Hopefully this is resolved before its an issue for most players but if you encounter a Mysterious Stranger with only 1 or 2 characters who can accept a new task, the game will freeze after selection and you will have to restart the client (both on PC and Android).
If you run into a Mysterious Stranger and have no characters who can accept a new task, the game freezes and you can no longer proceed to the next node, forcing you to abandon the run.
Make sure you have at least 1 character who can accept a task and drop the task after accepting it to avoid this until it is patched. Coins are no longer offered if there are no eligible characters.
The task 8 says: Deal 120 Arcane Damage with a team that includes this Mercanery.
The task does not work. Has someone managed to find a solution? Normally task 8 are Boon coins.
Are you sure Long'xin was in your party? I don't recall any non-wording related bugs with the new tasks other than Yu'lon's reduce damage with Jadeflame.
Tribute from the Tides and Halazzi's Hunt were not completed until after the nerf, though I did get both of them to the final round several times.
*This information is largely based on pre-nerf balance.
Overall druid/priest were the easiest classes to 3/3 due to the strength of their teammates / loas.
In general it is useful record which classes you've faced when playing some of the weaker loas. This can affect what choices you make on your loa upgrades and sometimes which buckets to choose in the later rounds.
As opponent's (Round 1/2, 3-5, 6-8):
Mage: Jan'alai's Flame can be very difficult for certain loas due to having many 1 health drops in their base decks. Jan'alai's Mantle can be somewhat challenging due to having so many board clears. Nearly all my losses to this deck are due to fatigue, the AI has a 10 card advantage along with Ice Block and Reno Jackson. Be wary of killing the opponents loa too early as a turn 4 Kazakus into resurrecting a second loa usually spells defeat. Jan'alai's Progeny is the easiest late round loa to defeat. As long as you can handle a turn 1 Snowchugger (or hope the AI whiffs) this loa should not be too challenging. Be wary of going wide as a 7 minion Frost Nova or Blizzard can give the ai enough Frostfire to kill you the following turn with a Malygos.
Priest:Bwonsamdi's Tome is pretty weak and can be largely ignored. Bwonsamdi's Covenant is not too difficult, although I tend to hold my cards until I can guarantee a loa kill or the ai burns its Circle of Healing clears. Turn 7 the ai usually stalls to summon Nightscale Matriarch and the ai tends not to top off Quartz Elemental so I usually put 1 point of damage into it and ignore it. Bwonsamdi's Sanctum was one of the most difficult late round bosses, though the deck was nerfed to include beneficial cards like Dancing Swords and Corrupted Healbot. The ai always starts with Weaponized Zombie so its important to gain board control before the loa is protected behind a taunt wall. Paladin especially has trouble against this deck due to wanting to super buff a few strong minions and this deck containing Sylvanas Windrunner and Obsidian Statue.
To be honest the only real problem with Rumble Run is giving the A.I. additional mana crystals. Compared to previous PvE content, the opponent has identical decks / the player is given no major advantage other than the additional loa trait in the final rounds. Perfectly crafted decks can be countered by the players as long as they aren't 2 turns behind / dead before turn 4 (for instance the shaman battlecry gets Keleseth turn 1 whereas Kel isn't even an option for a player with that deck due to have 2x 2 drops by default).
Deck is pretty terrible, much worse than the other dragon decks. Lacks the damage to kill by turn 7 unless you get lucky with draws, at that point you just fall behind and lose slowly due to lack of late game.
Deck doesn't work, lack of spells means you doing nothing on odd turns. Doomsayer never works, I've seen him Confuse on turn 2/4 back to back. Double molten giants with taunt turn 4 (which seems extremely lucky to pull off) still gets wiped out by Keeper and spell shenanigans. 20+ tries and the farthest I got was double giants taunted which fizzled out due to lack of spells and a hand full of MC techs/owls/etc. Sea Giants seem unplayable.
