Hearthstone I just realise that |
- I just realise that
- The riveting, skill testing hunter mirror experience
- "Ah, only a 4% chance to lose and 0% lethal. No problem!"
- The Arabic caster for the Hearthstone Master Tour disconnects in an intense moment.
- Is blizzard going to increase the cost to crafting common cards?
- Soo... err I guess I win?
- I managed to create a pirate exodia combo that won me the lobby!
- When standard suddenly turns into Tombs of Terror
- Big Shaman mains in the next expansion be like
- Beans
- The next solo content
- Tess is very bad, don’t play her.
- Murloc pivot?
- Goya Hunter
- Why do they look so bad
- I bought these wow trading card game cards, even before playing Heartstone. I wonder if they are worth anything? Im probably gonna keep them, but im curious if they are rare at all. They are in brand new condition btw.
- Reflecting on the "Created By" Meta
- Me and my big mouth...
- Sooni’s Control Shaman
- My friend had a mouse slip and accidentally did the biggest BM I've ever seen in arena
- Gentle Megasaur -> Scalelord
Posted: 18 Jul 2020 03:24 AM PDT
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The riveting, skill testing hunter mirror experience Posted: 18 Jul 2020 09:26 AM PDT
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"Ah, only a 4% chance to lose and 0% lethal. No problem!" Posted: 17 Jul 2020 10:46 PM PDT
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The Arabic caster for the Hearthstone Master Tour disconnects in an intense moment. Posted: 18 Jul 2020 12:39 PM PDT
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Is blizzard going to increase the cost to crafting common cards? Posted: 18 Jul 2020 12:28 AM PDT
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Posted: 18 Jul 2020 07:30 AM PDT
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I managed to create a pirate exodia combo that won me the lobby! Posted: 18 Jul 2020 08:05 AM PDT
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When standard suddenly turns into Tombs of Terror Posted: 18 Jul 2020 09:25 AM PDT
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Big Shaman mains in the next expansion be like Posted: 18 Jul 2020 12:18 AM PDT
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Posted: 18 Jul 2020 12:26 PM PDT
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Posted: 18 Jul 2020 01:42 PM PDT What's everyone's thoughts on doing another round of Boomsday-style puzzles? It could easily be restructured into "exams" for the academy. I really enjoyed those puzzles and would love to see some new puzzles with different twists. Any other hopes for the next solo content? [link] [comments] | ||
Tess is very bad, don’t play her. Posted: 18 Jul 2020 03:50 AM PDT
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Posted: 18 Jul 2020 01:54 PM PDT
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Posted: 18 Jul 2020 05:56 AM PDT
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Posted: 17 Jul 2020 06:33 PM PDT
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Posted: 18 Jul 2020 07:39 AM PDT
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Reflecting on the "Created By" Meta Posted: 18 Jul 2020 03:40 PM PDT Hey all, J_Alexander_HS back again today to talk about the "Created by" meta again, inspired by a recent interview with Iksar. During that interview, a question was asked about the created by meta itself:
I wanted to reflect a bit on the "created by" issue a bit more here. Some of you might not have experienced this when playing Hearthstone, depending on when you started, but there used to be a time in this game's history were almost every deck in the game contained 30 cards that began there on purpose and 0 additional cards were ever added to a player's hand or the board. Sure, there were random effects on a few cards, but for the most part they involved shuffling around damage (Rag shots) or knowable effects (Sylvanas mind controls). Even at that time, Hearthstone had a bit of a reputation for being a random and wacky game. Things have grown a bit since then, to put it lightly. Now we've reached the point where I've played games where each player ends up playing more cards that didn't start in their deck than ones that did. Having seen both ends of this spectrum, I'm rather floored by the contrast and, full disclosure, I think the game was better when fewer cards were being made. Indeed, many people (myself included) partially excused some of the excesses of Demon Hunter on an emotional level because it was a breath of fresh air to play against decks more regularly that didn't generate any cards from outside their list. To be clear, creating cards can have upsides, like novel game experiences and memorable stories. It's part of the charm of Hearthstone and something the game can explore readily as a digital medium. However, it feels like those positives have been getting less positive as their frequency has increased. When 1 in 100 games were decided by who made the right card, that's a big deal. When every second or third game is decided this way, players seem to habituate to the experience. That's just what Hearthstone is, rather than something unique and interesting that happened during an otherwise normal game. The weird things becomes normal and, accordingly, less interesting. However, it also comes with negatives, including player frustration brought on by a general lack of agency. While there are inherent random and chance elements in who wins games based off simple features like draw order, there is a certain healthy range to stay within. We don't