The biggest challenge now in Arena is drafting quality removal. There have been many games where I was offered maybe 1-2 removal spells and the rest was left up to minions. My suggestion is if you get offered removal, take it. Don't assume you'll be offered more later - draft what you can early.
Definitely. Any minion that pings, anything with silence, and every spell that does damage has to be considered a front runner in the set of 3 cards. Unless it's up against something absolutely studly, ignore values from any site you may be using and take them.
I still get to 7 wins pretty consistently, and I still try to build a curve with a tall stack of 2 drops. I had a 12 win last night (only my second ever) and the deck had 11 cards in the 2 slot. lol
So much fun when the Pally gets his Murloc Knight + Mukla Champ on board. For fuck sake.
I can't stand the arena anymore. Everyone is playing the same cards due to everyone using websites to create their decks. It's so annoying. You don't see anything different. Might as well play constructed atm.
So much fun when the Pally gets his Murloc Knight + Mukla Champ on board. For fuck sake.
I can't stand the arena anymore. Everyone is playing the same cards due to everyone using websites to create their decks. It's so annoying. You don't see anything different. Might as well play constructed atm.
You said pretty much the same thing earlier this month, but you're still playing Arena.
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"To build or destroy...only you decide which joy." - Last Crack
I have a bit over 40 runs since TGT, and I have to say I don't really see a shift of power between classes. Only a minor shift upwards for hunter, but my top 3 is still paladin/mage/shaman.
To be fair though, I haven't really tried priest, warrior and rogue yet. Anyone noticed (significant) positive or negative changes for these classes?
You should try Rogue. I never play Rogue in constructed, but it's been fantastic for me in Arena. It's my least experienced class out of all 9, so it is also presumably my worst when it comes to good play.
I'm hoping that around Oct 1, we'll see some good SEPT stats for the classes.
According to this, it's Tier 1--Paladin/Rogue Tier 2--Mage Tier 3--Shaman/Druid Tier 4--Warlock/Hunter Tier 5--Priest/Warrior
But that's just one week and things are always the most volatile in the first week.
I tend to agree with the person that it feels like constructed, or almost makes me want to play constructed more. It's not so much that people are facing better decks, but it's often a one sided affair for one or the other. Even long drawn out games can often be just one guy delaying the inevitable. I think part of the charm of the way the old arena worked, mage dominance aside, was that you were often facing really bad decks, so even if you drafted a really bad deck you could still have fun. That's probably where the constructed comparison clicks the most for me, that it feels a bit like it's turned more try hard.
Oddly enough I think Warlock is still a top 2 class, even though none of their tgt cards are anything you necessarily want to draft.
The one thing I find annoying post-TGT is that I keep running up against paladins with Murloc Knight and Seal of Champions. I haven't met a paladin without the Murloc (and usually they have 2-3). I can still win often enough, but it just gets very monotonous, which is a shame because Arena runs used to be quite versatile experiences for me.
Warlock is pretty good if you get some healing and a fair amount of aggressive/low-mana cards.
I've now finally started to really do well in Arena again after my inital post in this thread where I wasn't getting above 4.
I've now gone above 7 wins in the last 14 of 17 arena runs (where they were 2 x 5 wins 1 x 6).
What I've noticed is that in general, with the exception of rogue, is that my curves tend to be a little less packed with two drops than before the expansion, and that I tend to have more of a focus on 3 drops than 2 drops. Has anybody else been experiencing this?
I'm less worried than I used to be if I don't have a 2 drop to start with as things have gotten slower in my opinion.
people are going for 24 pages how removal is harder to get, bad t1/2 often leads to a lost game... and you come here, claiming you dont pick 2drops as much and yet average way above 7 wins? what are you drafting, decks full of board clears and premium drops like fire eles and bomb lobbers?
Has some streamer started playing Hunter in Arena or something? This was my run this morning. Never seen anything like it.
I dunno about that, but I've been playing a lot of hunter since TGT and it's my new #2 class.
Since TGT, Webspinner has become a lot better, beast synergy is actually a thing. Also, all of the new common/rare Hunter cards are great in arena and Hunter is one of the few classes that got new removal. Before TGT the hunter hero ability wasn't on par with the others, but with the feasibility of an early curve, it really helps as a finisher.
Priest is my #1 win rate, and #2 is against Hunter (since TGT). That's not because I'm especially good at beating Hunter, although it could certainly be because my opponents don't know how to play it correctly.
I wouldn't go Hunter (not over Paladin, Rogue, or Mage) unless like FreekVD, that's your preferred class and you know it inside and out.
