when I first looked at the pic I was like what am I supposed to be seeing here, then I glanced over at your opponents name and then got the joke. haha, congrats you've done it.
- zzAMBIENzz
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Member for 6 years, 8 months, and 15 days
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definitelynotsalty posted a message on My Work Here Is DonePosted in: General DiscussionI actually found this funny.
Note to unobservant people: look at his opponent's name.
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Lyra_Silvertongue posted a message on My Work Here Is DonePosted in: General DiscussionWhen you beat the game, yet the game is still here.
I believe Toki/Chrommie would call this a paradox ;)
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Edgy_Teenager posted a message on My Work Here Is DonePosted in: General Discussioninb4 whooosh
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ColinthePyro posted a message on Quest rogue, why do you want it destroyed?Posted in: General DiscussionBecause no matchup should be autoconcede. And no deck should make an entire style of play concede.
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user-20492089 posted a message on Should quest rogue get rekt by nerf hammer?Posted in: General DiscussionQuote from zzAMBIENzz >>Quote from zzAMBIENzz >>Quote from parzival2345 >>Quote from zzAMBIENzz >>When I play against Quest Rogue it always feels like my opponent is playing solitaire. There seems little that I can do to influence whether or not they complete the quest, and if they do complete the quest it's usually game over. When i win think "guess this was one of the times the game decided I would win", when I lose I think "guess this was one of the times the game decided I would lose." Decks this uninteractive aren't fun to play against even if their win rates don't indicate that they are "op".
The only reason QR isn't a God Tier deck is because aggro is as powerful as it is. If we didn't have decks that can consistently kill by turn 6/7, QR would be insane.This isnt even the case. Is not god tier because its hard to pilot, doesnt have the burst that it had with patches, and has an even matchup with the other decks of the 'midrange' archetype.And frankly winning by turn 6/7 doesnt even really require an aggro deck, anything that can curve out (like dragon priest used to) can easily achieve a turn 7 lethal just by playing good cards at each stage of the game.Its okay that it beats control. Its a midrange deck. its meant to. And anyway, I have beaten it in wild with aviana kun druid.Just fyi, I dont play it. I packed the quest in un-goro, played it then, but just dusted it when it was nerfed and didnt craft it again now that its okay.because its hard to pilot
I see this come up a lot, and I am asking this as a serious question, not as a troll.
What is hard about it?
Generally speaking, I see a few different ways it plays out, presumably depending on the draw.
1. Complete the quest with Elementals. This seems to be catching back on, where in earlier lists, I didn't see it as much. Lately, I have seen more Igneous Elemental showing back up.
2. Play freeze out with Glacial Shard.
3. Sonya and bounce boars.
Complete the quest, wreck the board with the Lifesteal / Rush minions, then smash face with Deckhands, remaining boars, ect while sitting behind 5/5 divine shield taunts.
I mean, the list is pretty simple. There aren't a ton of decisions to make. Pick a minion, draw bouncers, complete quest, profit.
And frankly winning by turn 6/7 doesnt even really require an aggro deck, anything that can curve out (like dragon priest used to) can easily achieve a turn 7 lethal just by playing good cards at each stage of the game.
Sure, most decks, even some control decks can pull off a Turn 6/7 lethal if everything curves out just right. The point missed is the consistency of current aggro decks. Unless they just get the literal worst draw possible, you are not going to survive 6 unanswered turns against a Paladin right now ... or a mage.Thank you. I can't be the only one who doesn't think this deck is hard to play.I think it may just be you and me kid :-)
I see about half a dozen people in the thread saying how hard it is to pilot, but not one that gives an example or adds reasoning to that statement.
And like I said before, I am not trolling. I am genuinely interested in what makes it a skilled deck. I even admitted I haven't played it a lot. I will even admit that I am no where near "highly skilled" at Hearthstone. So I would be interested in some specifics, because the games I have played with it, I won easily in the matchups I should have won, and lost handily in the ones I should have lost. I can think of one match, against a Priest that I believe was Spiteful, or some homebrew Dragon list (I say that because he never played Summoner's) that I lost because I over committed, and he cleared the board with double Duskbreakers, and I just ran out of minions, allowing him to chip me down. That was the only game I felt I could have won if I had played "smarter".
