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    Sunday, November 17, 2019

    Hearthstone SNIP-SN4P and Mechwarper have now broken multiple formats and severely degenerated the quality of Hearthstone’s Non-Standard Formats

    Hearthstone SNIP-SN4P and Mechwarper have now broken multiple formats and severely degenerated the quality of Hearthstone’s Non-Standard Formats


    SNIP-SN4P and Mechwarper have now broken multiple formats and severely degenerated the quality of Hearthstone’s Non-Standard Formats

    Posted: 17 Nov 2019 05:28 AM PST

    Hey Everyone Pyro here, I'm a long time hearthstone player since Naxx and I felt that I needed to talk about the Snip-Snap problem that's been hurting Hearthstone for some time now. I'll be sharing a couple different articles that have documented the problem thus far.

    THE WILD PROBLEM

    This is Viscious Syndicate's lastest Wild Report Article, it lists Snip Snap Warlock as the uncontested #1 deck in Wild Format with no consistent counters to beat it


    To put it simply there exists no card in Hearthstone that can consistently beat Snip Snap. Dirty Rat, Deathlord, Hecklebot, and Demon Project have a chance at preventing it however all of these options have worse odds for the player attempting to disrupt the combo. In the advice of Viscious Syndicate, your best odds are to play the deck yourself.


    This Problem Deck did not first appear in Wild, it appeared in The Amalgamation Tavern Brawl

    Part of this reason I am vested in this topic is because I wrote my own article on the Amalgamation Tavern Brawl meta a couple months ago. The simple mechanic change of every minion having all tribes created an entire new diverse and balanced format, until Snip Snap Warlock was optimized and completely killed the format.

    Here is the article on the Amalgamation Format


    The Similarities between Both Versions

    -Incredible amount of efficient removal to prevent aggro from beating this combo deck (the Amalgamation version has even better removal)

    -Incredibly fast draw decks that can consistently achieve their win conditions before turn 6 (the Amalgamation version is faster and more consistent)

    -Incredible resistance to disruption as both builds optimized by running 2x Mechwarper and 2x Summoning Portal (the Wild version takes this a step further by including Glinda)


    The Creation of 4 Distinct Problems from Snip Snap

    Problem 1: Hearthstone's Continued Resistance to introduce hard combo disruption

    The HS design team has discussed for a long time their dislike of hand disruption in this game, but has been much more slippery on the topics of unblockable OTKs and Win conditions, a much bigger problem than disruptors. The last deck in Wild on this level of absurdity was Aviana + Kun OTKs resulting from Psyche-o-Melon consistency.

    In that case as well, a stronger disruption card that could have targetted multiple cards in the opponents hand would have prevented Aviana Kun Druid from breaking the game, but instead Aviana was nerfed to fix the issue. This design philosophy leaves the door wide open for another unstoppable combo deck to enter the game again, and that is the current situation with Snip Snap Warlock.


    Problem 2: Echos and Infinite Combos

    This is pretty simple to talk about, infinite combos are usually bad in card games unless specifically designed around. While an eventual Snip Snap nerf may come along to fix the current problem, Glinda existing still leaves the door open.

    We have a history of cards like Defile and Dreadsteed being changed or capped to prevent infinites, yet Echo infinites have not been changed at all so far. The most likely explanation for this is that they still are in Standard.


    Problem 3: Animations and Macros

    This problem has existed since the beginning of Hearthstone with Nozdormu, but having animation speed as your preventive mechanic to stop infinites is completely against the design of ANY turn based game.

    In a game like Chess at the Grand Master level, matches are almost never played out to the very end. Both players will see the calculated winner and the loser will concede properly. Hearthstone's animation timer PREVENTS the calculated winner from completing their play.

    It is one thing to notice lethal too late in a Player's turn and not have enough time to complete the play, clock management is a universal agreed upon skill in turn based games. APM is not however. In fact requiring APM as a skill in a card game is heretical, it's not something a player should ever be expected to do.

