So I pulled Hemet Nesingwary yesterday, probably going to dust him as he seems too situational to ever see use. If I dust him, I can craft a new legendary. I have Vol'jin, Bolvar, and Dr. Boom, as well as all Naxx legendaries and most tier 1-2 expert pack legendaries (everything except Jaraxxus). I play a lot of midrange/control type of decks. What should I craft? I'm leaning between Neptulon (I primarily play Shaman), Troggzor the Earthinator, Malorne, and Mal'Ganis.
The jury's still out on Troggzor and Mal'Ganis, while Malorne is generally held in disfavor. Neptulon, on the other hand, is included in most of the new competitive Shaman decks and it's safe to assume that he'll become a staple for midrange Shaman like Tirion is for Paladin and is therefore worth crafting over your other three choices.
I feel like it just verifies how RNG based and lacking in skill-requirement that this game can be at times.
Hearthstone is RNG based if your sample size is one game, but over, say, 100 or 1000 games Hearthstone is heavily skill based because the "luck factor" is entirely negated in the long run by the weight of cold, hard percentages. You can play like crap and still win due to God-like draws only so much before objective statistics catch up with you, and over the long run only those players who consistently make optimal decisions with the hand they've been dealt will advance to the top of the ladder.
Tru rite but naw.
Did you watch the tournament last night? The top players in this game were complaining about the RNG even. That's just one example, but it's known by low ranked , high ranked, and rank 1 players that RNG is a big factor in this game.
Yeah, my point doesn't really apply to individual tournaments with Best of 5 or Best of Best of 7 formats because the small sample size leaves too much room for the kind of crazy variance we saw yesterday. I think the best way to measure a player's overall tournament performance is to look at his win-loss ratio over the course of multiple tournaments (as many as possible) rather than just one.
I feel like it just verifies how RNG based and lacking in skill-requirement that this game can be at times.
Hearthstone is RNG based if your sample size is one game, but over, say, 100 or 1000 games Hearthstone is heavily skill based because the "luck factor" is entirely negated in the long run by the weight of cold, hard percentages. You can play like crap and still win due to God-like draws only so much before objective statistics catch up with you, and over the long run only those players who consistently make optimal decisions with the hand they've been dealt will advance to the top of the ladder.
The sole goal of Hearthstone is to win matches; there is no point or objective to this game other than that. How logical is it to rage at someone for doing the only thing that this game allows the player to do, and what you would done yourself if you had the chance?
As the loser, what else did you expect the other guy to do? Throw the game just for you? Apologize to you for winning?
You really dont get how HS work? There are lot of gimick cards its not just nozdormu, there are a lot of commons/rares that are better then legendary so your statement isnt really true.
I would like to see a rare with the same effect as Nozdormu but for less mana, maybe a 3/3 for 4 or 2/3 for 3. Nozdormu is too expensive for its battle cry, which is unfortunate because a lot of players agree that the effect is fun and adds an interesting competitive dynamic to the game if used correctly.
If you can make both players' battlecry minions cost 2 more for only 2 mana with Nerub'ar Weblord , then I don't see why you shouldn't be able to make the game faster for 3 or 4 mana.
People afraid to go on a plane, people afraid to take the bus, people afraid to play video games in their own homes...
Maybe stop being afraid and be brave like a man.
cy@
Performance anxiety doesn't come from a fear of playing video games, but specifically from a fear of doing poorly and there is a perfectly logical Neurobiological explanation for it. Here is the simplified version: Being in a competitive environment causes our Testosterone and Adrenaline levels to rise significantly, which amplifies our reaction to winning and losing in a way that causes us to play worse , stop playing altogether, or (in extreme cases) even become physically nauseous in response to doing poorly. In the long term, these processes are physically and emotionally debilitating and may cause the subject to either reduce his play-time or stop playing permanently if not controlled.
