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    posted a message on Any viable N’Zoth decks?

    Replying to the post above,  I agree with you that the card pool for N’Zoth should have some rush or taunt to guarantee you can still survive and/or clear the board on turn 10.  The beast package I ran as hunter was  mok’nathal lion, Driving Gryphon, and Zixor, making the average N’Zoth beast have 4 attack with rush.  I also ran Evasive Wyrm as a dragon in the package for more rush, but I’m realizing what you’re saying as far as a highlander list.  Zephrys is too weak to be relevant as a Rez target and Alexstraza comes too late in the game, so they can be sacrificed in favor of reliability. I’m going to try out some of the neutral minions you mentioned as well and see if there’s any improvement.

    Posted in: General Discussion
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    posted a message on Any viable N’Zoth decks?

    So I’m an F2P player and I happened to get N’Zoth in one of the 15 packs I was able to get on day one of the expansion. I have the weekly quest to play 10 old gods right now but for the life of me I can’t make a deck that can last long enough to even draw and play the card.  I’m trying a highlander beast/dragon hunter right now but i’m usually winning way before turn 10 or losing as I try to set N’Zoth up.

    Do you guys know of any reasonably affordable N’Zoth decks that have some survivability? I really don’t even care about winning, I just want to be able to play the damn card and clear this quest out lol.

     

    Posted in: General Discussion
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    posted a message on New cards same decks

    I personally am playing the new blood priest because I happened to open G’Huun in a pack, but I’d be a fool if I crafted any substantial amount of cards to try something brand new that may turn out to be sub-optimal when the meta settles.  There’s no telling what’s going to come out on top so throwing thousands in dust at a random theorycraft could really hurt people that don’t have the resources to spare.  It’s only logical to wait a week or two before making a commitment, especially if any early nerfs are incoming.

    Posted in: General Discussion
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    posted a message on My Biggest Issues with the New Progression System and How to Fix Them
    Quote from Stu646 >>

    With the old system I was managing to buy one pack every two days by completing quests. Yet like now I have been playing for two days, yet have earnt no gold at all as in between levels.

    Even worse is after I finally get 100 gold it will take nearly 4/5 days to get 100 gold again. Very frustrating as I am F2P player and can only manage 2 hours at the most a day play time.

    The old system was ideal for me, as could log in, complete the daily quest and earn my gold. Really not liking this new system.

     Yes I am also F2P and because of how unlikely I am to be able to get more packs i haven’t crafted anything or decided to start building any new deck until there’s another update on how they’ll change the system.  I’m basically frozen here because if I spend any dust I don’t know how long it’ll take to be able to recuperate the crafting costs for any cards I want to try.

    Posted in: General Discussion
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    posted a message on My Biggest Issues with the New Progression System and How to Fix Them
    Quote from sanchogrande >>

    Yes, I believe the psychology of it could be improved. 

    Blizzard could give out the same total amount but in smaller, more frequent increments, and it would feel better. When we reach level 40+, and it takes over a week to get any kind of reward at all, that's going to feel bad. I'm used to doing an Arena run every other day or so based on completing daily quests. By the end of this expansion, I may have to wait 10 days to do a single Arena run. And if I go 2-3 in that run and get no gold, that's gonna feel even worse.

    The frontloading of the rewards feels good at the start, but it's really gonna be a slog a month from now. In the past, they still frontloaded an expansion with rewards, but then it was a steady stream. I think they could easily adjust this system to give out the same total overall but to make it feel less grindy.

     

     

     

     

     I agree, the progression is very similar to a predatory F2P iOS game which could really deter new players that Hearthstone desperately needs at the moment. It’s just not a favorable route to take especially when games like LoR are almost giving away their entire expansion sets and making HS look greedy and expensive. 

    Posted in: General Discussion
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    posted a message on My Biggest Issues with the New Progression System and How to Fix Them

    I’ll start off by saying that I don’t despise the new reward track as much as other people do. I think it’s poorly implemented and a bit wonky, but I find the foundation to be solid and a breath of fresh air after years of the same grind in this game.  However, I think it has very apparent issues that should be directly addressed by Team 5:

    1. Regardless of how the math lines up on how much gold people can really earn down the line (which seems to be very unfavorable according to most) the real problem is that it just feels like you’re getting less out of your games. Whether or not Blizzard intended to make up for lost gold with special events and additional weekly quests,  you just can’t tell what progress you’re even making by playing standard anymore once you hit level 20, etc. The daily quests start to barely make a dent in the experience bar and you can spend multiple days stuck in a single tier with no way out. Before the change there was a reliable system that let you buy a new pack at least every two days as an F2P player as long as you did your dailies. That should be the bare minimum.

    My idea for a fix is to close the gap on the experience needed for levels 25 to 50. They should be a fixed amount across the board or increase only marginally to make people feel rewarded for coming back to the game every day.  After level 50, at which point the reward track is complete, the gaps could be higher being that at that point one is just earning bonuses, but still to the point where level 150 could be somewhat attainable without playing the game 24/7.

