• 1

    posted a message on Help with my archetype randomizer

    Great idea. I also happen to play by following similar principles. In addition to the suggestions already given I would also recommend:

    - decks by rarity (only common, only epic, only rare)

    - decks without class cards

    - decks without neutrals

    - decks of only one expansion or precise combinations between several expansions

    - decks without spells

    - archetypes based on keywords

    - archetypes based on cards that limit deck building (e.g. keleseth)

    - full rng decks

    - Otk unlikely (eg leeroy Otk priest)

    Posted in: General Discussion
  • 1

    posted a message on Battlegrounds actual correct information please and thank you

    My guess is that you've been reading advice that's a little dated.

    First of all you have to get familiar with the various minions and the various builds, once you have taken this familiarity you can begin to study the openings or "curves".
    The standard opening (level up to 4, 7 and 9 coins) has recently started to lose appeal and at the moment is recommended only with some heroes (not many).

    For a precise list of openings there is a document written by Minder, which explains in detail the purpose and advantages of each curve. I recommend you read it.

    I personally reworked the data to make it a bit more readable (for me) and to better understand the curves. (similarly to what is done in the world of chess, where there are openings and transpositions)

    For this reason, I have broken down the curves by when they go up (2 on x, 3 on x). The most popular curves at the moment have their names in deep green.

    The curves are not universal, in the sense that some need certain tribes to work at their best, or even to be played (e.g. for 4 on 4 you need a token) and others work only with certain HP.

    In my list [not exhaustive, at the moment there are 2 playable curves ("fast standard curve" and "sleepy curve") and a series of curves specific to individual heroes] you should find the information strictly necessary, while in Minder's list you should find additional information and explanations.(for me superfluous at the moment)

    Always keep in mind that the curves are indications and that in certain situations you will play outside of these curves, because the most important thing in BG is to adapt to what Bob proposes.

    I hope I've been helpful, if you have any questions don't hesitate.

    EDIT: Some words in my excel are in french, so:
    achat = purchase
    et = and
    puissant = strong

    Posted in: Battlegrounds
  • 2

    posted a message on Can't Get Past Diamond 3

    If you've never reached legend before two factors probably need to be considered, though one you tend to rule out.
    The first one is obviously the skill, after D5 it becomes much more important to optimize the plays and understand how to win MUs.
    Since the skill is not purely independent of the meta and the decks used you should take only one deck to make the climb, so as to increase your chances and improve quickly.
    At the limit, if you see that you have difficulty against a specific deck popular in ladder, try to adapt your deck to the MU.

    The second factor is very subjective but always present at the first climb to legend: stress.
    Try to relax and take 5 minutes after each defeat, even if only to understand if it was a winnable game and if you made some choices that turned out to be wrong. It’s very important.

    Other: play from pc, so you can have the tracker, which is useful both for the game and to understand which MUs are tough and to what extent, as well as having a few more seconds to think. If you already do you can share your stats here which can help help you out.

    Unfortunately as a priest player I don't have direct knowledge of your decks so I can't advise you more specifically.

    Said that, there are two philosophies for climbing, there are those who prefer fast games to reduce the playing time, even at the expense of winrate and those who, like me, prefer slow decks but on which they have more control.

    This season for example I played decks for achievements up to D5, with bad winrate. Once I got to D5 I took my favorite deck, menagerie priest, and I adapted it a bit to my micro-meta and to my tastes.
    Even though it's one of the slowest decks it only took me 22 games to go from D5 to Legend. 18 wins and 4 losses, which translates to just over 4 hours of play.

    Btw my worst MU (0-2) was Face Hunter ;)

    Have fun and keep calm :)

    Posted in: General Discussion
  • 1

    posted a message on Standard is unplayable because of Priest
    Quote from eskimodavid >>

    It feels like a coin being flipped Everytime you play that class right now. Too much discovery and value and stall. Soul mirror, blademaster to aposthesis, auspicious spirits, the spellweavers generating more shit. Then giving them divine shield and copying them. Renew discovering more shit. Plague of death. Wave of apathy. Heal to xyrella. Draconic studies...

    #1 legend control priest

    "Priest leads the charge in this meta, with Control Priest exerting a dominating grip on the state of the game. The majority of decks can’t compete with Control Priest’s flexibility—and even if they could, the Priest would just randomly generate an out to close out the game.."

    https://tempostorm.com/hearthstone/decks/control-priest-standard-meta-snapshot-may-18-2021

     

     

    But try to reason for a moment; how is it possible that for Tempostorm is the best deck and on HSReplay and Vicious Syndicate the stats tell a different story?
    We already explained it to you: because at the highest levels (aka top 100/200 legend) the deck is used correctly and gets such results.
    But as soon as you go down the players are unable to play the deck as well and the result is the statistics that we can all see on the sites just mentioned.

