As in when minions attack your hero they take damage?
I guess it's not completely true, there are some secrets like flameward and explosive trap, but I mean a constant (at least for one whole turn) threat?
It could be as simple as a card allowing weapon classes to unsehathe their weapon during the opponent's turn.
I got Kurt Ashfallen and want to use him in Felwood in the demon area. The problem is he's level 1.
How do I level mercs the fastest? Is it to bring then along other, high-level mercs, on missions so he gets the passive exp, or do I need to do lower level missions with him for better exp?
You've just answered your question yourself. Bring Level 1 heroes along the Run against the highest level opponents you can deal with with your strongest Heroes. Obviously don't use them, just farm the passive XP.
That way every hero can be leveled up to Lvl 30 quickly, but unfortunately that's far from enough. But you will see later... xD
I think that if they just increased the quest reward cost, at least for the more problematic and "win the game"-rewards such as Warlock and Mage, that would be enough.
If increased to 7, or even 8, it doesn't allow the player to do his shennanigans, finish the quest AND play the reward, which in turn allows for a counter to their reward, in the form of Mutanus.
I play Mutanus in my quest control warrior deck, and I save him just for the moment when they have the quest reward in hand. Against warlock it's quite hard to get off, because of the nature of Stealer of Souls, or whatever the card is named, but other classes? Mutanus actually gives me a chance to counter it, at least as long as they don't finish the quest and play the reward until turn 7, which some classes can.
1) change mage's reward to spelldamage+2, or hell even +1. The fact that it's permanent is already a huge bonus, it doesn't need +3.
2) change warlock's reward to make you immune to fatigue damage, but it doesn't damage the opponent. If you want to hurt your opponent, it's through cards and not fatigue.
Hunter quest is fine imo, control warrior beats it with all its armour. Not sure what to do about garrote rogue.
Personally, I'm so very disappointed that shadow priest hasn't worked out.
They hyped it up for like a year, and then *crickets chirping*. Maybe it's not as much the deck being bad as the other current decks being strong, but still, what an anti-climax after so much anticipation.
Play pirate control warrior. I've faced 5 hunters so far with it and won them all. All the armour gain really helps against them.
Pirate control overall seems to be a really good deck. You just have to hold on until you get the Juggernaught out and then you just slowly grind them down and they can't do anything about it.
I've tried control warlock, control priest, control warrior. Control priest is "ok", but I still don't feel like back in the days when control was really strong.
Why does control get so little low? Even control priest with its gorillion heals and AoE effects can't keep up with no minion mage, deathrattle demon hunter, face hunter, aggro shaman etc.
1
The thought of 4 damage to the face each turn and two pirates entering the board is scary af.
1
As in when minions attack your hero they take damage?
I guess it's not completely true, there are some secrets like flameward and explosive trap, but I mean a constant (at least for one whole turn) threat?
It could be as simple as a card allowing weapon classes to unsehathe their weapon during the opponent's turn.
1
Because I'm a sucker for roguelites. I have hundreds of hours on Slay the Spire so this is my gig.
Ok thanks!
5
I think that if they just increased the quest reward cost, at least for the more problematic and "win the game"-rewards such as Warlock and Mage, that would be enough.
If increased to 7, or even 8, it doesn't allow the player to do his shennanigans, finish the quest AND play the reward, which in turn allows for a counter to their reward, in the form of Mutanus.
I play Mutanus in my quest control warrior deck, and I save him just for the moment when they have the quest reward in hand. Against warlock it's quite hard to get off, because of the nature of Stealer of Souls, or whatever the card is named, but other classes? Mutanus actually gives me a chance to counter it, at least as long as they don't finish the quest and play the reward until turn 7, which some classes can.
1
I have two easy fixes.
1) change mage's reward to spelldamage+2, or hell even +1. The fact that it's permanent is already a huge bonus, it doesn't need +3.
2) change warlock's reward to make you immune to fatigue damage, but it doesn't damage the opponent. If you want to hurt your opponent, it's through cards and not fatigue.
Hunter quest is fine imo, control warrior beats it with all its armour. Not sure what to do about garrote rogue.
3
Personally, I'm so very disappointed that shadow priest hasn't worked out.
They hyped it up for like a year, and then *crickets chirping*. Maybe it's not as much the deck being bad as the other current decks being strong, but still, what an anti-climax after so much anticipation.
7
It's been 15 hours. There isn't even a meta yet. Calm down and complain again in a month if it's the same.
2
Play pirate control warrior. I've faced 5 hunters so far with it and won them all. All the armour gain really helps against them.
Pirate control overall seems to be a really good deck. You just have to hold on until you get the Juggernaught out and then you just slowly grind them down and they can't do anything about it.
1
I've tried control warlock, control priest, control warrior. Control priest is "ok", but I still don't feel like back in the days when control was really strong.
Why does control get so little low? Even control priest with its gorillion heals and AoE effects can't keep up with no minion mage, deathrattle demon hunter, face hunter, aggro shaman etc.
1
I don't get why they announce new game modes when it's not ready for months. It's not the first time they've done this.