Not sure about everyone else but I feel like HS has become quite the "same old crap" every month. Same early month brick walls, same general cards all the time, same decks, same everything. The meta never changes. TGT did ZERO to change anything. Out of 132 cards there about 8 good ones. Great, lol.
Maybe it's a blessing in disguise though? This game has become SOOOOOO matchup dependent that by turn 3 I can basically guarantee whether or not I have a chance or its hopeless. There are NO comebacks in HS. It's very predictable. IMO, it makes quickly conceding a huge time saver and sanity saver too. Why hang around just to hopelessly stave off the inevitable? Thats where the matchup thing comes into play. If you are using an aggro deck and can tell you're facing an armor warrior...WHY keep playing? You lose. If you are using a slower deck and are against a Facehunter....WHY keep playing? If you and up against a warlock hand lock / taunt deck and don't have a monster deck yourself....WHY keep playing? You can't win. And this all from the predictability. If your Hunter opponent play lepergnome on turn 1, it's FACE. If warlock starts piling up cards without playing minions and starts throwing down ancient watchers....this just in.... It's a molten taunt deck. You get the point.
save yourself time and frustration. Just bow out and move onto the next game. This game is 99% matchup dependent. Realizing that makes it less aggravating. Wish the game was more like chess instead of a Vegas casino game. Oh well.
If you only netdeck and dont experiment with all the cards at your disposal, ofcourse the game will get stale.
I dont play it that way. When i get beaten, i change my deck. Try new ideas, try to think outside the box. Que up again and find enjoyment in seeing my changes win me games i thought impossible to win.
Currently experimenting with a tempo mage that runs Wild Pyromancer's, Explosive Sheeps and Acolyte of Pain. It works surprisingly well against aggro decks.
If i were to netdeck everything and only play to climb the ladder, i'd get so bored i'd quit within a few months. Instead i find myself wondering how i can make Wild Pyromancer become a powerhouse in a warrior deck that runs Battle Rage and Enrage minions. Or maybe weenie taunts to exploit Bolster. The options to experiment and deckbuild is virtually endless, and thats the most enjoyable part of HS
Why dont you try to make an inspire / joust deck then.
It would have to run as many spell based minions for the early turns as possible, like Feral Spirit and Animal Companion. Perhaps you would find enjoyment in the game if you actually could make it work.
80% of the matchups are amon 40%-60% of winrate. I think you are just very bad and/or salty.
And in 90% of the games with a 40-60% winrate, the game was decided by turn 3.
Sure mate, keep conceding!
I play Midrange Hunter with Flare, and I will keep conceding games I've lost. There is no combo, and trading is impossible.
I just wish my opponents would stop wasting my time as well, however, the secrets paladins and freeze mages can't know if I've got flare in hand -- so I don't blame them for not conceding... but combo decks without their combo in hand, midrange decks and aggro decks... There is no excuse.
Personally, as a (web, not game) designer, I'd have put the Concede button in a more accessible place, considering how often it's being used.
It's really one of the big draws of Hearthstone, honestly. The ability to just give up a game that's not going well (about 50%) quickly without punishment (aside from the loss, obviously) and just join in another one is probably why I'm still able to play the game without tilting out the window.
I personally also think that the match-up has too much of an influence of the outcome of the game. At least with some classes it is the case. I often think that climbing is more a matter of choosing the right deck than playing really good. Of course you can also win against bad match-ups, but most often it is an hopeless task. Problem is that if you give up to early and you don't win those few games you can win it will become harder with climbing.
It's true most of the time you can tell whether or not you are gonna win by turn 3.
There's no variation and even with 130+ new cards we don't see any joust or inspire deck which was basically the theme of TGT.
I was hoping someone more creative would have come up with something but even after trying myself there's no point being fancy when you die by turn 6 from a face hunter or on turn 9 by a patron warrior. Or get outempo'ed by a midrange deck or a tempo mage because your cards are straight up weaker.
I feel disappointed.
Try my Aviana druid deck (if you can afford it). I've made rank 5 with it last month, and I'm sure I could rank up much higher if I had more time and less life.
It has joust minion that performs great (as whole deck is ultra-heavy, and 5/6 taunt divine shield is super awesome).
It's games are not decided turn 3, turn 6, or any turn really, because of Tree of Life. You can win tempo with Naturalize and never lose the board anymore. You can make HUGE tempo swing with Aviana.
Yes, it can have bad RNG without early ramp, but meh, I've survived lot of those.
So generally, if you play the deck that can't recover from bad start - that's enirely your fault. If you play deck that don't contain new cards from TGT - it's your fault. You know the meta - then create the deck to beat it.
if you hit the conceede Button there is a 100% chance you loose.
if you are on 1 health against a hunter no removal in had or no life gain in the deck there is a 99% change that you loose.
the 1% being that they loose connection or have a similar drop for long enough for you to win.
