Is there any visual representation which characters are Horde and which are Alliance? I don't follow the lore of new characters.
- Harryp19
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In fact, she does manage to use a questline here.... the Warrior questline.
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It's just a maze where each room needs to be visited a particular number of times (Each 'room' must have 1 health at the end). Attacking allows you to move forward, damaging the room you enter by 1, and hero powering flips your perspective between northward and southward.
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Because the good versions of Questlock don't even run Stealer of Souls?
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The Top Hat one is yet another case of Blizzard's spaghetti code. "Give your Top Hat to another random friendly minion". Even if we disregard the 'give', which implies the original owner would lose the hat, we have a problem: Another minion is another minion, so why is Mankrik giving hats to himself? Rather ungentlemanly of him.
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Let's go at it step by step:
- The cards needed for getting to the subpuzzles: They were hinted at in the flavor text of the relevant class legendaries. (apparently clearer in some localizations)
For an English example: "Hurry up, laddie, we're getting overrun! Serpents everywhere! They may look cute, but do ye see the fury in their eyes?!" —Tavish Stormpike
Hurry up -> Quick Shot
overrun -> Overwhelm
Serpents everywhere -> Snake Trap
They look cute -> Adorable Infestation
fury in their eyes -> Dire Frenzy
- Warrior subpuzzle: Classic type of river-crossing puzzle. The rules are simply 'You can use the caravan to ferry one or two minions to the other side. At no point can there be both Quillboars and Orcs on the same side with the Quillboars in the majority.' If you're at all familiar with this puzzle type, it isn't hard to recognize and solve this.
- Druid subpuzzle: Once you figure out it is a maze (with the immunity of the center door and the enemies being doors hinting at it) it's just a matter of exploring the maze and mapping it out. Takes a while, but not difficult.
- Rogue subpuzzle: It's not hard to notice that each key-lock combo changes the attack values of the locks in a specific way. Once you know the patterns, you just need to figure out that making all attacks the same is the goal, and find a combination of hits that allows you to do that.
- Hunter subpuzzle: Simple enough to figure out what the goal is. As for how to get there: Analyzing the trades leads to the conclusion that even in the most advantageous case, you'll end up with the same amount of gold as you started with after all trades. In particular, it follows that you can only acquire each item type in one specific way, or you lose too much value in the process and will run out of gold + items before the end. From there, the main thing is figuring out an order of trading which allows you to do all trades without 'overtrading' (buying too much of a certain item because you have too many of the item that trades into it, like buying 2 Jade Lockets with 4 Linen Bandages while you'll only need 1 in the entire trade sequence.)
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Just because you skipped all the actual puzzle steps to look at the solution, doesn't make it 'not a puzzle'....
The spells needed were found through flavor texts, though I'm not quite familiar with the details. The later subpuzzles?
Warrior: Standard type of ferry puzzle. 'Move the three orcs/sheep and three quillboar/wolves to the other side of this board/river. The caravan/boat can carry one or two minions/animals per step, and at no point can there on either side of the river be both quillboar and orcs/wolves and sheep, with the quillboar/wolves outnumber the orc/sheep.' The main problem is figuring out that this is the actual puzzle, but after a little trial and error you should be able to realize this. Especially if you know the original puzzle type.
Druid: Figuring out it's a maze is the major part, with the doors being a nice hint. Once you know it's a maze, it's a matter of mapping it out and finding a path through, which is mostly a matter of effort and properly keeping track of where you are.
Rogue: Each key attack on each lock has a specific effect on all the enemy minion attack values/tumblers. Order doesn't matter, so you just need to figure out a sequence of moves that makes them all equal (not sure if it HAS to be '4') Instead of trial and error, this can be a matter of calculations.
Hunter: This puzzle is the most explicit of all in its requirements. If you actually work on it, you can figure out you need maximal trading efficiency (in the sense that you need to pay minimal total gold in acquiring all items). In particular as a result of this each item type can only be obtained through one specific conversion. From there, you need to figure out an order that allows you to make all the necessary trades without overtrading (converting too many items at once).
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Especially considering that the Mark of Hakkar cardback shows that they already have the code to accomplish this kind of thing.
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Have you actually done the math? I have. (although it's been months, so I'm not sure if I can find the calculations again)
And while I'm not going to calculate it again, those calculations showed that in general, you get more gold in the new system than in the old, and definitely not 10-15k less. How were you even getting enough gold to even be able to get 10-15k less with the new system anyway?
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Definitely. I initially thought this was a Demon Hunter legendary, not a dual-class one....
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Why would you need to beat a cosmetic product?