Anyone noticed that this the first Legendary without a unique/proper name? Usually you would expect them to at least append a "the" if it's a generic-sounding name (e.g. The Darkness or The Boogeymonster).
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Jan 7, 2018Livesage posted a message on Why is Devilsaur more expensive than Faceless Destroyer ?Posted in: Card DiscussionThat's not his question. Read the OP again.
Dec 13, 2017Livesage posted a message on HOw do you beat the darkness without invisibility??Posted in: Dungeon Run
I beat him easily with double battlecry jade shaman.
Dec 13, 2017Livesage posted a message on Hearthpwn - why not delete the claimed Kolento deck?Posted in: Site Feedback & Support
There have been other troll decks in the past which Hearthpwn allowed to remain, so why should they delete this?
In fact, I'm glad for the existence of troll decks like this. People should learn to grow some brains and think for themselves, instead of blindly copying whatever netdeck has the most upvotes.
Moreover, as troll decks go, this isn't too bad - it is a reasonable control decklist with an ok curve. And two of the three legendaries are actually perfectly viable in competitive play.
Dec 3, 2017Livesage posted a message on Hunters unite. It's time to get the pitchforks and riot!Posted in: Hunter
I don't see what's the big fuss about. Yes, the card is crap, but plenty of classes have gotten useless cards before, even epic ones.
Just because Hunter got one unplayable card doesn't mean it won't be viable in the meta. It has plenty of other class cards to choose from.
The last time people were this outraged, it was over Purify, but that was slightly more justified because there are only so many class cards in an Adventure and spending one slot on a meme card, for a class that was already in the bottom tier, was insulting.
Nov 28, 2017Posted in: Card Discussion
Great synergy with Sudden Betrayal! Now when your opponent has multiple minions and wants to attack your hero, he has to decide whether to use a minion with high attack (bad if you Sudden Betrayal up) or a minion with low attack (bad if you have Evasion up) first.
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Aug 2, 2015Posted in: Card Discussion
Hmmmm. If someone Arcane Golems you when you're at 10 mana, do you get an excess mana card? I'm pretty sure you don't, which leads me to believe that the excess mana 'mechanic' is only part of the Wild Growth card.
As I already said, there is no way, (NO WAY), that they make a 2 mana 2/3 minion draw a card. It is not possible. It cannot happen. See novice engineer.
Playing Wild growth on turn 10 does literally nothing so they had to add something.
Playing Darnassus aspirant on turn 10 does something period.
On turn 10 it's a 2/3, draw a card, lose a mana if it is killed. This is vastly different than novice engineer, which can draw a card on turns 1-9. So yes, it is very possible that this is the case and you do get a card on turn 10. Stop being so delusional and ignorant.
Jul 27, 2015Bretsky523 posted a message on Inspire - Weaker for Rogues than for other classes?Posted in: Rogue
Its no different for rouges then it is for any other class. Most turns where you use your hero power its to replace a 1/1 dagger with a 1/2 one. And it is only maybe once a game where you sit with a deadly poison for more then a turn. I dont get why all the rouge players are complaining, you probably hero power more then any other class in the game. Sure a mage can hero power on turn 1, 2 and 3 but if they do so they are so far behind that there is no chance they can win. Rouges however normally hero power 2-3 times in the first 4 turns of the game. So stop complaining... rouges are fine.
Mar 19, 2015Posted in: Dragonkin Sorcerer
Hope they will rephrase the card to "Whenever you target this minion with a spell, this minion gains +1/+1." Or at least "it gains +1/+1."
The way it reads now feels as though your hero is the one who gains +1/+1.
Jan 27, 2015Semioteric posted a message on A Nerf to Critical Thinking: The Community Reacts to BalancePosted in: General Discussion
You are missing a lot of the nuance that's important in this discussion.
For instance, what is Blizzard trying to balance? The win rates for average players, the win rates for good players, or the win rates for competitive players? If you fall into one of the categories they aren't focused on, then the change could have a negative impact on your experience.
How much does "fun" factor into their decision compared to true balance?
