That can happen to any deck, not just this one.
- pimpemup
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Member for 9 years, 9 months, and 28 days
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TwoLiterSoda posted a message on [Legend] Priest Control - Standard S25Posted in: [Legend] Priest Control - Standard S25 -
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xSnP posted a message on Pilleri's tips for new tournament playersPosted in: TournamentsYep, I'd definitely ban shaman over druid unless I have a nice priest in backup to ruin their day. It really depends on what you are playing. Let's say I go priest warrior handlock, I'd probably ban something like miracle rogue which could be a pain to deal with for all three classes (warrior isn't that bad but not much in favor). Since I have so much control and no rush, I might also think to ban hunter which is a "have the best starting hand or die" type of match up for control. If on the oder hand I go all in aggro, I'd definitely ban the controls that I know would just reck my face. This time I might consider druid/shaman as a ban since they have so many taunts or cheap effective aoe for my board. But that's only because I choose to run X type of deck that I ban Y type of deck. There's no simple ban IMO, but hey, that's just my point of view.
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YouCantFreezingTrapChuckNorris posted a message on i was countering the hunters until today...Posted in: General Discussionmalygos rouge does fairly well against most mid to late dates including control decks but gets wrecked by huntard and zoo (mostly). (i have been running 2 blade furrys to help me deal with aggro. also doesnt do very well against secret mage
against a rouge you have to be a little more aggressive. same against warrior so they cant build up armor.
thoughtsteal is really the only way priest has a chance of winning against malygos (at least from my games). only when they got decents cards( one time assasins blade and deadly poison, like really?) but other than that does pretty well against a lot of decks
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Fortheundercity posted a message on i was countering the hunters until today...Posted in: General Discussiontoday they switched to warrior!!!
warrior after warrior after warrior
7 out of 15 games are vs warrior, yes it's a super small sample but it's telling me something lol
time to pull out my super control priest again
i had all these tech cards for hunter, when i saw tons of warriors i was like OMGZ
Run Ooze. Ooze = counter to Hunter and Warrior :D Have fun ! -
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sigtrent posted a message on How do you build a deck?Posted in: General Deck BuildingGenerally you are inspired by a card or a set of cards that you think will let you do "something cool." So you might see some cheap cards with high attack values and say to yourself, I'm going to make a deck that puts huge attack values on the board really fast!
Now that you have a plan of sorts, you start looking for cards that help you do that, low cost critters with high attack values, cards that provide extra mana, cards that perhaps help defend your minions in some way, and perhaps some meta cards to help round out the deck.
Then you play the thing a bunch of times and observe how the games go down. What is working and what isn't? You then logically alter the deck to address any problems or perhaps scrap the whole thing as a bad idea.
There are also various principles you can apply such as mana curves (that graph of card costs you can see) or the like. I think when you get a feel for decks that starts to happen pretty naturally but its helpful if you are new to deckbuilding.
For me, every deck is trying to tell a "story" in which it wins the game. You start with the story and then you sort out what cards best tell that story. It helps if you just make some crazy decks from time to time and see what happens, or play other peoples decks and see how they work. These give you ideas to experiment with.
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SillySocks posted a message on worth to get the naxxramas cardsPosted in: General DiscussionI think you will find the general consensus here is that if you have the cash, it's absolutely worth it. If you don't have the money, it's worth farming all the gold you can in order to buy it.
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geinin101 posted a message on how to select decks for a tournament?Posted in: General DiscussionOkay, so in a tournament environment the decks will for the most part be different than the ladder because of the different goals. Because of this you need to build around either a known metagame for where you're entering or just go with solid builds. Now, there are various types of deck builds in such an environment:
- Solid: A deck built around a core without many counters in it but rather focusing on staying consistent and able to deal with whatever threats may pop up that would otherwise weaken your play. This doesn't necessarily mean that all solid decks are exclusively control-based but rather what I said earlier, solid and consistent. An example of this is Kolento's Handlock deck, it's a very solid and consistent build centered around the core of what Handlock was meant to be.
- Counter: A counter deck is usually built around destroying whatever decks you come across as far as fitting a specific category, i.e. zoo, midrange, control, etc. This deck really only performs well against the deck(s) it was made for as opposed to anything else. Usually you don't run this as your first round deck because of how it can lose easily and deprive you of a potential relatively-easy win. Unless you know almost for a fact that most people have a specific genre of a first deck, then you'd run your counter first, but that's both unreliable and unlikely.
- Flux: A flux deck is a mix of the two that doesn't do either job well or bad but rather acts like a jack-of-trades(a little bit of everything and against everything in some way), relies on your skills as a player and deckbuilder since these decks are usually things never seen in the metgame in most any way, but if piloted well can lead to victory. This set is also called a jank deck because while it may not selectively include a well-rounded deck it can also be comprised of an unknown or rarely seen strategy that the meta would never have prepared for.
