• 1

    posted a message on DKs and discover cards

    Your class is the opponent's class.  Functioning as designed.

    EDIT:  For clarity, if you play the DK Hunter card, you become a DK Hunter, thus you are a Hunter -- your opponent's class.

    Posted in: General Discussion
  • 5

    posted a message on Blood Magic - Standard is This Week's Brawl!

    There is only one thing good about this Brawl:  It is Turn 1 OTK all the way, so farming 30 wins for 100g goes by super quick, and you can do whatever the hell else you want, since there is not skill involved.

    Posted in: News
  • 2

    posted a message on 68 GAMES - 94% WR.

    This is the deck from last week's Brawl.

    Posted in: 68 GAMES - 94% WR.
  • 1

    posted a message on can we please get a 3rd deck slots page already?
    Quote from Manuelo46 >>

    A lot of people are forgetting that not everyone plays HS on pc, making the copy paste feature and innkeeper prettuly obsolete for those on, let's say: phone for example.

    I still haven't heard the technical reason as to why they don't use this. I mean as in if it were to force them to make gigantic deck storing databases or some shit I'd understand but as it currently stands it seems like a very simple feature that could aid the hardcore players or experimenting pkayers.

    If you save the string in a text file, the string itself is typically 1-2 kB -- or 4 kB due to cluster size.
    If they implemented 9 decks per class (81 decks), and cluster size was set to 64 kB, it's safe to assume each player would consume no more than 192 kB of server space for their decks.
    192 kB * 70 million players = 13.440 TB, which costs about $3500.  There's no way it's about money.
    Quote from GuNNerTID >>
    Quote from FortyDust >>
    Quote from GuNNerTID >>

    Extra features harm no one, they only add value to the game.

     That is absolutely untrue.
    If it's a feature that 90 percent of the players will never need or use, it takes away from limited development time for UI improvements that are needed and have been requested by many players for a very long time. Things like auto-squelch, for example.
    In that way, largely unwanted features harm a majority of players, while (by definition) adding negligible value.
     I somewhat agree with your logic but it's only an assumption. if the reality is that if they'll be spending an absurd amount of time for such a minor improvement so as to cut into the development time of other essential updates, then the problem lies elsewhere. They need a bigger team to be able to dish out faster patches and add more features to their product.

    You also said "If it's a feature that 90 percent of the players will never need or use" where I think the keyword is 'If'. So here's the catch- it depends on marginal benefit. even if we consider 90% of the players don't want the feature it still beneficial to provide it if the cost of providing the feature is less than the return they get by adding it. Unfortunately I don't know whether the return can be measured. Bottom line being they can provide the feature and it will still be beneficial even if a majority of the player base doesn't want it
    Players who want more deckslots have lots of decks.
    Players who have lots of decks have lots of cards.
    Players who have lots of decks/cards have spent a lot of time and/or money on the game.
    Players wanting this feature logically comprise a significant portion of the time & money being spent on the game.
    Posted in: General Discussion
  • 6

    posted a message on can we please get a 3rd deck slots page already?

    I want nine pages -- one for each hero.

    As it stands, there's only enough room for two decks per class.

    But each class has more than one viable deck

    And each of those has multiple variants.

    And then there's Wild.

    And then there's Casual.

    And then there's "friendly" decks.

    For some of us, 18 slots still isn't enough.

    They should make it an option that's off by default.  If you don't like it or find it confusing, don't enable it.  Seems simple enough, right?

    EDIT:  Don't forget to consider mobile platforms where copy/pasting and exporting aren't quite so simple as with a computer.

    Posted in: General Discussion
  • 0

    posted a message on Ultimate Infestation... needs to be changed
    Quote from Starmandeluxxe >>

    I honestly do think the card is a little silly, but it doesn't need a huge change.

    They should just take the armor off. If they remove the armor aspect of the card, it will do very little to actually protect your face and it takes up the entire turn. This way, burn and agressive strategies will be a little more consistent, as it forces the druid to be less far behind to effectively utilize the cards it draws them. 

    Another option would be taking off the damage, but druid has almost no removal, so it would be a pretty dramatic and crippling change.

    A final idea is to make the 5/5 into 5 1/1s instead. It's hard to say how much worse this  would actually make the card, but it seems more thematic and would encourage token synergy rather than just jamming it in almost every druid build. Its also harder to have 5 free spaces on board and any aoe would handle it easily, so I think it would make it less oppressive in most situations. 

