OMG NO WAY, who would've predicted another announcement of an announcement of an upcoming announcement announcement?!?!
- Mikvits
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MiDaiSun posted a message on New experience systemPosted in: General DiscussionQuote from sanchogrande >>As f2p, I used to open around 130 packs per expansion. It's down now to about 100.
That's strange. A f2player can reasonably get to lvl 200 on reward track receiving 10k gold. 2k gold usually goes to miniset, this season extra 2k gold goes to Path Of Arthas miniset (boo, Blizzard, boo). So for this expansion one could expect:
1. 60 packs from exp;
2. 15+ packs from tavern brawls. Yes, that's PITA, I know;
3. 11 packs directly from Reward Track;
4. 16+ packs for "end of month" given one always gets to Diamond 10+. Personally I'm not motivated to grind to Legend for one extra pack;
5. 5+ packs from promo events before expansion launch;
6. ~15 packs from events this season (2+2+2+2+2 free packs from the store, 5 from quest events);
7. Around 10 packs per expansion for watching championships.This results in ~95 packs of a current expansion, ~25 Standard packs and 10 "various" packs.
Also, one shouldn't run Arena if they dont expect to average 4+ wins. Where 4 wins are usually like "you got your gold back and wasted 7 games for it" due to some rewards being dust or useless golden Commons/Rares. 5 wins do give a 'discount' for a pack.
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Souless_Anghel posted a message on Problem with the most recent Neutral LegendariesPosted in: General DiscussionI wanted to make a thread about the neutral legendaries that have come out in recent expansions (notably Murder at Castle Nathria and March of the Lich King) because I feel like they've been becoming more of an auto-include win condition.
Let's go back as far as the Whispers of the Old Gods to see how neutral legendaries were done pretty well in my opinion.
1) C'Thun: The main star of the expansion and the originator of the C'Thun decks that aimed to slowly buff up C'Thun and then play him for a satisfying finisher. He is a 10 mana 6/6 minion that deals damage split among enemies equal to its attack. Like I've mentioned before, the gameplan is to play minions that buff C'Thun to make him and his battlecry effect stronger. If the enemy were to survive the battlecry effect then they would have to deal with a huge C'Thun on board. Of course, a dozen cards were printed to encourage buffing C'Thun like Twilight Elder and some even award you for it like Twin Emperor Vek'lor. Basically C'Thun was a neutral win condition that required a lot of setup and support built into the deck.
2) Yogg-Saron, Hope's End: A 10 mana 7/5 minion that casts a random spell for each spell that you've cast this game. An interesting card that "rewards" you for making a spell-heavy deck and playing as many spells as possible (perhaps even forfeiting minions in the deck). I'll admit that the battlecry effect was pretty strong at the time that they had to nerf him to only being able to cast spells while he is still on the board. The ability of the random spells being cast can alter the course of the game. But the caveat is that the same randomness that can save also can cost you games as well. Yogg could clear the board or perhaps Pyroblast yourself in the face, you'll have to pray and let Yogg take the wheel.
3) N'Zoth, the Corruptor: A 10 mana 5/7 minion that resummons all friendly deathrattle minions that died. Not exactly a finisher like the previous Old Gods, but N'Zoth was a solid card for deathrattle minions and swinging the board back in your favor. A powerful battlecry effect that prompts you to build your deck with deathrattle minions while also requiring them to die as you play the game. I loved playing N'Zoth Paladin and bringing back Tirion Fordring. Once again, N'Zoth was not as game-ending as the other two but he felt fair and powerful for his effect that encouraged you to mix and match deathrattle minions that could help close out games.
4) Y'Shaarj, Rage Unbound: A 10 mana 10/10 minion that summons a minion from your deck. Now this is the one Old God that I really don't remember being played as much than in the Barnes Priest decks. But still, he basically encouraged you to build your deck around having certain minions that you'd want to cheat out from your deck. Like you'd want to put more higher cost minions in your deck if you want. Or you could take the Barnes approach and make your deck extremely high roll and put a small pool of minions like Y'Shaarj which can pull another minion for free. He might not be as flavorful as the previous Old Gods but he still requires you to be more considerate of what you put in your deck.
Okay, now let's have a look at two recent neutral legendaries that I think have become problematic.
1) Sire Denathrius: A 10 mana 10/10 lifesteal minion whose battlecry deals at least 5 damage amongst enemies. This effect can be improved by having friendly minions die while this card is in your hand. Some may argue that he is just as interactive as playing against Yogg since both really just care about what YOU do AKA casting spells for Yogg and friendly minions dying for Denathrius. I'd say that at least Yogg has a glaring caveat which is his randomness of spells that can ultimately backfire on you for playing such a gamble and you'd need to build your deck with mostly spells. But Denathrius on the other hand, you can pretty much use anything so long as you can spawn tokens or play minions. There is also no downside to playing/including Denathrius since he is essentially C'Thun and Reno Jackson in one card that offers no deck restriction.
