Amazingly fun brawl this time around.
- GMAlon
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Member for 7 years, 2 months, and 3 days
Last active Sun, Sep, 24 2023 04:15:22 -
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Ironcast_Moose posted a message on Just a Hallucination is This Week's Brawl!Posted in: News -
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DoubleSummon posted a message on Randomonium is This Week's Tavern BrawlPosted in: News- This is the sixth time we've seen Randomonium.
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SrVitor posted a message on The Ultra Awesome Top Deck Card Design CompetitionPosted in: NewsGuys what do you think about this?
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smoghakan posted a message on Today in Hearthstone: We Learn Nothing New About Card Pack Drop RatesPosted in: NewsThere you go:
(130 * 32.5 + 95 * 11.8) / 225 ~= 23.Math confirmed...
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WhatAChamp posted a message on Today in Hearthstone: We Learn Nothing New About Card Pack Drop RatesPosted in: NewsQuote from Alexandru_91 >>I made some calculations and the results seem like this (for a legendary) :
1 pack..................20 packs............................40 packs
2.5%.....................50%....................................100%
With the rate increasing by 2.5% per pack to open a legendary (at least it follows the rule they have said)
There's no way this is possible. The number of times I (and others) made it up to 30-40 packs without a legendary is too high for that to actually be possible. I'm guessing that the drop rate is actually a little higher initially but doesn't ramp up until later. With your stats, at 14 packs we're already at a 1/3 chance of getting a legendary. If that were the case, it would be very rare to get past 25 packs without a leg (under 1% chance!). We know this isn't true as people regularly get past that. -
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user-2618941 posted a message on Hearthstone Breaks the All-Time Daily Active Players Metric with Journey to Un'GoroPosted in: NewsYet the HS client still cant close without crashing :/
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sheverash posted a message on Stone Hill Defender You're the Real MVPThis dude is legit in Mid range and control Shaman. Straight up wins games.
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user-25013175 posted a message on Dino Dash - The Un'Goro Obstacle CoursePosted in: Newsgod she is pretty
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Djagga posted a message on Dino Dash - The Un'Goro Obstacle CoursePosted in: NewsWho is this caster girl with frodan ?
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Xaos73 posted a message on Full analysis on why the Paladin quest is trashPosted in: Card DiscussionI have really tried to make the quest deck work. I have tried Aggro, Midrange, and Control versions. I tried Murloc, Elemental, and even Mech versions in Wild. They are all garbage. In fact, both the quest itself AND the reward are garbage. I have come up with 3 reasons why for each and list them below. Please read and vote on which you think is the main reason, or call me out on my reasons.
Why the Quest itself is trash
1 - Paladin buff cards are terrible - There simply aren't 6 good buff cards to put in your deck, let alone enough to reliably draw 6 of them in a match. Historically, none of the Paladin field buff cards have consistently been part of a successful archetype. Blessing of Kings has seen sporadic play in some midrange decks, and Blessing of Wisdom in aggro decks. One card has some promise - the new Spikeridged Steed.
In contrast, many of the cards that satisfy (or help satisfy) the quests for other classes are damn good cards. See Primordial Glyph and Cabalist's Tome for Mage, Bloodhoof Brave and Alley Armorsmith for Warrior, Alleycat and Jeweled Macaw for Hunter.
2 - Buff cards require a minion on the board - I sound like Captain Obvious here, but this has a huge impact. The other classes can all directly satisfy their quests by simply playing a card - even onto empty boards. Paladin has to both maintain minions on board AND play their buff cards. You essentially have to work twice as hard. Plus, you often end up with buff cards in your hand and no way to play them. None of the other classes have prerequisites - if you have the card in your hand, you play it.
3 - Paladin has minimal support cards to achieve the quest - I'm not talking here about cards that count towards the quest, I'm talking about cards that HELP you achieve the quest, or provide synergy with the cards that progress towards your quest. For Paladin, only Primalfin Champion actually directly helps you along the way, with maybe a slight chance of help from Ivory Knight. Paladin has no additional benefits (synergies) from playing buff spells.
