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    posted a message on Free Wotog pack today?

    We have a maitenance in an hour. I didn´t get the pack yet, but I hope all of us will have it when serversare back online.

    Posted in: General Discussion
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    posted a message on How much does 1.00 dust cost in minutes and dollars?

    There are two issues you should try to adress:

    1) you are looking for the "cheaper" 100g per time: after your quests, the other hours will make you a lot less gold per minute.

    2) no one has a 100% WR, not even playing Pirates on casual wild. It takes more time to win games. You could have a 2-dimension tab considering average game lenght and Win Rate, to calculate expected gold per hour.

    Posted in: General Discussion
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    posted a message on HYPE THREAD

    Soon.

    10 minutes, at: https://www.twitch.tv/playhearthstone

    Posted in: General Discussion
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    posted a message on HYPE THREAD
    Quote from FrostedBricks >>

    are they revealing all the cards or just some of them? 

     We do not know yet, but the logical thing for Blizz to do is to reveal just some of them, maybe a couple dozen, and have all the others revealed by streammers, sites, etc, in order to keep the hype and give the community some love.
    Posted in: General Discussion
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    posted a message on HYPE THREAD
    Quote from AbusingKel >>

    Tough to get hyped knowing the Jade/Pirate bi-polar meta isn't changing without some bold moves by Team 5. Considering their relative reluctance to be bold in designing, especially when it comes to anti-aggro tools, I'd say the best I can do is "cautiously optimistic".

     Practice some reckless optimism, Kel.
    Besides new cards, what I am most hypped about is the increase in difference from Wild to standard, which I hope will draw more people to the depts of Wild Mode and increase the already nice deck diversity there.
    Posted in: General Discussion
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    posted a message on Need help with midrange paladin

    I´ve just hit Rank 5 with mostly Egg Druid and some Renolock. I see Paladin as a VERY disfavored machup against Egg, due to the lack of early game board control, and lots og 1 attack early minnions which keeps giving me 2/1 dragons. The way I see, if you face too many eggs, you should change decks, its very hard matchup.

    That sayd, I don´t see the point of the Echoing Ooze in your deck. since you only have 6 cards to combo with it (Argus, Protector, Keeper amnd Hammer), and all of them too slow to make it work. Egg druid runs it because it has lots of 1 and 2 mana buffs, as well as Savage Roar to benefit from lots of small minnions.

    As a Paladin, you should defenettly run 2x Muster for Battle. It is a great early board control tool. You could also run Ivory Knights, for some turn 6 heals, as well as a possibility to dig for answersand/or another Anyfin. You could also double your chance of consecration putting another one.

    I don´t see the point of that much late game. I´d cut Boom AND Rag. Even if you miss all the cool fire and explosions, your late game should be charging murlocs to the face. In that regard, I´d run 2x Anyfin.

    Posted in: Wild Format
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    posted a message on Top Crafts for Wild?

    I have been playing Wild since January, reaching Rank 5 those 2 months, using Egg Druid and Renokock. The first think I would suggest is not crafting Dr. Boom at first. Don´t get me wrong, it is a great card, but I dont own one and am not missing. Control talks about the cards included in the Top-Tier decks (before all the Water rage) and none uses Boom:
    https://www.youtube.com/watch?v=_n5M6JtHJ7w&t=164s

    The cards suggested include 6 coomons, 4 rares, 1 epic (Echoing Ooze for the Egg Druid) and 1 legendary (Loathweb in Renolock).

    The advice for choosing a deck is very good. Many decks play like their standard counterpart.

    Posted in: Wild Format
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    posted a message on Notion: Hearthstone doesn't have enough big "goals"

    I´ve advocated for reward system in Heartstone more than once, I whink it is a simple and cheap way to increase engagementfor those of us who donot feel like playing more after the Rank 5 Epic reward.

    Having said that, last wee I saw a video from people at Extra credits and decided to look at things from the exact oposite direction: having even less "big goals". I posted a topic on this earlier today:
    http://www.hearthpwn.com/forums/hearthstone-general/general-discussion/187864-sandbox-mode-de-gamefication-and-intrinsic-fun-in

    Maybe the way to go is to have less "goals" set for us, and more freedom.

    Posted in: General Discussion
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    posted a message on Sandbox mode, de-gamefication and intrinsic fun in Heartstone

    I was watching last week´s episode of Extra Credits on youtube, about de-gamefication:

    https://www.youtube.com/watch?v=gbHizMGL3vc

    The episode got me thinking about the possibility of adding a "sandbox mode" to HS, in which players are able to alter fundamental aspects of the game, such as starting HP, number/copies of cards on deck, mana given per turn, etc. This would make the HS experience closer to some fun aspects of Magic the Gathering, where the playerbase can come up with fun new ways to play (only Commons, 100 different cards, etc), in paralel to the competitive scene, which still goes on.

    This could be a way to lessen frustration with ranked ladder, which I see as less of a problem with ladder itself, which should reward competitive and tournment-focused players, but more as a problem of causal people having to play ladder because there is almost no option to that ("Casual" and "Arena" are nowhere near that).

    From a developer's point of view, there are two main concerns I see:

    a) UI and development

    I am sure, as the guys from EC stated, that folks on Blizz have at least part of this coded for their test envinroment, but it is not as simple to just ship it to us as a final product. This is even more complicated if you have to factor in the mobile experience.

