Hearthstone did i do something wrong |
- did i do something wrong
- Finally getting the expansion he deserves!
- Hearthstone should introduce a "nerf" keyword to the collection manager
- Luckiest Solarian Prime that you'll ever see
- Ah yes, I see what you mean
- Reveal Season is coming! Let's try not to suck at it this time!
- PotentIal Dual Class Themes & Nicknames
- better improvement to the previous post for the cardboard skin concept
- They never suspect the 3rd Alexstrasza
- Just a little bit of overkill
- How to receive a Friend Request in 10 easy steps
- Oh, it's just perfect!
- Since we're all posting broken combos
- Finally, after i’ve played for 6 years, i hit Legend. I want to share my joy with you, never give up!
- There are 9 people in the game?
- Scholomance Academy Announcement Trailer - All Easter Eggs and Hints towards Past, Current and Future Content!
- From $ 0 to $ 400! The cost of the full collection of Hearthstone cards from the Year of the Dragon was less than you might think.
- May I inquire if this post alludes to the popular manga made by manga artist Hirohiko Araki in a swearing manner that might regard to your mom
- New Combo in Standard
- Oops all high rolls, sorry illidan
- [BG] Playing Sindragosa at 12k MMR - A Detailed Guide!
- Brann is indeed quite good in getting a lot of Pogos
Posted: 17 Jul 2020 05:44 AM PDT
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Finally getting the expansion he deserves! Posted: 17 Jul 2020 07:01 AM PDT
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Hearthstone should introduce a "nerf" keyword to the collection manager Posted: 17 Jul 2020 08:14 AM PDT The "nerf" keyword should bring up all cards that currently have a full dust-value refund. It will make our lives so much easier after a nerf. [link] [comments] | ||
Luckiest Solarian Prime that you'll ever see Posted: 17 Jul 2020 04:37 AM PDT
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Posted: 17 Jul 2020 07:36 AM PDT
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Reveal Season is coming! Let's try not to suck at it this time! Posted: 17 Jul 2020 06:54 AM PDT We've all seen them - those embarrassing predictions when a card is revealed that age like fine milk once we've played with the card for even 24 hours. It's impossible to know exactly how good a card will be before you've tested it - even the best players in the world make some howlers of predictions. But we can try to be better. And we can do that by not falling into the traps that we always do when looking at new cards. Try to avoid the following clangers when looking at the new exciting Academy of Scholomance cards over the next few weeks. Assuming that because a card fits in with an existing archetype it must be good Just because a card would fit in a certain deck and that deck is already good, doesn't mean the card is good and/or will make that deck better. For starters that deck might not be good after the new expansion - things change, metas shift, decks rise and fall! But even if it is, there are only 30 slots in a deck, to put the new card in you have to take something out. For a card to be good in a deck it doesn't have to just broadly fit in that deck, it has to be better than what that deck is already running. Yet time after time we see a card that might fit in an already good deck and we are up in arms that "now (deck) will be unstoppable!" Assuming that because a card doesn't fit with how a class currently plays it must be bad. The complementary error to the above, just because a card doesn't fit in with what a class currently does doesn't mean it is bad. Cards define archetypes, not the other way around. Maybe the card fits in, or even helps bring about, a brand new archetype for that class. An especially egregious form of this error is assuming that because a class is bad now then new cards from that class can also be dismissed unless they single-handedly pull the class out of the gutter. Don't be that guy. 1/5 because priest won't see play. Undervaluing flexibility A card doing a lot of things badly can be better than doing one thing well. Branching Paths is, for the most part, a bad Arcane Intellect, a bad Blessing of the Ancients and a bad Greater Healing potion combined. The end result was a card that was played in every Druid deck of its time and still sees play in Wild today. Decks can't have just one plan. As Mike Tyson once said, "everyone has a plan until you punch them in the face". If you look at a card that is useful against many different archetypes, in many situations and at many point in the game, that is probably a good card, even if what it is doing isn't anything to write home about. Overvaluing combo potential Similar to the above, don't overvalue cards that are highly situational or reliant on other cards to be good. If a card combined with 2 other cards and the coin can put out a crazy amount of stats on turn two, that's not a deck that's a meme. Of course, that doesn't by itself mean the card is bad; if the combo can be made more reliable late in the game to good effect, or if it has this combo potential in addition to being a solid card anyway, you could have a winner on your hands. But just because a card can do something broken in lab conditions doesn't make the card itself anything close to broken. Relying too much on comparisons with previous cards Don't get me wrong, I'm not saying you shouldn't evaluate cards by comparing them against other cards that have come before. That's one of the best points of reference we have after all. But don't be a slave to those comparisons and make sure you compare like for like as much as possible. A card that is broken in one class might be benign in another class and vica-versa (e.g. imagine