    2. The new metric for experience as you play a game is extremely biased toward control decks and condones roping. This is just a huge fumble on the developer’s part and I can hardly explain why it would be implemented this way. Before this change one could count on getting 1/10th of a pack (10 gold) as long as they won three games. Now you could win exponentially more and get almost nothing depending on how fast you can close out a match, which is frankly unacceptable. One could argue the previous system was catered more to aggro players, which was true, but winning 30 games for one pack was time-consuming enough regardless of how fast your deck was.

    I believe re-implementing the old 10 gold for 3 wins system alongside the new time-based experience system could potentially restore order here. The premise being that it would let players with fast decks feel rewarded for securing wins, and make control players speed up their process when they feel that they can close out a game. Could certain players still rope nonstop when they feel like they’re losing? Perhaps, but ideally the 10 gold system could make it more appealing to just wrap up the game and queue up another match that could be more favorable than the meager XP you’d get by stalling.

     

    I’m sure I’m missing a few other big issues like the fact that year of the dragon packs are being offered as progression rewards, the way achievements were set up, etc., but let me know what you guys think or if you have any other ideas for restructuring the new system.

     

    Posted in: General Discussion
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    posted a message on Unknown bug - No weekly quests!

    "6,000 exp lost every week forever"?? Is this not the first time there was even a weekly refresh?  i swear people will just say anything on here 

    Posted in: General Discussion
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    posted a message on Which Legendary you expecting most to get when DMF comes out?

    1. Tenwu of the Red Smoke 

    2. C’Thun

    3. Deck of Lunacy (probably a bad card so I won’t craft it but it’ll be fun to play when I’m sick of climbing ladder)

    Posted in: Card Discussion
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    posted a message on New Mage Rare Card Revealed - Grand Finale

    ok but why is this a rare??

    Posted in: News
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    posted a message on New Rogue Legendary Card Revealed - Tenwu of the Red Smoke

    Day 1 craft. This and shadowstep will have stuff bouncing back and forth like no tomorrow. Get ready to have Flik drop down four turns in a row and taking out eight cards total...........if it all lines up. 

    Posted in: News
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    posted a message on New Rogue Legendary Card Revealed - Tenwu of the Red Smoke

    I’ve tried running brewmaster in a Higlander deck with daring escape, waggle pick, shadowstep, etc. to play Zephrys like four times a game. Brewmaster was always the one bounce card that I had to cut, but this card right here is like brewmaster on crack.

    Posted in: News
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    posted a message on Is Soulshard Lapidary as strong as Leeroy Jenkins?

    I’ll start this off by saying that I am actually running Soul Shard Demon Hunter on ladder right now and it’s by far my top deck. My win rate in high platinum has to be at least 70%+ rn.  

    So coming from the perspective of playing this deck daily, I’m noticing that almost all my games are being decided exclusively by dropping Soulshard Lapidary and hitting my opponent in the face for an absurd amount. It reminds me a lot of when Leeroy was still legal in standard and it was basically THE finisher for an aggro deck.

    Now I know that they have inherent differences such as Lapidary having a bigger body and Leeroy being able to swing without putting your hero’s health at risk, but I think in terms of sudden burst damage from hand they are in the same tier

    This isn’t a post calling to nerf Lapidary either, just a discussion on their actual power levels in comparison to one another. 

    Posted in: Card Discussion
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    posted a message on Best winstreak vs loose streak

    @RogueMaster Thank you for this list man, J Alexander’s decks are amazing. I think my biggest streak was actually a deck I got from him called Mech Deathrattle Rogue back in the RoS meta before the Raiding Party nerf. It’s the first and only time I ever hit rank 1 lol.

    Posted in: General Discussion
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    posted a message on Looking for decent deck to get 5 wins in ranked

    This is gonna seem like an odd pick but I spent all month struggling through gold with Stealth Rogue and Aggro Rogue and I just switched over to this now that I’m in platinum: 

    https://www.hearthpwn.com/decks/1364727-frenetic-tempo-dh-masters-tour-montreal

    What I’m doing right now is not running Kayn or Malicia bc I don’t have them so it’s like a budget version.  All the other cards like Lapidary and Mystic are very cheap to craft but I’m still demolishing people bc they’re absurdly strong lol.  It should be even better for you if you have Kayn.

    I replaced the legendaries with Acidic Swamp Ooze and Magehunter for an extra silence.  Hoard Pillager is also a good choice to get a weapon back if you don’t draw one.

    Posted in: Standard Format
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    posted a message on So... no Scholomance Academy Adventure?

    Well they used to do that all the time. It was only with Knights of the Frozen Throne that they started doing free expansion-themed solo content.

    Posted in: Adventures
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