How much random luck are they willing to have in their game? The typical argument is that drawing an undertaker to start the game could win you the game, and not drawing it might lose you the game. Is that the biggest issue? If so, why did GvG add so many cards that depend on luck?
There is a range of issues that are legitimate to investigate, and the assumption that "they are game designers so they know better than the community" is a faulty one. They may be making decisions based on profit maximization, whereas the priorities for the community will likely be different.
Jan 19, 2015Posted in: General Discussion
Probably because the redemption was still in play when the second mad scientist died, you can't have 2 of the same secret, and you had no other secrets. So the order of events.
1. Redemption in play
2. Mad scientist starts dying.
3. Mad scientist's deathrattle triggers and tries to pull a secret.
4. There's only redemptions, and redemption is in play, so deathrattle fizzles.
5. Mad scientist deathrattle finishes resolving and finishes dying.
6. Mad scientist is dead.
7. There is no secret.
8. His family mourns.
9. The undertaker comes.
10. Too bad he wasn't played before the mad scientist though, missed a buff "that was a mistake"
11. It's ok there are other mad scientists
12. Some of them even like redemption
13. How do you redeem a mad scientist
15. I'll stop now it's lunchtime
Jan 1, 2015Posted in: The Arena
Okay, so I couldn't resist doing some math.
This is a spreadsheet I made concerning Arena results. Data about rewards are taken from ArenaMastery.
There are two tabs in the spreadsheet.
How to read (General):
Pale red (and slightly darker red) numbers are input. They can be changed at will, so if you find any mistakes in my input, feel free to PM me.
Pale orange (and slightly darker orange) numbers are results after many calculations (white cells).
The tabs (Perfectly Random Matchmaking and Perfectly Selective Matchmaking) are found below the whole spreadsheet, in the gray area.
Perfectly Random Matchmaking:
The first tab assumes HS matches you against random opponents with no regard to win/loss ratios.
As seen, when I use as input a person with 50% average winrate, the results at the bottommost row show that the person should expect an average return of 143 gold, from getting 7 wins (which has a much better return than 3 wins) around as often as 0 wins (which is only slightly worse than 3 wins).
This is illogical (a 50% winrate person should get around 50 gold/run by experience) so this model is wrong.
How to use "Perfectly Random Matchmaking":
I just said this model was wrong, why are you still reading this?
Perfectly Selective Matchmaking (Very Maths-y, can skip):
Now this is much harder! Here I assume HS always matches you against opponents with the same win/loss as you.
Some more data is needed unfortunately. Here are my assumptions made.
1. I separate HS players into 15 tiers. A person from some tier wins against a person from the next lower tier 55% of the time.
E.g. A tier 11 person wins a tier 10 person 55% of the time, but loses against tier 12 people 55% of the time.
Of course tier 0 and tier 16 exist, but I assume they have small enough effect to be ignored, as few people lose 90% of the time and even fewer people win 90% of the time.
2. I use a Poisson distribution to generate the distribution of HS Arena players into the 15 tiers.
HS is learned generally through experience and talent's role, though essential for high-level players, should be a much smaller factor. Experience is proportional to how long someone has played, which is similar to Poisson distribution.
The first 3 tables are general results and data.
The fourth 'table' named Constant of Pwnability is a number I assigned to reflect my 55% tier-to-tier winrate. Absolutely arbitrary.
The fifth table is a winrate table showing the probability of a person from tier X winning against someone from tier Y.
E.g. A Tier 3 person wins a Tier 9 person 23% of the time. Look along the third row (headed Tier 3) and go to the ninth column (headed 9).
The last table should not be hard to understand. It's a table showing the probability of you reaching a certain win/loss.
E.g. Let's say you are Tier 12. What is the probability of you reaching 4 wins, 1 loss somewhere in your Arena?
Go to the row headed 1 loss 4 wins, and go to column 12 (headed Tier 12). It shows 42.74. Hence you have a 42.74% chance of getting to 4 wins and 1 loss somewhere in your Arena progress.
E.g. Let's say you are Tier 8. What is the probability of you reaching 12 wins, any losses?
