Senjins of the world unite!
- Senjin Shieldmasta
- Cyclopian Horror
- Tolvir Stoneshaper
I keep getting win streaks to 3, then lose streaks to 7, over and over and over...
How do I stop Scamaz from rigging my matchmaking?
I feel like each time I win, I keep getting increasingly more difficult matchups, and ultimately I run into legend players with perfect hands. I have every single deck in the game, and this pattern is shared amongst every single one of them.
Should I just concede to lower my MMR each time I start winning too much? How do I cope with these mathematically unlikely streaks(If my winrate is even 40%, I should not be winning for 12+ games in a row followed by losing 9+ times in a row by crushing counter matchups).
How does it work?
1. How do I reset my MMR/How do I know if my MMR is too high?
2. How do I avoid streaks and encourage normal throttling/casual ranking, eg instead of winning to 3 then losing to 7 (because of getting robbed every game), only get robbed until, like, rank 5 before I start meeting decent matchups again. Should I be conceding more often?
3. Should I concede when I face bad matchups, so that I do not accidentally win and increase my MMR by too much? For example, when I play face hunter, I win more than 50% of the time against priest, even though it's a really really difficult matchup. Should I just concede to avoid raising my MMR?
Better stats than healbot, costs same as healbot, heals you for 8 against half a board, heals you for 14 with full board.
This is BETTER than azure drake in terms of game impact. There is no way this won't see play.
It also has stupid synergy with vanish. STUPID SYNERGY.
I can see rogue decks built on this, viable rogue decks, scary rogue decks.
Hearthstone is not ready for this card.
So fun to play. A secret pali had me down to 1 health with a full board of 2 buffed mysterious challengers. I had no cards in my hand and he emoted "well played" Then... I drew mortal strike. He had 6 health! GG
It's one option, but it still just pushes mana crystals around and doesn't do anything interesting.
Better would be if a card had a basic effect and an optional overload effect. That way, you have tactical flexibility - is the weaker effect enough now? Do you need the full power?
For example, Doomhammer could start with 4 durability, with the option Overload (2): Gain 4 durability.
Neptulon: Add 2 random Murlocs to your hand. Overload (3): Add 4 instead.
Waaaah Waaaaah was all i read.
Go to the salty forums to whine: http://www.hearthpwn.com/forums/hearthstone-general/general-discussion/28947-group-therapy-need-to-blow-off-steam-mega-salty