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    posted a message on Raid Boss Onyxia

    Playable in druid, if she makes the cut.

    Posted in: Raid Boss Onyxia
  • 2

    posted a message on Gear Grubber

    Some beast druid lists are more focused on having strong combo turns like Oracle + Umbral Owl and/or Frostsaber Matriarch + some buffs. Even if its not a beast, this card kinda fits with this game plan.

    Posted in: Gear Grubber
  • 2

    posted a message on Horn of Wrathion

    In my wild boar priest I wanted to play 4 copies of Insight. At 3 mana its a worse Insight in that deck, but it will help a lot with consistency.

    Posted in: Horn of Wrathion
  • 1

    posted a message on Alliance Wins Battle for Alterac Valley!

    So you had bad RNG? Nah, its not rigged.

    Bad matchmaking? Nah, its not rigged.

    The Alliance won? WTF its rigged for sure!!!

    Posted in: News
  • 1

    posted a message on ''How is it even possible?'
    Quote from Anarchy1 >>
    Quote from Poghy >>
    Quote from Anarchy1 >>

    Every run is a so called independent event, which means that it is not influenced by the run before. The odds of getting Dh in the first run is 10% and it’s 10% in run number hundred even if you didn’t get dh in run 1 to 99

     Yeah, well its not how math works. The chance to NOT get DH is 70%. The chance to not get DH in 23 runs is 0.7^23 so its a 0.027% chance.

    The rolls are independant but when you look at the 23 run sample size, they are not.

    Its either just very bad luck, or OP should contact the devs on the official forums because he might have a bug.

     The percentage doesn’t matter, yeah you are right about 70%.forgot about the 3 class choice.   Following your logic, my odds of winning lottery would increase with every time I play lottery but they don’t. The chance to get DH in the first run is 70%, in the second it’s 70% and in number 100 it’s 70% no matter how often you got it before. It seems unlikely to not get dh in run 100, but the chance is still 70% to not get it. The thing you did  is how you calculate the odds for the whole chain of events (=for the event of not getting dh 10 times in a row) which does not change the probability to get it at try number 11 (still 70% to not get it). So what you did proof is that op was unlucky, but you didn’t proof any bug. 

    Quote from Poghy >>
    Quote from Anarchy1 >>

     

     I didnt proof any bug because there is a chance that OP is just unlucky.

    But when it comes to calculate the odds I am right. Maybe you are not familiar with the study of probalibity but chaining events like this results a probability that I have mentioned. So its very unlikely but it could happen.

    BTW you can chain the odds of winning the lottery but its so low that on the long run it doesnt matter.

    Posted in: The Arena
  • 4

    posted a message on ''How is it even possible?'
    Quote from Anarchy1 >>

    Every run is a so called independent event, which means that it is not influenced by the run before. The odds of getting Dh in the first run is 10% and it’s 10% in run number hundred even if you didn’t get dh in run 1 to 99

     Yeah, well its not how math works. The chance to NOT get DH is 70%. The chance to not get DH in 23 runs is 0.7^23 so its a 0.027% chance.

    The rolls are independant but when you look at the 23 run sample size, they are not.

    Its either just very bad luck, or OP should contact the devs on the official forums because he might have a bug.

    Posted in: The Arena
  • 2

    posted a message on Battlegrounds is rigged

    These rigging posts are getting more ridicolous every year. Why would they rig BGs in the first place? Why would they waste resources to keep everyone at 50% in a game mode thats pretty much free to play and has no rewards?

    There is this game mode thats called arena. Maybe you have heard about it. If you are good at the game you can have a complete constructed collection just by playing arena. So it would make sense for Blizzard to rig it, so they can sell more packs. It would be actually beneficial for the company to keep everyone at 50% winrate in arena. But guess what? The best players winrate are not even close to 50%. Good arena players can maintain a winrate over 70%. So its pretty obvious that arena is not rigged.

    But for some reason they are using some secret code to keep everyone at 50% in battlegrounds. OK.

