Yeah, pretty sure it's confirmed no pity counter, and 1 in 20 doesn't sound right at all. More like 1/30ish, I'd say, if not a bit worse. Got the first two legs moderately quickly, then ages for Reno. But it's not like those packs were doing much (nor are the 17 I have left for next content drop, plus the bunch I'll get from Qs before then)!
Tyreal is supposed to be claimable for free in the shop right? I don't see him at the moment, maybe I'm just a blind idiot, if so please guide me to where I need to be. I don't want to open my merc packs before claiming him, I know my luck and I will get him when I would have been able to get him for free.
I've checked, too - not in there. Wondering if they'll appear when the event starts, which I presume will be in 4h10m for EU. I've checked both from the mercs base shop and from the main shop page, not seeing them.
You can't get him or Y'sharrj from packs. 92 packs opened for all the new ones bar those two for me (and a bunch still left over for the next content drop :P). You're safe to open!
Curious to start using the new mercs - does feel like we need more than 9 slots, though!
This is interesting. You got the bot's output recorded (i.e. the actual parsed data to be analyzed regarding number of rounds)? First time I'm seeing anything of this ilk actually backed up by data.
I presume all of those baron rounds were without taunts or Zap, and we're talking about baron being the first attacked, rather than just first to die? Just making sure we're all on the same page here!
What is the point of this thread literally half a day AFTER they were, you know, nerfed to the ground?
I wouldn't say to the ground, but they were toned down significantly. Tidemistress Athissa is still ridiculous compared to other 6s, but the tribe is weak in the midgame now with the lack of Snail powered levelling (snail.'s raw stats were crazy for a TT2) and the self-caster gone to 5. Part of the tribe's current power is that the meta is very slow - and this is a tribe that's built around lategame scaling. I've had games with multiple people on 6 and nobody out (not that rare when people don't autoconcede) - that's a recipe for a bad situation, since you can go from first to out at 7th pretty easily in this meta of 30+ dam turns. The slow meta is due to people cramming in on nagas, and them generally being weak in the midgame.
i've had success with Quillboars, and seen some others have success with elementals. Dragons have nothing until too late, at which point they're scaling worse than nagas. That's a very dead tribe right now. Mechs seem overpopular, not managed to get a good mech build going. Demons? Uhh... not seen them in a long time. They need investment early, and the nagas are ill-suited to the scaling of the guy that eats stuff in the tavern.
It depends on merc rarity and the bounty (it seems droprates differ slightly). In general it goes like this:
-You need 2700 coins to max out most mercs (3 skills 5 levels each and 3 equipments with 4 levels. Some mercs have less equipment to max, e.g. Sylvanas has only 3 levels on her deathrattle equipment, whatever it is called)
-Old tasks gives 985 coins to specific merc and some amount to random ones (I'm to lazy to count the exact amount. Those coins are nice early on but since we still don't have duplicate protection they become worhtless later on). New tasks (for merc that unlock one equipment throught bounty rather than task 7) give 55 more coins, 1040 total.
-As such with the merc already unlock and tasks done you still need 1660-1715 coins.
-In case of legendary mercs whom seems to be most consistent in terms of bounty reward, you get min. of 15 coins from heroic bounty, rarely 20 and even more rarely an extra pile. I would say that it's rougly 20 coins of average per bounty. For common and epic mercs coins piles seems to be a bit bigger (20 is quite common, sometimes you can get 25).
-Finally 1660/20 is 83 - bounties to do (86 for 1715) . It a bit hard to tell how long it takes to finish a bounty even on average (it depends on you skill, avaible mercs, treasures and the bounty itself) but I would say 15-20 min at least in my case. As such maxing a legendary merc takes 21-29 hours with no extra coins from tasks, packs or ranked rewards (and shop of course).
Of the later bounties, on HC, one is guaranteed coins for the leg, one is completely radom, one is random within the mercs in the party, and two are from the bounty rewards - prior to the guaranteed you had an approximately 28% chance per bundle (and three bundles) to get legendary coins from the bounty rewards. Probably significantly reduced after the change.
This isn't that relevant, though - you're probably doing a lot better with soloing the first HC, or doing it with a team that you need the coins for everyone for. You'll get 15 coins for the merc per run that way, and it's three encounters. Much better for post-crafting, although boring.
I've seen it suggested that you need 10 DRs in a *single turn*. I finally did it after some stalling of the boss to give additional DRs to the adds etc., but suspect that was just luck on it completing. Had a lot of dead mercs - the deathrattles of the adds killed my three, which just added to the pile of DRs. Blizz are working on it, apparently, but with a time limited event and the number of bugs so far... the only redeeming feature is that the merc itself is from the second task, so you shouldn't be missing out on that due to bugs.
This latest patch is an absolute mess, though. Seriously bad implementation, a complete lack of testing... I can understand the task 3 bug, but it's clear by this point that testing doesn't even cover "does this overhaul break basic functionality".
