• 2

    posted a message on Host a Pre-Release Event for Rastakhan's Rumble - Play With Your Cards Early

    I think this is a fairly safe assumption. The option to choose the Rumble Pre-Release is pretty much just letting them know that's the reason you're throwing the public Fireside and that you'd be up for some pre-release swag if it's available.

    Posted in: News
  • 4

    posted a message on Rastakhan's Rumble - Card Reveals and Details for Hearthstone's Tenth Expansion
    Quote from Takuruki >>

    - The murloc quest is a card from the oldest standard set (except basic and classic), so it doesnt make sense to push the power level of that. 

    On the contrary, the last set before rotation is the perfect time to push the power level of decks that are rotating out but that never saw play. They did it for Dragon Priest a long time ago, and they're doing it for Quest Hunter, Quest/Discard warlock, and Quest Paladin in this expansion. It would have been nice to see a little more love given to Quest Shaman, but murlocs being what they are, I can see it being a bit dicey upping their overall power.

    Posted in: Guides
  • 0

    posted a message on New Legendary Mage Card Reveal - Archmage Arugal

    Well, it's slightly better in that it works for any minions, not just deathrattle minions.

    Posted in: News
  • 0

    posted a message on New Card Reveal - Sound the Bells!

    Maybe? Probably not, but even if it did, Lynessa is 7 mana, so at 10 mana you would only be able to cast it one more time. The echos would vanish at the end of your turn.

    Posted in: News
  • 0

    posted a message on The Year of the Raven is Coming to Hearthstone - Ice Block, Molten Giant, Coldlight Oracle to be Hall of Famed

    Nice catch. I think it's just a muddled statement, but hopefully Blizzard will clarify. 

    Posted in: News
  • 0

    posted a message on The Year of the Raven is Coming to Hearthstone - Ice Block, Molten Giant, Coldlight Oracle to be Hall of Famed

    While I agree that that deck is overpowered, the un-nerfing of Molten Giant doesn't really buff the deck. 20 mana or 25 mana, the giant's base cost is reduced to 5 with the Naga Sea Witch.

    Posted in: News
  • 2

    posted a message on Iksar Explains why no Keyword Exists for "Can't be Targeted by Spells or Hero Powers"

    Faerie refers to a realm of existence (elves, pixies, goblins) that don't easily map to Warcraft lore. Using it could either constrain what types of creature are allowed to have the keyword or just make people wonder why a Bearshark is akin to a pixie. So I think that would be rejected.

    Posted in: News
  • 0

    posted a message on Ben Brode Interview - Insight into Casual Hearthstone, Meta, Just for Fun, Card Bans

    That's what MMR ranking does. If you win a game, your score goes up. If you lose, it goes down. You're matched to others with a score close to yours. The better you are, the faster that ranking rises, but eventually you'll plateau finding yourself matched against players of  similar skill. For some that plateau might be rank 500, for others 5000.  Alas, in casual this ranking is not displayed.

    But anyway, that's why they have a goal of "50% winrate" in casual. It means they are doing their best to match you with someone of similar skill. Theoretically at least.

    Posted in: News
  • 0

    posted a message on Ben Brode Interview - Insight into Casual Hearthstone, Meta, Just for Fun, Card Bans
    Quote from laertan >>

    Perhaps I didn't made my suggestion clear enough. I don't propose to forbid everyone to play certain class, that's ridiculous. What I meant is: if player don't want to play against priest, he ban priest, and from that moment on he will no longer play against priest. Another player will chose to  ban druid, third player will ban rogue and so on. That system doesn't exclude any player from ranked, because sutation when all existing players will ban one class is impossible.

     

    Alas, while it seems like a good solution at first glance, I don't think adding bans solves the problem. It just hides the problem behind one more level of complexity. Banning the most powerful class means the next most powerful class that was being held back becomes the de facto most powerful class. Only now, you can game the system by intentionally playing the 2nd most powerful class and banning it's strongest counter. Instead of trying to guess the trending decks in the meta, now you have to guess at which class is getting banned the most, and pick the most powerful deck that was being held back by the deck being banned. I think this would make things even more 50/50 coin flippy b/c I think bans would fluctuate mainly between the two most powerful decks, creating a perverse incentive that would lead to more and more mirror matches and a flattening of the meta. 

    I could be wrong, tho. Who knows. But try to game it out yourself. If you could ban a class back before the Druid nerf, how do you think it would have played out? I think most people would have banned Druid, leading to a huge increase in druid mirror matches and hard counters, (b/c if most everyone bans Druid, those who choose not to ban it will see it a LOT more, so they can target it) which would make druid players switch to the next most powerful deck, probably Highlander Priest who could then ban Druid themselves. So now the ladder becomes infested with long Priest games. Eventually people get tired of that and ban Priest, and those players then go back to the overpowered Druid. Back and forth, back and forth until a deck comes along that has a great winrate against one of the two "top dogs" and a decent winrate against the other, at which point it supplants the less powerful of the two top dogs and the meta changes to fluctuate between an old top dog and the new one.