Priest is my #1 win rate, and #2 is against Hunter (since TGT). That's not because I'm especially good at beating Hunter, although it could certainly be because my opponents don't know how to play it correctly.
I wouldn't go Hunter (not over Paladin, Rogue, or Mage) unless like FreekVD, that's your preferred class and you know it inside and out.
Aggro and/or Control (according to HearthArena), with a preference for beast related cards early in the draft because the synergy will come. So I tend to favor Ironbeak Owl, Bear Trap, Houndmaster, Ball of Spiders, etc over other choices. Also tend to draft less than recommended 4 drops because of the quality of common neutral/hunter 2, 3 and 5 drops.
In all my runs, I only had one sort-of-face hunter draft with a disproportionate amount of damage spells and charge.
Druid is also my best (well, Hunter is, but with only one run of 9 wins, it doesn't really count), but mage is not the worse. My records so far post TGT with the classes I used at least 10 times are:
I've had the same experience. Mage used to be an auto 6+ win class for me with many runs going 9+. My last 10 runs I think I'm averaging around 4 wins or a little more. I think it's mostly due to Mage not having the tempo tools that other classes have and by turn 5-6-7 without board control you just lose. Even when you have a good draft and get a couple of AOE spells, you suffer so much from tempo through poor trades and inspire effect cards that your opponent can just refill after the board clear and finish you off.
I've always been really strong with Rogue and I think my win rate has gone up a bit but the class I saw a huge jump in is Druid. It's probably my best class now with reasonably favorable matchups against Pally and Rogue.
Edit: after thinking about this some more, it's either really bad variance for my Mage drafts, or more likely I'm not playing the class properly in this new meta because I queuing into Mages with high win-rates when I play other classes.
I don't think it's variance from your drafts. It's just that mage has fallen from tier 1. Paladin and Rogue are clearly better now, and even Druid is as good as Mage since TGT. Mage was very good because had good chances of getting multiple Flamestrikes (like the one in the pic) in the drafts, which isn't the case anymore. You can still have a great draft, but it's much less common.
The more TGT Arena I play, the more I become convinced that "inspire" has ruined it. Once the snowball starts there's so little you can do.
It's definitely less enjoyable for me now. Inspire has made it very difficult to recover from bad board positions. Ultimately, that means games become obvious and one-sided pretty quickly/easily and that is not fun. Even without inspire there's a higher chance that one deck will have inferior cards and will be behind all game.
Yeah this is what bugs me. Before it seemed easier to recover. Now there's not much you can do because inspire just gets crazier the longer something stays in play.
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ofc you can, but its not likely. ether you get pretty good synergy and sticky minions or you will lose if the enemy can get board control
3x spellslinger? lolo kamikaze spotted :D interesting deck tho, i guess u werent board-cleared many times were u ?:o
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The effects of TGT on Arena can be summed up by my past 6 entries into Arena:
Rogue: 4 wins
Shaman: 3 wins
Shaman: 2 wins
Mage: 6 wins
Paladin: 11 wins
Priest: 2 wins
It's almost like one class is completely dominating Arena.
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So much fun when the Pally gets his Murloc Knight + Mukla Champ on board. For fuck sake.
I can't stand the arena anymore. Everyone is playing the same cards due to everyone using websites to create their decks. It's so annoying. You don't see anything different. Might as well play constructed atm.
You said pretty much the same thing earlier this month, but you're still playing Arena.
"To build or destroy...only you decide which joy." - Last Crack
I have a bit over 40 runs since TGT, and I have to say I don't really see a shift of power between classes. Only a minor shift upwards for hunter, but my top 3 is still paladin/mage/shaman.
To be fair though, I haven't really tried priest, warrior and rogue yet. Anyone noticed (significant) positive or negative changes for these classes?
You should try Rogue. I never play Rogue in constructed, but it's been fantastic for me in Arena. It's my least experienced class out of all 9, so it is also presumably my worst when it comes to good play.
I'm hoping that around Oct 1, we'll see some good SEPT stats for the classes.
According to this, it's
Tier 1--Paladin/Rogue
Tier 2--Mage
Tier 3--Shaman/Druid
Tier 4--Warlock/Hunter
Tier 5--Priest/Warrior
But that's just one week and things are always the most volatile in the first week.
https://www.reddit.com/r/hearthstone/comments/3jh5zy/1_week_of_tgt_heartharena_mage_lost_its_throne_in/
I tend to agree with the person that it feels like constructed, or almost makes me want to play constructed more. It's not so much that people are facing better decks, but it's often a one sided affair for one or the other. Even long drawn out games can often be just one guy delaying the inevitable. I think part of the charm of the way the old arena worked, mage dominance aside, was that you were often facing really bad decks, so even if you drafted a really bad deck you could still have fun. That's probably where the constructed comparison clicks the most for me, that it feels a bit like it's turned more try hard.