    Maybe some concessions can be made on this point, like making the creation a sandbox ruleset exclusive to computers. I, as a mainlly cellphone player would find it less fun, but ok, we can survive.

    b) Player-base management

    I have played almost only Wild since January, and depending on the part of the month, some upper ranks have too few players to keep the sistem running. I´ve heard stories of a rank 1 or 2 player queing against a rank 12 due to lack of "worthy opponents". Having too much of the playerbase swithcing to hundreds of different play modes can cause delay in matching games.

    That said, I think a sandbox mode could increase the enjoyment of many players and is something that Blizzard should look into, even if it takes a lot of development to implement. What do you guys think? What kind of crazy rulles would you like to play WS by??

     

    Posted in: General Discussion
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    posted a message on Favorite Combo Play

    I've seen a combo with Bran, Druid of the Saber (charge), double Abusive Seargent, and Managerie Warden for 3 10/1 charges.

    I squeeze in a 1 mana destroy a minnion Just to get rid of eventual taunts.

    Posted in: General Discussion
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    posted a message on What do you do vs a Jade Gollum deck?
    Quote from ender2003 >>

    Gollums can usually be tricked by playing a riddle game and cheating, or can be tied up using elven ropes that burn their skin. Aside from that, having them fall into Mount Doom will also get rid of them.

     The problem with Gulliums design in heartstone is Aya. Having Gollums with deathrattle make it a pain in the ass to get rid of them, which just gets worst after the nerfs: deathrattle Gullums coming back thanks to the Dark Lord N'zoth.
    Another problem is infinite Gollums. Some decks could fill the entire Mount Doom with Golluns and still have at least 3 of them shuffled on the deck to spare.
    Posted in: Hunter
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    posted a message on What do you do vs a Jade Gollum deck?

    Afeter my response, I decided to take a look at the most voted Hunter decks.

    There is a variation of Finja-Hunter: http://www.hearthpwn.com/decks/741223-the-water-hunter-murloc-midrange-anti-jade-hunter

    Handbuff mid-aggro: http://www.hearthpwn.com/decks/732668-screw-a-wall-build-a-kodo

    Those too seem solid, I migh try the Handbuff one, since I don´t have Finja and might not craft it before rotation. You should try them if you have the cards and see what happen.

    Posted in: Hunter
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    posted a message on What do you do vs a Jade Gollum deck?

    The problem is more with Hunter right no in your especific case. Hunter has a really fast hero powerand was the classical aggro class, but the handbuff mechanic goes against the class identity (warrior managed to ignore this due to more classical weapons and two strong class-specific pirates which complement the "Pirate Package". The last good so-called "midrage" hunter usually closed the games at 8 or 9 with one or two Calls of The Skill.

    If you try to go toe-on-toe in a midrange battle with a jade deck, hunters will probabilly loose. That is also true for an aggro battle against pirates, even after the nerfs. This means hunter is outclassed in both its gameplans. If you want to stick to hunter, I would suggest accelerating your deck towards a faster mid-range, in order to outaggro Jades and survive Pirates. That change would make it very hard for you to win against Control/Reno, but that is just the way the game plays (unless you are Shamman and have all the tools... ahahahaha).

    I played some Reno-hunter on low ranks last season, had fun, but it was absolutelly not ladder-viable. Hunter is not a class I play that much, but I´d like for them to have at least one viable archetipe.

    Posted in: Hunter
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    posted a message on Save up or invest in wild?

    (Copy-pasted from another thread, think it answers ok with my opinion)

    I was a F2P player up until Old Gods, and have bought both 2016 expansions' pre order. I have all adventures acquired by gold, the Wild ones before the rotation.

    In january I switched my main ladder play from Standard to Wild, and I have been having much more fun, due to the diversity of decks playable. That is a personal oppinion and an issue that the new ladder "floors" at 20, 15, 10 and 5 might solve.

    Besides that, Control has a good point when he says that there are at the moment not that many cards in Wild that are palyed on the top-tier meta decks that are wild-only: you "only" need 3,440 dust to have all the wild cards on Tier-1 decks, and most of this dust comes from Naxx cards. Asides from Naxx, you need Piloted Shredder, Pirate´s Shipe, Antique Healbot, Jeeves and Darkbomb. (Source: https://www.youtube.com/watch?v=_n5M6JtHJ7w)

    Of course there are some tier-2 decks and other things you might want to try which you will have no access to cards (I don´t own a Dr. Boom, Mal Ghanis, Lightbomb and other epics and legendaries), but if you have a solid basis of the three sets which are rotating out next month, you might wanna try wild.

    If I were you, I´d fool around in wild ladder even not having any cards, only with standard decks you own, just to see how it feels. You have about a month to decide where to invest some money, up to the rotation.

    Posted in: General Discussion
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    posted a message on Arena after patch

    I am in the middle of my first run, but I think it has been pretty strange, due to lack of epics, legendaries and 3 Abyssal Enforcers (and even passed on the 4th). At least as far as I know, its standard.

    6-2 so far, but only 3 classes: 2 priests, 2 warlocks and 4 paladins: http://www.heartharena.com/arena-run/60n7ul

    I am having fun with the new format, lots of different cards to play around (Enter the Coliseum twice in 4 pallys). Some people said that is a bad thing, but I see it as a good change, the increased amount of spells and higher rarity cards, its only a change that will take people time do adapt to the new reality, which should have more counterplay and strategy.

    I let you gus know how this arena ends, and I will come back after another couple of runs to see if I change my mind on any topic.

    Posted in: The Arena
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