Classes with strong direct support include Druid with Tortollan Forager, Menagerie Warden, and Giant Anaconda and Rogue with Shadowstep, Gadgetzan Ferryman, Mimic Pod, and Shadowcaster. Let's not even start counting the Mage cards that generate new spells. (OK, I did count - there are 7, and that isn't even including The Coin, which you get for free 50% of the time.)
Classes with strong synergy benefits from playing cards towards their quest include Shaman with Everyfin is Awesome (Wild only) and Warlock with Malchezaar's Imp, Clutchmother Zavas, Silverware Golem, and Cruel Dinomancer. While Priest has no class synergy with Deathrattle minions, you might have heard of a little card called N'Zoth, the Corruptor.
Why the Reward is trash
4 - It turns out that Adapting Galvadon 5 times is not a big deal. He just doesn't end up being very scary most of the time. I admit, I was giddy about the possibility of an 11/5 minion with Stealth, Windfury, and Divine Shield but that outcome is not very likely. (I would love for someone to calculate the probability of getting that combination.) Most adapt cards only offer one choice (there are two cards that adapt twice) so this isn't immediately apparent to everyone, but even if Windfury appears as an option during the first discover choice, IT CAN STILL APPEAR as an option for the next 4 choices. I have had situations where I have already picked all 3 of the options presented in the fifth discover choice.
5 - Your opponent can defend against the quest reward. OK, Captain Obvious again, but from the moment you play the quest card on T1, your opponent is planning their defensive strategy for Galvadon. Yes, Stealth helps, but your opponent usually plays AOE to strip his Divine Shield while he has Stealth, and then next turn they throw down the removal they have been saving. Or they load the board with taunts. (The same problem exists for the other 4 classes that have a minion as PART of their reward (Druid, Hunter, Priest, and Shaman), but those classes get additional reward benefits - see point #6.)
In contrast, there is nothing your opponent can do to defend against or alter the quest reward for the other classes. They can't get rid of the Portal that generates Imps, they can't empty your deck of Raptors, they can't change your minions back from costing (0) or from being 5/5 when summoned.
6 - Galvadon is all you get. That's it. The End. With the exception of Mage, all the other classes have rewards with benefits that provide persistent value. And while Mage's reward is a one-shot deal, there is no way for the opponent to defend against it. For Paladin, one Hex and your entire reward is gone.
OK, I feel a little better now that I got all that off my chest. I'm curious to hear your ideas for alternate quest criteria and/or how the reward could have been better. I think the quest should have been "Generate 7 minions with Divine Shield" (either play them or somehow give them Divine Shield), and the reward should have been Galvadon with only 2 adapts but with also some kind of persistent impact like "All minions get +1/+1 when summoned".
Thanks for reading!
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Great value, essentially 8/8 that generate 2 random legendary minions (+2 card advantage), could be great at a greedy mage deck or reno mage in wild.
Sindragosa is one of my favorite bosses from ICC, i was hoping it to be neutral with great affect so i can shove it into all my funky dragon decks
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Yea, but having no 3 mana cards in my deck is a huge drawback.
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So.. cheaper faceless manipulator with low stats? :\
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I bet the hero power will be " add random elemental to your hand" or if they want to make it broken: "discover elemental"
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They don't implement autosquelch because they don't want to implement it, not because it's hard to implement.
It's literally 2 lines of code in the match initialization phase and a small addition to the options menu.
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Again? we had this brawl not too long time ago :\
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Couldn't agree more!
With such a high probability to get one of the 5 (!!) playable shaman taunts (Thing from below, Alakir, Earth elemental, White eye and hot-spring guardian) this card is fantastic.
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Most of the ladder matches has nothing to do with quest completion, unless 50% of the quests are warrior related somehow.
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Fun and interactive
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Why does the priest quest rated so high?
Playing so many dearthrattle and survive against an aggro swarm is hard, and having 40 health against control is pointless, so against which deck this quest is actually good? (probably OTK or finite damage combos)