Telling people to start being "brave like a man" is useless because these chemical reactions are completely involuntary; people don't choose to have performance anxiety, it simply happens to them and there is little they can do to stop it. Starcraft 2 professionals, many of whom had ladder anxiety at some point in their career, recommend taking breaks and doing something else while playing like listening to music or taking to a friend. You can also try to trick your brain by redefining what it means to win in a way that allows you to "win" every game you play.
But the only sure way to permanently eliminate ladder anxiety not only in Hearthstone but in any competitive activity is to simply do it a lot, so much that playing ranked becomes second nature to you; once you get to that point, you will stop secreting as much adrenaline when playing ranked and the games won't feel important or special to you anymore.
As someone who loves competition but hates to lose, I used to get bad cases of ladder anxiety. My way of overcoming it was to convince myself that being nervous about playing ranked is illogical. Here was the thought process that helped me realize my nervousness is unwarranted.
1. Your rank only matters objectively if you're a professional player or trying to push legend. If you're not in these two categories, there is no material difference between being rank 20 and rank 1 and no one knows or cares about your ranking but you.
2. Ranked games are identical to Casual games, with the only difference being that one gives you stars for winning and takes them away for losing. Past rank 20, how many stars you have is completely inconsequential since you can't rank down enough to lose access to the seasonal cardback and the seasonal cardback is currently the only performance reward other than the legend cardback, and most people aren't interested in grinding to legend.
3. Because your rank doesn't matter and Ranked games are identical to Casual games, you might as well play Ranked to earn wins toward your hero portrait.
Doing 20% less damage for one less mana doesn't seem like a good deal to me. It's more likely that Handlocks will forego burst damage altogether in favor of consistency, meaning that Leeroy will be replaced by cards like Alexstrasza or Jarraxus.
Taunt Druid always did well for me both vs Hunter and Zoolock.
Really? Wild growth and Innervate are always nice to have in the starting hand, but I find that against classes with a strong early game like Hunter and Zoo they are almost a requirement; Hero Powering from turns 1-3 is a death sentence if your opponent has a curve of early game minions that can't all be cleared by a swipe.
It's hard to argue that Zoo is "broken" when it gets crushed by Warriors and- best case scenario- breaks even against Hunters, the two most popular classes in the current meta.
It's very possible to be a top Hearthstone player without spending a penny on this game; all you have to do is make a Zoo deck. It's so effective that even players who've spent hundreds of dollars to get a complete collection still use Zoo to push for legend each season. Alternately, you can play arenas until you have the dust needed to make one of the more expensive decks.
No other card game (certainly not Magic, Hearthstone's closest competitor) gives you the opportunity to be a competitive player without spending any money, and yet some people are still bleating about Hearthstone being "pay to win."
Using bots is one thing, but actually hacking the game is probably impossible without getting banned for it almost immediately. You won't get much out of opening a ticket since you would have lost anyway even if your Voidwalker registered, so I would just chalk it up to a rare glitch and let it go. I am sorry if this was a top 16 legend game (which it probably wasn't because your opponent wouldn't be playing aggro paladin at top 16), but otherwise throwing one game doesn't matter.
Onyxia is a 9/9, her father is a 12/12 who wipes EVERYTHING in the board AND your hand and is considered one of the most powerful creatures in WoW lore, even in Warcraft 2: Beyond The Dark Portal he was the hero with the most power, by a long shot. She is rivaled power wise only by giants, Ragnaros the Firelord, Alexstraza and surpassed only by one. Her effect while most people don't like has seen play in very specific decks, mostly Token Druid or Blood Shaman. Her power is very suitable lore wise.
Leeroy Jenkins leads the charge, and spawns all the drakes by stepping in dragons, so the opponent gains dragons, who kill him, get the picture? He wasn't an idiot, he gave tons and tons of views on YouTube to a World of Warcraft video, has a lot of recognition from the community and Blizzard, and he was given a card, an achievement, and a NPC in World of Warcraft, at the request of the community.
Illidan rivals with Onyxia, yet he's trash.
