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    posted a message on [old] The Right Way to Reward Dungeon Runs

    That would be waaaaaay too easy and people would prefer dungeon runs to the normal games. That's way more profit!

    I would be pretty fine if I was rewarded 50g for beating a final boss. Hell, even 10g would be enough. I just don't want to feel like I'm doing dungeon runs for nothing.

    In most other games, when there are mini-games, there are rewards to encourage you playing them. Even if it's a bit of gold. The packs we got from the expansion release after beating bosses would be comparable to achievements. It would be nice to have at least a tiny bit of reward. Otherwise, it's a mode you play for some weeks, then it ends up... just being there.

    I feel like I lose too much by not playing normal matches, because playing matches rewards you while the dungeon run never does. Which is a shame cause I don't think a fun mode should "punish" you for playing it..

    I have yet to see these "dungeon run daily quests" (IIRC, they exist)

    Posted in: Dungeon Run
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    posted a message on Hold my beer, Azari!

    Tried the deck once (against warlock), since I was lucky enough to get Togwaggle as one of my legendaries (aside him, just one out of the 5 other legendaries are interesting to me...  bummer).

    It's super fun! But you need to be lucky for the main combo (I was lucky enough to get the two last cards of the combo in a row). Aside that, the opponent I fought against was not fooled and did not trade back. However, I still won.

    And that's why I LOVE this deck. If the opponent trades, BAM, you destroy his deck. But if he doesn't, they got a deck full of draws and armor while you discover cards. I managed to get relatively okay cards by doing so, so I managed to get some kind of advantage.

    Difficulties I met in that fight (that seemed to be some kind of Control Warlock):
    - The minions in the board may be an issue. Since you're turn 10, if you don't have previously removed them all, that's how much damage you might get, especially since it's difficult to get the right answer out of the discover un'goro cards.
    - He still may have threats in his hand. In my case, he did have a few, but it could be worse.

    I had the two coldlight oracles in my hand, So I had my finisher. I suspected he might switch back when getting to 0 cards, so just when he was at 0 cards, I pulled them out, making sure he takes fatigue damage. Coupled with good discover cards (lich king for instance), I was at an advantage near the end.

    I guess it might be worth keeping the coldlight for the end (just don't make them a priority if you have other ways to draw), in case he does not trade back. That way, near the last card, you push him further than you into fatigue by playing them.

    As a note, I created an hearthpwn account just to comment on this thread. Not so competitive, but damn, that is such a fun deck to play. Meme points to you!

    Thank you again for this deck. I thought about some kind of mill techniques to play Togwaggle with Druid, but this idea is far better! I wonder if it will push the geist to be played more often, cause it's the best counter against it if drawn previously enough.

    Posted in: Hold my beer, Azari!
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