Since I joined this forum over a year ago, there's been moan threads about whatever class is hot at the time, daily. Gamers in general just love to moan. I see the same with other games. It's not just a HS thing.
- Snow_King
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Cagey75 posted a message on People Overreact towards aggro decksPosted in: General Discussion -
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inklunkink posted a message on Deck Names should show when you playPosted in: General Discussion95% of Zoo decks would be titled "Handlock" and 95% of Handlock decks would be titled "Zoo"
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DeadHour posted a message on Bane of DoomPosted in: Card DiscussionQuote from XxFroBro45xX »because mal'ganis thats why xD enough said
Bane of Doom can only summon:
…which is why its such a crap card to begin with.
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LongTimeCreeper posted a message on Why won't Hearthstone let me concede?Posted in: General DiscussionIf your opponent actually immediately makes plays or the cards attack instead of wasting time or trying to BM, all those moves are registered before you clicked concede.
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iandakar posted a message on If you think it's bad now, then you just wait. [bonus content]Posted in: General DiscussionThe point of limiting sets is to make cards rotate thus increasing diversity.
So.
Yeah. But I'm glad you hate the internet so much.Actually, limited sets typically occur due to rarity issues and I don't mean epic/legendary. In paper card games, very old edititions become VERY hard to obtain. Thus if a few cards from 20 years ago prove to be vital for the meta then nearly everyone who's relatively new will be stuck in a very sucky place. Banning the old cards, though, ruins the value for the folks who retained all of those old cards.
Thus you limit sets so that you separate the folks with those hard to get cards from the ones who don't have them. It's a big issue to deal with in paper TCGs.
Note that this won't be the case here. If, 20 expansions later, Rag gets into the meta, any player could just use the dust they are gathering now and just click 'class set' and craft a Rag. So long as Rag is always available for instant obtaining through crafting, there's never really a point where limited sets make sense. A deck that requires 6k dust after 20 expansions will be about as easy/hard to make as a 6k dust deck will be now. This, of course, doesn't include the issue with Arena only givnig from the newest expansion, but it's hard to tell if that along will cause a mess. Otherwise, there's no reasons to create limited sets in the main modes. Perhaps have seperate modes with interesting events like limited rotating sets or limited tournaments, but there's no point to it in normal Ranked/main tournamnets.
And netdecking has occurred long before there was a net to deck from. The term is new but the practice is as old as TCGs.
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lionoffrost posted a message on Playing handlock restored my faith in constructedPosted in: WarlockWith hundreds of hours played in hearthstone, I thought I could say one thing for sure: I am an arena player. Sure, sometimes I dabbled in constructed and got stuck around rank 2 or 3, not having the concentration and dedication to be consistently careful about my positioning in zoo; not bothering to add up potential lethal against me when deciding whether to heal my control priest; using my executes carelessly in control warrior. I was decent, but I never put the things to use that I knew where important. It never felt like I wasn't good enough for legend, it felt like I didn't try hard enough. So I got back to my infinite arena runs, working on 12-win runs and facing off against every card in the game.
And then this season, I first played handlock, and everything changed. For the first time in a long while, I felt like an idiot again. Even when paying attention I didn't know how to deal with the simplest questions:
When do I coin + tap on turn 1?
When do I play something on turn 2?
When do I play something on turn 3?
What do I play on turn 4?
Every turn suddenly gave me interesting choices that I didn't know how to deal with. It felt like I had powerful moves almost all the time, dropping a huge creature, dropping a taunt, using a powerful board clear, healing up, playing Jaraxxus! And still I lost over half of my games down around rank 10.
And now I am here, slowly piecing things together and learning the game again almost as if starting from scratch. Suddenly the difference between 28 and 26 health is essential when playing against hunter. For the first time in months I feel the urge to think 2 or 3 turns ahead, trying to anticipate my opponent. And I am slowly beginning to realize that more than in any other deck I've played, every card matters for a unique reason.
Playing against handlock, I never saw the importance of Ancient Watcher as much as I do now. The choice of 1 or 2 defenders of argus seems incredibly important and I truly understand how earth-shattering the addition of antique healbot or darkbomb is. I never realized that a turn 4 twilight drake that stopped my warrior's shield block + shield slam from getting value could be the choice never to play that mountain giant again. I never saw how the seemingly obvious turn 9 lord jaraxxus against my priest was also the choice to give up ever playing two molten giants.
But more than anything, it felt like almost every game I lost I was 1 turn, 1 mana or even just 1 health away from stabilizing and taking the game. And I realized that if I had played that game a tiny bit better, it would have been the difference between victory and defeat.
I am a handlock player, and it is glorious!
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lionoffrost posted a message on How many hours, on average, do you need to play each day to reach Legend rank?Posted in: General DiscussionWe assume:
- You start on rank 20 and play a fast deck (8 games per hour) up to rank 5.
- You gain an average of 1 star per 3 games up to rank 5 (that's would be 2 wins per loss, but your percentages can be slightly worse because of win streaks).
- You switch to a control deck for the last 5 ranks (5 games per hour).
- You gain an average of 1 star per 5 games up to legend. (3 wins per 2 losses).
You need about 60 stars to get from rank 20 to rank 5, so 180 games, at 8 games per hour or 22.5 hours.
You need about 25 stars to get from rank 5 to legend, so 125 games, at 5 games per hour or 25 hours.
So for a skilled and experienced player that's a total of 47.5 hours or just over 1.5 hours per day for a month.
Timesavers:
- If you were high-ranked last season, you might skip 10 or 11 stars, or the first 3 hours of playing.
- If you are skilled enough you can reasonably expect to gain 1 star per 2 games up to rank 5, especially because a slightly higher win rate gives much higher chances of win streak bonuses. This would save you another 7.5 hours of playing.
- If you are very good with fast decks like zoo or rush hunter, you might be able to play those from rank 5 to legend as well, making your games faster and saving you another 9 hours.
So for a very skilled player going for speed that's 28 hours left or just under an hour per day for a month.
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user-18170432 posted a message on All my opponents are Priest why?Posted in: General DiscussionHave you tried to sacrifice a lamb in the ancient blood ritual of jumjamjalala? That usually does the trick but don't forget the chicken feathers or you'll summon Cthulhu which is kinda bad.
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Wargasmbrandon posted a message on Suggestion: Fix to warlock hero powerPosted in: General Discussion2 hp and 3 mana would make it unplayable. It would make all warlock decks a joke. That is way way way way way overcosted.
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ImGoogle posted a message on BGH on a stealth minion.Posted in: Card DiscussionYour rag became unstealthed as at the end of your turn it dealt damage, and hence unstealthed due to its mechanic of remaining untargetable until it deals damage.
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Play something more respectable than zoo?
But really, you're saying hearthstone is broken because you didn't draw a 1-drop? If you shuffle a deck of playing cards, draw 5, and don't get an Ace, is the deck broken?
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"Budget"