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    posted a message on Apxvoid’s #10 No Minion Mage

    I play this deck with C'thun instead of Deck of Lunacy. Because he splits into his pieces, he doesn't screw up your no-minion cards, and his parts benefit from the discount on Incanter's Flow. Ironically, if you give them a 1-mana discount, the various pieces are actually really good value cards on their own.

    Posted in: Apxvoid’s #10 No Minion Mage
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    posted a message on I hope the next expansion will have new tribes

    No, murlocs are based on old school MTG goblin play, not slivers. 

    Posted in: General Discussion
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    posted a message on Is level 50 reachable by a f2p?
    Quote from enoX_36 >>
    Quote from P4dge >>

    Yes, easily achievable. I'm lkaying quite a lot at the moment by my standards, due to the new expansion, so I'm playing about an hour and a half a day. I'm level 24 and there's months left. 

    I think the difference may well be in the 150 gold per level, once you've hit 50. How feasible it is to get through too many of those, I'm not sure. 

    Don't forget that XP is also given by certain achievements. These are in your log and have a chest next to them. 

    You get a decent amount for finishing duels with 4 wins, then 5, 6 and so on. Doing a few runs of that can boost you a few levels depending on what level you're on. 

     I understand that for now it looks pretty easy to get xp for leveling up but everytime you reach a level you need more xp for the next one. From rank 16 to rank 17 I need 2500 xp but I don't want to know how much it is needed for level 45 for example. In time it will feel so bad to wait 1 week just to complete 1 level.

    And if we are at this, how much xp does the average quest grant? For daily quests I think it's around 1000-1200 with the lowest being 800? And what about the weekly quests? I want to know in order to reroll quests that grant the lowest amount of xp.

     The exp costs have actually been data-mined already and it doesn't look good. Level 45 specifically will take 8,100 exp to complete, while level 49 will take 9,300 exp. 

    Here is a link to the level-by level breakdown: https://outof.cards/hearthstone/2200-the-rewards-track-how-long-to-get-to-level-50-644000-experience-required-to-get-to-level-150

    Posted in: General Discussion
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    posted a message on Is level 50 reachable by a f2p?

    Yes, but the last levels will feel HORRIBLE because the last 5 levels take more exp than the first 24 and so you will feel little to no progress on the day to day (it will take roughly a week per level if you do every quest and play several hours a day).

    Posted in: General Discussion
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    posted a message on I hope the next expansion will have new tribes

    Given Blizzard's recent track record, it wouldn't be much of a surprise if their response to a request for now tribes is for them to introduce the equivalent to MTG's slivers (a creature type that buffs all other slivers--for example, some would give all slivers +1/+1 or Windfury, or draw when it attacks, or taunt, or any other mechanic), which will proceed to eat the entire meta...

    Posted in: General Discussion
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    posted a message on Priests everywhere, why are they everywhere

    It's because Res Priest is able to screw with a lot of common aggro decks, such as secret hunter and soul demon hunter, while also beating the big boards put down by things like big druid. For perspective, I've beaten warlocks, in fatigue, after getting hit by double Tickutus with Res Priest, just through using discovery mechanics to get additional Mass Resurrect cards to reload (my record is 5 in one game).

    Posted in: General Discussion
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    posted a message on Where do you see Rogue headed in the meta?

    I've had a lot of luck with a fast tempo rogue build using Foxy Fraud, Swindle, Ticket Master, and Wriggling Horror.

    Posted in: General Discussion
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    posted a message on We need to talk about it

    The pity timer has never been a solid rule. Basically, it amounts to a legendary every 40 packs effectively because the droprate resets whenever you get a legendary and then increases for every pack until a new legendary. This means that it is possible, albeit unlikely, for you to go over 40 packs without a legendary. It's actually a really shady system because it gives the illusion of a safety net while letting them put the droprates for legendaries at miniscule odds for the first 20+ packs after a drop, which means they have to buy more packs than if the droprate was static. For example (not real numbers, but they illustrate the point) a static 3% chance for all packs as opposed to a .5% per pack for the first 10, a 1% per pack for 11-20, a 5% chance for packs 21-30, and a 10% chance per pack for packs 31-40 means that your odds of back to back legendaries are FAR higher even if the average is one every 34 or so packs.

