1 cost cards that can take it out.

And people may think, oh argent commander would die the next round anyway, but I think it is more important to note that it becomes more vulnerable to lower cost minions and spells and that in turn makes him much weaker than you may think.

I don't see sylvanas as a play and win card. Vulnerable to silence and smart play like other cards. I think they overrate silence in card balance though, so buffing some of the silence cards might be appropriate... like 2/2 owl. And 4/4 spellbreaker (i think that is the name).
 
It would still remain a 2-for-1 at 4/2. It shows the weakness of Blizzard's value assignment that it doesn't take into account the synergy of multiple abilities on a single card.

While neither Divine Shield nor Charge alone makes Argent Commander broken, it's having both of those on one body that pushes it over the top.

I'll be interested in seeing how these changes pan out but I don't expect a sudden decrease of Argent Commanders like this metagame needs.
 
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