Having looked at these build-types I'll now go into detail about what your lineup can consist of:
- Start off solid and follow with two counter-decks: This set allows you to start off strong and gives you a fairly good chance to win your first game by not having a deck that has a specific counter and a consistent deck ideology. The counters here allow you to win your later matches by having a "backup-plan" to go for easy wins if your solid deck fails.
- Jank, counter counter: This build is almost never seen unless the janky deck has been doing well in a competitive testing environment. The counters are similar in idea to the first set build.
- Solid, solid, Counter: This is pretty common since you have a good game set overall and if you happen to come across a deck you feel you'll have trouble with, your counter deck (based off the metagame) should help you through it.
Anyway, you probably get the idea behind how a set works and what not, just look at your meta and build whatever you not only feel comfortable with but also know will do fairly well. If you ever want to chat, add me, I'm online almost all the time. Hope this helps!
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ManuaLZ posted a message on I cant stand priestPosted in: General DiscussionPlay miracle or handlock, and never lose to priest again. Problem solved
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AnotherDamnAsian posted a message on Card Value Analysis: The Minion EqualityPosted in: General Discussiondark cultist, truesilver, swipe, death's bite, consecration, fireball, flamestrike, hex, fire elemental, eviscerate, northshire cleric, power word shield, druid of the claw, harvest golem, soulfire, shadow word death, water elemental, earthen ring farseer, and more
VS
south sea captain, lightwell, captains parrot, kidnapper, hungry crab, mind games, angry chicken, alarm-o-bot, bite, savagery, coldlight oracle, headcrack, holy wrath, manna wraith, and this doesn't even have legendaries
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Nuba posted a message on [Nuba]Thoughts on Ladder SystemPosted in: General DiscussionIntroduction
Hello everyone, for those of you who don’t know me, I am Nuba, and I have been getting to the legendary rank since the beginning of Hearthstone, before the game release during its beta phases and I have not missed a season ever since I started playing this game. I write a lot in some websites and you can find a ton of content posted by myself around the internet and today I am going to talk about my feelings regarding the actual ladder system, its flaws and how I think it can be improved.
The Ladder System: How it Works
We are very familiar with Hearthstone’s current ladder system, a group of ranks that you have to go thru in order to progress in the game’s ladder, until you reach the final ranking: Legend, where you’ll then start your competitive Hearthstone.
The Ladder System: The Flaws
Now this is the point I wanted to talk about, I probably spoiled a little on the last section where I explained the system: The grind.
What is the most fun aspect about Hearthstone? Many people have different answers for it, for me its the competitive possibilities there are, the meta shifting and everything, I just love that. Making different decks, innovating and testing stuff is my favorite thing about this game. so why am I writing this article?
Every month, the same thing repeats: The grind. You have to, starting from rank 16(in my case), play countless matches until you reach the Legend rank, and while that is easy, the time it consumes is just huge.
Keep in mind, that as I said before the game only starts once you reach legend rank, before that is just an if you want to play, you’ll have to play before you play” (yo dawg)
The repetitive grind is starting to get boring, and although I could simply not play it, I have to in order to be able to play only against the players in my level.
Another thing that I completely dislike is the rank system itself, which is the biggest flaw here: Blizzard has had a ton of experience with ranking systems, Starcraft Ladder, WoW Ladder, they know what they do in all their games, but for some strange reason they seemed to lack that in Hearthstone.
First, the ranking system is only good once you play it and get Legend for the first time, then it becomes repetitive and boring. Then the legendary system which includes all types of players, from random Hunter players to known professional players. It just feels wrong to put the guy at rank 2000 and the guy at rank 1 with the same title: Legend.
I belive this game should move towards a ladder system that looks like Starcraft’s (with Leagues and everything else). And altho Brian Kibler said he thinks another system should be implemented that is not ELO Based, we both agree that this current system is just too weak.
Then we move to the other wrong part about this game’s ladder system: The lack of rewards. Yes, it feels like there is literally no reason to play this game rather than just the fact you are playing it. No achievements, no rewards, nothing! The first thing I saw this game needed the day I started playing it was an Armory, just like Wowarmory where you can click someone and see their accomplishments, what they did, how many lifetime/seasonal wins/losses they have, and while Blizzard does not do that arguing that some players would feel bad for knowing they lose too much, they could just add an option to allow or not for their stats to be displayed online!
Back to the rewards, I think changing the Ladder system would allow for more of that to happen. Different league card backs, etc. Another fact, is that both rank 1 and 20 non-legend players are getting rewarded the same prize at the end of a season regardless of how much time both players invested in the game.
