I'm just gonna start posting this whenever someone asks about Animal Companion, Boom Bots, etc being rigged
If you want anyone to take you seriously, collect data.
3
I'm just gonna start posting this whenever someone asks about Animal Companion, Boom Bots, etc being rigged
If you want anyone to take you seriously, collect data.
6
The best fix would be for people to actually adjust to the meta playstyle (as in, it's not your deck, it's how you play).
The biggest issues I see with people playing against patron warrior has definitely been them blindly trying to apply pressure which is wrong for multiple reasons:
But yeah, that's my rant on the subject as someone who stomps patron over 60% of the time with mustard pally (a very bad matchup). You don't need to kill a combo deck like patron outright. A patron deck can't win a war of attrition where you steadily grind away at their combo pieces without giving them enough of a board to combo against. This is true of ALL combo decks, if you can deny the setting they need for their win condition, you WILL win simply because they can't.
1
(looks at the shieldmaiden in hand) AND THIS ISN'T EVEN MY FINAL FORM.
1
If you want to "slow down" the meta I think you need to look at why the meta is "fast". Generally I think that breaks down to two main things.
1) Deck costs. Most aggro decks tend to cost less than slower decks at least to some extent simply due to the fact that their aren't that many cheap legendaries and the few that do exist don't really fit into aggro decks. You might see a Leeroy, Loathab or a class specific legendary like Archmage Antonidas in mech mage but those often aren't required and are still much cheaper than most control decks that run several legendaries. To some extent I think blizzard tried to help out with this in BRM. Some of the legendaries seem like easier to get slightly less effective alternatives to some of the commonly used legendaries and even grim patron has slowed things down some. Dragon paladin also seems somewhat viable as a lower more control deck that isn't too expensive.
2) Wins per hour vs win Percentage. In the ladder until you get to rank 5 Wins per hour can be more effective for leveling than your win percentage. This is largely because the win streak bonuses mean that wins are worth more than losses. The floor level 20 where you can't loose anymore stars also affects this some but the main thing is the win streak bonuses. Faster wins are also more effective for grinding your 100 gold per day from 30 wins. The win streak bonuses are the big reason why the meta tends to slow down once you get better than rank 5. You wins are no longer worth more than your losses so you need to actually win more than 50% of the time and by a decent margin if you want to climb quickly. I'm sure it doesn't help any that it's commonly assumed that the quickest way to ladder is to play facehunter for fast wins. Even if it isn't true people will still keep doing it if they think it is the case. This is one that blizzard hasn't yet done anything to change.
4
Decks that violate your guidelines: http://www.hearthpwn.com/decks
Otherwise known as "all of the good ones"
I actually did go through the first 10, but then I got bored.I think some people are getting the wrong idea about what I'm trying to do here.
What I'm not saying: You have to follow these guidelines or your deck won't be competitive or good
What I AM saying: If you follow these guidelines your deck will be somewhat competitiveI am well aware there are good decks that do not follow these guidelines. I would appreciate it if we could stay on-topic, though.
Yeah, I agree 100% with what you're saying.
Too many people's process goes as follows: 1) look up a deck recently played by any known pro, whatever the setting it was played, and as long ago as the latest release or patch, 2) modify it for any cards you don't have, no other exceptions. I mean, you can tell from the amount of "such and such deck does this" comments there that everyone is generally aware of what the list of "such and such decks" is. And of course, that's as sure a recipe for making sure that you're never playing a deck that's bad. But you'll also never be able to adapt a deck to the next season's meta, or take a tournament deck and adopt it to ladder, etc. You do need to understand the principles themselves that go into a deck so that you can apply those principles.
But, I also do think that the list of do's and dont's is going to vary widely by archetype. The one laid out in the OP is for a late-game/value/control style deck. It's focused on always having answers and playing the best late-game plays. Better would be to understand what kind of deck needs answers for what window of the game, what answers are best for what threats, and what makes an efficient late-game card. A pretty lengthy article could be written on each of these topics individually.