If ur waiting on ur daily task (2 bounties), ull have to wait until u finish all 10 Nzoth bounties or wait 10 days (7 days from the time of this post)
Odds are that you won't get the daily from Chromie again until the event ends, regardless of if you do all 10 event ones first - that's how it's worked before.
Huh, you people can get into that bounty? I'm experiencing errors when I try to open it. Using Malf/Guff/Bru/Anacondra/Murky (for coins)/Velen (for 6 bounty Q). No intention on using the latter two, but even removing them it hangs for a good minute or so then drops me to the main menu with an error about "We encountered an error when trying to load this menu". Happens on both N and HC. Basically the same as last night when they locked darkshore just with an error message after rather than an eternal hang.
Error happens immediately after selecting team. Can still enter other bounties, and team is basically the same as the one that just did task 2.
I am experiencing the exact same thing. Anyone has a solution for this? I would be really annoyed if I miss the event because of some bug.
The front post is updated with it - they're working on it, but say a workaround is to clear the previous bounty on Normal, and they think the bug is tied to people who only did the previous bounty on HC, not on N.
I did the 3rd and 4th event quest about 10 hours ago. For 3rd event quest i used casual fire combo with Chi jin and Balinda while using shard without issues. Did you get error only when using this specific combo you describe above ?
I've tried other teams that work for other bounties - fire team, just the core 4 nature etc. and still the same error. Other bounties work, but M'ida doesn't. Just errors out regardless of team unless there's multiple bugged mercs!
Ah, it's acknowledged by Blizz. Guess I just wait, no rush :)
Huh, you people can get into that bounty? I'm experiencing errors when I try to open it. Using Malf/Guff/Bru/Anacondra/Murky (for coins)/Velen (for 6 bounty Q). No intention on using the latter two, but even removing them it hangs for a good minute or so then drops me to the main menu with an error about "We encountered an error when trying to load this menu". Happens on both N and HC. Basically the same as last night when they locked darkshore just with an error message after rather than an eternal hang.
Error happens immediately after selecting team. Can still enter other bounties, and team is basically the same as the one that just did task 2.
Boar Priest doesn't even beat Demon Hunter. The optimized deck that runs Bone Glaives and has a lot of damage from hand is definitely favored against Boar Priest (not by much, but for sure 55-45) if played correctly. For example not going all out on the board and playing into a Xyrella clear, but rather staggering threats while accumulating damage spells for a big burst before they can execute their combo
Makes sense - certainly a closer matchup than people expect if the DH isn't greedy (which, TBF, it sounds like the OP was if they died to WP/SW:Dev). I can't really comment on the winrates though, since I'm still learning Boaring priest. Running into supid misplays - not popping both boars before the first res is a stupid that I've done, for example, along with similar. Might be worth trying optimizations against that build - things like neutral taunts? Maybe even something like Priest of An'she (given the cheap burst heals), though annoy is an option to stall the big bursts. Currently got two flex spots, which are dungeoneers for more draw.
Roughly. This is what is known regarding pity timers:
There is one pity timer (for legs, also one for epics) per pack type, excluding non-regular packs (golden packs, year packs, stadard packs etc.), which do not have a pity timer. This starts at 10 for the first legendary, then is 40 for subsequent legs.
The pity timer has not been seen to be mixed up by mixing up packs. Significant amounts of testing has been done here. Numbers greater than 0 just haven't been seen outside of short-term bugs.
Eh, Boar priest is overrated. Can't handle most decks - it's purely a narrow hate deck, it seems. Like anything else, it loses to free Smites/gorehowls, 3 20+ damage burst turns back to back, and similar. Often it's slow - CW's OTKed me first, for example, because sometimes it's past T12, though critical turn seems to be around 10-11ish without northshire/pyro turns, which aren't too common. I suspect the relative weakness of the deck is just me not seeing the few great matchups - DH is one that the deck eats, much like CW should be with decent draws, from what I've heard.
You also, from the sounds of it, overextended into a wipe and got punished. How big a board to build is a skill, as is when to overextend.
0
Yeah, pretty sure it's confirmed no pity counter, and 1 in 20 doesn't sound right at all. More like 1/30ish, I'd say, if not a bit worse. Got the first two legs moderately quickly, then ages for Reno. But it's not like those packs were doing much (nor are the 17 I have left for next content drop, plus the bunch I'll get from Qs before then)!
0
I've checked, too - not in there. Wondering if they'll appear when the event starts, which I presume will be in 4h10m for EU. I've checked both from the mercs base shop and from the main shop page, not seeing them.
You can't get him or Y'sharrj from packs. 92 packs opened for all the new ones bar those two for me (and a bunch still left over for the next content drop :P). You're safe to open!
Curious to start using the new mercs - does feel like we need more than 9 slots, though!
1
This is interesting. You got the bot's output recorded (i.e. the actual parsed data to be analyzed regarding number of rounds)? First time I'm seeing anything of this ilk actually backed up by data.
I presume all of those baron rounds were without taunts or Zap, and we're talking about baron being the first attacked, rather than just first to die? Just making sure we're all on the same page here!