    Yet Snip Snap does just that. It even creates the added problem of deck performance varying between computer and mobile versions. This leads to the big issues of Macros associated with Snip Snap, in terms of the philosophy of card games, they aren't cheating.

    Now obviously the use of Add-Ons to play more Snips Snaps than what is humanly possible is against the rules for Hearthstone, but it would be nonsensical in a physical card game. Cheating in card games is typically done through obtaining illegal information such as your opponents hand, or manipulating luck by deck stacking.

    However in the case of Snip Snap we have to define cheating as the number of Snip Snaps played in a single turn. The initial detector set up by the HS team has already banned players falsely accused of using add-ons for Snip Snap. Further investigation by other players found that the detector was set far too low and humans could exceed the number set to flag the user as cheating. It's a broken system.


    Problem 4: This Whole Mess is a 2 Card Combo

    Its easier to ignore a problem like this if its small and doesn't see the light of day, but its universal enough to ruin the current Tavern Brawl, and many more in the future.

    In this current Tavern Brawl of Pick 3 cards, a format already known for its broken combos, the best deck in the format is Mechwarper plus Snip Snap. For whatever you want the third card to be, it allows this deck to beat anything else in the format.

    -Ice Block? Loses to Hunter running Flare

    -Frost Nova? Loses to Silence, Snip Snap can just infinitely stack again

    -Naturalize? Druid cant clear everything, and as long as a 1/1 mech lives its an OTK

    Here we can see that even in this format, this 2 card combo still wins out as the best combo in the entire game. The RPS style of the format even degenerates down to a coin toss between two Snip Snap decks and who combos first


    What I Hope to See Change

    Ideally the best changes to this mess would be stronger disruption cards added in the future as a safety measure against unstoppable OTK decks, a cap set on Echo Cards to prevent infinites, more changes to the turn clock and animation speeds to make them even less of an impact on the actual game, and a change to Snip Snap itself because Magnetic and Echo together had proven itself extremely problematic for the game.

    As a long time Hearthstone player however, I don't expect anything to get done in a timely manner. Thank you for reading.

    submitted by /u/Pyro-is-Magic
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    Okay, maybe I got lucky.

    Posted: 17 Nov 2019 08:33 AM PST

    Standard Sucks In A Way It Hasn't Before. The Balance Team Failed

    Posted: 16 Nov 2019 09:32 PM PST

    Hey all, J_Alexander_HS back again today to talk about what might be an obvious issue, but it needs to have more light thrown on it because, well, it's a big a deal. Standard is Hearthstone and, currently, it's become such a chore to play that multiple long-term competitors and streamers have simply been tapping out of it in spirit, if not in practice.

    Many players want the play the game but feel they cannot because it is nowhere approaching fun. That's not acceptable.

    These are not cases of burnout. It's not because people have just been playing the same game for a while and need a break from it in general. It's not a large series of funny coincidences. I know because I experience these feelings acutely as well. I want to play Hearthstone and I love streaming it, but what we have right now is not a game of Hearthstone. I don't want to play what we have now. We have Evolve Shaman. It's a deck that creates negative experiences on a level I haven't seen before, and I say that as someone who has played since the beginning of the game.

    There have been decks in the past which I hated (and some cards I do now), but I could at least understand why they existed. I could understand the defense of them. The current state of the game however? I have no excuse for it. Not even a flimsy one. I can't make up anything remotely justifiable in my mind to even possibly explain the inaction we see. They aren't waiting to see if new cards will push existing powerful ones out because these event cards will all be gone by the time the next expansion hits. They don't need more data about what's fun or powerful. This isn't their first expansion. There's no concerns over dust refunds. I've seen no one defending the deck as being a good time. I have no excuse left that's even plausibly acceptable.

    Part of this bad experience is because the deck is comically overpowered compared to what else is available now (and for most of the game's history, frankly). There's a reason that I'll have days where I play for 5 hours and approximately 40-60% of my games are against a Shaman.