I really hope that the "skill" everyone is talking about is "don't play your minions until you have a clear path towards completing the quest", because that isn't skill, that is common sense.The deck is "hard" in the sense that squeezing in that extra 1% winrate against both aggro and control does take experience and clever play, but it doesn't invalidate the fact that an average rank 5 can simply pick up the deck and win almost every time he was supposed to.For example, "optimizing" your play against aggro is very much a matter of finding a balance of completing the quest as soon as possible(because they're not going to give you much time...) and trying to slow down their development enough to actually survive until you have it completed. This gives rise to games where you need to make some fairly non obvious plays, such as using your charge minions as removal tools in the early game, if you feel that will give you a better chance to win than saving them up for burst damage in the late game. Other times, you simply need to go all in on quest completion in order to kill them a turn earlier, and simply assume they don't have a specific burst damage card in hand(a very common thing in unfavored match ups, is that going "all in" is usually the best possible strat).Now, you can say that even if you spend years studying aggro match ups, you will still lose way above 90% of games, but this complexity in optimizing them as much as possible still exists.Now that I've addressed this, and openly admitted the deck is way above average in terms of complexity of optimizing gameplay, let me go back to my previously alluded point: It. Doesn't. Fucking. Matter. Other decks exist(ed) in HS which are just as hard, or harder to play, and NOT ONE has had match ups this polarized against the overall field. The only similar scenario was freeze mage, which simply got crushed by Control Warrior and was generally favored against the rest of the field, but even then you could tech FM against CW if you chose to(with malygos), which actually worked to some degree until warrior received Justicar. Likewise, if you wanted to tech your deck against FM(which you usually didn't, because at no point in HS history was FM a deck nearly as common as QR is right now) you also had more than enough tools to do so(Kezan, Eater of secrets, Loatheb, ...). Furthermore, I would argue that even if FM was a bit polarized, it was never nearly as much as QR was, and apart from CW and priest specifically, no match up was over 80% in either direction. QR is polarized in terms of ENTIRE ARCHETYPES, not in terms of specific decks.People keep making up unrelated concepts in this thread:-Yes, QR does take above average skill in the sense that you need to be good at HS to squeeze in every possible percentage of win rate you can get.-No, achieving about 90% of said win rate is not hard to do at all. And considering none of us is a pro player who spends 8h a day testing out decks and discussing strats and match ups with other pros, I would argue that this is the actual relevant factor.-No, the deck is not overpowered if you ignore everything except the overall win rate, I would actually argue it's not even tier 1, and possibly will never be, at least on ladder, because ladder is tilted towards aggro decks by nature.-Yes, QR is a "control counter".-No, a deck doesn't need to win almost 100% of the time against control to be considered a "control counter". Decks which win closer to 65% of the time can already be considered as such, and are way more healthy for the game.-No, even if the deck isn't too strong OVERALL, that isn't enough to prove it is a healthy deck for the game at all. HS shouldn't be a game where winning games mostly comes down to what deck you queue into. If you believe it should, you are advised to refrain from breeding.-No, just because you manage to win every game against control as QR doesn't mean you are good at this game. -
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Solarsurge posted a message on Took 72 Damage from hand in one turn ... and won the game.Posted in: General DiscussionHe also misplayed pretty badly and clearly doesn't understand how that deck works. The game was over as soon as he played his second Radiant Elemental instead of saving it for his combo. That would have allowed him to make a 3rd Velen instead of making a second Radiant Elemental, and this thread wouldn't exist. :P
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MrShmoove posted a message on My thoughts so farPosted in: General DiscussionI'm same as you hanging out around rank 9 and 10 but I'm trying out a lot of different decks. Havent' even tried even paladin yet. Have to try Rush Warrior. Have to try Lady in White Priest. There is SO much to experiment with that I don't want to just pick the best deck and rank. I'm happy with the level 10 rewards for this season if so be it. I also got caught up on the Shudderwok craze and made him and he's sitting at around 40% winrate just like with everyone else (used toasts version) so I stopped playing him. Now been playing a Dorian warlock deck that a buddy made. At a 50% winrate right now with it.