Now, to defend the slowness of Blizzard’s work on improving their own game, we can argue that Hearthstone was a game created aiming to be a casual game for a player base not larger than 500k players, but now we just passed the 20 million players mark, and the game has become more competitive than any other game Blizzard has ever had (it’s even more played than Starcraft!), and to adapt to that the company has to invest in improving their game’s quality for the players. Free to Play Gaming is not only about playing and giving a company money whenever you feel the game is good enough, it’s also about getting an improvement from that company as a response for the money we throw at them.
The Ladder System: Listing what could be Improved
Alright, so after last section, we can now organize a list of what could be improved in the game’s ladder system:
- The ranking system is, once you get to legend for the first time, boring and repetitive, that should change immediately.
- The seasons are too short, a possible new ranking system should be improved so it can handle a season that takes longer than it currently does, I think 6 months is a fine number.
- The game needs more rewards desperately. There should be incentive to keep playing and to keep getting better: cosmetics, hero voices, animations, card backs, I don’t even know!
- I did not mention this before because this article is not about it, but I’ll just reinforce it: Spectator mode!! Blizzard please!!
Alright, so, 4 little topics that would make the game much better, and although implementing them is really hard, I belive is a must for this game to improve in order to maintain a bright future.
A Decklist!
Alright, this is the decklist I used to get to Legend. Actually, one of the decklists, but the one I played the last 2 ranks. The reason I used this is because I was playing Control decks and I wanted to get to Legend asap so I could start playing real hearthstone matches and playing this deck was literally the fastest way, because one Control match, time wise, is around 3 to 4 matches with this deck.
The list:
[Nuba]Legend Facemash Zoo Unknown Deck by Nuba - Sep 28, 2014Minion (26) - 2x Doomguard
- 2x Knife Juggler
- 2x Nerubian Egg
- 2x Void Terror
- 2x Harvest Golem
- 2x Leper Gnome
- 2x Abusive Sergeant
- 2x Dark Iron Dwarf
- 2x Dire Wolf Alpha
- 2x Flame Imp
- 2x Haunted Creeper
- 2x Undertaker
- 2x Voidwalker
Ability (4) - 2x Power Overwhelming
- 2x Soulfire
Loading Collection Now, you’ll notice some things are lacking from this not-so-usual Zoo list: Defender of Argus and Argent Squire. These cards were cut off because most decks are now aiming for a very consistent play, as I said before in a post-nerf Theorycrafting article series I made, and because of that, getting consistent-but-slow cards such as these 2 guys are not insta-pick anymore because most likely you’ll end up always getting out-consisted (what????)Well, basically you can choose to go for more aggressive/explosive choices in order to obtain a win before you lose control of the board to the opponent.
In the end, its Zoo, and its extremely easy to play. So I will not go into details on how to play this specific deck, but if you want to know my win-loss ratio with the deck itself, here are the last few games I played on my way to legend with this thing.
Conclusion
And this is it for tonight, I hope you all enjoyed reading and understand some, if not all, of my points. Hearthstone is a very young game, but still the expectations for it are already huge, and while there is still a lot of days until the end of times, I think Blizzard should consider improving their game a little quicker than they currently are, I am sure they are getting more money here than they do in games like Diablo, yet their Diablo team seems to be doing a much better job at trying to satisfy their player base.
Bye byes, see y’all in my next article!
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where's the unstable ghoul? i take that over pyro anyday...
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last month after i hit legend, i was up against a rank 1 priest...
i was way way behind on board and down to around 15ish hp while he had nearly full hp... then i pulled some crazy crazed alchemist combos shadow madnessing his syvlannas then suicided it to steal his ysera...then eventually won the game coz of his ysera
after the game he added me, and said it was an awesome game...but he was 1 star away from legend
i felt bad afterwards but when in game, i was enjoying hearthstone so much that i couldn't let some random guy win
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i dont understand why ban druid...when you can ban bad matchups for your lineup? say you bring priest+warrior, banning handlock/rogue seems good
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this is not my deck, this deck was posted on chinese forums by creator of 9/4 priest
this is another themed priest deck
9/4 priest uses steal as theme
this destruction priest deck destroys minions as the theme
how good or bad is this deck, i have no clue
although it looks a bit tempo'ish, i'd guess it's a decent deck if you get the board filled while opponent always loses his minions
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aim for dominating players who played longer than you and who've spent more money than you
show them who's boss
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miracle isn't dead, i see quite a few malygos rogue and they own my priest on ladder
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yea, i'd rather harrison than ooze or both...
I've ran into quite a few malygos rogue today as well...they rekt me hard since im playing priest, they are tougher than warriors...
how are the matchups for your malygos rogue? good+bad specifically?
what tech cards rekt you besides loatheb?
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wow i forgot about that card, thanks, i'd run harrison too if i had that card!
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the thing is..of all the classess...warrior is the most expensive one, never expected to get popular since too many people won't have the cards for the class/deck
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just save it, it might be useful