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

    I've been playing in Diamond 5 with all the try-hards, so have seen some of that; however it isn't too bad and there are still a good number of people playing around with new decks.

    Posted in: General Discussion
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    posted a message on Blizzard wants to make money - is it a problem?

    No, them selling card backs would be a very good transition. For example, if they took a page out of MTGA's book, they could monetize cosmetics (e.g. alternate card arts, heroes, card backs, emotes, etc.) while keeping the price of purchasing the actual cards low. This means that F2P players can afford the actual cards necessary to play the game, without the bonuses that don't actually impact gameplay, while the hardcore players can enjoy their cosmetic perks.

    Posted in: General Discussion
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    posted a message on Blizzard wants to make money - is it a problem?

    They are killing the golden goose through their greed. F2P players are necessary to the success of the game and this change pushes them out the door in many cases. Without F2P players, the cue times will rise and the viewership and overall excitement for the game will decrease, putting the game into a death spiral. Fewer people will join due to the prohibitive costs of entry, F2P players will continue to leave, and paying players will stop paying; also, F2P players who leave the game will stop watching streamers, which will decrease their numbers and make it less likely for new people to encounter them. In short, everybody suffers, from the consumer to the shortsighted company, and they need to fix this before it destroys their game (ie. see Star Wars Battlefront 2 in beta).

    Posted in: General Discussion
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    posted a message on Darkmoon: Corrupt Galakrond Shaman

    Tidal Wave and Walking Fountain have different strengths. While Tidal Wave is better as a clear and to gain life, it is a dead card against an empty board or against tall threats. Also, you can just drop a Walking Fountain offensively and force the opponent to deal with it.

    Posted in: Shaman
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    posted a message on What Darkmoon Faire cards are you most excited for?

    I'm looing forward to a lot of things--Blood of G'huun looks amazing, particularly in a resurrection deck, Foxy Fraud is absolutely terrifying in a tempo rogue (and can allow a turn 2 12/12 Van Cleef), and both Y'Shaarj, Rage Unbound and N'Zoth, God of the Deep can spike massive amounts of value onto the board as a finisher. Also, Petting Zoo and Inconspicuous Rider are cool additions to an aggressive secret hunter list that I certainly will be trying.

    One thing that I haven't seen a lot of people talk about is the potential for a control freeze mage that can reliably play Confection Cyclone on turn 7 with Doomsayer (on turn 10 you can also Frost Nova), then curve into Grand Finale on turn 8, creating four 8/8 elementals. That's a brutal finisher that only requires 4 cardslots to pull off twice per game. Also freeze mechanics work well with the new Rigged Faire Game secret.

    Posted in: General Discussion
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    posted a message on Darkmoon: Corrupt Galakrond Shaman

    Yeah, I agree. The thing that worries me more than the precon decks being good is that they clearly knew of this interaction when they designed the card, which means that they are okay with the re-introduction of un-interactive OTK combos. After the removal of Mind Blast from Priest, they announced that this wasn't going to be a significant part of the meta, but it looks like they changed their minds.

    Posted in: Shaman
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    posted a message on Underrated Cards?

    Umbral Owl -- Because the discount isn't applied i the deck, this gives Guardian druid an additional beast that can be played for cheap but doesn't screw up your combo.

    Grand Finale -- This card alone enables the return of control/freeze mage. You can run an extremely controlling deck and have your entire finisher be 2x copies of Confection Cyclone and 2x copies of Grand Finale. This gives you two waves of one-two punch turns, where you play the three elementals contained in the Confection Cyclone (and still have mana left over to play Frost Nova and Doomsayer), then follow it up with four 8/8 threats. A lot of classes just don't have the resources to clear the first board, never mind a reload with your second copies of Confection + Finale. 

    Posted in: Card Discussion
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