I was expecting some free packs instead of a video...
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SongoR posted a message on Dean Ayala Asks: What Would Get You Back Into Hearthstone?Posted in: News
Source: https://www.reddit.com/r/hearthstone/comments/aua686/what_do_you_hope_for_this_weeks_announcement/I'm 100% genuine here:
I don't know if I want the announcement to be a total disaster or not. I think the worst case would be something inbetween a 'good' or 'bad' announcement.
I'm a whale (spent more than 1,5k Euro at this point), got all golden classes, reached legend and have a full collection. I am/was addicted to hearthstone.
Since the last year was so incredible bad, I finally managed to play less and spent less. Basically I only bought the pre-orders and nothing more (that might sound bad/funny to some of you but for me spending only 50€ instead of 200+€ on an expansion is a HUGE deal). I still never miss a quest, but some days I only log in to re-roll 50s and do all quests on the 3rd day. So I finally managed to get control over my play habits.
To get me re-interested in the game Blizzard would need to do one or more of these things:
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4 expansions a year, so the meta doesn't get stale so fast. The last 1-2 month of an expansion cycle feel so bad that I genuinely hate playing the game in that period. Or release more cards in a set. Why does nobody question the number of cards we get in a set? Back with GvG and TgT they had a fraction of people working on a set and they still release the same number of cards today, that doesn't make sense. Also I'd wish that they changed their design strategy when it comes to expansion cards. At the moment it feels like they design around 20% of the set to be playable in standard, of which 10-15% actually see play. 50% of the cards are made with meme and/or arena in mind. And 30% of the cards are meant to drive you mad when you open them in packs and to keep random-card-generating-effects in check. The way to make the meta feel fresher and especially healthy longer would be to switch these 3 numbers around. Design 30-40% with the clear intent of constructed play, maybe then the meta doesn't get solves in 2-3 Weeks. I'd also be fine with a mini-mid expansion after 2 Month, maybe with 2 neutral legendaries, 1 class legendary, 1 class epic (and maybe class rares/commons) that clearly are aimed to push a certain archetype more. Maybe release it for a set price of ~20€. That would help fight staleness as well.
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Create a final solution to the classic and basic set. Facing these same cards for YEARS gets worse every day. I'm an advocate for a rotating core set. It wont happen because they keep on nerfing classic cards (which they wouldn't need to if they planned to rotate them, right?) but maybe they have some other solution up their sleeve. If they don't want to do that, nuke the basic/classic set completely. Change every card that sees common play to +1 mana, I don't care.
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Announce 1-2 COMPLETELY new Modes to freshen up the game. Something like Sealed would be nice to me, building decks from packs, somehow create that sealed experience of passing packs around. I'd also love a mode of rotating sets as we have seen it with the tavern brawl. Basically anything that gives new deck building possibilities. A 2 vs 2 mode maybe? Something like 3-4 expansions (even from wild sets) that rotate monthly. Make old Tavern Brawls accessible, a pauper and or peasent format. Fix the Casual format. There is no clear purpose of it right now.
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Finally get a grip on wild mode. Everybody who plays it a lot knows that wild is a complete mess right now. Of course its playable, that's not the point. What I'm talking about is a VISION of what they want wild to be and then act accordingly. I'd also love a 'true' wild - legacy mode where cards are unnerfed and a mode like the current wild with balance changes. The way its now is horrible, something unclear in between. Some broken stuff gets nerfed, some others like Big priest roam free. I want a clear answer on what they want to do and how they are going to do it. All the nerfs to classic and basic cards hit the wild mode so hard, it makes me really angry. I get that a 2 mana equality for EVER in standard can not be handled. No questions asked. But why is the solution they take to make the card unplayable and delete every wild control paladin deck in the process? That's what I'm talking about.