Your problem is that Illidan is underpowered and that his card isn't accurately reflected by the lore. I agree with both, but my point is that many if not most cards in Hearthstone are not accurately reflected by the lore; if Blizzard fixes Illidan based on the latter, it would also have to fix 50 more cards to be logically consistent. Blizzard borrows from lore whenever they can, but their 1# priority is balance.
Onyxia is an 8/8 for 9 mana, meaning that she's as powerful as any of the three giants (shouldn't the brood mother of the Black Dragonflight be a bit stronger than random, nameless giants who can be found all over Azeroth?) but is almost always more expensive to cast and has a battle cry that gets countered by any AOE spell in the game. Token druids and bloodlust shamans used to run Onyxia in Beta, but now almost everyone realizes that there are better options. Onyxia is as playable as Illidan in competitive decks, which is to say not very much at all; they're both Trash.
Leeroy was inconsequential in wow lore- he wasn't even a part of Wow lore in any meaningful sense- and yet is the most popular card in Hearthstone.
Onyxia is a massively important character in wow lore, as important as Illidan, and her card sucks so much that 0% of competitive players use her; should Blizzard buff Onyxia as well? On the other hand, Leeroy Jenkins was some imbecile who wiped his raid once and he is the most popular card in the game.
If your complaint is that some cards are not reflected accurately by their Wow lore- well, that ship has sailed long ago.
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The jury's still out on Troggzor and Mal'Ganis, while Malorne is generally held in disfavor. Neptulon, on the other hand, is included in most of the new competitive Shaman decks and it's safe to assume that he'll become a staple for midrange Shaman like Tirion is for Paladin and is therefore worth crafting over your other three choices.
All we know is that it's coming out next month, but I think it's a fairly safe bet that this will be before December 24.
Yeah, my point doesn't really apply to individual tournaments with Best of 5 or Best of Best of 7 formats because the small sample size leaves too much room for the kind of crazy variance we saw yesterday. I think the best way to measure a player's overall tournament performance is to look at his win-loss ratio over the course of multiple tournaments (as many as possible) rather than just one.
Hearthstone is RNG based if your sample size is one game, but over, say, 100 or 1000 games Hearthstone is heavily skill based because the "luck factor" is entirely negated in the long run by the weight of cold, hard percentages. You can play like crap and still win due to God-like draws only so much before objective statistics catch up with you, and over the long run only those players who consistently make optimal decisions with the hand they've been dealt will advance to the top of the ladder.
The sole goal of Hearthstone is to win matches; there is no point or objective to this game other than that. How logical is it to rage at someone for doing the only thing that this game allows the player to do, and what you would done yourself if you had the chance?
As the loser, what else did you expect the other guy to do? Throw the game just for you? Apologize to you for winning?
I would like to see a rare with the same effect as Nozdormu but for less mana, maybe a 3/3 for 4 or 2/3 for 3. Nozdormu is too expensive for its battle cry, which is unfortunate because a lot of players agree that the effect is fun and adds an interesting competitive dynamic to the game if used correctly.
If you can make both players' battlecry minions cost 2 more for only 2 mana with Nerub'ar Weblord , then I don't see why you shouldn't be able to make the game faster for 3 or 4 mana.
Performance anxiety doesn't come from a fear of playing video games, but specifically from a fear of doing poorly and there is a perfectly logical Neurobiological explanation for it. Here is the simplified version: Being in a competitive environment causes our Testosterone and Adrenaline levels to rise significantly, which amplifies our reaction to winning and losing in a way that causes us to play worse , stop playing altogether, or (in extreme cases) even become physically nauseous in response to doing poorly. In the long term, these processes are physically and emotionally debilitating and may cause the subject to either reduce his play-time or stop playing permanently if not controlled.
Telling people to start being "brave like a man" is useless because these chemical reactions are completely involuntary; people don't choose to have performance anxiety, it simply happens to them and there is little they can do to stop it. Starcraft 2 professionals, many of whom had ladder anxiety at some point in their career, recommend taking breaks and doing something else while playing like listening to music or taking to a friend. You can also try to trick your brain by redefining what it means to win in a way that allows you to "win" every game you play.
