You should be in the top 10% of legend players, then you get the 11 star bonus. Last season (March) there were around 7,000 wild legend players on EU, so all players with #700 or lower got the 11 star bonus.
- ucel
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Member for 8 years, 8 months, and 9 days
Last active Tue, Aug, 1 2023 09:20:56 -
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ArcyroX posted a message on Free 3200 dustPosted in: Card DiscussionQuote from BlindMurloc >>It says that because you get him in diamond when you purchase the Tavern Pass. They do that so the people who get him from opening the preorers early dont get screwed over.
yea Blizzard, dont screw over the people who could buy the battlepass, but completely screw over who are unluckly enough to unpack a Drek'Thar or Vanndar Stormpike
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HealzWat posted a message on The misconception of the Tavern Pass?Posted in: General DiscussionSo i see a lot of hate over the Tavern Pass. But what i don't understand is that people just go with their gut feeling or repeat what others say without even using their own brain (which according to a lot of comments on this site not that many people have).
So instead of just saying "OMG Blizz betrayed us" let numbers talk.
So I just hit level 100 on the reward track. That's 228,700 EXP gained since the reward track was introduced in the end of Novemver '20 almost 2 months ago. The Tavern Pass gives me +20% EXP boost so roughly 45,000 EXP. Without that EXP I would be level 69 now (nice btw). The 31 extra levels granted me 1550 Gold, so let's say 15 packs. 15 packs cost 20€ in EU. You know what also costs 20€? That's right, the Tavern Pass
So I payed the same amount as 15 packs would cost me plus i got the cosmetic stuff. So if we say i play approximately the same until April when the Pass most likely expires all in all I'll get around 25 packs for the cost of 15 plus cosmetics.So what does all that mean?
Well if you're hardcore F2P I guess nothing.
But if you are the kind of guy, that every now and then spends some money on the game, the Tavern Pass really could be worth it depending on how much you play.And what I really don't understand is that a lot of streamers that spend hundreds of moneys on the game say "don't buy the Pass it's a waste of money" when they already could've made double the value in packs if they bought the Pass.
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sanchogrande posted a message on My humble opinion in hs mercenaries: RIP OFFPosted in: MercenariesThe economy of mercs is indeed an issue, but the larger issue with the game is that it isn’t fun. It’s grindy and repetitive; there’s no real strategy. Or, if there is strategy, the strategy is solved almost immediately and just scales up with hit points without really changing. There is no such thing as a mercs meta…the game is too simple. It would be better to grab any 90s rpg because at least in those the grind is accompanied by a storyline and a world to explore.
You can debate whether HS is f2p or p2w, but either way, the game does involve strategy. Deck building is fun and offers variation. RPG provides cool, unexpected moments. People creatively put together nutty OTK decks and stream them. There is nothing comparable in mercs.
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djharry posted a message on Gigachad Gallywix is OP in BattlegroundsPosted in: General DiscussionSuch an awesome hero, i can't stop playing him, i once had over 25 gold in a game thanks to him!!. True American.
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MYK8283 posted a message on Check this one out!!!Posted in: Streams and VideosGreat subreddit post. Go check it out.
It is not mine, but deserves to be upvoted and shared.
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30phillosgamer posted a message on Fixed reroll?Posted in: General DiscussionThey Fixed the Reroll option for weekly quests so now I can't get more XP sadge... :(
Damn they Only good Bug in the game and they had to remove it .. I'm disappointed in Blizzard priorities of fixing the game KEKW
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Xoghul posted a message on Heroic Brawliseum is This Week's Tavern BrawlPosted in: NewsScam, nie polecam, pzdr 600
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sicknantos posted a message on Unpopular Opinion on WarriorPosted in: General DiscussionWarrior is not broken and Boom does not need a nerf.
I think we've become accustomed to aggro ruling the ladder, to control always getting shoved out of tier 1 by hyper aggro and combo/OTK decks that nullify control's whole archetype as effective. Now that control has solid tools in the warrior class to effectively counter aggro (and OTK isn't so easy anymore), the community is crying wolf over the "broken" Dr. Boom, Mad Genius. Comparisons to the original Death Knight cards are fairly common (and misguided imo, since the Frozen Throne hero cards were outrageously broken and designed without regard to how they'd age as standard progressed over two years). People often say he has 5 awesome hero powers (he has one great one, one good one, and 3 highly situational ones regarding their value and effectiveness).
