PVE content this year is starting on a very dark note with how it is being handled. I dont like it.
- Bavianse
- Registered User
-
Member for 8 years, 2 months, and 26 days
Last active Thu, Jan, 5 2023 04:39:45 -
- 1
- 14
- 32
- 1 Follower
- 37 Total Posts
- 117 Thanks
-
41
Sinti posted a message on Streamer Event Next Week For New Unreleased Adventure - May 14/15Posted in: News -
8
RavenSunHP posted a message on Losing rank is no fun, what else?Posted in: General DiscussionThe OP has a fair point, that I find myself involved with, since I NEVER try to grind on ladder for many ranks, despite my positive winrate. And mind me, I am not saying I could smash the ladder, I am just saying I have what it takes to climb a handful more ranks than where I usually stop each month.
Why? Because losing stars means wasting time and effort to me. Or, the feeling of it: your effort and time should be measured on average wr, not in the single game, I know. So, it is a distortion of perception ofc, but that's what happens in my mind, and it triggers frustration, more than satisfaction. It's not a very common thing I guess, but it affects many players regardless.
In the end, I think the single game cannot be changed. If you lose a 20-mins game, you lose, and you can do nothing about it. In part, it's also a philosophical thing: you can't always get a reward. Sometimes you lose (in life as well) and you should learn to accept someone else getting the reward while you get nothing.
HOWEVER, we could reason on how ladder works, and how stars and ranks are rewarded. I do not think there is a perfect system, but I think grinding as the only way to prove your deck is good, is kinda short-sighted, and simplified. Surely it works well about generating addiction, but that is not the aim of my reasoning.
I think the best compromise about ladder would be something were defeat does not mean losing ranks. Stars maybe, but not ranks. Why? Because, (as in real life), defeat should simply imply the inherent loss of the reward of the winner, NOT ALSO A PUNISHMENT FOR DEFEAT.
Imo, a system with "save point" at EACH rank (Legend excluded ofc), but no winstreaks to compensate, would feel better. Problem is I have no idea how the HS population would distribute across the ranks with such a system, maybe it's too easy. Regardless, I think a discussion should be made by devs as well on this topic. Moving stars and stuff like they did so far may help, but without solving. They should think of an alternate system entirely.
Sheer grinding made of up and downs is just toxic.
-
17
Twitchy posted a message on Community Choice Awards: Year of the Mammoth ResultsPosted in: NewsI enjoyed reading this and I'm pretty sure many others did as well. Stop being a salty dick.
-
3
SlydE posted a message on [Game] Hearthpwn's Deck Building ChallengePosted in: General Deck BuildingChallenge 8 completed!
Challenge 8 Even Warlock Deck by SlydE - Dec 28, 2018Minion (21) - 1x Genn Greymane
- 1x Mojomaster Zihi
- 1x The Lich King
- 1x Mossy Horror
- 2x Mountain Giant
- 1x Skulking Geist
- 2x Defender of Argus
- 2x Hooked Reaver
- 2x Twilight Drake
- 2x Spellbreaker
- 2x Dread Infernal
- 2x Shroom Brewer
- 2x Vulgar Homunculus
Ability (8) - 1x Twisting Nether
- 2x Lesser Amethyst Spellstone
- 1x Shadowflame
- 2x Siphon Soul
- 2x Hellfire
Playable Hero (1) Loading Collection -
2
eldoctorx posted a message on Kripp Gonk DruidPosted in: Kripp Gonk DruidTaldaram, and 2 3 cost cards in the deck? Bold strategy Cotton, let's see if it pays off.
-
10
EternalHS posted a message on Patch 13.0: Rastakhan Pre-Patch, Winter Veil Returns, Rastakhan Flavor Text, Patch NotesPosted in: News- Hir'eek, the Bat - REPEL’S EFFECT WORE OFF.
