• 0

    posted a message on Krishno's thread to get feedback on my arena runs and to improve myself!

    Game 6:

    turn 4 the play is crap when you use 2 mana to tap and then have no play with 2 floating mana. You cannot pass an early turn like that and you are just worse being half a turn behind after that. The only reasonable play is shatter sun and win the 2/1.

    Turn 9 you have 9 cards in hand but only 11 health. The game will be decided well before you can run out of cards. You needed to go for it now with first playing SSC (buff nothing) and then Doomguard to take out the senjin. You play the SSC first as it is more important to have it on board and not risk it being discarded, and as mentioned below tapping is crazy. You discard 2 cards but with so many cards that isn't really important.

    Turn 10 tapping to 9 health is just suicide against a mage with a full hand and 29 health.. and also a waste of 2 mana as you already got plays for days. With 7 mana just senjin and SSC would do.

    Turn 13 that tap is even worse of course.

    Posted in: The Arena
  • 0

    posted a message on Poll: Do you want arena to change to Standard?

    I am not against change, but definitely not to standard... can't they do a little better than that?

    Posted in: The Arena
  • 0

    posted a message on Help me lords of the arena, you're my only hope.

    Warlock game 1:

    Play was fine until turn 6. Turn 6 you should have played Kabal Courier first to see what you get (you should resolve as much RNG as possible at the beginning of turn).

    Then with those 3 choices greater healing is not best in that it is passive. Generally speaking your board and hand looks good and you should be looking at winning the game by controlling the board (especially against warrior with a general lack of good AOE). Not saying that 12 health isn't important or that it is not good, but at 24 health that would not be my main concern and I would max the board.

    In your game malchezaar imp is good in that it is a mini-combo with doomguard. You discard 2 cards and draw 2 cards, which is compensation for doomguard's drawback and therefore allows you to play it next turn or whenever you need, not limited to when your hand is empty. Notice in your game your hand had a lot of heavy stuff and you were never close to emptying your hand, making doomguard a complete dead card.

    Turn 10 you just can't tap as your health is low (tap you are down to 14 and already facing 6) and you don't need more cards. In your game specifically you would be at 1 and with a taunt in hand you still have some chances as it is not easy for warrior to deal 1 damage.

    Game 2:

    Turn 3 is a blunder in that you clearly cannot play the courier because it dies to the weapon for free. Acolyte of pain is perfectly fine as that will draw you 2 cards. As for the discover choice here if your opponent is not Rogue I would have taken shadow word death, but against Rogue pyroblast make some sense. I don't think I would take the creature because of the discard mechanic.

    Turn 4 you do not freeze the raider as we can almost be certain there will be bigger things you need to freeze later.

    Turn 5 if you believe tapping makes sense, you always tap first to see what you get. This is fundamental turn order stuff that you need to know.

    Posted in: The Arena
  • 0

    posted a message on Arena Rectal Exam

    This new one:

    Mull - This is a quality 2-3-4 so what you did was correct. Sometimes if the 3 or 4 (especially the 4) is crappy you would throw, but not when they are both premium cards.

    2 drop is correct, but the idea is more that you have a good hand and hitting curve and probably don't have time for hero power. If your hand doesn't look good and you are probably tapping anyway then lowly squire would make more sense. If the cogmaster works out that is a bonus.

    Third turn that is a rather basic logic error. You should first hit the imp gang boss into the trogg (when it is not buffed by your spell), and then use implosion on the 3/3, and use the 2/2 to trade according to the result. Assume you roll 3 or 4 it is the same except your imp gang boss take 1 less damage, so it is a 2/2 instead of a 2/1, which means it can't be pinged off next turn.

    Posted in: The Arena
  • 1

    posted a message on [Personal Challenge] Never play RNG-SMOrcstone again

    Game 8:

    T3: Yep that was 100% misplay in that you played the one that just trades. However hero power would not be correct either as that is just too slow and only deal with a 2/2. Best is to play the 4/3 to challenge the 2/2.

    However this "misplay" turned out really well as your opponent didn't trade for some reason.

    T4: That sap has to be like 1000% wrong as you almost always kill the murloc knight when you can. Here you can do it very conveniently by equipping the fork and killing the 2/2 with it, but better is knife and take the 5 on face and shady dealer to challenge the 2/2. SSC isn't great as it trades straight with the 2/2.

    For this sap tempo to be worth it the ghoul has to hit face a lot of times, which is very unlikely unless your opponent has literally nothing and basically passing turns. It is almost an all-in as you don't have other removals in hand and you just gave the murloc knight back.

    This sap play is valid if you believe playing standard loses and that is the only way to win, but I do not see any problem with playing standard as you are up quite a significant number of cards and you still have sap in hand. Of course if we look later your opponent had great cards and even a divine favor to draw cards, but in the game we wouldn't know that and should not affect how we look at the turn 5 situation. 