Go to the last line and go to column 8, headed Tier 8. It shows 0.52. Hence you have a 0.52% chance of getting 12 wins, around once in 190 Arena runs.
How to use "Perfectly Selective Matchmaking":
First identify which tier you are. The third table is named 'Tier of Player'. The row headed 'Average wins per run' shows how many wins per run a person from each tier is expected to make.
E.g. On average, you win 5 times per Arena run. Going along 'Average wins per run', you see that Tier 9 players get 4.62 wins on average and Tier 10 players get 5.33 wins on average. Since you get 5 wins on average, you are somewhere between Tier 9 and Tier 10. You can select one tier to belong to, or you can take a value somewhere between Tier 9 and Tier 10.
Then look at the second table, named Average Rewards. You can see how much gold, dust, cards etc. you are expected to make per Arena!
Note that this is an average value.
Results (for people too lazy to read the spreadsheet):
From the spreadsheet, we see that a person must be at least Tier 6 to break even in gold;
a person has to be somewhere around Tier 9 to go 1 Arena a day, counting 60 quest gold/ranked gold per day;
and a person has to be at least somewhere between Tier 11 and Tier 12, let's say Tier 11.5, to go infinite in Arena.
Now, Tier 6 people average less than 3 wins per Arena (in fact 2.9 wins per Arena) but they still break even. Their winrate in Arena is actually 42.8%, far below average. This shows that 3 wins per Arena is indeed enough to break even, and you do not need a 50% winrate to break even. This is because you face worse players at lower win/loss ratios in Arena, and going upwards of 3 wins in the occasional Arena yields big benefits.
Tier 9 people average 4.62 wins per run. If your average is 4.62 wins or above, you should be able to do 1 arena a day.
Tier 11.5 people, taking an average over Tier 11 and Tier 12, average around 6.5 wins per run. So, contrary to popular opinion, you don't have to get 7 wins every run to go infinite. The occasional 12 wins (around once every 12 runs) will more than compensate for a couple of subpar Arenas.
Let me know if you find any mistakes! You can check my calculations by clicking on each cell, but beware: some sums are over 4 lines and a couple hundred characters long!
Dec 31, 2014Posted in: General Discussion
The game is easier than you think. Trade one of your cards for two or more of your opponent's and you are well on your way to victory. So generally you should be playing cards that will cost your opponent to use two or more minions and/or spells to remove.
Well that's obvious and any player would do that, good or bad.
Tempo is the hard part of the game.
When is it correct to give up a 2 for 1 in favor of not wasting mana or in favor of putting a bigger thing on board? That is something that newer players probably struggle way more with. For instance, if your turn 3 consists of hero powering a leper gnome, you have gained a card, but lost a TON of tempo, which could later translate into you losing way more cards and ultimately the game.
It's very difficult now to know when it's right to take good trades and when it's not. It depends on your hand, your deck, your life total etc. and it's generally what separates good players from best players.
Another skill is knowing what the other player can play next. For instance, if you have a dark iron in hand, it's probably better to play a bloodfen raptor on turn 3 than a harvest golem, because the raptor can be buffed to kill a 3/5 or a 4/5, where the golem cannot. Then you'd just lose half your golem and your 4/4.
It's easy to figure out to buff a 3/2 into a 5/2 to kill a 4/5, but it's not as easy to know how to set it up so that'll happen most often.
There's other hard skills like knowing when to save a hard removal, when to save a fireball etc. etc.
Just thinking about getting that 2 for 1 value right now on this turn can lead to you losing so much tempo you lose the game all the while wondering where you went wrong.
Dec 30, 2014Posted in: General Chat
Shaman as one of my favorite classes suffers from a problem a few other classes such as paladin have where a large pool of cards are required in every deck regardless of play style (hex, 1 mana removal spells [bolt/rockbiter/earthshock], burst cards[alkir/doomhammer], drakes, ect). While GvG was a cool addition to many classes in terms of fun new toys, shaman only got a few cards that are either tribal or well stated minions. No really mechanical bending or cool effects have really been explored in the shaman class aside form ancestral call (to bad effect). While extremely common to do I've been contemplating some exciting and useful shaman card additions that would really open deck varieties. I'd like to know what you think of some of the card ideas and what else you would add to really make the shaman class mechanically exciting, please try to include cards with reasonable balance but enough of an effect to either allow an alternate deck type to be played or use uncommonly used cards.