The principle I think a few other people in the thread are trying to get across is how to determine what archetype you are in the first place - Aggro, Midrange, Tempo/Combo, or Control. An old Magic the Gathering theorist, Zvi Mowshowitz, coined the term "the critical turn". Basically, what turn your deck either literally or effectively wins the game. Following that, what role your deck took in the match, not necessarily your archetype, was determined by whose critical turn was later. In Magic the Gathering, that turned out to be quite useful being applied to the theory of archetypes, because how the game works prevents more than one deck of each archetype being viable in a format (or at least it did for a long time). In Hearthstone, a dozen or so decks being viable means matchup-specific analysis is much more important. But I think relating to the principle of running answer cards, you don't need to run any that are designed for threats that hit the board beyond what your critial turn is. Which is why you see Aggro decks like Hunter and Tempo decks like Rogue not running Big Game Hunter, Taunt cards or Silence cards. Their critical turn is early. If they are going blow for blow with a Silence-critical target, like Sylvannas, then they've already lost (or won), and the 6 or 7-drop used to do them in is academic.
So, maybe more of a multi-step process is in order: 1) Select a one or two strong interactions, and decide what your critical turn is based on the mana cost of those interactions, 2) determine your archetype, 3) determine your matchup strengths, 4) run answer cards that are good the threats that hit the board before your critical turn, with a particular focus on those threats that are being run by your bad matchups.
21
Revenge of the Zoo - After several months of wallowing in the lower tier of competitive decks, Zoo Lock has burst back on the scene off the back of Imp Gang Boss. The most used deck with an insane win rate, especially against previous favorites Midrange Druid and Mech Mage - Zoo Lock is back.
A Game of Thrones - Couple weeks ago we saw Hunter, Druids, and Mech Mages dominate in the tournament scene. But players now come prepared for them, causing them to all tumble below the 50% winrate despite still being very popular in usage.
Lumber-Mill Druid and Patron Warrior - Two of the most unique decks used this weekend. Tidesoftime piloted a Lumber-Mill Druid deck to 1st place using 2 Volcanic Lumberers in addition to the traditional Mill Druid. While Chakki and Forsen each brought their own version of the Patron Warrior.
The Tournament Meta is going through a tumultuous time with the release of each BRM Wing - expect things to get heated up as all the Dragon cards are released over the next two weeks.
Thanks for checking it out!
TL:DR -
5
12
Are the daily "nerf hunter" threads healthy for Hearthstone? (A complain post)
No they are not, because all they do is making people repeat the same stupid excuses for their own shortcommings over and over and over again!!! Yes, believe it or not, Face Hunter, while being powerful, is also one of the decks that is the most easily counterable in the whole f... game: If it really bugs you that much loosing against that deck: just play a Control Warrior (to the op, there you can also put aaaaallll your beloved legendaries in) or freeze mage or control priest or a midrangy demonlock...Face Hunter is not OP, right now it is powerful, even very powerful, but easy to handle and in so far a check on control decks that would get very greedy without the dreaded Face Hunter!
And now to the unhealthiness: Face Hunter is the excuse of every mediocre player out there - "I could easily go Legend but I don't want to play facehunter, cos' you now like, I am a totally cooool control player" ... Bullshit, you very probably could not, FaceHunter is a deck that can go Legend but like every hearthstone deck, at a higher level, you have to master it well and additionally, Face Hunter is always a meta game call, if they get too popular (which they are NOT on higher ranks) they usually get teched out of the meta pretty hard ...! All this stupid whining keeps people from really focusing on the game and improving and, more importantly, it makes the community look like a bunch of crybabies!
1
This helped some people on offi forums.
Hey there,
I see there are many people who have issues with the problem mentioned in the topic.
Basically, what probably happens to you is the following:
1. Downloaded Hearthstone from the Play Store
2. Launched it
3. It began "unpacking crates", which resulted in an "not enough space" error.
You need to have an actual external SD card with at least 2GB of free space
What you have to do is fairly simple, just follow these steps:
Step 1. Remove Hearthstone, you can even plug your phone to the PC and check if there are any file leftovers, if there are some, remove them as well. Leave no trace of Android Hearthstone on your phone. You may find these in "Phone\Android\obb" directory.
Step 2. Download it again, just like you did before.
Step 3. Do not open it! Otherwise you'll have to redownload it again.
Step 4. Open the App Manager and find Hearthstone.
Step 5. Transfer Hearthstone onto the SD Card
Step 6. Launch Hearthstone
It just worked for me, I wonder if this tutorial will be helpful for any of you.
Also, I'm sorry for the separate topic about this, but it may be pretty useful for the people looking for a quick answer, instead of skimming through all the other topics discussing this matter.
3
I disagree with your anecdote about Craig Wescoe being a Face/Aggro player. Aggro player he is, yes. Face? not so much.