With Mage I haven't even tried elemental but a tempo mage deck that's pretty much burn your face. Has like 3 secrets in it. Works well. Was at an 80% winrate through like the first 10 games with it (at rank 10).
I've NEVER liked any of these super low cost ULTRA value cards like Stonehill Devender. Getting legendaries for cheap shouldn't be in the game. But that's just my opinion. Glad that historian is gone from priest for just that fact!
Dark Pact still needs a nerf but at this point I don't know if Blizzard is going to do anything about it.
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Roflcer666 posted a message on Shudderwock - A constructive fix threadPosted in: Card DiscussionThe tears are delicious.
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Unscene posted a message on Dude ExodiaPosted in: PaladinQuote from zzAMBIENzz >>Quote from Poisonthorns >>After reading this thread, it has become glaringly obvious to me that this is the Hearthstone player rationale: "If it's not my deck, or it counters my deck, it must be CANCER".
Also a perfect example of the critical thinking a player must possess to acquire double legend.If by "critical thinking" you mean play two very similar mindless decks that just hope they can flood the board more times than their opponent can remove them, then yeah ..
IMHO, Dudadin is really THE mindless, cancer deck. No attention to trades, hell, run 5 minions into a Tar Creeper ... why not, I'll just drop 5 more next turn, and the next.
Look, it's an effective deck, so I don't begrudge you for playing it. But what is pretty asinine is you actually complain about other decks.I forgot to /s. That was the point I was trying to illustrate. - To post a comment, please login or register a new account.
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It is extremely tough to get a perfect balance between aggro and control. Swing the meter 1 tick too far in one direction or the other, and either side can become unbeatable. Right now, aggro is a little too powerful for MOST control decks, but not all of them. If you really are seeing a ton of zoo warlock, just play Big Spell Mage. As long as you get Dragon's Fury by turn 5, and Jaina isn't in the last 10 cards in your deck, you win. But ... you get wrecked by all the OTK combo decks.
IMHO, the meta (as much as we can know if it 24 hours into a new expansion) is pretty damn balanced right now. The only "problem" is that you may not be able to play the deck or class you WANT to play. I would love to be able to ladder with anything other than Priest / Mage / Warlock right now, but if necessary to win, you gotta play what wins.
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Played around with this deck over the weekend, and had some interesting results.
First ... it's not a bad deck overall. With about 40 games or so played, I had a 57% win rate.
The deck is almost instant win against Token and Taunt druid. It is quite strong against Odd Rogue as well. With good luck on the draw, it does well against Odd Paladin.
What was surprising ... disappointing actually, is that I only won 1 out of 5 against Shudderwock. To be fair, I was intentionally trying to get the Azilina combo off, and I know at least 1 of those games I would have won if I wasn't stalling for the combo. The biggest problem I was running into was my opponent had a full hand (usually full of Hagatha spells) when they finally played their first Shudderwock. The one good shot I had, I didn't have Bring It On! in hand, so I couldn't go infinite on armor, and their second round was able to beat me down.
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"legal" ... yes. You aren't breaking any law doing it.
Against the TOS of Blizzard, Hearthstone, Google, and your Credit Card ... yes. Probably breaking the rules with all of them.
That being said, exploiting currency rates for Google Play store purchases has been around forever, and I personally have ran over $100,000 (yes, that number is correct, over $100k) worth of payments using this method, and never have had an issue.
Blizz probably doesn't even see the transaction nor would they care if they did), because it gets converted back to USD when they get paid. I think Google either just doesn't care, or just ignores it because so many people do it.
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The over simplified version is that you try to stay alive, and keep the board as clear as possible with your spellstones, hero power, and swipe. You have decent armor gain from Oaken Summons, and you can put a few minions down with Violet Teacher. Use your Spreading Plague to stall.
What you are aiming for is a full board from Wispering Woods with Soul of the Forest. There are only a few classes that can double AoE to clear the board on you. Once you get your treant's (of even just the wisp's), you can usually build enough burst to OTK them from even full health plus armor.
Personally ... I don't like the deck. I don't like the feeling that I am always losing, and relying on getting just the right setup for a win. But, it's a pretty successful deck, there is that.