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Do something about the social situation with this game. Hearthstone has always been trying to sell this 'tavern' fantasy. However I've never felt more lonely in hearthstone than in any other game. The friend request system is HORRIBLE. If I want to add someone out of genuine interest, they don't accept it out of fear of harassment. If I accept one in around 80% of the time I get told to watch my family burn to death in a car crash. And even if it miraculously happens and 2 like minded people meet - (at least in my case) - after 1-2 weeks they just turn into Number #57 on the list, I have no idea why I added them in the first place, nobody dares to write the other person first. Silence. What do I want: a complete overhaul of this system. Add GUILDS. Some form of Chat lobbies like in Warcraft 3, moderate them! Anything to improve this loneliness would help.
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Finally, do something for the long term, committed player base. I get that new player acquisition is the most important thing for Blizzard. Fine. I think they really nailed it right now with ranks 50-25 and giving out free stuff. However its time to give 'us' something. Us players that spent a lot of money, that genuinely care, that went with Blizzard through thick and thin and stayed loyal. Give me some sort of progression system outside of ranked that makes me interested in playing the game again. The one thing I'd love the most would be a WoW-esque achievement system. I'm talking HUNDREDS or THOUSANDS of Achievements. Tie cosmetic rewards with them or simple in-game currency. The thing is - if they focus more on new player stuff or fixing their competitive environment - only a fraction of players can theoretically gain anything from that. Achievements - even if they are clearly aimed at the more invested and long term player - can improve the game experience for everybody in theory.
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Add more cosmetic rewards. One thing I've been telling myself for YEARS now is that I've never seen a game with so much potential as hearthstone. But for some reason they never act on it. In terms of (sell-able or acquirable through play) cosmetics there is so. much. stuff. they could so. New boarders like the golden one, titles, custom emotes, custom game boards, let us upgrade normal cards to golden cards, .... There is so much that can be done here.
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Improve ranked game play. Don't allow me to face the same player twice. Counter-queuing feels horrible. Even in Wild at non legend ranks it happens all the time, even if its the same decks. It really feels bad to me at least. Just prevent that from happening, please. Also personally I don't see any motivation to play ranked to higher than rank 5. I've hit legend and got the card back - there is no real reason for me to repeat that. I hit rank 5 just by doing quests after around 3-10 days. For the other ~25 days I only feel empty and not motivated to play ladder at all. (please don't tell me to enjoy the game just by playing it - blizzard would need to implement one or all of the points above first so I could enjoy it again).
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Get a better collection manager online. The current one is not bad at all. Don't get me wrong. but after 5 years the game basically looks the same as when it came out. Like an old car - it did its job and you genuinely like/d the car, but now its time to move on to something new and better. Let us drag/organic decks, let us store decks and deck codes in-game, show us the cards that get generated by other cards (Lich king/Ysera cards for example) In the collection manager.
I think I could go on for a bit but the message is clear. I need some general changes / overhaul to the base game in a way I outlined above to get me back. Otherwise I will quit, I've managed to play and pay less hearthstone and for the first time in 4 years it feels like I have the chance to get away without feeling bad. So again, I don't know if I want the announcement to be a blast or a catastrophe, lets see. =)
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StarkgaryenEU posted a message on [Witchwood] Taunt DruidPosted in: [Witchwood] Taunt DruidI see your point, well argumented.
Having in hand both Witching Hour and Hadronox could be awful vs aggro, thoI'll test your variation anyway. Thanks
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So the survivel guide doesnt even talk about the shedule of the event? :P ... Whats happening today for example? A simple pre show or does the gameplay/group stages start today? Thats really basic information I would except out of a post like this.
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Wrong. Its the new Keyword 'casts when drawn' which means that you draw another card after you draw the card with the keyword.
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Hey CWSmith,
I'll play the role of the devil's advocate here and I hope you dont.. react pure emotionaly but can try to see my argumentation as well.
Disclaimer: I only read your first post and didnt read the rest of the thread. So I might repeat what other people have said.
So, your starting point is that you have an odd pala list and can not hit rank 15 with it, so you ask what cards/decks you should craft to hit rank 15 this season. I'd guess that many people try to answer the question by looking at your dust/cards/collection and give you advice on what you should craft.