You see, if you have to make the M:tG comparison, Face deck is actually Burn deck. The point of aggro deck is to contest for board and push for win. Face deck doesn't do that. Face decks are designed to get enough damage to deal exactly lethal, regardless of the game state. So it is like a Burn deck. Think of a string of spells like this: Lightning Bolt (3 dmg), Incinerate (3 dmg), Ball Lightning (6 dmg), Hero of Oxid Ridge (4 dmg), Lava Axe (5 dmg). The calculation: your opponent has 20 life, so you do this string of damage - 3+3+6+4+5 = 21 dmg. The rest of the deck is just a repetition of said cards to increase the consistency of the deck. Does Burn deck cares if you bring out a 16/16? no. Because you are dead. Face decks are just the same. Steady Shot Leper Gnome Kill Command Wolfrider Arcane Golem Leeroy Jenkins.
Click on the buttons to change the PopCard background.
Click on the button to hide or unhide popcard elements.
5
That honestly doesn't sound like a card game at all. That sounds like a well handled turn based strategy game.
The idea behind a turn based strategy game is to create a 50/50 situation. Even if both sides aren't the same, the balance is set where both sides have a 50/50 chance to win. RNG is then eliminated completely leaving the game down to the player's ability to know and perform the different skill elements of the game.
Starcraft, though Real time instead of Turn based, is a perfect example of this. The sides aren't equal but are balanced so that the choice is based on personal preference and desired focus of strategy rather than trying to achieve an advantage. Thus the difference that drives who wins is who has best mastered the MANY highly complex and difficult elements of the game.
That doesn't work in a card game. Unlike other games where you have a SPECIFIC set of units/skills/abilities that can then be manually tuned to each other, we have some 400-700 cards that, though, are split up between classes, still create tens of thousands of combinations that change how the deck operates. You're NOT going to make a meta of 50/50 matchups with that.
You also take away from a major concept of the game: deck design. The idea is that I'm supposed to be putting my deck against your deck. Which means my goal is to find a deck that has an advantage against your deck. It's WHY we design decks in the first place. The entire POINT to playing aggro is to beat midrange by outracing it. The POINT to playing control is to beat Tempo decks. If you aren't letting the different archetypes fight each other, you might as well not HAVE archetypes, which then questions what the point of allowing deck designs in the first place.
After all, you don't HAVE to allow players to design their own decks. Games like Red Dragon Inn give pre-made decks which are then balanced for a fair fight.
Which means you aren't anywhere close to a CCG at all. Which is my point. It's not that what you are asking for is wrong or bad. It's..well.. it's a person playing a first person shooter and wanting to be able to have everyone pause it and have set turns instead. You just might be in the wrong genre.
10
To wonder what makes a negative community is to wonder why people post so negatively.
to which I'll say "you know why though you don't realize it."
Seriously, take a look at your posting record, and note just how many of your posts involve either a direct negative complaint over something, or, even if it is overall positive, involves a negative insult i.e. "dipshit noobs with no skill".
This isn't a complaint against you, but a way to show just how easily a negative community is formed. A game, or event, or concept, or whatever can make a person passionate. That passion can be positive or negative, or course. The thing is, if it's positive then you aren't going to feel compelled to talk about it. There's only so much "wow this is great!" you can say, especially when you'd rather be..well.. playing instead.
When we see something that needs to be changed, though, an improvement or something going wrong, and we have passion, then we want to get together. We want to find others who agree, or convince those who disagree of our standing. We want to soften the negative feelings with togetherness. We want to rally together to look for ways to bring about change. 1001 other reasons a sociologist can get deeper into.
The more passionate we are towards said game/event/whatever, the more emotional we get, so negative feelings get amplified, logical thinking gets decreased, assumptions get made, and so on. Mix in a batch of that feeling of being anonymous and a dash of the feeling of talking to your computer rather than to another human being, and you get a LOT of reasons to be negative, or 'to be salty'.
So what makes a negative community? Passion, lack of fleshy meetups, a desire to fix or change something, and there you go.
Note that a game being bad or good actually isn't a requirement. Some of the worst communities can come from a very good game. The game brings a lot of passion and the 'desire to fix/change' comes from the community wanting to make everyone LOVE the game.