By this logic, if i stay til the end of the match i increase the odds that i will win by a small amount (but every percentage point matters)
So the lesson is if you want to win more often don't concede - sounds obvious but not everyone knows this bit of pro advice.
Your advice is 100% correct. This assumes that coming back and winning the match 1% of the time is a benefit to you. The counter point would be that conceding those matches that are 99% lost would allow you to play more games within your available game time, and we all know that moving up in the ranks is a function of win rate and number of games played. One could argue that if the chances of a comeback are small (say less than 5%) conceding those games will allow you to play more games and ladder quicker given your game time commitment.
Personally, I don't concede very often, if I feel I have a 5% or greater chance of a comeback I will play it out a few more turns, but once I get to the point where I know a comeback is mathematically impossible, I concede so I can get into the next game quickly. I know what deck I am playing, what my outs are, and once I have no more outs...I am out.
Look, its a personal choice, and I am not saying one approach is better than another, for me I have limited time to play and once I know the match is "over" I am out. Smell ya later... I don't concede because I am salty, I concede once I know the game is over because I have limited time to play. To each his own :)
P.S. The OP's position is a bit over the top, and he does sound like he needs to take a break...
Priest is my favorite class, and maybe that has something to do with this, but I rarely know if I've lost before t6. I've had lots of games where in the first couple of turns I've considered the deck lost and almost conceded, only to give it a try and pull a win out of my hat anyway. Control decks in general seem to have a lot of tide-turning, but it's not just that class of deck either. Quite simply there's not a deck I've played that hasn't had a considerable number of times it's pulled out of what seemed a hopeless cause, and those games have been among my favorite (including ones where I almost pull of a comeback but end up losing still, but in ways unpredicted).
Absolutely, if your only goal is to grind out ladder, then go ahead and concede those lower odds situations. But if you're not enjoying doing that, maybe you should try not grinding the ladder. Find a playstyle you enjoy. I have yet to make it to Legend, and it's largely because I prioritize playing decks I enjoy over ladder grinding, and I try my best not to concede unless something IRL forces me to, or I am 100% dead on next opponent turn (and even then I'll let them kill me if the game hasn't dragged on forever, or they've somehow irritated me). This lessens my overall number of matches, decreases my odds of advancement in some cases (like playing Mill Rogue or Pirate Warrior), and definitely contributes to my not hitting Legend rank. Yet I'm having a ton of fun playing the game, and that is kind of the point.
I agree, I think you save more time by conceding early in bad situations (or even bad matchups) than you do by sticking it out to see if yuou can get one of your unlikely wins. Sure, you probably miss a few surprise victories that way, but I've found that in the time I waste trying to win unwinnable games, I could be winning 2-3 games against other opponents. So, I tend to quit as soon as my opponent has a lead on the board that I don't think I can overcome.
When someone takes a deck that I made myself from rank 20 to rank 7 with a big win streak while I'm still stuck at rank 19 with the same deck after 10+ games... I decide that playing ranked is no longer fun for me. And I make it to at least rank 10 every season!
Making fun decks for people to play against their friends is mostly what I do nowadays and it is the only way that I can keep Hearthstone fun and exciting for myself. If I had no friends that would play against me with my fun rules, then I would just quit playing Hearthstone altogether. Playing ranked is not fun. Playing casual is not fun because 90% of what I see in casual is meta. I want to see more creativity in Hearthstone. I want to see more viable deck themes without the danger of power creep.
My collection is only missing 18 legendaries and 1 epic. I have used almost every single card in my collection to build decks at some point, yet at least half of the cards in Hearthstone are disenchant-worthy when looking at the meta.
I play a FACE warrior, and this strategy is great for farming gold quick in casual mode, the game is won most of the time by turn 7, and at turn 5 I already know how much damage I can make the next 2 turns, most of the time I keep thinking to myself, if my opponent doesn't play a taunt or heal, i win next turn... conceding when you KNOW you can't win is a great way to save time, and if you just accept is a game in casual, there's no saltiness to be have... in ranked I would recommend otherwise.
i like how when i run an atypical deck opponents often trip up because they play expecting a cookie cutter deck type like patron.
i'm not saying it's the most efficient way to climb ladder, if that's what you are after. it throws people off, they take more time, running over their cards etc. Each to their own when it comes to having fun with a game.
If you form the habit of throwing games that you probably will lose to be time efficient you will have difficulty getting to the high ranks. Because from rank 5, you can't afford to be time efficient. You need to take every win you can get, but you will be inexperienced playing from behind. There, you need to fight for that 5% because it equates to a TWO star difference over 20 games.
If you don't care about those ranks there's no harm in choosing to concede early. More than fine even.
