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    posted a message on Arena Priest counter

    There are some 12 win drafts with hand buff cards that had 20-22 minions.

    http://www.hearthpwn.com/forums/hearthstone-game-modes/the-arena/9759-12-win-decklists?page=171

    Keep experimenting with different synergies and mana curves.  It's very tricky to know how many minions for handbuff to be successful, how many 1 and 2 drops for call to arms to be successful, etc.

    Right now I'm testing bloodlust and level up to try and burst down these control decks.  Only moderate success so far, 6-10 wins.  Unstable evolution and call to arms are much better win conditions, but you can't always draft those cards.

    Posted in: The Arena
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    posted a message on Arena Priest counter

    Paladin is one of the counters to Priest because of the hero power.  You don't have call to arms in this draft so you are not rushing the Priest down.  In this draft, some turns you will just hero power and build up an army of 1/1's when playing against a control class.

    You have the tools to represent a control deck like, equality, aldor, and healing.  But your deck is not heavy enough for a control deck.  Most control drafts I see in arena have 16-20 cards that cost 4 mana or more.  The best I've done with a control Paladin in the KC meta is 9 wins and I had 18 cards that cost 4+.  So I always hope the draft system gives me call to arms and a midrange playstyle for Paladin.

    Never say I shouldn't draft X class with X archetype.  If the game gives you control cards you should make a control deck.  Don't fight the draft system.

    Also outfitter and enforcer don't fit your type of draft because you have a lot of spells and weapons.  Hand buff cards work better in minion based drafts.

    Posted in: The Arena
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    posted a message on Unstable evolution in Arena
    Quote from Laihoard >>
    Quote from Boozor >>
    Quote from Dinomaniak >>

    He just got a 12/12 and an 8/8. Lost next turn.
    This is Arena, removal is scarce, it is not balanced.

     Yes it's w good card. It's also an epic and it's Shaman so it's a pretty rare occurrence 
    I don't know if I buy that. These days Epic cards feel fairly common and its rarity doesn't change the fact that it is often far too strong and can decide games on the spot.
    Who cares if unstable evolution is too strong, its just another one of the many broken cards in this game.  Psychic Scream, Ultimate Infestation, and Call to Arms are way more annoying to me than unstable evolution.
    Posted in: The Arena
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    posted a message on Arena K&C Meta/Class Tier Report
    Quote from hdmfh123 >>
    Quote from TachiiDerp >>
    Quote from skaven >>

    so I played my first warrior arena in this expansion (I had one warrior arena in KotFT and 2 in Ungoro...) and it was surprisingly refreshing. I really liked it until I encountered 3 mages and the deck ended at 5-3. :) after this I had a mage deck and at 11-1 the endboss was a warrior. That was my easiest win with that deck... poor warrior seems really weak against mages.

    in January I've already seen more warriors than in December, it seems more ppl are trying it and overall it feels totally playable. did Blizzard changed something in the offering rates again?

     Microadjustments happened on the 20th in favour of warrior. You can easily highroll a warrior deck but warrior imo has a really high skill threshold. You are punished a lot if you don't know how to draft (or don't have the RNG to draft a crazy deck) and playing it is harder too.
     Been playing exclusively Priest/Warlock/Mage/Paladin this expansion and would like to try warrior/shaman for a change. Do you have any sample drafts to share so I can check what it looks like? 
    I play Shaman just like Priest in this meta, with a grindy control playstyle. 
    Draft lots of removal spells like volcano, lightning storm, maelstrom portal, crushing hand, hex, and weapons like jade claws.  Then drag your matches out with a control play style.  And your win condition is an evolve combo, unstable evolution, or bloodlust. 
    Posted in: The Arena
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    posted a message on Arena K&C Meta/Class Tier Report

    I've been following the class stats at https://hsreplay.net/

    Hunter and Paladin win rate fell 1% from 50% to 49%.  Druid rose 1% from 47% to 48% and Mage rose 1% from 49% to 50%.  Other classes are still the same since the big Hunter nerf.

    I'm not sure if there were microadjustments again or the meta is still settling from the Hunter nerf.  But, I have been seeing more Druid and Mage lately.  Paladins and Hunter could have also fallen just because of the AOE and healing from Warlock and Priest.

    Posted in: The Arena
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    posted a message on Insane warrior and its boring 12-win brother

    This has to be the slowest arena meta ever.  Greedy decks are hardly punished anymore.

    Thanks for sharing, I always appreciate high results with low tier classes.

    Posted in: The Arena
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    posted a message on Kobolds & Catacombs: Arena Impact
    Quote from Draco_Cracona >>

    Maybe I'm just getting shafted on my numbers of early game minions that I'm offered, but we're talking eight sub-three drops, 6 games, and the majority of my calls pulled one minion. I usually get around 2-3 1/2-drops outside of lock - and that's aggressively drafting the blighters. That's the best arena draft I've had in terms of Call and call synergy. I've had calls just dead in hand because they would hit absolutely nothing before - One call is a risk, IMO, a second is suicide in almost every arena deck.

    The thing is, even when I do get Call early and draft aggressively with bad 1- and 2-drops (4 if I'm lucky) - I then have to mull aggressively for them to, you know, actually have something to play. I'm pretty sure that I've not been offered any of the one or two drops you've mentioned, ND, other than drygulch, in the entirety of my post-KaC Arena runs. Seriously, how many targets do you feel is good for the card? And how do you get offered that many?