    But power is not the whole story. Even when it came to broken things in the past - like Undertaker Hunter and Spirit-Claws-Era Shaman - those were at least games of Hearthstone. Minions hit the board, you saw threats coming, had the potential to react to them, and generally had some amount of perceived control over the game, even if only in theory. There were back and forths with those decks.

    Right now Shaman just happens to you. My plan against Shaman is simply to play what I can play, try and make the best boards I can and just hope they don't have the cards that win them the game. Not that I'll know when they're about to win, though, because its super easy to go from a state of overwhelming board control and life advantage against a Shaman to one of instantly losing in a turn to a deck that has developed no board. Thunderhead (a card that didn't need to be buffed) and Mogu (a card that needs to be nerfed) provide enough rush damage to prevent the Shaman from needing to fight for early board control or interact at all within the first three turns of the game. Desert Hare/Evolve instantly drops more stats on the board than most anything can deal with by that point (and they're random minions too, making plans even harder to secure), the combo scales with Mogu in huge ways, and sometimes - just for laughs - Sea Giants pop out as well.

    On turns three or four. It's a proactive, "win the game" combo on turns 3 or 4.

    Remember when Leeroy was nerfed for "not being fun or interactive"? How about when Patron got nerfed for the same reasons: because charge damage was deemed "not fun"? Well, I don't know what the hell Evolve Shaman is (and Quest Shaman, as both owe their power to exactly the same cards), but it's certainly not fun or interactive. It's not even a game. It's just something that happens to you.

    This problem is compounded by the facts that (a) we had a pretty good meta going because this wild card event and (b) this is the second time an event like this has flat out broken the gaming experience (2 for 2 in terms of events that messed up the game in attempts to "spice things up." In case you don't remember, the buff patch that made Luna's Pocket Galaxy cost 5 turned games into completely silly affairs where resources didn't matter and you'd just lose. Kind of like now, except these combos come down earlier.)

    If this is the best the design team can do, they should just give up on these events altogether because they have made the game worse. Not a little worse; a lot worse. The buffs made the game a lot worse (thankfully some got reverted, though many more should have been). The Wild cards made the game worse. Yes, they were trying to make the game better, but they failed badly both times.

    That failure was the result of a conscious process as well; it's not accident. They wanted to make things different and, to ensure they were different, explicitly made things way too powerful. This is the intended goal. They even much such a philosophy explicit in a recent interview:

    I like Nozdormu and Deathwing for different reasons. One thing that's fun is the reaction that you hear when people see a new card. Sometimes someone will look at a card and say, "I don't think you should do this." And that's kind of the reaction that we're looking for. You shouldn't look at a set of cards and say, "Wow, this is the most well-balanced set of cards we've ever seen." You want to feel like there's cool stuff that's going on that feels broken

    What isn't discussed are the consequences for doing that: when you're explicitly designing these effects that "feel" broken, you're very likely to put yourself in a position where they actually are broken. I've written about this before. The issue with this guiding design philosophy is that it's real easy to stagnate the game for weeks and months at a time because one or a small handful of things are broken, and those broken things prevent people from exploring any other second-or-third best strategies with reasonable success.

    Some will say this philosophy is OK because, "...when everything is broken, nothing is broken," which sounds plausible in your hand until you realize that there's a difference between "everything" and everything. Everything - the literal version - is never broken; it's only a small number of things that are broken in that scenario. That small number of things - be it one (like right now) or several (like during the Kobolds meta) - prevent any of the other hundreds of possible things that might see play from getting into the meta and bringing people joy.

    Right now, Shaman is broken. It's broken because the team specifically brought back cards they knew to be power and anticipated them being powerful. They did that because they wanted to ensure impact. It was very intentional. And they got their impact: the result is that one deck completely dominates the game and makes in a chore to play.