I typically look at each turn in terms of "what is my best play in this situation". I don't like giving up if I have a chance, it feels worse than losing. There's a lot of situations where you can make the best play available and still lose. It's good to recognize the difference between that and when you make a mistake.
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Not sure about everyone else but I feel like HS has become quite the "same old crap" every month. Same early month brick walls, same general cards all the time, same decks, same everything. The meta never changes. TGT did ZERO to change anything. Out of 132 cards there about 8 good ones. Great, lol.
Maybe it's a blessing in disguise though? This game has become SOOOOOO matchup dependent that by turn 3 I can basically guarantee whether or not I have a chance or its hopeless. There are NO comebacks in HS. It's very predictable. IMO, it makes quickly conceding a huge time saver and sanity saver too. Why hang around just to hopelessly stave off the inevitable? Thats where the matchup thing comes into play. If you are using an aggro deck and can tell you're facing an armor warrior...WHY keep playing? You lose. If you are using a slower deck and are against a Facehunter....WHY keep playing? If you and up against a warlock hand lock / taunt deck and don't have a monster deck yourself....WHY keep playing? You can't win. And this all from the predictability. If your Hunter opponent play lepergnome on turn 1, it's FACE. If warlock starts piling up cards without playing minions and starts throwing down ancient watchers....this just in.... It's a molten taunt deck. You get the point.
save yourself time and frustration. Just bow out and move onto the next game. This game is 99% matchup dependent. Realizing that makes it less aggravating. Wish the game was more like chess instead of a Vegas casino game. Oh well.
I win due to skill and lose due to bad RNG. :D
There's so many of these "complain" threads. There's no need to start another one.
That'll do, Huffer. That'll do.
Whelps.. 1 less player to face on the way to Legend.
It depends on the deck ur playing, if there is or isnt any possible comeback, so this generalization is pretty much fail :P
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Ofcourse its the same old crap every month. Duh.
If you only netdeck and dont experiment with all the cards at your disposal, ofcourse the game will get stale.
I dont play it that way. When i get beaten, i change my deck. Try new ideas, try to think outside the box. Que up again and find enjoyment in seeing my changes win me games i thought impossible to win.
Currently experimenting with a tempo mage that runs Wild Pyromancer's, Explosive Sheeps and Acolyte of Pain. It works surprisingly well against aggro decks.
If i were to netdeck everything and only play to climb the ladder, i'd get so bored i'd quit within a few months. Instead i find myself wondering how i can make Wild Pyromancer become a powerhouse in a warrior deck that runs Battle Rage and Enrage minions. Or maybe weenie taunts to exploit Bolster. The options to experiment and deckbuild is virtually endless, and thats the most enjoyable part of HS
And in 90% of the games with a 40-60% winrate, the game was decided by turn 3.
Why dont you try to make an inspire / joust deck then.
It would have to run as many spell based minions for the early turns as possible, like Feral Spirit and Animal Companion. Perhaps you would find enjoyment in the game if you actually could make it work.
I play Midrange Hunter with Flare, and I will keep conceding games I've lost. There is no combo, and trading is impossible.
I just wish my opponents would stop wasting my time as well, however, the secrets paladins and freeze mages can't know if I've got flare in hand -- so I don't blame them for not conceding... but combo decks without their combo in hand, midrange decks and aggro decks... There is no excuse.
Personally, as a (web, not game) designer, I'd have put the Concede button in a more accessible place, considering how often it's being used.
It's really one of the big draws of Hearthstone, honestly. The ability to just give up a game that's not going well (about 50%) quickly without punishment (aside from the loss, obviously) and just join in another one is probably why I'm still able to play the game without tilting out the window.
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My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
I personally also think that the match-up has too much of an influence of the outcome of the game. At least with some classes it is the case. I often think that climbing is more a matter of choosing the right deck than playing really good. Of course you can also win against bad match-ups, but most often it is an hopeless task. Problem is that if you give up to early and you don't win those few games you can win it will become harder with climbing.
Try my Aviana druid deck (if you can afford it). I've made rank 5 with it last month, and I'm sure I could rank up much higher if I had more time and less life.
It has joust minion that performs great (as whole deck is ultra-heavy, and 5/6 taunt divine shield is super awesome).
It's games are not decided turn 3, turn 6, or any turn really, because of Tree of Life. You can win tempo with Naturalize and never lose the board anymore. You can make HUGE tempo swing with Aviana.
Yes, it can have bad RNG without early ramp, but meh, I've survived lot of those.
So generally, if you play the deck that can't recover from bad start - that's enirely your fault. If you play deck that don't contain new cards from TGT - it's your fault. You know the meta - then create the deck to beat it.