    Once your opponent removed the ghoul and it didn't do enough face damage (which is more or less expected) things don't look good from there.

    Posted in: The Arena
  • 0

    posted a message on Arena Draft opinion

    The quality of the cards are OP. However the mid-game is not "somewhat weak", but "very weak", because you only have two 3-drops, three 4-drops, and two 5-drops (one of them being venture co.). That is short in each slot, and adding them up is just 7 cards across the entire midgame. You will be playing 2s all the time and quite likely to float mana on odd numbered turns , and your deck also lack buffs which means your hero power is essentially useless until the late game.

    I would guess 7 wins.

    Posted in: The Arena
  • 0

    posted a message on I was told Arena was easier on the first day of the expansion...apparently I was wrong.
    Quote from GralQ >>
    Quote from Notorious_BLT >>

    3-4 wins is average. It's not that good, it's definitely not bad. Re whether Arena is easier, give it a few days after release and it should be easier than just before release, people don't pile into Arena straight away. 5 drafts is not a big sample. 

     The point is that statisctics already show that less than 30% of players averag over 3 wins
    Averaging 4, I would not be surprised puts you among the top 5% of players
    I think you mean that in reward point of view averageing 4 is not that good. I agree, sometimes I get 5 wins with a net loss of 5 gold (rewarding 1 pack one common and 50 gold: remember that wins in arena dont net you 10 gold every 3 games)
     
    That's very misserable for such a score .. 62% WR?. But then again for f2p standards hearthstone is very miserable
     

    Your numbers are just plain wrong. FYI:

    http://i.imgur.com/fx22ybr.png

    Just talking statistics as you can see in the chart it takes many splits to get from 34% to 5%. There is big difference (it is not "simply 29%") between one-third (or 2/6 for a six sided die) and one-twentieth (a twenty sided die), so it is not easy at all to go 34% -> 5%.  Even if we straight divide by 2 (if you study the chart it is clearly not straight divide, but just to prove the point) 34% -> 17% -> 8.5% -> 4.25%, which would be 6 wins. In conclusion precisely because of statistics there are significantly more 4+ win players, which makes 4 wins or 5 wins averages less of a thing.

    62% WR is decent in that you do win more than you lose, but it is a big difference from 70% WR. The difference is 8% but again it is not just 8% because it is an error to look at percentages that way. In any PvP system it is a pyramid model. Lets say you are a top 10% player, which if I put this in Starcraft 2 perspective  would put you in mid-Platinum league (top 20%) with basically no chance for diamond (that is top 5% which is super far from 10%). This is very doable for gamers that play and study the game seriously, and not much to say after that. This is basically true if you apply it over to any PvP game of your choice.

    Point is if you play a game seriously it is not that hard to top 20% or top 10% it. In fact that is almost a given for any serious but not professional gamer in any PvP game.

    Posted in: The Arena
  • 0

    posted a message on I was told Arena was easier on the first day of the expansion...apparently I was wrong.
    Quote from TachiiDerp >>

    With the "go mage" mentality, yeah, I'd say you're about average. Mage is no longer the meta. It's Rogue, and Priest. Yes, Priests. What a world we live in.

     Shhh... *there are a lot of people that haven't got the memo yet*
    In any meta if the priest is on the board and profit trading that is always really OP. It is the best control class by design and it doesn't take much to make it good. The problem with priest has always been being unable to establish board.  Now they can establish the board more consistently (when going first just need any 2-drop followed by a Talonpriest) as well as having more control and comeback cards.
    Posted in: The Arena
  • 0

    posted a message on I was told Arena was easier on the first day of the expansion...apparently I was wrong.
    Quote from Zandareagle >>

    >Average 3-4 wins = bad player tho.

    I have others telling me that's good! 

    If you play any game and win 57% of the time (that is what a 4 win average is, and you said 3-4) that is mediocre... In a different PvP game you would be like floating around in the lower leagues.
    Did you do your homework such as watch ADWCTA's arena meta analysis? They have around 6 hours of arena meta content on youtube and is a must watch if you want to get an early advantage (you need to watch part 1 at minimum).
    For me (infinite player) the first day did seem a little easier. I went 8 with a good control warlock deck (the deck was nuts but was also slow/inconsistent), 5 with a mediocre aggro warlock, 3 with garbage Shaman (no late game and just 2 jade cards), and 7 with a crappy aggro Rogue (awkward curve with nine 2-mana cards and again just 2 jade cards). Considering I did not get to pick priest or paladin and the last 3 decks weren't good I think that could have gone much worse.
    Posted in: The Arena
  • 0

    posted a message on So after returning to Hearthstone, I played about 10-15 Arena games and...