I'm going the complete other way and I'll be 100% honest. The reason you can not hit rank 15 with odd pala is 0% the deck's fault (although you could play an outdates / unoptimised list) and 100% your own mis-piloting. I use to coach bad players and while it is perfectly fine and natural to either blame RNG / the deck, it is only the player who is at fault in almost every case. What you do is called 'shifting the blame' and it is, again, perfectly natural as a response to your losses. It just feels better to be able to blame multiple board clears, bad matchups or bad RNG for your losses. I'm not saying your just making that up, I'm sure a few games were actually unwinnable for you, that happens. This is a cardgame afterall. But in order to improve, you need to adapt your mental strategy with dealing with your losses and not try to craft another deck and imagine you will just get rank 15 gifted for free.
I will say though that pocket metas exist, where an otherwise strong deck gets outclassed. Odd pala has a few polarized match ups and if you get unlucky with your pocket meta (so a meta that only happens in a range of lets say rank 16-18), you can lose a huge amount of your games and feel helpless. Still, pocket metas change daily or even hourly. They are not to blame. In regards to your situation I have a good example of why you should rather watch your own play and misplays and dont think about the deck too hard:
I had the same thing happen when one of my 'students' crafted Spiteful druid before the nerfs. He told me the deck is unplayable now and wanted me to guide him towards another deck he could craft learn. Same as you, he started playing just prior to the release of witch wood and couldnt get to rank 15 on his own. He was stuck between rank 18 and 19. He was so adamant I felt I needed to show him that he was wrong. We started at rank 19, I spectated and told him every move he should make. We reached rank 15 with a winrate over 90% in a few hours. Finally he gave in and saw that, even if spiteful druid is not a Tier1 deck anymore, its perfectly fine in theory to reach his desired rank goals with it. This is not a story of how good of a player I am (I would consider myself a mediocre player).
So i dont just want to be that guy who blames you for everything without giving constructed advise. So here is what you (probably) should do and need to learn:
What I saw from watching my students play at ranks 15-20 is that the most common mistake people do is not knowing what 'role' they play in a certain matchup. There is quite a good article here: https://www.icy-veins.com/forums/topic/32384-legend-in-the-making-an-advanced-guide-to-competitive-hearthstone-part-1/ that covers the most basic problems of new players.
The most crucial thing is to know your role. Who is the beat down? Many 'bad'/new players I spectate trade when they should not trade and go face when you should have traded. Odd paladin is a deck thats very vulnerable to this mistake. So you should always ask yourself: Am I the beatdown in this match? If yes, go face and only trade in special cases when its really desirable or necessary. So you should learn specific matchups and adjust your playstyle in these matchups. (as the odd paladin you are probably the beatdown in almost every matchup)
Many people say that aggro/face decks are easy to play in hearthstone, thus the term 'braindead aggro' and the like are introduced. But good players will tell you that playing a deck like odd paladin can be quite challenging. What you, as the aggro player, should think about more in matches are:
- Can I beat my opponent's board clears? If yes, play around it, dont overcomitt, or even try to bait them early. That works well when facing against bad players. If you think you can not beat the opponent's aoe, DONT play around it. Go all out and try to close the game. It doesnt matter if you lose by a large margin or just little. It doesnt matter if you lose a little less. Unfavoured match ups are not won without taking risks. Just accept you can not beat defile in most cases so pretend the card does not exist in most cases - it will win you more games that way.
- How much can you afford to trade? Plan at least 2 turns ahead. As the aggro deck its crucial to count damage a few turns in advance. By spectating new players I see that they only play the turn they are in at the moment. They life in the present. In hearthstone and specificly as the aggro deck, you need to plan ahead, calculate face damage and your future turns.
- Learn the meta. Specifcly new players dont know what they are facing. You could use sites like HSreplay to check what deck your opponent is playing. Normally you should know 25+ cards in your opponent's deck after they played 2-3 cards. Thats the advantage of a meta and most people netdecking. That helps you plan your plays accordingly. (You could get a free trial of the programm 'Velen's Sight' that predicts cards in your opponent's hand to get to know the thought process.)
- Adjust your mulligan. Its just another thing I see new players struggeling with. They settle way too often with imperfect hands. Again, sites like HSreplay give you advice on what cards you should keep. If you are a premium member you can even show mulligan winrates for specific opponent's classes. Also accept that the value of cards in your opening hands can drastically change by your opponent's class.