Absolute perfection
-
21
IambicAvenger posted a message on New Hunter Hero Card Reveal - Zul'jinPosted in: NewsZul'jin is a pretty interesting hero card. My first reaction was negative - Zul'jin comes down after Deathstalker Rexxar, but his hero power is a massive downgrade once you've cast the death knight hero. But later I thought better of that - Blizzard was never going to print a Hunter hero card with a hero power as broken as Build-A-Beast, the Zul'jin hero power is still an upgrade on the base Hunter hero power, and the effect is powerful enough to make you reconsider spells you might never have played before. (For example, Crushing Walls is kind of weak, but might be great cast alongside a Greater Emerald Spellstone and a full set of secrets in the late game.)
While Zul'jin seems to fit easily into Spell Hunter, I think that deck has too many poorly interacting spells today - your Unleash the Hounds can interfere with your spellstones and To My Side!, Kill Command and Hunter's Mark can backfire in a big way, Tracking can drive you into fatigue super fast, etc. Rather, I think that Zul'jin wants to be played in a deck with a focused set of spells that turn his effect into a kind of "late game refresh everything." If you run just secrets, the spellstones, and safe hard removal like Deadly Shot and Crushing Walls, Zul'jin will retake tempo on the board in a big way. Throw in a couple of Secret Plan's to generate more resources, and if you're playing a beast package, you can throw in Dire Frenzy, Master's Call, and even Flare to try and turn Zul'jin into a way to gain card advantage without digging yourself too deep into fatigue. Now you've got a card that clears the enemy board, fills your board, draws cards, generates cards for your hand, and shuffles cards into your deck - literally everything you could possibly want in a late game bomb. That's definitely a deck I'll want to experiment with.
-
4
GerritDeMan posted a message on New Hunter Card Reveal - Revenge of the WildPosted in: NewsThis + Flark's Boom-Zooka :o
-
7
B4timer posted a message on Rastakhan's Rumble - Card Reveals and Details for Hearthstone's Tenth ExpansionPosted in: GuidesSo do we know when the spoilers start?
-
8
linkblade91 posted a message on The HearthPwn Boomsday Project Community CompendiumPosted in: News*Tells someone to not always believe advice*
*Proceeds to give advice*
I know the "wait and see" line is a solid statement and not bad advice in the slightest, but still lol :P
- To post a comment, please login or register a new account.
2
Thanks for the input guys, just making sure.
1
2
If nothing else, this card will see play because of this exact combo.
2
Really like the deck. It has a fair amount of anti aggro tools with both AOE and healing, as well as a powerful late-game by repeatedly filling your board with big jades.
However, I don't like the Lone Champion. Most of the time you wanna be playing Jade Claws or Hero Power on turn 2, so you rarely get the buff on the Champion. I have just replaced them with Tar Creeper.
I have also replaced the Coldlight Oracle with a Mind Control Tech, but that is only my preference.
0
I don't expect this to see very much play in constructed. Some list of tempo (odd) Rogue are already playing Plague Scientist which combined with something like Southsea Deckhand is far more reliable. I don't play much Arena, but I could imagine it would be a lot more consistent as a removal there.
1
Tess Greymane rogue is the deck I have had the most fun with since the release of Witchwood. It's terrible when facing other Rogues, these matchups are almost auto lose, but apart from Odd Pally, all other matchups are super fun in this control meta.
2
The creativity of this deck is off the charts. Well done mate! I hope I can open the sufficient cards to try it out.
16
"Cards that were burned, such as by drawing cards when your hand is full, will now appear in match history."
This change is seriously understated, especially for people who are not running a deck tracker or playing on phone/tablet. Thank you!
3
Does Life Tap enable the two new cards? Unlike Lesser Amethyst Spellstone it doesn't say "take damage from your cards", but only "if your hero took damage this turn". Does anybody know?
3
Fungalmancer has been a steady inclusion in a lot of minion based decks lately, but I really like the creativity of Fungal Enchanter and Chittering Tunneler as well as the synergy it provides for Lesser Amethyst Spellstone.
When playing Zoo I am often life-tapping aggressively, but the heal provided by the spellstone might just be what is needed to pull that extra win. And with 2 Spellbreaker there should still be enough juice to get the lethal, without Soulfires to go over taunts.