2) Astalor Bloodsworn: A 2 mana 2/2 minion whose battlecry effect adds Astalor, the Protector which adds Astalor, the Flamebringer to your hand. The manathirst effects are deal 2 damage, gain 5 armor, and deal 8 more damage split among enemies respectively. This most recent legendary is somehow much more flexible and usable than Sire Denathrius. You can play this card on curve and even if you do not then the manathrist effect makes it better to use for other tempo plays. I should also mention that there is also no downside to playing Astalor as well as no deck limitations for including this card as a win condition in your deck.
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So what is the issue here with the recent neutral legendaries?
The problem with these cards is that they have become an easy-to-include win condition to put into your deck.
The examples from the Whispers of the Old Gods are all solid neutral legendary win conditions but they have a nuance in how they are used. You would have needed to build your entire deck specifically for that card.
Now, you can just put Sire Denathrius and Astalor Bloodsworn into your deck without much worry since they can be simply played throughout the course of the game via board trading or just playing on curve. You don't need to be considerate about what you put in your deck as much as before when you use these cards which gives players more of a "Get Out of Jail Free" card when their actual win condition gets disrupted/fails to kill you.
These are just my thoughts on the "powercreep" of neutral legendaries becoming auto-include win conditions. Feel free to disagree and I'd like to know what you guys think about it.
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CaHgO posted a message on Professor Putricide's Build A Team Event - Preview Event With Season Pass Giveaway!Posted in: NewsHuge interest, judging by the myriad of comments here.
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MyDude33 posted a message on Old version of BattlegroundsPosted in: BattlegroundsI understand the nostalgia, but Battlegrounds was terrible back then by comparison. Like fucking miserable and every game was so similar.
I think the real thing is the time and pain it takes to adjust to a new meta. I know I feel the same thing when it changes. It sucks to lose or feel like you don't know what's going on, but it's temporary.
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SpazzMaticus posted a message on Battlegrounds Season 3 RevealsPosted in: NewsFinally Jaraxxus Rework
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Palemoon posted a message on Battlegrounds Season 3 RevealsPosted in: NewsPutting the +2 slots on the locked rewards track still feels like the biggest mistake of the entire system. It turns the Battlepass from additional cosmetics to something people might feel they must have in order to get a good selection.
And of course the more people have only 2 heroes to select, the more often you end up in those lobbies where 3 players concede right at the start because they didn't like either choice and give a rat's ass about MMR. -
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TallStranger posted a message on What does a balanced meta look like?Posted in: General DiscussionWe now know that, later this month, Blizzard will be releasing some balance changes. There have also been countless threads here about the need to nerf this deck/ card. But, what never seems to be addressed is what we mean by a "balanced" meta? In most cases, the poster calling for a nerf completely fails to address what will happen AFTER that nerf takes effect. What will that change do to other decks? What deck will then be the new top dog? (For example, many are calling for nerfs to Miracle Rogue and Quest DH. Will that, as seems likely, make Spitter Hunter the dominant deck?)
So, let me ask you all, is a balanced meta:
a) one in which every class has a viable deck to ladder? If so, how high? Legend? Diamond? Platinum?; OR
b) one in which every type of deck (aggro, midrange, control, combo) has a viable deck?; OR
c) one in which both minion-based and spell-based decks are viable?; OR
d) some other condition I can't think of.
I, speaking for myself, lean towards b), but could be convinced otherwise. Would love to hear some real thoughts and analysis, vice bile. (May be asking too much!)
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Reviewer posted a message on This is what ruins the game/fun etcPosted in: General DiscussionWhile rogue can highroll, this scenario doesn't happen too often. Some decks require more skill to pilot: there's a better rogue deck, for example, that can consistently present a threatening board. Piloting that one is not very easy, and feel free to show me video proof that you pilot it perfectly. highroll decks may or may not require skill. The skill is necessary in those games where you don't draw "the nuts", but you still win by finding your win condition.
There's also skill in open cups, where even if you netdeck all your decks, it's important to find the best combination of classes and winning strategy. Piloting many classes is also a skill.
You use the word on a very surface level, a limited discussion that seems to have the answers yes or no, when in reality we can discuss the range of skill required, because the world is not binary.
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SunnyDays posted a message on Everytime I'm at FULL stars Diamond 2..Posted in: General Discussioni had the exact same last week. Guess what? after some days i started playing again and got a big winstreak and got to legend instant. probs same will happen to you.
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