Oddly enough I think Warlock is still a top 2 class, even though none of their tgt cards are anything you necessarily want to draft.
The one thing I find annoying post-TGT is that I keep running up against paladins with Murloc Knight and Seal of Champions. I haven't met a paladin without the Murloc (and usually they have 2-3). I can still win often enough, but it just gets very monotonous, which is a shame because Arena runs used to be quite versatile experiences for me.
Warlock is pretty good if you get some healing and a fair amount of aggressive/low-mana cards.
people are going for 24 pages how removal is harder to get, bad t1/2 often leads to a lost game... and you come here, claiming you dont pick 2drops as much and yet average way above 7 wins? what are you drafting, decks full of board clears and premium drops like fire eles and bomb lobbers?
I dunno about that, but I've been playing a lot of hunter since TGT and it's my new #2 class.
Since TGT, Webspinner has become a lot better, beast synergy is actually a thing. Also, all of the new common/rare Hunter cards are great in arena and Hunter is one of the few classes that got new removal. Before TGT the hunter hero ability wasn't on par with the others, but with the feasibility of an early curve, it really helps as a finisher.
FreekVD how do you usually draft your Hunter?
Priest is my #1 win rate, and #2 is against Hunter (since TGT). That's not because I'm especially good at beating Hunter, although it could certainly be because my opponents don't know how to play it correctly.
I wouldn't go Hunter (not over Paladin, Rogue, or Mage) unless like FreekVD, that's your preferred class and you know it inside and out.
This supports the idea that Hunter has reliable access to decent cards:
https://www.reddit.com/r/HearthArena/comments/3n3cwx/matlab_simulation_of_50000_arena_drafts_paladin/
Still no new stats, but this is from week 1. I'd really like to see it updated, that first week is not going to be a good sample for long-term play:
https://www.reddit.com/r/hearthstone/comments/3jh5zy/1_week_of_tgt_heartharena_mage_lost_its_throne_in/
Aggro and/or Control (according to HearthArena), with a preference for beast related cards early in the draft because the synergy will come. So I tend to favor Ironbeak Owl, Bear Trap, Houndmaster, Ball of Spiders, etc over other choices. Also tend to draft less than recommended 4 drops because of the quality of common neutral/hunter 2, 3 and 5 drops.
In all my runs, I only had one sort-of-face hunter draft with a disproportionate amount of damage spells and charge.
Here's a couple 8+ drafts, no 12 yet :(
Druid is also my best (well, Hunter is, but with only one run of 9 wins, it doesn't really count), but mage is not the worse. My records so far post TGT with the classes I used at least 10 times are:
Druid: 7.6 avg wins (10 runs)
Paladin: 6.8 avg wins (20 runs)
Mage: 6.3 avg wins (16 runs)
Shaman: 6.2 avg wins (10 runs)
Rogue: 6 avg wins (13 runs)
Mage used to be the highest tier as well as my best class, but it has fallen off a lot for me. I'm not that good, I only average 4.18 Wins since TGT.
Still...Rogue, Paladin, Shaman, Druid all have better win % (in that order) with runs of 13-30 for all 5 classes. (since TGT)
Other classes are below 10 runs.
I've had the same experience. Mage used to be an auto 6+ win class for me with many runs going 9+. My last 10 runs I think I'm averaging around 4 wins or a little more. I think it's mostly due to Mage not having the tempo tools that other classes have and by turn 5-6-7 without board control you just lose. Even when you have a good draft and get a couple of AOE spells, you suffer so much from tempo through poor trades and inspire effect cards that your opponent can just refill after the board clear and finish you off.
I've always been really strong with Rogue and I think my win rate has gone up a bit but the class I saw a huge jump in is Druid. It's probably my best class now with reasonably favorable matchups against Pally and Rogue.
Edit: after thinking about this some more, it's either really bad variance for my Mage drafts, or more likely I'm not playing the class properly in this new meta because I queuing into Mages with high win-rates when I play other classes.
I don't think it's variance from your drafts. It's just that mage has fallen from tier 1. Paladin and Rogue are clearly better now, and even Druid is as good as Mage since TGT. Mage was very good because had good chances of getting multiple Flamestrikes (like the one in the pic) in the drafts, which isn't the case anymore. You can still have a great draft, but it's much less common.
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