I beat warriors all the time, both with and without their playing Dr. 7 hero card. It depends far more on the ability of the player, and Boom rng only really comes into play in mirror matches or specific situations, not as a general rule. I've gotten plenty of salt adds with people weeping about how lucky I was that their hero power wasn't armor for 3 turns in a row, not how badly they wasted their resources on boards of tokens while I built up a hand to kill them with regardless of the 21 armor they thought would save them. I've lost to lucky hero power rolls, sure, that's part of the Hearthstone experience, but that mechanic isn't broken, it's just effective. it's a control card and it controls very well.
This is how strong cards work: they perform their task well within the archetype they fit for that class. Overpowered cards like Conjurer's Calling and Luna's Pocket Galaxy offer a power spike much earlier or with a much greater force than other classes can attain. Turn 5 of any match is often either 2-4 Mountain Giants or mage reducing every minion in their deck to 1-mana with no additional debuff like Jepetto enforces (making them 1/1's as well), for example.
Control inherently plays against many players who don't appreciate or utilize the archetype because it doesn't feel good and isn't meant to. It's supposed to slow you down, to stop you, to nullify your aggro. They exist to stop you from reaching your goal of turn 5 lethal (or whatever your deck's goal is for lethal). It's slow, it's frustrating, and it's part of how the game balances out. Without slower, controlling decks, we would all simply face race each other or build hyper-streamlined combo deck with heavy reliance on draw mechanics. Matches would have no interaction - a common complaint against some of the most toxic decks in Hearthstone's history - and that is all control is about. Control exists because it has to interact with your cards. Everything it does loses value if it's played outside of the removal or disruption of your cards and gameplan. It's what makes control matches such lumbering, sloth-like grinds: both sides are trying to hoard resources for the most opportune moment in the match. First one to waste a card takes the biggest step toward defeat.
Warrior is a very strong control deck and powerful archetype right now, but it's not our biggest problem, let alone much of one at all. It's a class that has the tools and can use them effectively. Mage is broken. Hunter has multiple top tier decks, one of which is entirely unchanged from Rise of Shadows. Paladin currently board floods on turn 5 with murlocs and God help you if you don't have a lot of AoE.
We need to get over our piss baby crying about Dr. Boom and take a look at actual problems in Hearthstone.
Ok, send in the condescension and vitriol, people! Or if you have something constructive to say, I'd like that, too.
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kiwiinbacon posted a message on Top 100 legend VELYGOS!Posted in: Top 100 legend VELYGOS!I had a lot of fun with this deck! I believe everyone should give this deck at least one try. not only is it super satisfying but it also works decently well on the ladder too! Most people are just not expecting this when they see you are playing!
Here's a video showcasing the deck in action which I hope you all enjoy! - To post a comment, please login or register a new account.
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Wild Mech-Paladin is definitely coming (back).
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I like this vs Big Priest :D.
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Task 14 is 70 merc + 125 (50+75) other merc tokens
Task 15 is 70 merc + 150 (75+75) other merc tokens
Tasks 16-18 give you 70/75/80 merc tokes + 1 pack
After completing task 18 there are no more tasks for this merc.
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Do you know, that EXP Points in Mercenaries are calculated based on the playing time?
So, no time for games?
1) Start new raid in Mercenaries
2) Start the battle
3) Leave the game on for 30 minutes and do your work :)
4) Finish the battle, profit EXP
5) GOTO 2
The ratio is 350 XP/h. I haven't checked it on PC, but on my Android I have to finish the battle after 30-40 minutes, otherwise is the client disconnected.
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I hope so. I have already over 1000 Cariel coins.
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Why think only about warlock quest? You nerf it to the groud, then another one will be too opressive. My solution goes in the another direction: allow only one step completion per turn - for all quests. After one step is completed no action (take damage, play pirate, gain attack, cast spell etc.) is counted till the beginning of the next turn.
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The only working deck tracker for Android is Arcane Tracker. Unfortunately it works only till Android 10.
https://github.com/HearthSim/Arcane-Tracker/releases
Android 11 introduced new security features which prevent Arcane Tracket from accessing Hearthstone data.
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Why is noone mentioning Reno Jackson? There were plenty of complains when this card went to the wild...
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No discount for BG Perks?
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Small tip for playing Bartenodron: treat him as AFK squared. Use first turns to push him into level 5 and then you have exclusive choice of the best minions.