(I'd take the worst of the hearthstone community over the Undertale community during that game's peak)
3
You don't get any extra time. What's happening is that the opponent is inputting all of the steps before the animations finish and before the rope burns out. The trick is that while the rope 'ends' as usual to them while the animations keep going, you see the rope 'hang' while the animations go on. Their rope ended though and they can't do anything more.
1
There's actually a setting you have to agree to in your blizzard account to have such emails sent to you. You should also be getting monthly reports of how you did in the game with facts such as "played mage 10 times" or "killed 20 chickens" (factual ones, just "VERY specific sometimes). I don't preorder and I got the email (but I keep up to date so I didn't actually open it, and I was correct: I learned about the card before I saw the email)
2
The way I view it is that Hearthstone is a drunk retelling of WoW.
That is, the canon story is that we're all in an INN playing a magical card game. The sets are based on the history of the world but is designed by a bunch of farmers and laborers rather than historians or folks who have actually been there. They've heard of places like Gadgetstan and Black Rock Mountain from a merchant who knew a merchant who knew a guy who's cousin swear they saw someone who's been there.
Then they make cards out of those stories, and are probably drunk while doing it. It's about as accurate and chronological as a video game about the Three Kingdoms made by college students who learned about it through anime.
1
Good to know. Myself I don't really theorycraft before expansion time (because I'd like to know what card I'll actually HAVE :P). I'm mostly here for the community, so as long as the 'official' spot for everyone is here then here I am. The second you wish to move the community to there just let us know on the forums (I don't always catch the news: my link goes strait to General Discussion) and I'm there.
Sidenote, the theme here is nice but honestly the darker theme is MUCH easier on the eyes (2am EST)
1
Well most people are on hearthpwn because there's no official word on any move. most probably don't even know about the other site, especially given the "OMG hearthpwn sucks they haven't updated anything" posts. I know I wasn't sure whether to even mention it given I wasn't sure if it was meant to be a replacement or just something on the side unrelated or what.
If there was a "Ok we're abandoning this site, everyone go to Hearthstation now" post then we'd have a lot more people on there. I know I would move the second I know I'm supposed to.
1
Fortune Teller is an instrument for the Old Gods (the trailer shows that they are still a part of her). Her being a part of it means that there's some dark evil Thing that is going to benefit Them. Something that we probably will never find out.
Boom I think is less about chaos and more about being useful. He wants to make a difference with his inventions and not sit around lonely with his chicken. The League means he's part of something Special, and that's enough for him.
Hagetha probably would be happy enough just causing pain and torment but her trailer suggests that she's still getting hunted down by the monster hunters. She's probably looking for a solution that'll let her turn the tables and tear apart All that is Good in the process.
Tog is probably the only one really after 'stuff', which is enough.
Raf is the tricky one. It could be an artifact. It could be something immensely dark. It could be something silly. It could involve betraying his group along with it. We'll see.
1
The sad thing is, that IS how an investor would see it.
If you're the company itself, you wouldn't be. WoW is on a steady milk for over 10 years and still at closee to 10k players, numbers most MMOs at their peak would've dreamed of having. Diablo 3 has this odd relationship with the playerbase, which goes to play other games then, the second something new is added, comes flooding in, cash on hand to gobble it up, then go leave again. It's a pretty reliable money maker. Overwatch has crested but is establishing itself into a proper niche which, if cared for, can establish steady revenue for years. Starcraft isn't a think revenue wise but it's not exactly a high cost to maintain. Hearthstone's overall revenue is still going up year over year and is settling in well now that the hype for CCGs has faded.
From a company viewpoint, it's a highly stabilized company with stable, expected profits that doesn't have to fear going supernova due to lost hype. They can literally stay on this course for 5 years before even being worried about a new game, which is why they always had spent a long time putting out games. Starcraft fans had no problems not having an RTS, nevermind a starcraft game for over 10 YEARS and went full hype the second the first trailer showed up. Imagine if CoD went from Original CoD (2003) then nothing until Black Ops 2 (2012).
It's a manufactured crisis due to outside parties. It's like if you were getting ready to go to an appointment due at 1pm, found out you would get there right at 1pm, then a coworker you are ridesharing says "OMG, I NEED to get there at 12 so I can have a coffee beforehand. GO FASTER!" Then you rush out the door forgetting half of your stuff and go at twice the speed limit until you crash into a semi.
Blizzard SHOULDN'T be a company in trouble according to the numbers they need as a company. According to the numbers people WANT them to have, DEMAND they should have, they are in a crisis.