    One thing you could do is to use HS deck tracker to record your games and then post the games to this website:

    http://www.zerotoheroes.com/s/hearthstone/

    We have many good players there offering good arena advice on plays.

    Posted in: The Arena
  • 0

    posted a message on Should I get the "Hearth Arena" App?

    Of all the classes you can pick you had to pick priest?! Man do you know the best and worst classes of arena?

    Maybe HA should have a rating on classes so people don't mess up.

    Posted in: The Arena
  • 0

    posted a message on Some Arena questions from a returning player

    1. All the old cards still exists so yes. It doesn't matter as much due to card dilution as most of the new cards do not care about placement.

    2. I don't think there is a good answer because we don't have access to data Blizzard has. I guess it is generally easier after any release so you are probably not too late. Whether this is even true and by how much I have no idea. That is not something I worry about when I play arena.

    3. Heartharena is up to date. If you just need a list you can look at http://thelightforge.com/TierList

    Posted in: The Arena
  • 0

    posted a message on How do you deal with opposing weapons in the Arena? Mainly in the early game.

    You analyze whether it is worth trading your creature for weapon durability and whether you got anything else to do. Assuming you got nothing else to do, you look ahead to the next turn to see if you can play around. If not then you should play the creature to trade the weapon as you got no other option.

    Say you have a 3 mana 3/3 against win axe, and you don't have a 4 drop, then you might as well play it as you don't have a better play next turn. But if you have a 4 mana 4/4 and your hero power actually does something useful (knife up, roll a totem, ping a 1/1 etc.) then that would likely be better.

    Posted in: The Arena
  • 0

    posted a message on A new arena award idea!
    Quote from SMcB >>

    The 1/4096 is just math. I'm assuming that

    1. You always play against someone with the same record as you, and
    2. Globally, winrate averages to 50%.

    #2 is just a fact. #1 isn't quite how things work, but the matchmaking system tries to make it happen.

    With these two assumptions in place, you'd average one 12-0 every 4096 runs, which is the same as one 12-0 per every 24,501 Arena games (so 12,250.5 Arena wins).

    Personally, I have 3,284 Arena wins, never went 12-0, went 12-1 once, and maybe half a dozen 12-2s. I've averaged over 7 wins since WotOG but was considerably worse prior.

    1/4096 is correct only if we are talking about flipping a fair coin. The number is simply not relevant here as we are not playing coin flipping (unless as some people argue this game is all RNG, in which case then yes we are playing coin flipping).

    A highly simplified example to prove my point is Tennis. The U.S open has 7 rounds (128 players) and you can say that the chance of anyone winning the tournament is 1/128, or 0.78%. Is that the winning chance for Novak Djokovic? Clearly not because we are talking tennis, not coin flipping. Also Djokovic has a bonus advantage of being seeded. So while 1/128 and 50% in PvP is valid, these numbers are not useful in any meaningful context I can think of. Globally tennis winrates also average 50%, as with all head to head PvP games, so what is the idea of stating the obvious?

    I know tennis is an almost non-RNG event (even for tennis there are external factors like temperature, court condition and wind that may favor one player), while HS is a heavy RNG game. Still HS is not coin flipping and skill does play a part in this. Also because of matchmaking the game gets harder as it goes, quickly making the 50% number into blank statements like "you either win or you lose". As a player with about 70% win rate, the chart should be like 80% to start and then decrease as the number of wins increases.

    Anyways don't try to apply 50% to things that you know are clearly not 50%. You are basically saying stuff like "It either rain or does not rain", "the subway will make it on time or not on time". The rate of 12-0 is not 1/4096 for anyone, unless you happen to have an exact 50% win rate, which you can't have if the number of games played is odd for example.

    Posted in: The Arena
  • 1

    posted a message on Why is coin so bad in arena?

    Blizzard knows for a fact that the coin does not fully compensate for going second, as they keep databases and do statistical analysis to make sure things don't get out of hand. However I don't think a complete equal balance is necessary, and I think there is only so much that can be done with the constants already in place. Most quick "solutions" I can think of look really artificial:

    1) Give 2 coins instead of 1. That would be Rogue heaven and break the meta (especially constructed) within minutes. This also looks artificial to me.

    2) The second player doesn't have the coin but start with 2 mana. The problem is the first turn is usually pass for the first player. If 1-drops are common then this would make more sense.

    3) Give the second player an additional card. But that is some serious card advantage and looks crazy even if it works. Flipping it backwards is even more crazy as we can't have the first player only have 2 cards to start can we?

    The best fix is to release cards and mechanics that benefit the second player. Currently the only mechanic that benefit from the coin is Rogue's combo. To achieve this will require commitment on multiple future releases, and probably side-tracks from other interesting mechanics that are already on the drawing board.

    Posted in: The Arena
  • To post a comment, please login or register a new account.