    So the meta is still effectively 1 deck that is a coin flip between the "#1 deck" and the deck that would be #1 if not for the "#1 deck." Because of the 50/50, you can't even reliably counter because you never know when that coin will flip. So consistency will suffer even more unless you are playing one of the two top decks, which will lead to a flatter and flatter meta. But now Blizzard is even slower to make adjustments to cards because hey, "You think a deck is too powerful? Just ban it and you don't have to deal with it." 

    Perverse incentives all around, if you ask me.

    Nerfing cards makes more sense to me than banning a class. It can be more precisely targeted to avoid a 1-2 deck meta. Whether Blizzard is successful at that or not is another question entirely. I think they are getting better at it. Un'Goro meta was great, and the Druid nerf had more of an effect than I thought it would in the KFT meta. Still not sure how permanent the diversity is, tho.

    Posted in: News
  • 2

    posted a message on Is top deck really random?
    Quote from karnnumart >>

    It's like 3 out of 10 game my opponent top deck the exact card he want in that situation.
    Especially lethal.
    Most of the time it decide the outcome of that game.
    This is not about misplay or not play around enemy deck.
    sometime they push damage to your face and expect the 2/16 card in the deck for lethal or he'll be dead next turn.
    These people win the gamble a lot time.

    So do you think "In many scenario. a top card of the deck is really random at all?"
    because it's seems like it just generated turn by turn.

    PS. not counting key card of the combo deck always at bottom.

     
    If your opponent is going to be dead next turn if they don't top deck lethal, it's only natural (if they are skilled) to push face and hope for the best. It's called playing to your outs. if 2 out of 16 cards will give it to them, then 1 out of every 8 games, they're going to win. That's the nature of probability. Part of the skill set in games such as Hearthstone is in bending probability in your favor, which is what playing to your outs is all about.
     
    Variance in probability means over any set of games you play, you could get lucky or unlucky and have a string of wins or losses. Having your opponents odds vary between 1 and 16 (lucky for you) and 3 and 10 (lucky for them) is well within easy probability swings for a single player's experience. 

    But consider, even when they are lucky, you are still winning 7 out of 10 of those "luck" based games. That's 70% of the time, a really good win rate. The problem is, our brains are wired to always remember the string of losses rather than the string of wins. It's just the way we're built.
    So yes, the top deck really is random. Well, as random as random gets on a computer that simulates randomness, but that's a whole 'nother kettle of fish.
    Posted in: General Discussion
  • 19

    posted a message on Goblins vs Gnomes

    Goblins vs Gnomes is being retired! Once the Standard format is released with the launch of the first card expansion in 2016, GvG cards will no longer be available in the Store and will only be playable in the Wild format. Cards will still be obtainable using Arcane Dust.

    You should consider updating this now that Wild Packs can be purchased in the Blizzard store.

    Posted in: Guides
  • 1

    posted a message on Treachery Combo Warlock

    Now that's some outside the box thinking!

    Posted in: Treachery Combo Warlock
  • 0

    posted a message on Exactly How the Upcoming Legendary Drop Changes Will Work

    My first 8 legendaries? 3 King Mosh, 2 Pyros, 3 Hemet, Jungle Hunter

    To have 3 legendaries, only one playable, after 100+ packs and NONE OF THEM QUESTS in an expansion that was all about the quests, was extremely frustrating. Luckily I had a ton of dust from the rotation to craft what I wanted, but pack opening still felt disappointing because of that.* If the no duplicate rules had been in effect, I would have had 5 more legendaries to play with.

    * - Fun fact, I finally opened my first quest card at about 150 packs: The Last Kaleidosaur.

    Posted in: News
  • 2

    posted a message on Nightmare Millock

    Combos well with Shadowflame for a board clear.

    Posted in: Nightmare Millock
  • 4

    posted a message on New Mage Card Revealed: Ghastly Conjurer

    Interesting. You're basically trading one health (think Oasis Snapjaw) for a 1 mana spell that gives you two 0/2's with taunt.  This is definitely more a "value" card than a tempo card.

    Pros

    • This card helps stall the game against aggressive token shaman.
    • Played on turn 5 with the Mirror Image it gives you for playing it provides an okay wall to slow the aggressor down with a big butted minion that could eat a few tokens or some burn before dying.
    • Gives you one more card for Open the Waygate

    Cons

    • Won't slow the token shaman down much if they haven't used their board clears yet, and unless you're a minion heavy mage (which doesn't really exist right now), you won't have provided a wide enough board to make them use their clear before turn 5.
    • Turn 5 is late game for a lot of token decks.
    • Absolutely terrible at trading with any normally stat-ed 3 or 4 drop. So if it ain't token, a waste of mana to use.
    • Weaker body than Oasis Snapjaw, and no one plays Oasis Snapjaw.

    Verdict: Might see play in quest decks. Don't see it anywhere else.

    Posted in: News
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