Fun fact : if you end up with a tie during a run, you'll have a second attempt versus the same boss.
(It'll be written ''defeat'' on your screen, but it will take you back to the Rumble Run menu)
- DreadNaught24
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Member for 7 years, 2 months, and 14 days
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Dr_Horus posted a message on Rastakhan's Rumble Run - A Hearthstone Single Player ExperiencePosted in: Rumble Run -
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lMarcusl posted a message on Un'Goro Q&A with Ben Brode and Mike DonaisPosted in: NewsThey need to change their approach to tuning the Arena. Simply reducing the appearance rate of problematic cards isn't fixing the problem. It just feels like even more bullshit when your opponent pulls the card they're "not supposed to have" and beats you with it. I had the same exact feeling with the Flamestrike and Enforcer nerf. Being 50 % less likely to appear means nothing. In average across thousands of games, yeah, the classes will have lower winrate. But the decks that do get lucky and draft those cards will be just as broken as ever, except now they will stand out and excell even more because many won't play around those cards anymore. And still, being 50 % less likely to get a Flamestrike means what? On average every second Mage deck still has at least one. Primordial Glyph, Meteor and Fledgeling should not appear in Arena at all in my opinion. What does it matter to me that it was "soo unlikely" when my opponent beats me with a coined out Fledgeling? The card is bullshit in Arena already, adding the extra sting of making me feel like the opponent got "lucky" to get that broken card isn't improving the experience. If the card is a problem, get rid of it.
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Chantry posted a message on Un'Goro Q&A with Ben Brode and Mike DonaisPosted in: NewsThis is good info. I absolutely hate the stance on card buffing: if you have a card that sees almost no play in casual, arena, or constructed, why not make it a tiny bit better and see if that changes anything? Tiny tweaks and buffs could keep the game fresh between expansions, and give new life to unplayed cards. Got a 3 mana 1/4 that gives +1 spell damage? Try it as a 1/5, and see if anyone wants to give it a shot. The idea that you wouldn't buff that guy because it limits your ability to make new spell damage creatures in the future seems like a weak argument.
They could also do something like "we're only going to buff cards that are played in less than 1% of ranked decks," or whatever a reasonable cutoff might be. They have all the data on which cards are being picked and played, so it'd be easy to see trends on cards that are too weak.
Warsong Commander nerfed to oblivion? Give it a buff and see how it goes. Maybe make it +2 attack for charge guys. The best part about buffs is that since the game is digital, if they made something too strong, they could just undo it a month later.
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Alkoviak posted a message on Why do you hate the decks requiring skill?Posted in: General DiscussionI have read most of the remarks here and seems to me that the point is turned around but not clearly explained.
entry skill level , the minimum skill required to win 40% of your games. It means being able to win most of games were the cards are drawn in your favor.
- Pirate warrior has low entry skill level. Most of the players are able to make an ok mulligan and aim the weapon to the face.
- Miracle rogue and freeze mage have a high entry skill level. You need to know by quite well the deck just to win the favorable matches
meta winrate skill level: how well must you play the deck to reach the average win rate of meta.
- That point is easily reached just by practicing the deck until you know all the mulligan and how each matchup can be won.
meta win rate + 5%/+10% now we start talking. To reach that point you need to be good enough to tech against the meta and and the win most of the un favorable matchup and most of mirrors.
Now to explain what is the Skill cap. Skill cap level defines how much your decisions either during game or in teching the deck can influence your overall win rate, the aim being the maximize the winrate (win all game which can be won). For instance:
- Midrange hunter is described as a low skill cap because most of it matchup winrate is determinate by which deck plays your opponent and your topdecks . The game play is mainly linear: Play your minions on curve and pray. The performance of the deck is defined by the relative power of the cards played and the meta.
- Freeze mage and miracle both have high skill cap. Lot of decisions can be mahe and both have very tight ressource management and counter intuitive play can be right one. As the decks both presents a high level of draw, a one off card tech has a lot of chance to be drawn during the game and influence the outcome. Wrong or too much tech can be crippling while good tech will yield better result than for deck which only see 12 cards of its deck per game.
Now how a deck like pirate warrior can exhibit a high skill cap compared to midrange hunter ?
- The gameplan is fairly clear. You have around 10 turns to win. Above that you lost because you will run out or cards to play and the opponent will be able to both heal/remove and play minion for 10 mana crystal while you will be limited to how much mana is your topdeck.
- now the main difference with hunter is that your gameplay is 100% proactive. You will take most of the decisions of the matchup because most of the cards have an immediate effect. Hunter gameplay is much more reactive: I play a minion, you either remove it or play your own, next turn I play a bigger minion and the cycle start again. This kind of gameplay is much more passive.
- Pirate warrior is on a clock and must decide how much damage can be sinked on clearing minions while still having enough damage in hand and in his following 3 or 4 topdeck to finish it opponens before the opponent either kill him or stabilise.