Unstable Evolution in Mage). Or a card that was oppressive in one era might be far less so now that its support tools have been rotated/nerfed. It can be a hard thing to pin down, but just try to at least keep an open mind that your cleverly drawn comparison might actually be bollocks. Don't underestimate small differences What do Abusive Sargent, Call of the Wild, Rockbiter Weapon, Small Time Buccaneer, Call to Arms, Emerald Spellstone and Flametongue Totem have in common? Answer - they're all cards that were considered oppressive, they were nerfed by one mana, or one stat, and went to unplayable (or close to it) overnight. Small differences matter! If you're looking at a card that costs one more mana than a previous relevant card it had better have a big upside to compensate. On the other hand if it costs one less mana and the downside doesn't seem too great then you could be looking at a powerhouse. Not keeping an open mind about 'crazy' cards. Sometimes Team 5 throw us massive curveballs that are difficult to evaluate and turn everything we thought we knew about a class, or even the whole game, upside-down. A Hunter card that means you can't put minions in your deck? A Warlock card that can generate you infinite minions? A card that doesn't allow you to run any other two-drops? When these cards drop our first impressions of them are typically way off! Not that you can blame us for that of course, it's hard to evaluate something when you have nothing to compare it to. But the lesson to learn here is keep an open mind! Don't post long dramatic rants against the dev team for creating something that is "so obviously terrible" or "so obviously broken" before you have tried it out or you may look like a complete idiot once the dust has settled. Oh, and if everyone else seems to already be ranting about the card, remember the golden rule (see below). Overvaluing splashy effects on high cost cards If a card costs 9 or 10 mana and can't be cheated out it had better do something pretty damn amazing. Generating a ton of value, drawing a bunch of cards, giving you a great board... none of those things are much use if you're dead, or if by playing them you give your opponent time to do something even more powerful. High cost cards are for two purposes - winning you the game and stopping you from imminently losing the game. Handle your Rattlegore with caution. Looking at the game through a very narrow lens Card evaluation isn't just about determining how good a card is, or how it can be used. Sometimes it is more basic than this - who is the card for? If all you care about is what you can put in your cutting-edge ladder deck, then good for you. But only about 20% of cards will be played in competitive formats. Others might be designed to be cards for budget players or new players to use, or cards for Johnnies to tinker with to pull off that crazy Trollden moment, or a card that fills a gap in arena. Those cards aren't badly designed, they are just not for you. The following things are not powercreep A class card that is strictly better than a neutral card (class cards are supposed to be better) An expansion card that is better than a basic/classic card (expansion cards are supposed to be better) A class card that is strictly better than a card in another class (classes have their own strengths and weaknesses) A legendary card that is strictly better than a non-legendary card (legendary cards can be better because you can only run 1 of them) A card that is strictly better than another card that never saw play (it's not pushing any boundaries, just exploring the space between unplayable and playable, sorry Harambe) A card that has upsides and downsides compared to another card but the upsides are probably bigger (that's just standard variation) The golden rule - think for yourself! A lot of stuff will get said during reveal season and the majority of it will be badly thought out rubbish. If the vast majority of players think something is broken, there's a chance it could be and a good chance it isn't. Don't just follow the crowd, or jump on the bandwagon, come to your own conclusions! Then at least if you are wrong you can go back and learn something from your evaluation process and won't just be wrong because you were part of a circlejerk with an awful track record. Enjoy reveal season :) [link] [comments] | ||
PotentIal Dual Class Themes & Nicknames Posted: 16 Jul 2020 10:52 PM PDT
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better improvement to the previous post for the cardboard skin concept Posted: 17 Jul 2020 04:45 AM PDT
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They never suspect the 3rd Alexstrasza Posted: 17 Jul 2020 08:59 AM PDT
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Posted: 17 Jul 2020 07:41 AM PDT
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How to receive a Friend Request in 10 easy steps Posted: 17 Jul 2020 07:52 AM PDT
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Posted: 17 Jul 2020 02:35 PM PDT
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Since we're all posting broken combos Posted: 17 Jul 2020 02:58 AM PDT
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Posted: 17 Jul 2020 11:51 AM PDT
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There are 9 people in the game? Posted: 17 Jul 2020 04:31 AM PDT
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Posted: 17 Jul 2020 11:26 AM PDT
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Posted: 17 Jul 2020 01:05 PM PDT Obviously you don't need to spend money or have a complete collection of cards to be competitive. In addition, if you use free resources correctly, over time you can collect a very good collection of cards for most classes!