want every game to play out the same (see Baku and Genn), but we also don't want to feel like too many games are so far outside of our control that it's not worth caring. I believe we are much closer to the latter pole right now than we want to be. There are several angles to this issue. On a basic level, the number of cards that make other cards at competitive rates has simply increased. So, rather than 3 cards in old Priest decks that made cards, we now have about 17. Rather than about 5% of cards in sets making cards that didn't start somewhere, now about 25% might. In any given set, and during any given game of ladder, you're far, far more likely to see cards created from outside the deck than almost any time before. These admittedly-stark numbers actually underestimate the difference, though. First, the types of cards being created have changed. It's simply easier to make a card that discovers a minion or a spell than it is to reinvent a new card pool to discover new cards from. So, rather than getting cards from known pools of static power (like Spare Parts or Ysera dream cards), the new range of outcomes in created by cards - and their associated swing potential - have increased. This issue is compounded by the range of effects on cards growing over time due to power creep. Generating a random Fireball is a different level of impact from generating a random, active Highlander payoff. Second, the number of cards getting created has increased. On a basic level, as above, more cards that make other cards are being made in sets. The number of cards they make has also crept upwards, however: Galakrond hero powers make multiple lackeys or priest minions; Reno or Puzzle box cast multiple spells; Ysera Unleashed makes 7 dragons (eventually). We have more cards that make cards, and the number of cards they make has increased. Finally, and perhaps most crucially, when you combine these two points you reach a third one: cards that make cards now have higher chances of chaining on the themselves. How often have you seen a game where, say, a Thoughtsteal finds an Invoke card that makes a Lazul which copies yet another thing that makes more new resources? Maybe a card makes a lackey that makes a Mage Prime that later makes 5 spells, one of which is a Box that makes 10 more spells? When something around 20% of cards make new cards, each of them have a greater chance to make even more new cards, as opposed to a state of affairs where only 5% of cards make something. When so much stuff is appearing in games too regularly, we get frustration, as it removes the sense we could plan for or learn from the games. While cards that make cards that make cards have become more common, it's also worth keeping an eye on the fact that entire "created by" archetypes are being designed as core parts of sets. These are archetypes where much or most of the win conditions of some decks have begun to focus on things that aren't knowable by either player at the start of the game. Spell Mage is one example: while it's not quite there as a solid competitive option yet, it is clearly an archetype that is being supported via explicit design decisions (cards that reward you for building a deck without minions and possibly even nerfing weak cards like Bad Luck Albatross). A large portion of the Mage's win condition arises as a function of up to: 12-13 minions that didn't start in the deck (6 from Fonts, 2 from Apexis, maybe a Netherwind Portal, and 4 from Power of Creation), one or 2 Puzzle Boxes (so 10-20 spells), plus whatever comes out of Reno (X number of additional spells). These aren't just "things the deck does" as much as some of the most powerful things the deck was designed to do. Burgle Rogue is another example, though it hasn't been seeing much action these days. What's always concerning about these decks is that you don't ever want them to be competitive and played regularly. While they might be fun to play, they're seldom fun to play against. While you can try to attack the general game plan of the deck as an opponent, trying to target specific cards or interactions is, in many respects, out of the picture because neither you or your opponent actually know what those interactions will be until they happen. This can lead to unsatisfying games from both ends of the table where it feels like a deck just crapped out and gave you poor resources or a high-roll won an otherwise 100% lost game. On top of that, it doesn't provide as much of a learning experience as might be desired. What to do about the issue There are several possible ways to address these concerns, varying in degrees of satisfaction and simplicity.
[link] [comments] | ||
Posted: 18 Jul 2020 04:35 AM PDT
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Posted: 18 Jul 2020 01:13 PM PDT Anyone have the full deck list for Sooni's control shaman in MT? I'm interested in seeing the full list as it's a pretty rare deck. [link] [comments] | ||
My friend had a mouse slip and accidentally did the biggest BM I've ever seen in arena Posted: 17 Jul 2020 09:39 PM PDT
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Posted: 18 Jul 2020 07:20 AM PDT What if there is Scalelord(a dragon that gives your murlocs DS) instead of Megasaur. Idk if it should be tier 5 or 6. Pros and cons in my opinion Pros - fairer to build murloc since there will be no more PS,DS in 1 turn. You need to manually give poisonous to all murloc by Toxfin Cons(?) -no more Brann Chadgar 'murloc transition' miracle turn What do yall think? [link] [comments] |
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