    What's disheartening about this extends beyond all the above. It's that situations like this one can shake one's faith that the game is even in good hands. As Iksar would say, "bad design is rarely obvious", but in this case it's painfully, transparently obvious to everyone (except them, apparently). "Rarely" doesn't mean "Never," and this is the clearest case of "something is wrong in the game" I have ever seen. If you take issue with that, then I'm sure you can at least agree this meta is in very close contention for that number 1 position. Not only is the problem transparent, but the solution is as well. There is only one thing that needs to happen to fix that, and it's to send Evolve back to Wild. This was obvious to people in the first days of the event, yet here we are, weeks later (with a few weeks more to go) and it's only getting worse.

    Now if the Hearthstone team was willing to quickly clean up after themselves when they tried to do something different but ended up shitting the bed, I'd give them more credit. But their strategy has been to deny there's even a problem.

    Basically, if we can't trust the people in charge of the game to react to this very clear, very obvious problem with a very obvious solution, how are we supposed to trust them to do things more complicated to keep the game healthy for the long term? This is a real fear to anyone who enjoys the game and wants it to continue to be a good, successful game.

    And to anyone who might say, "It's only a 2-month long event, so who cares because it'll be over soon," or "Just go play battlegrounds instead," I'd advise highly against that attitude. We shouldn't be fostering a complacency among players to just be OK with the main game being bad to the point of unplayable for weeks or months at a time. We certainly shouldn't accept that mentality from the people in charge of designing the damn thing. When veteran players of years are so frustrated they don't want to play the game they have grown to love and want to love and play and your response is "just take a break 4Head" you should be ashamed.

    The balance team has failed. It doesn't feel like the game is in good hands. And that concerns me as someone who loves the game and wants it to continue to be one. It should concern you too.

    submitted by /u/Popsychblog
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    The only thing you CAN do when faced with "The Golden God" card

    Posted: 17 Nov 2019 07:41 AM PST

    I loved the new trailer for Dragons, and Elise is one of my favorite characters, so I did a wallpaper.

    Posted: 17 Nov 2019 09:27 AM PST

    I mean, it’s technically not wrong.

    Posted: 17 Nov 2019 11:46 AM PST

    I've never frozen a set of new minions faster

    Posted: 17 Nov 2019 08:02 AM PST

    The problem with Battlegrounds is that it's missing depth. Clear choices (always level at 2), no gold interest, no win/loss streaks.

    Posted: 17 Nov 2019 08:59 AM PST

    I've played all the auto battlers out there. From Dota Autochess over Underlords to Teamfight Tactics and I've really enjoyed Battlegrounds in the last few days. I've acquired 5.9k+ mmr since it was released as an open beta. Nothing impressive, just mentioning it for context.

     

    Something that really started to bother me is that it's missing complexity and meaningful choices, especially in the early game. The early game is always identical.

     

    You always level at round 2. If you see a triple early on, there is no happiness because you know if you were to lock it, you'd simply lose. And that carries on throughout most of the game: There is always a clear and simple choice that is the best, at least at a level where everyone knows what they are doing. Auto Battlers are naturally rng heavy but this one seems to be more rng based than all the others I have played so far.

     

    What do you guys think about introducing more complex elements to the game that require more choices? Win streaks, interest, stuff that make your choices more meaningful. Maybe even less hero damage to aim towards more complex and thought out late game compositions. Especially less randomized hero dmg where a low statted 4-6 cost minion (e.g. megasaur) is summoned as part of deathrattle and randomly kills you.

     

    I know that Battlegrounds is a beta. My problem is: will Blizzard be as lethargic with updates regarding Battlegrounds as they are with hearthstone. Will new features (remember deck slots) literally take 4 years?

    Is it worth investing time into this game mode considering it will make Blizzard a lot less money than Hearthstone and they might not invest a lot of time themselves?

    submitted by /u/cute_rubberduck
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    I am i the only one who feels like that

    Posted: 17 Nov 2019 01:20 PM PST

    Thank You RN-Jesus (This worked out perfectly)

    Posted: 17 Nov 2019 08:27 AM PST

    Seems like +32/32 is pretty darn good

    Posted: 17 Nov 2019 09:04 AM PST

    Battlegrounds | First Thoughts & Tips

    Posted: 17 Nov 2019 11:16 AM PST

    Battlegrounds | First Thoughts & Tips

    Greetings fellow travelers! It is Battlegrounds week for Hearthstone!

