There was a Q&A for HotS 2.0 on reddit, where a user asked this question:
From Hearthstone, we are already familiar with the "pity counter" mechanic where you are guaranteed an item of certain quality after X number of unsuccessful attempts.
Questions: Is a similar mechanic present in Heroes 2.0? If so, what are the exact numbers and how does it interact with rerolls?
He received this response:
Heroes Loot Chests have similar mechanics that I prefer to just think of as protection against bad luck. Each item in a loot chest is random, so the potential exists to open a loot chest with all legendary items, for example, but the system also ensures you can't go too many items before it guarantees a higher rarity drop.
I feel like the meta pre naxx was the best. The creativity was high and the amount of aggressive decks low, the aggressive decks that did exists were only able to kill you on turn 10 with consistency and they still ran some high end cards
There are a couple Finja Rogue decklists someone showed me recently. I haven't actually seen them played but supposedly they both reached high legend ranks:
I don't know if the performance of these decks are affected much by the STB nerf, but once the next rotation comes both will lose the ever-important azure drake, so who knows if it'll still be viable then.
The issue with combo decks (and I think a number of other issues as well) stem from the fact that Hearthstone allows no reaction from a player on their opponent's turn. If there were the option to play even a small subset of spells, or if secrets would allow you to choose when you want to trigger them instead of triggering automatically, then the strength of combo decks would decrease significantly. That's never gonna happen, though, because it violates the "simple" policy of Hearthstone.
I agree, there's no real good counter to spell-heavy decks, especially mage. I think a "spell-taunt" should only restrict targeting enemy minions, not your own, e.g. if an enemy has spell taunt, I can't target any other enemy characters, but I can still buff my own minions.
Magic: The Gathering solves this in a different way. There is always a "Basic" Set (Called "Magic 2014", "Magic 2015" etc), but it's replaced every single year. The majority of cards stays, but some rotate out while new ones rotate in.
Some of the cards "rotating in" can actually be part of expansions that have been released in the past where the designers felt they added something valuable to a "class" (Magic: The Gathering has no classes, it has 5 colors instead) that should stay for the long run.
Cards that "rotate out" are no longer playable in Standard, but you can of course still use cards from older Basic sets if they remained the same in the current instance of the Basic set.
I agree with the OP. I knew they would start having rotating sets at some point, but I wish they would also rotate classic. Using the MT:G standard sounds like a good one to me. If there are cards that they want to keep in evergreen because they set the theme for the class, they should be moved to basic, but not keep the whole classic set just for a handful of class cards.
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There was a Q&A for HotS 2.0 on reddit, where a user asked this question:
He received this response:
Take it as you will, but I think it's indirect confirmation that this does exist in Hearthstone. The post can be seen here: https://www.reddit.com/r/heroesofthestorm/comments/63mtuc/heroes_of_the_storm_20_and_cassia_live_qa/dfvcrj8/
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Considering how many good ideas I've hard for Rogue cards, I guess it was inevitable that at least one would be copied:
My version was cheaper; this one is probably more balanced. This was added to imgur 2 years ago.
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Considering how many good ideas I've hard for Rogue cards, I guess it was inevitable that at least one would be copied:
My version was cheaper; this one is probably more balanced. This was added to imgur 2 years ago.
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Except that you can't target him with Dinosize because it's a spell.
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There are a couple Finja Rogue decklists someone showed me recently. I haven't actually seen them played but supposedly they both reached high legend ranks:
Quatro's Curator Finja (reached #3 legend):
Class cards:
- Backstab 2x
- Cold Blood 2x
- Swashburglar 2x
- Eviscrate 2x
- Edwin VanCleef 1x
- Shaku, the Collector 1x
- SI:7 Agent 1x
Neutral Cards:
- Patches the Pirate 1x
- Small-time Buccaneer 2x
- Southsea Deckhand 2x
- Bluegill Warrior 2x
- Argent Horserider 1x
- Jungle Panther 1x
- Murloc Warleader 2x
- Naga Corsair 2x
- Azure Drake 2x
- Finja, The Flying Star 1x
- Leeroy Jenkins 1x
- Stranglethorn Tiger 1x
- The Curator 1x
Rdu's Aggro Finja (reached #6 legend):
Class cards:
- Backstab 2x
- Shadowstep 2x
- Cold Blood 2x
- Swashburglar 2x
- Eviscrate 2x
- Edwin VanCleef 1x
- SI:7 Agent 2x
- Tomb Pillager 2x
Neutral cards:
- Argent Squire 1x
- Patches the Pirate 1x
- Small-time Buccaneer 2x
- Southsea Deckhand 2x
- Bluegill Warrior 2x
- Argent Horserider 1x
- Murloc Warleader 2x
- Azure Drake 2x
- Finja, the Flying Star 1x
- Leeroy Jenkins 1x
I don't know if the performance of these decks are affected much by the STB nerf, but once the next rotation comes both will lose the ever-important azure drake, so who knows if it'll still be viable then.
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Woah, someone won with a Rogue deck that isn't a miracle rogue?!? Is there hope for Rogue yet?
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The whole point of rotating Sylvanas out is so that there is no go to 6-drop.
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The issue with combo decks (and I think a number of other issues as well) stem from the fact that Hearthstone allows no reaction from a player on their opponent's turn. If there were the option to play even a small subset of spells, or if secrets would allow you to choose when you want to trigger them instead of triggering automatically, then the strength of combo decks would decrease significantly. That's never gonna happen, though, because it violates the "simple" policy of Hearthstone.
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Boo maiev
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It's cool to see an Israeli player in this tournament. I don't think I've seen any professional Israeli players yet.
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I agree, there's no real good counter to spell-heavy decks, especially mage. I think a "spell-taunt" should only restrict targeting enemy minions, not your own, e.g. if an enemy has spell taunt, I can't target any other enemy characters, but I can still buff my own minions.
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A reason not to quit Hearthstone.
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