0
I wouldn't say to the ground, but they were toned down significantly. Tidemistress Athissa is still ridiculous compared to other 6s, but the tribe is weak in the midgame now with the lack of Snail powered levelling (snail.'s raw stats were crazy for a TT2) and the self-caster gone to 5. Part of the tribe's current power is that the meta is very slow - and this is a tribe that's built around lategame scaling. I've had games with multiple people on 6 and nobody out (not that rare when people don't autoconcede) - that's a recipe for a bad situation, since you can go from first to out at 7th pretty easily in this meta of 30+ dam turns. The slow meta is due to people cramming in on nagas, and them generally being weak in the midgame.
i've had success with Quillboars, and seen some others have success with elementals. Dragons have nothing until too late, at which point they're scaling worse than nagas. That's a very dead tribe right now. Mechs seem overpopular, not managed to get a good mech build going. Demons? Uhh... not seen them in a long time. They need investment early, and the nagas are ill-suited to the scaling of the guy that eats stuff in the tavern.
1
Of the later bounties, on HC, one is guaranteed coins for the leg, one is completely radom, one is random within the mercs in the party, and two are from the bounty rewards - prior to the guaranteed you had an approximately 28% chance per bundle (and three bundles) to get legendary coins from the bounty rewards. Probably significantly reduced after the change.
This isn't that relevant, though - you're probably doing a lot better with soloing the first HC, or doing it with a team that you need the coins for everyone for. You'll get 15 coins for the merc per run that way, and it's three encounters. Much better for post-crafting, although boring.
1
I've seen it suggested that you need 10 DRs in a *single turn*. I finally did it after some stalling of the boss to give additional DRs to the adds etc., but suspect that was just luck on it completing. Had a lot of dead mercs - the deathrattles of the adds killed my three, which just added to the pile of DRs. Blizz are working on it, apparently, but with a time limited event and the number of bugs so far... the only redeeming feature is that the merc itself is from the second task, so you shouldn't be missing out on that due to bugs.
This latest patch is an absolute mess, though. Seriously bad implementation, a complete lack of testing... I can understand the task 3 bug, but it's clear by this point that testing doesn't even cover "does this overhaul break basic functionality".
0
Odds are that you won't get the daily from Chromie again until the event ends, regardless of if you do all 10 event ones first - that's how it's worked before.
1
The front post is updated with it - they're working on it, but say a workaround is to clear the previous bounty on Normal, and they think the bug is tied to people who only did the previous bounty on HC, not on N.
0
I've tried other teams that work for other bounties - fire team, just the core 4 nature etc. and still the same error. Other bounties work, but M'ida doesn't. Just errors out regardless of team unless there's multiple bugged mercs!
Ah, it's acknowledged by Blizz. Guess I just wait, no rush :)
1
Huh, you people can get into that bounty? I'm experiencing errors when I try to open it. Using Malf/Guff/Bru/Anacondra/Murky (for coins)/Velen (for 6 bounty Q). No intention on using the latter two, but even removing them it hangs for a good minute or so then drops me to the main menu with an error about "We encountered an error when trying to load this menu". Happens on both N and HC. Basically the same as last night when they locked darkshore just with an error message after rather than an eternal hang.
Error happens immediately after selecting team. Can still enter other bounties, and team is basically the same as the one that just did task 2.
0
It's working, they've unblocked (read: removed the crash on entering), and it's doable. Not sure when we get a second bounty, though!
0
Makes sense - certainly a closer matchup than people expect if the DH isn't greedy (which, TBF, it sounds like the OP was if they died to WP/SW:Dev). I can't really comment on the winrates though, since I'm still learning Boaring priest. Running into supid misplays - not popping both boars before the first res is a stupid that I've done, for example, along with similar. Might be worth trying optimizations against that build - things like neutral taunts? Maybe even something like Priest of An'she (given the cheap burst heals), though annoy is an option to stall the big bursts. Currently got two flex spots, which are dungeoneers for more draw.
0
Roughly. This is what is known regarding pity timers:
There is one pity timer (for legs, also one for epics) per pack type, excluding non-regular packs (golden packs, year packs, stadard packs etc.), which do not have a pity timer. This starts at 10 for the first legendary, then is 40 for subsequent legs.
The pity timer has not been seen to be mixed up by mixing up packs. Significant amounts of testing has been done here. Numbers greater than 0 just haven't been seen outside of short-term bugs.
0
Eh, Boar priest is overrated. Can't handle most decks - it's purely a narrow hate deck, it seems. Like anything else, it loses to free Smites/gorehowls, 3 20+ damage burst turns back to back, and similar. Often it's slow - CW's OTKed me first, for example, because sometimes it's past T12, though critical turn seems to be around 10-11ish without northshire/pyro turns, which aren't too common. I suspect the relative weakness of the deck is just me not seeing the few great matchups - DH is one that the deck eats, much like CW should be with decent draws, from what I've heard.
You also, from the sounds of it, overextended into a wipe and got punished. How big a board to build is a skill, as is when to overextend.
0
Did you generate and play a second sweeper? With just one, there's no way to have one of each in deck.