    I am AthanasHS, a competitive HS player - representing Team Phantasma. I have managed to qualify for all the Hearthstone Masters Tournaments for 2019 (+ Texas for 2020) and I never expected to be absorbed by this new mode.

    I have played more than 250 games till now (Rating: 5700+) and I would like to share some of my thoughts and some initial tips/strategies, I think can help a bit everyone. This article is divided in two parts.

    The first part, is like a more expansive tutorial of the game, so if someone thinks that he knows these stuff, he can jump to the second part that I mention some simple tactics, that can help you adjust easier in your initial games.

    1st Part

    The Basics of the Game

    Hearthstone Battlegrounds is an auto-battler game (battle integration happens automatically), that 8 players fight against each other, till only one survives.

    Battlegrounds have 2 Phases:

    A. Tavern Phase: In this phase a player can buy/sell minions, upgrade Tavern Tier (defines the quality of the minions), use a Hero Power and change the position of his minions.

    B. Combat Phase: In this phase, the minions of each opponent battle automatically, till one of the two board prevails. The winner of this phase damages his opponent, accordingly to the sum of the power-level of his minions, plus the level of his Tavern.

    Economy

    I believe the way economy works in Battlegrounds, provides the game a differentiation compared to all the other auto-battle games out there. It has the same elements of how Mana mechanics work in Hearthstone and you just replace the word Mana with the word Gold.

    In each round, you get 1 gold more and you can't keep the unspent ones for the next round. For optimal play, you have to spend all your gold in the Tavern Phase. In the 1st round you start with 3 gold, in the 2nd with 4 gold, …, till you start obtaining 10 gold from the 8th round and forward, till the end of the game.

    All the minions - no matter their tier, can be bought for 3 gold coins and can be sold for 1 gold coin. The same applies for all the token minions - that are summoned when you combine 3x same minion - and re-rolling the minions in the Tavern Phase, costs 1 gold coin.

    Tavern Phase

    https://preview.redd.it/g319uxucpaz31.png?width=400&format=png&auto=webp&s=114725aa2e3c3f71dfc44c7e558b4939668ba674

    This phase, is essentially the core and substance of Battlegrounds.

    Each time you enter the Tavern, you see some minions that you can buy. After you buy one, it is transferred in your hand and not automatically on the board. If you decide it to place a minion on the board, you CAN'T return it back in your hand. If you want to replace a minion from your board you either have to sell it, or to transform it to a golden one, by obtaining 3x same ones. You can have maximum 7 minions on the board at the same time.

    A Golden Minion, has double the initial stats of the minion (plus all the extra buffed stats) and when you create one, you discover also a minion that is one lvl higher from the tier of your Tavern.

    Minions that are placed on the left of the board will attack first.

    Other options Tavern provides:

    Freeze: Also known as "Lock" in other auto-battle games. By using Freeze you make Bob offer you the same minions in the next round.

    Re-Roll: Also known as "Refresh". It costs 1 gold and brings new minions into the Tavern, for you to buy.

    Hero Power: In each round it can be used once and the cost depends on the power.

    Combat Phase:

    https://preview.redd.it/keidb1orpaz31.png?width=400&format=png&auto=webp&s=4c9fb4242fe06d838e88f8302bd96a4165d1a395

    In this Phase you fight against one of your 7 opponents.

    Minions that are placed on the left of the board will attack first and the fight will continue till one of the two boards gets defeated. The winner will damage his opponent. The total damage is calculated if you add the Tavern Tier, plus the total sum of the minions Tier that survived the board.

    Minion Abilities that affect the battle:

    Taunt: Just like Hearthstone, a Taunt minion is targeted first.

    Windfury: A minion attacks twice.

    Poisonous: A minions insta-kills the minion it attacks. HP does not matter, but Divine Shield does ;)

    Divine Shield: Negates all damage inflicted for one hit.