    Given the content of your comments it seems obvious that you are not at that level, so your opponents who play priest, on average, do not know how to play it.

    And in fact the best priest deck on HSReplay (free version) is at 53.6% winrate while the other classes:
    72% of a secret paladin, 64% DH, 66.7% druid, 69.5% Hunter, 66% mage, 61.9% rogue, 59.6% Shaman (!), 62.2% Lock (!) and 64.1% Warrior.

    And again, if you look at Vicious Syndicate's MU charts the only positives for control priests are Face Hunter, Miracle Priest and Rush Warrior. If you filter from D4 to Legend you find another favorable MU; against Elemental Shaman. That's it.

    The same things are said by the analysis as well:
    Not much has changed for Control Priest. Largely unplayable where Warlocks are prevalent, and largely influential where they aren't. It also helps that Control Priest significantly improves many of its matchups at top legend. It's an impressively complex deck.

    This is easily seen when you play Priest at decent levels during the climb: the best matchup for me (who have over 4k wins with the class) is the mirror. Litterally. 100% winrate this season for me (6-0).

    So the options are few: either the RNG rewards those who play priest at high levels, or the RNG doesn't have much to do with it and the average player is totally incapable of predicting the course of the game and then to manage the RNG inherent in the discover and the gameplan for the game.
    So if you cannot punish him for his mistakes, the problem is not his deck.

    Posted in: General Discussion
  • 4

    posted a message on Standard is unplayable because of Priest
    I played 6 game against priest and win all the 6 game (ok, with priest too).

    Priest is in a good spot, but mostly players are unable to play that class with decent winrate.

    HSReplay tell us that is the worst class after shaman. Vicious syndicate tell us that control priest (best archetype for the class) is t3 at legend and diamond, and t4 on all ranks.

    I enjoy playing priest and playing against priest, the winrate isn’t problematic and even the popularity isn’t problematic.

    So for me is only a rant, whitout any reason behind.

     

     

    Posted in: General Discussion
  • 3

    posted a message on Idea: Draw card at END of turn
    Quote from sneakytoddman >>

    Here's a simple idea that could have a significant impact on the enjoyment of hearthstone, and speed it up a bit: Draw your card at the END of your turn instead of the start.

    There are at least two major benefits:

    1. You plan out your turn during your OPPONENTS turn, giving you more to do than just watch your opponent play.

    2. Your own turn will go faster, because of #1, speeding up the whole game.

    I can't think of any real downside, other than missing the "thrill" (or disappointment) of a great (or terrible) top-deck.

    Thoughts?

     1) We already plan our turn during our opponent’s turn, so even 2 isn’t really a good point.

    Posted in: General Discussion
  • 10

    posted a message on Standard is unplayable because of Priest

    RantPwn

    Posted in: General Discussion
  • 1

    posted a message on Why is HS so f***ing slow?
    Quote from Skyi101 >>
    Quote from Pas >>
    Quote from Grubelmonster >>

    At least the first 4 turns shouldn`t  be longer than 15 secs. I played several times with control to legend and even with a control deck there is no need to have longer turns. You have enough time to think about your turns while the enemy have his turn.

     Normally aggro decks require more time in the first few turns than control deck.

     Yep, spewing your hand takes a lot more thought? Specially in an agro heavy meta with consistent t4/5 wins.

    Overselling hard today.

    To go face or not to go face, that is the question! Good sir me thinks, you thinketh too much!

     I’m a priest player and I play standard... so I don’t oversell and I don’t see this phantomatic aggro heavy meta with consistent t4/5 wins.

    Posted in: General Discussion
  • 3

    posted a message on Why is HS so f***ing slow?
    Quote from Grubelmonster >>

    At least the first 4 turns shouldn`t  be longer than 15 secs. I played several times with control to legend and even with a control deck there is no need to have longer turns. You have enough time to think about your turns while the enemy have his turn.

     Normally aggro decks require more time in the first few turns than control deck.

    Posted in: General Discussion
  • 2

    posted a message on Control Priest (70% wr D4 to legend)

    Hi, first of all thank you. :)

    I've written down the mental processes that lead me to the mulligan decision, I hope they can be useful to you. Since there are so many synergies it becomes difficult to recommend mulligans for each MU and indeed I am afraid it may be counterproductive because you get stuck on choices that are not necessarily the best given the cards in your hand.

    In addition to that I suggest you not to instant-pick when you make a discover, and evaluate card by card, sometimes bad cards are more useful than strong cards. (these are common mistakes i often see when playing priest control)

    The best dragons to get from discover are usually legendary, dragons that are already in the deck and plagued protodrake (against value/control/slow decks) but sometimes you have to settle for taunt or dragons to play in the turn.

    Last but not least it is a deck that often gains value in being played tempo.

    Have fun!

    Posted in: Control Priest (70% wr D4 to legend)
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