    Posted in: Battlegrounds
  • 3

    posted a message on Does anyone else think Cards have too much value?
    Quote from DjGrapejuice900 >>
    Quote from Carlsberg >>

    You said Amulet was OP... lol

     

     even though it an end of the deck card, which isn’t always easy to get to, in one turn you may be able to trade it 4-7 times. then play it as a 3 mana, summon  40+ mana worth of minions on the same turn.

     Even getting it to three minions by the mid game turn (8-10) , is a 3 mana play 15+ mana worth of minions…. Not to mention the extra 20-40 HP worth of heals and armor that might come with it…

    are you saying that isn’t a lot of value for a spell people have 2-4 of during the game???? 

     Cards have costs but its not just mana cost. There is also card cost. Usually 1 card has a 1-card-cost and hero powers have a 0-card cost. There are some exceptions, like Patches who doesnt cost mana, but he also doesnt cost a card, thats why he is so OP. Then there is something thats called opportunity cost. A proactive card with a small mana cost has very little to no opportunity cost, while a high-cost reactive card has a lot bigger opportunity cost.

    If you upgrade the amulet twice it costs you 2 extra mana. Not just that, but it also costs you opportunity to spend your mana better than that. Even if its a 3-mana card, you dont play it on curve, you play it a lot later and it has little value unless you spend some mana and a ton of opportunity to make it work.

    Im not saying that every card in HS is balanced because a lot of them arent. But when it comes to balanced cards like the amulet, you should weight its opportunity cost too, not just its mana cost.

    Posted in: General Discussion
  • 1

    posted a message on The definition of insanity is doing the same thing over and over again and expecting different results
    Quote from Hooghout >>
    Quote from FlyingCarrot >>


    I been trying my hardest to withstand the insanity that is literally the whole f*cking game revolving around ONE f*cking deck, there is no originality, no consistency, when the main deck is soo simple that even rng cant f*ck it up and when that happens, we have a problem!

     Your comment leads only to one conclusion: there's no such thing as 'RNG'. There's only an A.I. deciding who wins or loses. Explanation: serving a target audience for marketing purposes. It's that cynical. Thinking in terms of skill and strategy is make believe to keep you playing: the next game I'll be better and hopefully win... and if you do remember it's not your skill, it's the A.I grand you that.

    Just experiment: after 3 losses in a row stop playing for 10 minutes. The A.I logs that and in other to keep you playing will grant you the next victory. Test it.

     Should I wait for exactly 10 minutes or does it also work if I wait  for like 11-12 minutes?

    Posted in: Wild Format
  • 3

    posted a message on Which nerf is more likely for pirate warrior quest? vote.
    Quote from Bengalaas >>
    Quote from LordCheesus >>
    Quote from Bengalaas >>

    Why would they nerf a tier2 deck?

     What tier it is doesn't really matter. When 90% of my matches in wild PLAT freakin' 5 are Pirate warrior, clearly the deck has become a problem.

    I've even had to resort to using pirates myself just so I can rank up. It feels gross and dirty doing so but sometimes metas leave you no choice. Pirates at the very least need the nerf. Pronto. 

     To be honest, i didn't even consider Wild.

    However, is it really the quest that is broken or is it the tempo pirates, with the quest just being the cherry on top?

     The problem is that the deck has insane early game and infinite value from turn 5-6. You can outheal and outvalue other aggro decks like shadow priest, odd dh or aggro druid but you cant do that against the Juggernaut. The first reward gives them Ancharr consistently and the second reward is a big deal against other board based decks when they already have insane tempo. The deck was already tier 1 before Deadmines but the mini-set gave them their new best 3-drop and a very strong finisher in the form of Mr. Smite.

    To be honest, the deck is beatable but there is a good reason why is it so popular in wild. IMO it should be nerfed by making the quest progression slower. I see that OP suggested a 3/3/3 change, but I would like a 4/3/2 version better.

    Posted in: General Discussion
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