    HEROES

    There are 24 Heroes available in the mode and each one of them has a different Hero Power. More Heroes will be added in the future.

    MINIONS

    The total number of minions in the game is 81 and most of them they belong into a specific race. This moment the available minion races are: Beast, Mech, Demon and Murloc.

    The minions are divided:

    TIER 1 12
    TIER 2 16
    TIER 3 17
    TIER 4 14
    TIER 5 13
    TIER 6 9

    2nd PART

    Now that we are done with the basics, we can start talking about things that can actually help you increase your rank.

    I will start with my personal Hero Tier List, I will continue with all the important minions and in the end I will mention some tips, that helped myself in my first games.

    HEROES

    My Hero Tier List:

    https://preview.redd.it/7wnxrrzspaz31.png?width=400&format=png&auto=webp&s=00d7001bc93fdabcda3d9b3bdc69e1413e337d83

    AF.Kay: First two rounds she sleeps, but after that she gets a great power spike that can carry till top4.

    Millificent Manastorm: If you pick her, you restrict yourself to go for mech combinations to benefit from her Hero Power (Passive). On the other hand, mech combinations are really strong this period.

    Patchwerk: He starts with 60HP, compared to 40HP of the rest of the Heroes. He can sustain some damage in the early rounds, he gives the opportunity to increase the Tavern Tier faster and has HP advantage in the late game.

    The Curator: The 1/1 Amalgam is underrated and can be kept till the end, with specific buffs.

    The Rat King: His hero power (+1/+2 buff) is very strong in the early rounds and it helps a lot in general.

    These are the 5 out of 24 Heroes that I feel more comfortable to play with, but I believe that most of the Heroes are good and viable (Nefarian, Yogg-Saron, Lick King etc)

    The weakest Heroes in my opinion this period are: Giantfin, Lich Baz'hial, Lord Jaraxxus, Patches the Pirate, Pyramad, Professor Putricide & Ragnaros. I am avoiding choosing them, if I can.

    Because I think they are weak, this does not mean that earning a top4 spot with them is impossible. The Hero Power impact in the game is not so important. Gold Economy and minion/combo board building matters most.

    MINIONS

    As I mentioned above, there are 81 minions in total and now I will mention the most powerful/useful for combos, in each Tier.

    Tier 1

    There are 12 in this Tier and the only one of them that can be found in a late-game Demon combo board, is Wrath Weaver. All the other Tier 1 minions are usually sold in the mid-game and for that reason Alleycat and Murloc Tidehunter have a lot of value, because they are sold for 2 gold.

    Tier 2

    There are 16 minions in this Tier and amongst them, there are 2 core minions to create a Beast Combo Board (Rat Pack & Scavenging Hyena). Also, Nightmare Amalgam is here, the most flex minion in the whole game and Natherezim Overseer, a very good minion to buff Demons. The rest of the Tier 2 minions are weaker.

    Tier 3

    There are a lot of Core-Combo and Buff minions in this Tier. Buff minions are bought only to buff our board and then we sell them again. Core-combo minions that can be found here are: Cobablt Guardian (mech), Pack Leader (beast combo), Imp Gang Boss (demon combo).

    Tier 4

    All the minions in this Tier can help our board with their effects, or cause they are Core ones. Cave Hydra (beast), Junkbot (Mech Carry), Toxfin, Siegebreaker (demon), are essential picks depending the board.

    All the mech minions that can be found in this Tier, can be kept till the end of the game.

    Tier 5

    From the 13 minions of this Tier, Goldrinn and Mal' Ganis are a MUST pick for beast & demon boards. The only minions that I think that are a weaker choice are: Boogeymonster & Sated Threshadon.

    Tier 6

    This Tier has the least minions in total and some of them are considered to be just tech for countering specific situations (Zapp Slywick, Maexxma & Foe Reaper. Necessary combo minions are: Mama Bear, Voidlord, Kangor's Apprentice and Gentle Megasaur.