Except against Alexstrasza I never saw the AI cast Flamestrike unless I had 2+ minions. The AI also saves Dragon Breath and Tailswipe unless it has lethal that turn (even if they had 10 in their hand and would win if they just used them every turn).
You need a turn 2 Fiery War Axe and to save your Rag card until the perfect time (and RNG. Cleared the board down to a single powerful unit and the Rag 8 damage went to the face what felt like more than 50% of the time). A lot of it comes down to what card the AI gets with its hero power and whether or not it clogs up the hand or gets Charge over and over. Avoid playing 2 minions at once (so it can't use Cleave or Flamestrike) and basically sit back and save your weapon charges for removal. Once you reach fatigue is when you can start going for the face.
Only had one Brawl and Crush, no Gorehowl so I added a second Death's Bite and Arcanite Reaper and Alexstrasza. One attempt I got to fatigue but I died when he was at 15 (that's what prompted me to add Alexstrasza), the time I got it he clogged up his hand with Flamestrike/Dragon's Breath/Tail Swipe and started milling himself (threw away 10+ cards). Revenge and Whirlwind weren't that useful, I was thinking about adding Inner Rage / Big Game Hunter combo for more removal.
Gave up on this and switched to the budget mage deck, won first try with it. Unless you get miracle draws I have a hard time seeing how this can work. Its nearly impossible to keep up with taunts and the hero power is useless. If you wanted to use a similar deck you'd probably be better off with mage as I think ice lance / frost bolt / mage secrets are more useful than just the voidwalker.
9/10 that will not work. If you grab turn one, he'll hit one his turn 1 for 4 damage. Turn 2 you div spirit the other one, he'll coin sword it down to 0/4 (other is still 0/3). Turn 3 a second div spirit will only get your minion to 8 health and it'll be killed by the sword (if you corsair the sword your minion will die to something else eventually).
9
DK is a deathrattle deck where the only deathrattle card is The Skeleton Knight. More than half the cards feel dead
0
This deck loses hard to agro. Theotar as your only 4 drop means you have no early game and die by turn 6 or 7
0
Hopefully this is resolved before its an issue for most players but if you encounter a Mysterious Stranger with only 1 or 2 characters who can accept a new task, the game will freeze after selection and you will have to restart the client (both on PC and Android).
If you run into a Mysterious Stranger and have no characters who can accept a new task, the game freezes and you can no longer proceed to the next node, forcing you to abandon the run.
Make sure you have at least 1 character who can accept a task and drop the task after accepting it to avoid this until it is patched. Coins are no longer offered if there are no eligible characters.
1
Its actually deal 550 damage, wording is wrong
Are you sure Long'xin was in your party? I don't recall any non-wording related bugs with the new tasks other than Yu'lon's reduce damage with Jadeflame.
0
Omega Devastator needs to lose its mech tribe. Way too efficient removal that you can end up with 4+ of.
2
27/27 completed
Tribute from the Tides and Halazzi's Hunt were not completed until after the nerf, though I did get both of them to the final round several times.
*This information is largely based on pre-nerf balance.
Overall druid/priest were the easiest classes to 3/3 due to the strength of their teammates / loas.
In general it is useful record which classes you've faced when playing some of the weaker loas. This can affect what choices you make on your loa upgrades and sometimes which buckets to choose in the later rounds.
As opponent's (Round 1/2, 3-5, 6-8):
Mage: Jan'alai's Flame can be very difficult for certain loas due to having many 1 health drops in their base decks. Jan'alai's Mantle can be somewhat challenging due to having so many board clears. Nearly all my losses to this deck are due to fatigue, the AI has a 10 card advantage along with Ice Block and Reno Jackson. Be wary of killing the opponents loa too early as a turn 4 Kazakus into resurrecting a second loa usually spells defeat. Jan'alai's Progeny is the easiest late round loa to defeat. As long as you can handle a turn 1 Snowchugger (or hope the AI whiffs) this loa should not be too challenging. Be wary of going wide as a 7 minion Frost Nova or Blizzard can give the ai enough Frostfire to kill you the following turn with a Malygos.