But the only sure way to permanently eliminate ladder anxiety not only in Hearthstone but in any competitive activity is to simply do it a lot, so much that playing ranked becomes second nature to you; once you get to that point, you will stop secreting as much adrenaline when playing ranked and the games won't feel important or special to you anymore.
As someone who loves competition but hates to lose, I used to get bad cases of ladder anxiety. My way of overcoming it was to convince myself that being nervous about playing ranked is illogical. Here was the thought process that helped me realize my nervousness is unwarranted.
1. Your rank only matters objectively if you're a professional player or trying to push legend. If you're not in these two categories, there is no material difference between being rank 20 and rank 1 and no one knows or cares about your ranking but you.
2. Ranked games are identical to Casual games, with the only difference being that one gives you stars for winning and takes them away for losing. Past rank 20, how many stars you have is completely inconsequential since you can't rank down enough to lose access to the seasonal cardback and the seasonal cardback is currently the only performance reward other than the legend cardback, and most people aren't interested in grinding to legend.
3. Because your rank doesn't matter and Ranked games are identical to Casual games, you might as well play Ranked to earn wins toward your hero portrait.
Doing 20% less damage for one less mana doesn't seem like a good deal to me. It's more likely that Handlocks will forego burst damage altogether in favor of consistency, meaning that Leeroy will be replaced by cards like Alexstrasza or Jarraxus.
Really? Wild growth and Innervate are always nice to have in the starting hand, but I find that against classes with a strong early game like Hunter and Zoo they are almost a requirement; Hero Powering from turns 1-3 is a death sentence if your opponent has a curve of early game minions that can't all be cleared by a swipe.
It's hard to argue that Zoo is "broken" when it gets crushed by Warriors and- best case scenario- breaks even against Hunters, the two most popular classes in the current meta.
It's very possible to be a top Hearthstone player without spending a penny on this game; all you have to do is make a Zoo deck. It's so effective that even players who've spent hundreds of dollars to get a complete collection still use Zoo to push for legend each season. Alternately, you can play arenas until you have the dust needed to make one of the more expensive decks.
No other card game (certainly not Magic, Hearthstone's closest competitor) gives you the opportunity to be a competitive player without spending any money, and yet some people are still bleating about Hearthstone being "pay to win."
Using bots is one thing, but actually hacking the game is probably impossible without getting banned for it almost immediately. You won't get much out of opening a ticket since you would have lost anyway even if your Voidwalker registered, so I would just chalk it up to a rare glitch and let it go. I am sorry if this was a top 16 legend game (which it probably wasn't because your opponent wouldn't be playing aggro paladin at top 16), but otherwise throwing one game doesn't matter.
Your problem is that Illidan is underpowered and that his card isn't accurately reflected by the lore. I agree with both, but my point is that many if not most cards in Hearthstone are not accurately reflected by the lore; if Blizzard fixes Illidan based on the latter, it would also have to fix 50 more cards to be logically consistent. Blizzard borrows from lore whenever they can, but their 1# priority is balance.
Onyxia is an 8/8 for 9 mana, meaning that she's as powerful as any of the three giants (shouldn't the brood mother of the Black Dragonflight be a bit stronger than random, nameless giants who can be found all over Azeroth?) but is almost always more expensive to cast and has a battle cry that gets countered by any AOE spell in the game. Token druids and bloodlust shamans used to run Onyxia in Beta, but now almost everyone realizes that there are better options. Onyxia is as playable as Illidan in competitive decks, which is to say not very much at all; they're both Trash.
Leeroy was inconsequential in wow lore- he wasn't even a part of Wow lore in any meaningful sense- and yet is the most popular card in Hearthstone.
Onyxia is a massively important character in wow lore, as important as Illidan, and her card sucks so much that 0% of competitive players use her; should Blizzard buff Onyxia as well? On the other hand, Leeroy Jenkins was some imbecile who wiped his raid once and he is the most popular card in the game.
If your complaint is that some cards are not reflected accurately by their Wow lore- well, that ship has sailed long ago.