    Some strong minions like: Brann, Lightfang Enforcer, Baron Rivendare etc, haven't been mentioned, but they are useful in general.

    TIPS

    1. A common mistake, most of the new players are doing, is re-rolling at the Tavern in early game. It is more optimal to try to build around the choices the Tavern gives you without forcing better choices with refresh. You can always create a combo board at mid-game.
    2. Increase Tavern Tier fast! Personally I almost always level up my Tavern at 4th, 7th and 9th round. I experimented a lot in the start and I decided that these rounds are optimal most of the times.
    3. At late-game, you have a lot of time to think. Don't refresh like a maniac out of habit, like all the other auto-battle games.
    4. Last, but not least! This applies for all the games and not only Battlegrounds. Don't Alt+Tab while you play ;)

    In general, I find the game extremely fun and a good change of pace from classic Hearthstone. Battlegrounds has the potential to last and remain interesting. Maybe a competitive mode in the future would make it even more attractive.

    You can see more things about myself: | Twitter | Twitch |

    This article was made in collaboration with Team Phantasma: Twitter| Instagram|

    submitted by /u/AthanasHS
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    The Classic Heroes Join Battlegrounds!

    Posted: 17 Nov 2019 03:19 PM PST

    Hearthstone Theme Spanish Guitar Cover

    Posted: 17 Nov 2019 01:52 AM PST

    Given how much more powerful tribes are in Battlegrounds, maybe Nightmare Amalgam just shouldn't be a thing in Battlegrounds?

    Posted: 17 Nov 2019 06:54 AM PST

    Maybe I'm just being sore, but a card that is apart of every tribe might not mean much in Standard/Wild. But in Battlegrounds, its suddenly god tier status solely because of that effect. Like, its unbelievable just how amazing 'This is all tribes' suddenly is, just because of the environment that is Battlegrounds.

    I'm really wondering that instead of just upping the rank required of NA, that they just outright remove it as an option to draft. Its just way to strong of an effect that really spike's someone power level and potential growth at the same time.

    submitted by /u/Alphazonex
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    Finally got to play as Bob in Battlegrounds

    Posted: 17 Nov 2019 01:05 PM PST

    so lucky... - Clip of TidesofTime - Twitch Clips

    Posted: 17 Nov 2019 03:30 PM PST

    Battleground Minion Numbers

    Posted: 17 Nov 2019 01:53 AM PST

    The types of minions are: Beast, Demon, Mech, Murloc, Untyped, and All Types.

    There are some heroes who are better at various types of minions. Whether it be King Mukla with Beasts or Lord Jaraxxus with Demons or Millificent Manastorm with Mechs. Most heroes can work with any type, however.

    Even if the Hero buffs were all equal (say +1/+1), there are different numbers of each minion type. Way different. Below are the total numbers of minions by type.

    Beast: 17 Demon: 8 Mech: 20 Murloc: 8 Untyped: 25 (includes Shifter Zerus) All Types: 1 (2 if you count hero ability) 

    Further, each minion only has so many copies. If multiple people go for Demon, for instance, they can get in the way of each other recruiting, as there are less minions that exist for them to play. Whereas, Beast and Mech will easily encounter a minion of their type nearly every tavern deal.

    While it's kind of fun to try Demon or non-Amalgam Murloc(!), it's simply much harder to recruit. I'm not sure why they have such a huge disparity in minion type counts when they give heroes buffs to those types.

    submitted by /u/dukerustfield
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    So it turns out, my first 2 Pogos actually were a male and a female :^)

    Posted: 17 Nov 2019 12:24 PM PST

    Rats spawn in wrong place possibly losing me the game. Bug?

    Posted: 17 Nov 2019 11:43 AM PST

    Nice.

    Posted: 17 Nov 2019 11:40 AM PST

    Last patch's bug starter pack

    Posted: 17 Nov 2019 01:37 PM PST

    Ummm... I mean... do you guys see Meadiv more often than usual?

    Posted: 17 Nov 2019 02:36 AM PST

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