Priest: Bwonsamdi's Tome is pretty weak and can be largely ignored. Bwonsamdi's Covenant is not too difficult, although I tend to hold my cards until I can guarantee a loa kill or the ai burns its Circle of Healing clears. Turn 7 the ai usually stalls to summon Nightscale Matriarch and the ai tends not to top off Quartz Elemental so I usually put 1 point of damage into it and ignore it. Bwonsamdi's Sanctum was one of the most difficult late round bosses, though the deck was nerfed to include beneficial cards like Dancing Swords and Corrupted Healbot. The ai always starts with Weaponized Zombie so its important to gain board control before the loa is protected behind a taunt wall. Paladin especially has trouble against this deck due to wanting to super buff a few strong minions and this deck containing Sylvanas Windrunner and Obsidian Statue.
*Will continue to edit eventually
0
To be honest the only real problem with Rumble Run is giving the A.I. additional mana crystals. Compared to previous PvE content, the opponent has identical decks / the player is given no major advantage other than the additional loa trait in the final rounds. Perfectly crafted decks can be countered by the players as long as they aren't 2 turns behind / dead before turn 4 (for instance the shaman battlecry gets Keleseth turn 1 whereas Kel isn't even an option for a player with that deck due to have 2x 2 drops by default).
1
Deck is pretty terrible, much worse than the other dragon decks. Lacks the damage to kill by turn 7 unless you get lucky with draws, at that point you just fall behind and lose slowly due to lack of late game.
4
Deck doesn't work, lack of spells means you doing nothing on odd turns. Doomsayer never works, I've seen him Confuse on turn 2/4 back to back. Double molten giants with taunt turn 4 (which seems extremely lucky to pull off) still gets wiped out by Keeper and spell shenanigans. 20+ tries and the farthest I got was double giants taunted which fizzled out due to lack of spells and a hand full of MC techs/owls/etc. Sea Giants seem unplayable.
2
Except against Alexstrasza I never saw the AI cast Flamestrike unless I had 2+ minions. The AI also saves Dragon Breath and Tailswipe unless it has lethal that turn (even if they had 10 in their hand and would win if they just used them every turn).
2
You need a turn 2 Fiery War Axe and to save your Rag card until the perfect time (and RNG. Cleared the board down to a single powerful unit and the Rag 8 damage went to the face what felt like more than 50% of the time). A lot of it comes down to what card the AI gets with its hero power and whether or not it clogs up the hand or gets Charge over and over. Avoid playing 2 minions at once (so it can't use Cleave or Flamestrike) and basically sit back and save your weapon charges for removal. Once you reach fatigue is when you can start going for the face.
2
Only had one Brawl and Crush, no Gorehowl so I added a second Death's Bite and Arcanite Reaper and Alexstrasza. One attempt I got to fatigue but I died when he was at 15 (that's what prompted me to add Alexstrasza), the time I got it he clogged up his hand with Flamestrike/Dragon's Breath/Tail Swipe and started milling himself (threw away 10+ cards). Revenge and Whirlwind weren't that useful, I was thinking about adding Inner Rage / Big Game Hunter combo for more removal.
0
Gave up on this and switched to the budget mage deck, won first try with it. Unless you get miracle draws I have a hard time seeing how this can work. Its nearly impossible to keep up with taunts and the hero power is useless. If you wanted to use a similar deck you'd probably be better off with mage as I think ice lance / frost bolt / mage secrets are more useful than just the voidwalker.
2
9/10 that will not work. If you grab turn one, he'll hit one his turn 1 for 4 damage. Turn 2 you div spirit the other one, he'll coin sword it down to 0/4 (other is still 0/3). Turn 3 a second div spirit will only get your minion to 8 health and it'll be killed by the sword (if you corsair the sword your minion will die to something else eventually).
0
Make it so that replaying a charge minion doesn't reset the "you have already attacked this turn" debuff.