5
The OP didn't state that the critics aren't allowed to voice their opinion. But the OP IS voicing their opinion on their opinion.
That is, you're allowed to speak out. But I'm allowed to speak out against you.
As for what you bring up, that is a concern I can see coming. However, I don't see that actually happening yet in the current set. For example, the original Dr. Boom was a card used in every deck that went past turn 7 as he was one of the view ways you could recover the board while offering a possible avenue to winning. He was also literally the only usable 7 drop in the game at the time and almost the only usable 7+ drop. Late game cards SUCKED in the early years.
THIS Boom, while he has a similar mechanic, he's specifically locked to one specific deck: Bomb Warrior. Instead of being a generalized board-clear/late game threat, this boom is a secondary win condition. If your bomb deck is working well he's worthless as you are too busy seeing your opponent explode. He's there to cover the times when RNG makes your bombs bad tempo by recovering the board and recoving the lost pressure you had by playing 3/3s that do nothing and meh weapons. It's taking an old mechanic and finding an interesting new niche for him.
And that's sort of the point. Spare parts were near worthless things you just used to power up spell synergies (read: auctioneer food) while lackies appropriate decks that rely on small minion synergies like buff warlock. Twinspell is trying to move magic classes from clear and burst strategies to more long-from value generators, which leans more for a fatigue style of play.
Will it all work? Of course not. But the things that do are trying to take old mechanics and bring them up in a new way. Combined with a year's worth of cards that will go from almost 0 play to the only game in town and you have quite a different meta from the past, which is the point.
That said, I can see the reason to fear what you bring up, especially since we haven't seen everything in the set yet. However, a lot of the folks the OP is talking about isn't taking your view point. Most seem to fall into the camps of:
1. I want something new and shiny! It's not new enough. *end*
2. Frozen throne and Kobolds were great! Why aren't we doing more of that!?
The first is less a worry about a return of old metas and more of some desperate desire for 'the new rush' leads to arguments like making massive changes to cards every week.. just to 'shake things up'. The second has threads with 50 pages of articles why that's not a good idea. Both make the OP, and myself, sad. We wouldn't be so sad if most critiques were more of what you bring up, even if I don't think we're going that route.
If a treant race was made, Ancients would NOT be a part of it. They deliberately decides which were 'treants' for balancing sake. In fact, we honestly have a 'treant' race, just without the bottom tag. Honestly I think they should just go ahead and add it, but it wouldn't make any changes to what's going on.
There's no point in adding an undead race just for the sake of adding it. What specifically would they DO that is essentially 'new' and require synergy between them? Don't say 'they are linked to the graveyard" since 1. we already have that in spades without needing specific undead tags and 2. if anything we're a little 'sick' of the graveyard right now given the reception of Mass Res.
There's gallons, GALLONS of threads dictacting why adding a class would be a bad idea. Read on those before I go write yet another 10 page essay rehashing it. Simply put, no we aren't getting new classes, and don't need them, and we already did 'skill ups' on original classes via death Knights.
And I lived through the triclass era. There are three utterly UTTERLY hated eras in hearthstone: the post-boomsday era, the Undertaker era, and post-Mean Streets (prepatch-Witchwood was about to go that way if the patch didn't come soon enough).
I know most people either forgot or never lived through it, but the #1 biggest problem back then wasn't the OP nature of the decks as they weren't OP (yes I include Jade. YES jade wasn't OP!) but in how 'samey' it felt since so many classes were using the same blasted cards or else cards that did the same thing overall. Having three classes all spamming jades was NOT a good idea. Having the entire meta either be "spam pirates", "spam jades", or "pray for Reno" was NOT a good idea.
And to avoid a flame war over a misinterpretation jade wasn't OP. It was a piece of trash horribly made concept of a deck that was as mindless as you can get and rendered an entire archetype of decks worthless. In some ways, it was WORSE than being OP (compare to Patron which WAS OP). Mean streets taught us a lot about how what makes a good meta by showing that 'raw power' was less important than variety and fun.. by showing us a meta devoid of variety and fun.
In summary: Reprinting old cards isn't what Blizzard is doing.
Blizzard is making cards that are similar to older cards, something other well established companies have been doing for decades successfully, but we aren't sure if Blizzard can pull it off as they are still relatively new.
And it's way too early to judge whether they are taking something old and making it new and interesting or whether the screwed up.
/thread?