     If those 5 1/1's go unanswered in a token Druid list, it's GG.
    The two changes to the card should come to the draw and to the body.
    Most people think it should draw 3.  No.  That's a buff (maybe not to the first but definitely to the oft-unplayable second).  Instead, draw should be increased to 7 or 8.  This will almost always force a self-mill and all but guarantees the second will never be played.
    The other change is that there should be no body, because it almost always forces a positive tempo swing.  If the body is answered, the opponent has one less answer or just sacrificed 5 damage from somewhere.  To a Jade Druid, that's one more Jade Golem the opponent potentially won't answer.  In token/aggro/plague Druid, that's one more body ready for the buffing (which you know they have after drawing 5 cards).
    UI's body forces the opponent to answer it, and it puts the opponent in a lose-lose situation almost every time.
    Posted in: Card Discussion
  • 1

    posted a message on How Many Times Have You Quit Hearthstone?

    I have quit HS once: two weeks leading up to this expansion.  And, I had decided to quit altogether but decided to at least dump my saved gold and play the adventures.

    As dumb as this may sound, I'm only still playing now because of DruidStone, Exodia Mage, and Deathstalker Rexxar (in Wild).

    I got fed up over the last couple expansions of essentially losing matches on Turn 0 versus Pirate Warrior and other flavours of single-player SMOrc decks that I decided to just quit.  The game had become too expensive and was leading to RNG-induced PTSD.

    However, KFT introduced so many anti-aggro and late-game swing tools that I don't worry like I used to about aggro; it's not an auto-loss anymore.

    So, at least until I start auto-losing again within 4 turns, I guess I'll stick around.

    Posted in: General Discussion
  • 0

    posted a message on What Are the Odds Of Priest DK beating Jade Druid ?
    Quote from TrackThor >>

    number of people who thinks that skulking geist beats jade druid is too damn high 

    Only in DK Priest.  (And sometimes only when drawn early enough.)  DK Priest plays against Jade Druid more like a Fatigue deck.  If you can answer 10 Jades, you win.
    Posted in: Priest
  • 0

    posted a message on Druid is virtually unbeatable and this needs to be changed fast
    Quote from darkspear743 >>
    Quote from notsoclutch >>
    Quote from Maehlice >>
    Quote from EdgyGulag >>
     
     How can Innervate be the problem?  Nobody complained about it before this meta, so that can't be it.
    The problem is an overall synergy that Innervate just happens to now be a part of.  Once this all rotates out, everybody will go back to not caring about Innervate.
     Innervate has been complained about since release.  Turn 1 Yeti used to be the ultimate power play.  Heck, it has been a part of every druid deck because it has always been so powerful. 
     ''How can Innervate be the problem?  Nobody complained about it before this meta, so that can't be it.''

    What a terrible noob call, you clearly know nothing about this game sorry haha. Innervate is a problem, I don't see the current druid being TOO overpowered, but it is a bit too powerful for sure. If we fixed innervates to HOF and fixed Infestation to less card draw, and malfurion to 8 mana, I think it would still be a strong deck but totally fair.
    Sure, people have complained about Innervate, but droves of people weren't calling for the card to be nerfed/banned/rotated/whatever like they are now.
    In fact, if you look at this post from last month, most of the replies are people defending the card as not OP.
    There are plenty of posts on these forums which call for a nerf, but none of them saw any traction up until this week.
    I would argue most people never truly cared much about the card until (A) this meta and (B) Reynad's YouTube video.
    Innervate has always been a good card, but it's the current card synergies which puts it over the top.  All of Druid's weaknesses have been nullified in this expansion.  Where Innervate used to be a potential dead draw, Druid no longer runs out of cards to play with it.
    P.S. - On another note, I agree Ultimate Infestation is broken AF, but I believe reducing the card draw is actually a buff -- maybe not to the first one, but definitely to the second one (which is often unplayable due to a full hand or empty deck).  But, that discussion is being beaten to death in other threads already.
    Posted in: General Discussion
  • 2

    posted a message on What Are the Odds Of Priest DK beating Jade Druid ?

    The odds depend on your skill level, mostly.  As a Jade Druid, I can tell you Greed priests who know what they're doing tend to give me the most trouble.

    Most Jade Druids run 10 Jade summons.  Make note when you play Skulking Geist if either Jade Idol has been played, so you can keep track of what's left and what their cap is.  Ideally, you want Shadowreaper Anduin to hit at least two Jades.  DK (x2) + Death + BGH + Geist (x2) = 6 Jades answered.  That basically means you need only handle 4 Jades through minion trades and/or board clears.

    Since you know what you're up against, play for the late game.  There's no reason to rush when playing Greed Priest.  Play as few minions as possible, because you NEED Eternal Servitude to hit The Lich King and/or Obsidian Statue.  Shadow Visions needs also to hit answers (esp Pain, Death, Dragonfire, Servitude).

    If you stick to the game plan and get a little luck with your draws, you'll win more than you lose.

    Posted in: Priest
  • 0

    posted a message on What's the most cost-effective way to get viable in Hearthstone in a reasonable length of time

    @OP  You might also want to check out this other post of a similar topic.

    Posted in: General Discussion
  • 0

    posted a message on how to save gold
    Quote from onjens9k >>
    Quote from Maehlice >>

    Well, by definition saving gold is literally achieved by not spending gold.