Card - Tauren Totem Master - (Possible changes 2/3 or 1/4 for the same mana cost)
Tauren Totem Master is the shaman evolution of hero power influencing cards. While aucheni soul priest (and to a lesser extend shield bash) are the grand father's of hero power manipulation, the recent addition of Steamwheedle Sniper and Quatermaster (also Floating Watcher/Malganis to a lesser extent) directly effecting hero powers, it makes sense the most rng based class hero power could use some control. Tauren Totem Master is a total 3 mana 3/3 (2 mana and 1 over load) with an ability making it roughly on par with competators, but as a class card is allowed to be "innervated" out on turn 2. Used on turn 2 will over load turn 3 encouraging the use your hero power as synergy. The ability to pick the totem you need every time would be incredibly helpful and reduce rng, if anything the skill involved in selecting the right totem at the right moment would be curtail. Totemic Might is a sad excuse of hero power interaction.
The ability In general is what makes the card flavorful and needs to be in the game, it only makes sense to use it on a creature that would be used at a time where your likely to use your hero power soon after. At 3 (and 3 attack) health this creature is easily removed by turn 1 and 2 removal spells such as darkbomb, lightning bolt, SWP, Fire war axe among a few to name. While removable the effect isn't game breaking and offers a heavy reward to the player without crippling the opponent. If too over powered changing the minion to a 2/3 would suffice however other changes such as making the creature a 1/4 seams more ideal as it would be similar to armor smith, likely to survive to use it's intended effect but without abusing board presence in addition to the ability.
Card - Farseer Nobundo
While legendaries are often over abundant, the rising amount of rolled damage in shaman is also rising. Lightning storm, crackle and boom bots are currently examples of large damage rolls and using this is similar to a spell power minion. While a niche card it would eventually be desired should more random roll cards be produced.
Card - Tesla Coil
The kind of mech card shaman wish they got. Overload decks only synergize with unbound elemental at the 3 mana slot currently and need more ways to utilize overload as a benefit. With Tesla Coil you are paying 5 mana for a 4 mana creature in return to effect your opponents tempo, as long as tesla coil is alive your opponent must suffer the effects of over load. Playable on turn 4 after an unbound is available the synergy would be quite great should you have tempo yourself. While rather sturdy at 5 hp, when this minion dies, the opponent may used the locked Mana Crystals as though they weren't overloaded so they have the opportunity to regain their mana back, but must divide their mana that turn, the first chuck to destroy tesla coil, then the rest to make plays. This card while over loads your opponent for 1 on their turn as it comes with over load 1, must be played in combination with heavy overload cards such as earth elemental turn 5 follow up or feral spirit/lightning storm to heavily benefit. Technically this is a symmetrical effect as you are overloaded in addition to your opponent, however you gain the benefit of great mana cost spells and minions.
Card - Astral Spirit
More of a fun card than competitive, this card is for face damage shaman to bypass taunts or kill protected creatures, while it can bypass taunt easily, it cannot trade with taunts ever and can be blocked by regular minions. More of a tech card depending on your opponents deck.
Card - Chain Lightning (if spell power adds +1 to all bolts, then overload 3-4, if just another 1-3 bolt then fine) (Perhaps making the overload cost = +spell damage would be unique and cool, but confusing to word.)
Costing 6 mana to deal 6 damage (not particularly amazing) Spell Power makes this card utterly amazing in addition to being playable the same turn as a mage could play fire ball. Potentially usable as an aoe, the targets are completely random resulting in either an epic clear or utter flop. Essentially avenging wrath for a shaman adding spell power could either up the damage on each bolt (potentially broken as spell power would triple the effect) or add an extra bolt of 1-3 damage. On a clear board you get full face damage.
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