But nevertheless, collecting cards is your main goal in Hearthstone. Therefore, we consider it very important to determine the real value of the collection.
In order to make the most accurate calculations, every day we have carefully recorded every quest, coin, pack and grain of dust, since each element of the gaming economy has a huge impact on the value of the collection.
Of course, we cannot say that our approach to calculating awards is the right one, but it displays certain trends.
A few conclusions.
[link] [comments] | ||
Posted: 17 Jul 2020 08:34 AM PDT
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Posted: 17 Jul 2020 04:58 AM PDT
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Oops all high rolls, sorry illidan Posted: 17 Jul 2020 06:04 AM PDT
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[BG] Playing Sindragosa at 12k MMR - A Detailed Guide! Posted: 17 Jul 2020 11:08 AM PDT Sindragosa isn't the most exciting hero, it doesn't let you high-roll a golden Hangry Dragon on turn 4 or steal a minion from your opponent but I find his hero power makes for a very consistent early/mid game carry that lets you avoid damage and win fights while building up an end-game board. Here's a detailed breakdown of the early game and how I play Sindragosa. Turn 1 – 3 gold – 3 minions in shop Out of the 3 minions offered, generally pick the strongest minion or the minion most likely to win or tie fights, you want to avoid taking damage in the first two turns. You can't be too picky and you need to freeze the board on turn 1, even if the minions aren't necessarily that great. Best case scenario minions to freeze:
Turn 2 – 4 gold – 3 minions in shop Tier up and freeze the board. Turn 3 – 5 gold – 4 minions in shop This is where things get weird, it depends on how you started and what are your minions in the shop. At this point you have 3 buffed minions in your tavern (2 with a 2/2 buff, 1 with a 1/1 buff) and a 4th unbuffed minion, hopefully tier 2. There's generally a couple common situations but you'll still freeze the board at the end of your turn:
Turn 4 – 6 gold – 4 minions in shop This is again another interesting turn with Sindragosa and it depends on your board and your health at this point:
Turn 5 – 7 gold – 4 minions in shop Really depends on what you've built up to this point but you should buy one minion and tier up to Tier 3. If you've only got one remaining buffed minion in the shop, buy it and don't freeze and look for tier 3 minions next turn. If you have been greedy, you may just buy a single minion frozen since turn 1 and freeze the board again. At this point, you should have a decently buffed board. Try to build the strongest board you possibly can at turn 6 to ensure that you can comfortably tier up to Tier 4 by turn 7. Don't get married to your minions and if you can sell a buffed minion to replace it with a stronger minion, don't be afraid to do it. Your hero power beyond this point is a perk but don't freeze minions that aren't that great just because of the 1/1 buff. To recap all of the above, freeze your board every turn for the first 4 turns and try to play around with what is being offered to you as best as you can. I've uploaded a video of me playing Sindragosa at 12k MMR that further explains my thought process throughout: If you have any questions feel free to ask! [link] [comments] | ||
Brann is indeed quite good in getting a lot of Pogos Posted: 17 Jul 2020 06:27 AM PDT
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