    Putting semantics aside, the most efficient use of your gold is in the Arena.  All you need is to average 3.5-ish wins per run, and you will come out on average better than if you just spend gold on packs only.  If you're a half-decent player who studies the arena "meta", you'll average more, though.

    The "problem" (so to speak) with playing Arena is that you only really obtain packs from the current expansion.  By the time you've actually collected any substantial quantity of cards that way, it's arguably too late to really enjoy that expansion.

    So what I advise is to play multiple accounts/regions.

    The TLDR is to play 3 accounts -- one strictly for fun in the Arena & two in play mode.  Each "play" account alternates dumping its gold on expansions (account XZY plays this expansion and then spends nothing on the next; account YXZ does the opposite).

    The average gold you'll obtain each day with minimal casual play is 55.  At three expansions per year (one every 4 months), that's ~6700 gold per expansion.  67 packs barely dents an expansion, though.  If you play multiple accounts the same way, each one will be plagued with the same lack of cards/dust.

    But, if you alternate buying packs vs. saving on each account (or one account playing multiple regions), each account will get ~140 packs to work with per expansion.  140 packs per expansion will give you plenty of current cards to work with on release day as well as enough dust to craft whatever meta cards your missing from last expansion (which will be very well known by this time, so no wasted crafting).

    Your third account/region is just for playing around in the Arena.  If you get really good at the Arena on that account, then you can perhaps consider alternate strategies on the main "play" accounts.

     

     

     Then each region is missing every other expansion entirely? How is that more fun than lacking some of the cards from each expansion?
    If you save up the gold between expansions, from my experience, you'll get a fair bit more than the 6700. I spent everything on Un'Goro and even played arena for a few weeks after the launch, and still had 10000 gold saved up for KotFT.
    Also, I'd say you're wrong about the packs not making a dent in the expansion – 67 packs sure won't give you all the cards, but you'll be able to make at least one good deck.
     Not entirely.  Upon purchasing the current expansion, you'll have ample dust available to craft necessary cards from the previous expansion -- cards you will absolutely know you need, resulting in zero wasted dust.
    6700 is a conservative average for casual play (missing quests periodically, not re-rolling all 40g quests, etc.)  If you're diligent to re-roll all 40g quests and play more than *just* to complete quests, you'll tend to amass more than 6.7k.
    "At least one good deck" is barely a dent when you consider there are 9 classes.  As Heeljin said, 150 packs is a good goal; 100 packs is still 33% short of that goal.
    Posted in: General Discussion
  • 1

    posted a message on Any KFT legendaries that can be disenchanted given the emerging meta?

    I wouldn't DE any until you're complete finished purchasing/opening KFT packs.  So long as it's in your collection, you can't get another one from packs.

    Archbishop Benedictus is just bizarre. Lilian Voss is too random. Moorabi is like WTF but has niche potential (look forward to next expansion). Prince Keleseth is too dependent upon being drawn early. 

    As for DK, Valeera the Hollow is the only one that seems just about terrible to me.

    Posted in: Standard Format
  • 1

    posted a message on What's the most cost-effective way to get viable in Hearthstone in a reasonable length of time

    In an absolute perfect world with perfect RNG (never opening a duplicate before completing a rarity set), it takes about 270 packs to complete an expansion.  However, because you'll be opening duplicates, it takes more like an average of 350.

    I've opened something like 80 [KFT] packs and have all commons, 55/72 rares, 16/54 epics, & 6/23 legendaries.

    Many of the best decks cost about 7000 dust.  On average, 1 pack is worth 102 dust, so to craft one Tier 1 deck from dust alone, it would take about 70 packs.

    Pick your poison.

    Posted in: General Discussion
  • 0

    posted a message on Druid is virtually unbeatable and this needs to be changed fast
    Quote from EdgyGulag >>

    Made an account just to post here. The amount of clueless posts on this thread is too high (I'm talking to you aswell OP). On one side there are edgy plebs abusing the current overpowered tactic and defending it with all their fury and on the other crying aggro deck plebs that abused the previous overpowered tactic and can't comprehend why winning isn't served on a plate anymore.

    Jade druid is broken right now that is correct. But the only real problems are Innervate and Ultimate infestation. 

    Either rotate out Innervate in the next hotfix patch or nerf Ultimate Infestation to something like draw 3 cards, summon a 6/6 ghoul and gain 6 armor. 5 card draw is just way too strong.

    Thing is that Jade Idol isn't really a win condition for them and is easily countered with Skulking Geist.

     How can Innervate be the problem?  Nobody complained about it before this meta, so that can't be it.
    The problem is an overall synergy that Innervate just happens to now be a part of.  Once this all rotates out, everybody will go back to not caring about Innervate.
    Posted in: General Discussion
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