Another more general tip: You need to activly put work into hearthstone to become a better player. Dont assume you will become better just by playing a ton of games. That will improve your play to a certain degree and help improve in single stages (like learning the meta can probably be done by just jaming games and unconsciously) but it wont fix most of your problems. My advice is to work with replays. HearthstoneDecktracker saves your replays for you to watch. It would be great if after every loss you take 5 minutes to watch the replay and make out what cost you the game.
In addition to that, you can and should work with other peoples replays. HSreplays offers a possibility to watch other pleople's replays as well. So if you struggly with certain matchups, eg spellhunter, watch a legend level match and see what the odd paladin does there.
All in all I didnt intend to discourage your from crafting another deck but I tried to tackle your problem (not being able to reach rank 15) from another point of view. If you want to play another deck because you dont like odd pala anymore - go for it!
Edit: I forgot: If you are playing on EU, you can add me if you want #Mint2174 . Not only can I give you imput over time, I also have a full collection - so you can borrow my decks to try them out before making the final decision to craft anything. O
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Hey,
I playtested your deck a bunch and made some changes which made the deck a lot better in my opinion.
1) The whole Grizzled Guardian + Astral Tiger package seems really weak. Against aggro both cards are not good, against control it doesnt offer enough value. Just not fatiguing is not enough against 8 damage hero powers, a 4 mana 3/5 that does not have taunt is really bad, on top of it it makes all future draws worse because it gets shuffled back into your deck again. Normally a good argument against my change here would be that Oaken Summons might not pull anything now, however there are still 4 targets left, which is enough.
2) I took out both Witchwood Grizzly . I know that sounds crazy at first, but hear me out.
a) Lets talk about Witchwood Grizzly stand alone first: I do think its really really good against board centric aggro. So mainly Odd dude Paladin. However, its a dead card against any kind of control deck. And yes, I consider the revive as bad aswell against control, the 3 attack doesnt matter at all.
b) By taking out the 2 x Grizzled Guardian , I have only 2 beasts left. By taking out the Witchwood Grizzly only Hadronox remains as a beast, which is very important.
3) Now, whenever I play Witching Hour, I guarantee a Hadronox. So its almost impossible to lose versus control now, because you are going to play 3 Hadronox. So you only have to ensure to not die against aggro first. I think this deck has a lot of options to ensure that. See my next point.
4) With the 6 open Slots,
a) I added 2 x Doomsayer , doesnt really need any explanation. Might eat a silence early and ensures your taunts stay taunts later. In addition to that,
b) I added 2 x Rotten Applebaum. I will talk about the curve in a bit, but regarding Applebaum, I think he fits just way too perfectly. Its a 5 mana taunt you can always drop, healing is important, good Synergy with Hadronox.
c) Further more I didnt like the curve of your deck. There are 0 6 mana cards and 0 7 mana cards. It felt akward. So on these 2 slots I am still undecided. Regarding curve there are 2, maybe 3 minions that might fit. I am playing with 2 x Sunwalker at the moment. Its a strong taunt and fills the curve as a 6 mana card you can just play. However it doesnt feel perfect, its not that strong anymore. I might test Hungry Ettin . The statline is really nice, insane synergy with Hadronox and most of the time the opponent cant use the random 2 mana minion. Also Doomsayer Hail Marry. The new 7 mana 6/9 taunt Furious Ettin might also be decent in the deck.
5) Because druid is druid the deck lacks hard removal. So I thought of adding 2 x Voodoo Doll. It adds the answer to a 6 mana Tyrantus. Can be procced by your Lesser Jasper Spellstone. If you want to add more redundancy to Voodoo Doll, you could easily play 2 copies of Wrath. Wrath means you can draw a card and kill your Voodoo Doll at the same time, and Wrath is so flexible as a removal card, that it just fits really well in general.
6) So, all in all I really liked your core deck idea. By deleting beasts other than Hadronox I added a real new wincondition of 3 x Hadronox against Control. By Adding more sustain and better curve taunts I made it stronger against aggro. Tell me what you think, cheers.