Your advice is 100% correct. This assumes that coming back and winning the match 1% of the time is a benefit to you. The counter point would be that conceding those matches that are 99% lost would allow you to play more games within your available game time, and we all know that moving up in the ranks is a function of win rate and number of games played. One could argue that if the chances of a comeback are small (say less than 5%) conceding those games will allow you to play more games and ladder quicker given your game time commitment.
Personally, I don't concede very often, if I feel I have a 5% or greater chance of a comeback I will play it out a few more turns, but once I get to the point where I know a comeback is mathematically impossible, I concede so I can get into the next game quickly. I know what deck I am playing, what my outs are, and once I have no more outs...I am out.
Look, its a personal choice, and I am not saying one approach is better than another, for me I have limited time to play and once I know the match is "over" I am out. Smell ya later... I don't concede because I am salty, I concede once I know the game is over because I have limited time to play. To each his own :)
P.S. The OP's position is a bit over the top, and he does sound like he needs to take a break...
I definitely do this. It is very easy to tell when I lost the game and I will concede rather than play it out.
When I am on my control warrior and those secret pallies just won't give up its a little annoying that they wont just concede lol.
Priest is my favorite class, and maybe that has something to do with this, but I rarely know if I've lost before t6. I've had lots of games where in the first couple of turns I've considered the deck lost and almost conceded, only to give it a try and pull a win out of my hat anyway. Control decks in general seem to have a lot of tide-turning, but it's not just that class of deck either. Quite simply there's not a deck I've played that hasn't had a considerable number of times it's pulled out of what seemed a hopeless cause, and those games have been among my favorite (including ones where I almost pull of a comeback but end up losing still, but in ways unpredicted).
Absolutely, if your only goal is to grind out ladder, then go ahead and concede those lower odds situations. But if you're not enjoying doing that, maybe you should try not grinding the ladder. Find a playstyle you enjoy. I have yet to make it to Legend, and it's largely because I prioritize playing decks I enjoy over ladder grinding, and I try my best not to concede unless something IRL forces me to, or I am 100% dead on next opponent turn (and even then I'll let them kill me if the game hasn't dragged on forever, or they've somehow irritated me). This lessens my overall number of matches, decreases my odds of advancement in some cases (like playing Mill Rogue or Pirate Warrior), and definitely contributes to my not hitting Legend rank. Yet I'm having a ton of fun playing the game, and that is kind of the point.
Trying Real Hard To Keep Hunter Relevant
I agree, I think you save more time by conceding early in bad situations (or even bad matchups) than you do by sticking it out to see if yuou can get one of your unlikely wins. Sure, you probably miss a few surprise victories that way, but I've found that in the time I waste trying to win unwinnable games, I could be winning 2-3 games against other opponents. So, I tend to quit as soon as my opponent has a lead on the board that I don't think I can overcome.
When someone takes a deck that I made myself from rank 20 to rank 7 with a big win streak while I'm still stuck at rank 19 with the same deck after 10+ games... I decide that playing ranked is no longer fun for me. And I make it to at least rank 10 every season!
Making fun decks for people to play against their friends is mostly what I do nowadays and it is the only way that I can keep Hearthstone fun and exciting for myself. If I had no friends that would play against me with my fun rules, then I would just quit playing Hearthstone altogether. Playing ranked is not fun. Playing casual is not fun because 90% of what I see in casual is meta. I want to see more creativity in Hearthstone. I want to see more viable deck themes without the danger of power creep.
My collection is only missing 18 legendaries and 1 epic. I have used almost every single card in my collection to build decks at some point, yet at least half of the cards in Hearthstone are disenchant-worthy when looking at the meta.
I play a FACE warrior, and this strategy is great for farming gold quick in casual mode, the game is won most of the time by turn 7, and at turn 5 I already know how much damage I can make the next 2 turns, most of the time I keep thinking to myself, if my opponent doesn't play a taunt or heal, i win next turn... conceding when you KNOW you can't win is a great way to save time, and if you just accept is a game in casual, there's no saltiness to be have... in ranked I would recommend otherwise.
i like how when i run an atypical deck opponents often trip up because they play expecting a cookie cutter deck type like patron.
i'm not saying it's the most efficient way to climb ladder, if that's what you are after. it throws people off, they take more time, running over their cards etc. Each to their own when it comes to having fun with a game.
If you form the habit of throwing games that you probably will lose to be time efficient you will have difficulty getting to the high ranks. Because from rank 5, you can't afford to be time efficient. You need to take every win you can get, but you will be inexperienced playing from behind. There, you need to fight for that 5% because it equates to a TWO star difference over 20 games.
If you don't care about those ranks there's no harm in choosing to concede early. More than fine even.
I typically look at each turn in terms of "what is my best play in this situation". I don't like giving up if I have a chance, it feels worse than losing. There's a lot of situations where you can make the best play available and still lose. It's good to recognize the difference between that and when you make a mistake.