- As you will be making most of decisions while your opponent decisions is limited by the question you ask : "Can you survive another turn ?" There is much more latitude for the pirate warrior to make a wrong decision and lose the game.
Freeze mage question is : can i delay my opponent long enough for me to draw enough damage from my deck to kill him ?
Piratr warrior question is: Is my deck consistence enough to be able to inflict 30 damage with only my 15 firsts cards ?
As such pirate warrior can be considered a high skill cap deck because the deck must be the one taking the decisions and one bad decision wil make you lose the game 5 turn later. While being a low skill deck for the average joe.
TL.DNR : pirate warrior is low skill deck with high skill cap. Meaning the deck is easy to play ok but very difficult to maximize.
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Kaladin posted a message on stuck at rank 8 with pirate warrior - low skill level?Posted in: General DiscussionPlayed Pirate Warrior to rank 5 in the first couple days in Wild, and the deck is less about playing things immediately and never letting up, and more about when you do play a minion (even if it's not until turn 3) you do it with such burst that your opponent simply can't regain the board. An obvious example would be holding off until turn 3 (or turn 2 with coin) to play Ship's Cannon + N'Zoth's First Mate because of how hard it is to deal with. Also it's helpful to set up your Death's Bite deathrattle to trigger when you play Frothing Berserker. Finally, a really aggressive and admittedly kind of greedy play can be to play Leeroy when you don't have lethal because your Death's Bite only has one charge left.
Some matchups are just really bad for you and you'll lose them more often than not, but just keep playing. This deck is stupidly easy and unfair, and borderline cheating. You should get rank 5 no problem with enough play.
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mattyj45 posted a message on stuck at rank 8 with pirate warrior - low skill level?Posted in: General DiscussionMy advice would be to try and play a set number of games per day. Try and go for about 15 if you have the time. Take a short break if you go on a losing streak as this can greatly affect your mindset and your ability to think your plays out clearly. I would advise against swapping decks too much as, in my experience, it usually does more harm than good and you will probably find that you would have won more games had you stayed with a deck you know well. It is a good idea to have a couple of competitive decks that you are familiar with so you can swap between them depending on what you are facing on that particular day. A lot of decks are putting anti-pirate cards in their decks because of the popularity of pirates so that can play a factor. And, as others have said, the ability of your opponents will definitely increase the higher you climb.
If you can reach Rank 8 I believe you can surely reach Rank 5. Just stick with it, continue to grind games and you will get there.
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skauert posted a message on stuck at rank 8 with pirate warrior - low skill level?Posted in: General DiscussionThree general things to point out:
1. Despite what some salty forum dwellers might suggest, the most efficient way to get wins is not always slamming minions on curve and going face.
2. Aggro decks are by definition swingy based on your opening hand, as well as your opponent's. The tradeoff is that you'll get a lot more games in.
3. By now, everyone and their mother knows how to fight against pirate warrior.
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formulas666 posted a message on stuck at rank 8 with pirate warrior - low skill level?Posted in: General DiscussionFirst World Problems
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Thank you for your response! The other response saying that you don't care made me wonder if something changed for the worse, but the new team transitions and dealing with the many big changes that Hearthstone made including a 10th class will definitely make it harder to keep everything up to date. I'm glad you want to keep things up when possible.
I want to give a HUGE thank you to allowing us to link our accounts and automatically see the crafting cost for us when we look at a deck, as well as telling us how many commons through legendaries we have for each expansion. It's so much easier to see how close we are to being able to play a deck, and I've used the card collection stats to help me determine which expansion to buy before a rotation when sets go to wild and you can't buy them anymore.
Actually because we can buy wild sets now and there's duplicate protection and ranked rewards give standard rares, I've decided to spend my gold on wild sets until I have every rare (and common). Because of this, I won't be buying Ashes packs and there's less urgency for these stats. They will be useful in the future when I decide how much to spend on Ashes vs other expansions.
As you can see, these features are wonderful, and I'm so glad you are committed to keeping them up when you can!
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Innkeeper is amazing because I can see exactly how many cards I own from each rarity for each expansion when I go to "my collection" on this site. I notice that this is not updated for the latest expansion Ashes of Outland.
When will this be ready? With the no duplicate protection and standard rares and packs awarded at the end of the season, I am taking these new things into account to decide where to spend my gold and dust. Ashes of Outland data would be very valuable, as it has been for several years.
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l strongly think that the warlock is the best class for this brawl. The key is that when you can get away with using your hero power without sacrificing too much tempo and health (a bit in the early game and then a bit throughout the game as you can), you can get another shifter zerus. Every turn you have with more shifter zerus's gives you more options to use your mana efficiently and take the board. It takes skill to know when to use your hero power vs when to tempo, but having additional cards in hand gives you more flexibility that will greatly increase your odds of having better cards than your opponent in the long run.
It takes skill to know when to hero power vs tempo out, and it takes skill to choose the right card(s), but if you do I feel that this is a heavily skill based brawl for the warlock, and it should have the edge over the other classes.