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You know what could be done with $80?
Yeah, it would have paid for a little over half of my bar tab from last weekend.
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Chevrolet needs to make a mini-Corvette. I would really like to have a Corvette, but don't want to pay $80,000. So maybe they could make a Corvette with just a 4 cylinder engine, and no fancy electronics. That way I could drive around a look like I spent $80,000 on a car, but only spent $10,000.
^^^^ My smartass way of saying that not everyone is entitled to cosmetic goodies. The hero skin was a perk of buying the more expensive bundle.
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From my experience, it is a terrible card for the deck. The only good I think it offers is as an "Oh Sh*t" card that may buy you a few more turns to get Shudderwock in play.
Along with the possibility of killing your own Shudderwocks, she also has a nasty habit of filling your hand with the spells from her hero power.
For me, with a Shudderwock deck, I want as many 1 mana copies as possible, so I want my hand close to empty when I drop him, With the life gain from LifeDrinker, and all or most of your opponent board frozen, you almost always get a second turn, and if you have 2 or 3 Shudderwock for 1 mana, that is pretty much game over.
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You do know that, along with just being an ass, you are hurting yourself a lot more than your opponent. Anyone playing a Shudderwock deck is already expecting a long game, so roping them isn't affecting their strategy at all.
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Taunt Druid and Spell Hunter are two of the tougher matchups.
If you are seeing a lot of Taunt Druid, tech in Tinkmaster Overspark. It isn't perfect, it does cut their chances with Witching Hour down to 50/50. I also try to get a second copy of Mind Control when playing against them. If you can manage to MC their Lich King, you have a lot better chance of getting through their Hadronox turns. Best case scenario, you MC their Lich King, work your way through the first Hadronox, then MC their cube off the second.
Spell Hunter comes down to getting your Duskbreakers at the right times, and if possible, try to get Benedictus out early and copy their DK. I also will try to get as many Crystalline Oracle as possible, again looking to get Rexxar.
I have noticed my win rate dropping slightly, I believe because people have started to figure out how to play against the deck ... which in most cases is a lot like how we had to play against Exodia Mage ... just slam face with everything early and try to beat the quest.
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I finished the season with about 120 games played, and a win rate of 60%.
Are you having problems with a specific matchup, or just the deck in general?
Against Paladin (really doesn't matter which one), you should be almost 100% win rate. Dont stress too much on your early life total and waste your board clears too soon, But dont let them get too far ahead either. The idea here is you just run them out of resources while you get your quest finished. They just simply wont have enough left in the tank to get through 40 or 80 additional health.
Speaking of that, always try to pair Amara with Zola if at all possible.
Against Taunt Druid. Can be easy, or can be tough. They start slow, so getting the quest done is pretty simple. You have to just grind through their initial minions, and then you need to mind control their cube. I have noticed some players are playing around this by giving up the cube, and just going for 2 rounds of recall with witching hour, making it a tougher match. This is where having the extra copy of Amara comes in handy.
Against Token Druid. Save Scream until they fill the board with wisps. Even better if they use their treant spell on them. A second way to deal with them is to Spirit Lash the 1/1's, and Drake the 2/2's. Dont leave them a full board, no matter how safe you think you are on life total. They can buff the crap out of their minions if you aren't careful.
Big Spell Mage. This matchup is tough. Jaina can easily give them enough value to just outlast you, even with double Amara. I will usually try to get Benedictus out as early as possible, and hope I get Jaina in their deck. If they get her, and you don't, honestly, you probably are going to lose. I have taken some games a LONG way with them, but in the end, you just can't control their lifesteal enough.
Burn Mage. Get Amara before you die, and you win.
Odd rogue or miracle. Deal with the Clan Thugs, and you usually are OK. Watch out for big bursts from Cold Blood early. Another match where its really just a race to complete the quest.
All in all, the idea is just to get the quest done. Try to hold off on using Amara as long as possible, and try to get her copied with Zola. I usually hold off on playing Benedictus until after I have Zola and Anduin in hand, with the exceptions being against Spell Hunter and Big Spell Mage. You really want their DK in those situations, as they will out value you down the stretch.