    Guild recruiter? Very different card, has a non-negligible pool of targets to hit. Call? Getting boycotted by me, even first pick. When I get shafted on it reliably and I have 8 targets in the deck? I can't see the appeal.

    You don't need a lot of 1 and 2 drops for call to arms to work.  For example, in this draft I probably only keep emerald hive queen in my opening hand and I hard mulligan for call to arms, a weapon, or a 3 drop.  The meta is so slow that you can just hero power turn 2.  I basically treat my 1 and 2 drops like patches the pirate, I want them to stay in my deck and I let call to arms and guild recruiter thin them out.
    Its very difficult to draft a aggro or tempo deck in this meta.  I just go midrange or control most of the time.
    Posted in: The Arena
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    posted a message on Kobolds & Catacombs: Arena Impact
    Quote from Draco_Cracona >>

    Since you people all love Call to Arms, I need some help understanding why. You simply cannot get enough 2-drops to be consistent. 8 total 1- and 2- drops? Nah, not enough. And that's an excessive amount of sub-three drops to get in my experience. I have been known to get more Call to Arms than targets for the thing, ffs! Feels like a trap card that looks good on paper, but sucks in practise. <4 sub-three drops in an entire draft is common now. Can't aggressively pick them when they're not offered. It feels like a 4 rating card to me.

    You have to pick sub par 1 and 2 drops to fill the curve.  Emerald hive queen is not that bad because you can hero power turn 2, duskboar has 4 attack vs all these priest. drygulch is not too bad since the games are really long now.  I've had grimscale chum, a crappy 1 drop in two of my 12 win paladin decks.  I also got beat by dirty rat from call to arms by the final boss.  
    I had divine favor in one deck, and blessing of wisdom in the other.  Both decks had guild recruiter for more deck thinning.
    The problem for me is not drafting these low cost minions, the problem is if I highroll and get call to arms early I usually win.  If I don't the game is a struggle with these terrible stat minions and you have to hope your draft contains a lot of weapons or buff spells to carry you.
    There is a lot of highrolling required with Paladin and Hunter in this expansion, which is frustrating when you lose and unsatisfying when you win, at least that is how I feel.
    Posted in: The Arena
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    posted a message on Kobolds & Catacombs: Arena Impact

    Cursed Disciple has been doing a breakout performance for me in this meta.  I had this card in 4/8 of my 12 win drafts. 

    It seems to be very powerful against priest.  There are also less hunters in the meta to candleshot it, not enough paladins with lost in the jungle, mages lose 2 mana to ping it, and rogues take a lot of face damage.

    The success of this card completely depends on the meta so its understandable that a lot of you rated it 4.  I personally gave the card a 3 at the start of the expansion.  And now I would say its a 2 or 2.5.

    Posted in: The Arena
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    posted a message on Arena K&C Meta/Class Tier Report

    Tier 1: Priest and Warlock
    Tier 2 and 3: ???
    Tier 4: Warrior

    I'm really enjoying the arena meta right now because of the class balance and diversity. The tier 2 and 3 classes feel really close after the micro adjustments and I honestly can't rank them.

    I did 6 runs with Warrior and the highest I got was 9 wins. I don't think they can make any micro adjustments to make Warrior work. The class requires a lot of synergy, they need AOE to combo with sleep with the fishes, they need armor to combo with shield slam. It doesn't matter how many weapons you have when there are not enough cards that give you armor to lengthen the match like shield maiden and bash did.

    Posted in: The Arena
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    posted a message on Servant of Yogg-Saron Tryouts is This Week's Tavern Brawl

    My deck had Servant of Yogg-Saron which gave me Deck of Wonders and Burgle .  Burgle gave me another Deck of Wonders

    So much RNG...Blizzard please have mercy.

    Posted in: News
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    posted a message on Kobolds & Catacombs: Arena Impact
    Quote from robpcom3 >>

    Has anyone pinpointed why arena is so miserable to play this expansion?

    There are cards like Lesser Emerald SpellstoneCall to ArmsCorridor Creeper that snowball the game.  And there are overpowered board clears like Psychic Scream and Duskbreaker.
    You have to accept that the loss was out of your control and realize you will get those same bull %&$# cards in a future draft and make someone else feel miserable.
    Posted in: The Arena
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    posted a message on Mage is easily the worst Dungeon Run class

    Finally got the cardback with a highlander Reno deck :)

    Mage was the most difficult for me because I hardly play the class.  I've never played with giants and echo or lots of freeze spells to stall the game. 

    Warlock, Paladin, Hunter, and Shaman in 1 try.  Druid, Priest, and Warrior in 3 tries.  Rogue took 6 tries and Mage took me 14 XD

    I need to go to constructed right now and learn how to play Mage LUL.

    I don't think Mage is the least consistent class to complete a run with, but the decks you have to play with require a lot of skill and I lacked the class experience.

    Posted in: Dungeon Run
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    posted a message on Any suggestions on where I could look to find active fireside taverns that arent empty?

    I go to fireside gatherings that have a history of prior events. 

    Click on the "hosted by" link and you can see recent events.

    Very few fireside gatherings have a facebook page :(

    Posted in: Fireside Gatherings
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    posted a message on Arena K&C Meta/Class Tier Report

    Hunter is tier 1.

    Priest, Warlock, and Paladin are tier 2.

    The rest of the classes are tier 3-4.

    Rogue feels pretty dumpster right now because of micro adjustments and how strong hunter is.

    Posted in: The Arena
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