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I complained to Jeb the other day about warrior grim patron, charge chick, frothing berserker, and the spell that makes their minion minimum 1 health point
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- Space Ghost
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- fastkmeans
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I don't really feel like the Legendaries of others bother me. Dr. Boom did. That guy is a stinker. But once I joined the (Dr)k side, there isn't anything else that makes me grimace. Ragnaros, Sylvanas, Grommash, Antonidas--meh. Part of the game. I might go upside their head with Vol'jin. If I was strictly free-to-play, I would be way more ticked at cards from the expansions. Some of those can just RUIN decks that don't have access to them.
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I had watched my friends play it a bunch. We used to throw it up on the big screen and make moves by committee on route to a few 12 win Arena runs (way back before all of the expansions).
And now I've jumped in with both feet.
At first I just did a bunch of Arenas and tried to complete quests. My best Arena run so far was 8 with a Rogue, but most have been 5 or 3 wins, and even a couple of 2's. I don't think i've won exactly 4 yet.
When I started to come up short on gold my friends told me that to get a lot of decent cards I'd have to do the adventures. Luckily I happened to have $50 in iTunes gift cards. So I did that for a couple evenings. Then I looked online at some of the strong deck lists. There was one deck that was:
1) Considered very strong
2) Took very little dust (it actually has zero epics in most builds, and the only Legendary, Emperor Thaurissan, is from BRM).
3) Actually pretty difficult to play at the highest levels
Patron Warrior.* Home of some really stupid turns but with a lot of potential to screw up or get run over early.
So I played it a bit. Then I talked to my friends again, and they said that there were some good streamers out there who had played it. So I looked up some Youtube videos. Between watching them and playing a bit, I've learned a number of things:
1) You want a weapon early. (Fiery War Axe and Death's Bite are in the deck).
2) Get some card draw going. Inner Rage your own Acolytes of Pain or get a 2-3 card Battle Rage ASAP. Thaurissan isn't very good on an empty hand.
3) You don't have to wait until turn 8 to try to play Grim Patrons. Play them on turn 5 or 6, and save the crazy Warsong turns for Frothing Berserkers.
I'm Rank 13 now with the goal of maybe getting to rank 10 before the season ends in a few days. I think I have a problem. There was a reason I avoided this game for awhile...
*
2x Inner Rage
2x Execute
2x Fiery War Axe
2x Battle Rage
2x Slam
2x Armorsmith
1x Cruel Taskmaster
2x Unstable Ghoul
1x Shield Block
2x Acolyte of Pain
2x Frothing Berserker
2x Warsong Commander
2x Death's Bite
1x Gnomish Engineer
2x Grim Patron
L Emperor Thaurissan
Not so sure about Shield Block. Seems like Dread Corsair is pretty good here, especially with Death's Bite.
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As for streamers (I usually watch on twitch.tv), depending on what you're after, you have lots of options. Just ignore the chat though, it is universally awful. These are my thoughts:
- Best Warrior -- Sjow
- Best Druid -- (any big name streamer playing Druid is fine)
- Best Mage -- Reynad
- Best Hunter -- Xixo
- Best Priest -- Zetalot
- Best Shaman -- Firebat
- Best Rogue -- MrYagut or purpledrank_HS
- Best Warlock -- Eloise
- Best Paladin -- StrifeCro
- Best at Having Fun -- Day9tv or Noxious (well-known quote, "It's like he's sucking God's dick!")
- Best Arena -- Ratsmah or itsHafu (who's really good, but doesn't talk about why the plays are good) or ADWCTA
- Best Weird Shit -- bmkibler or lolNostam
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- Space Ghost
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- fastkmeans
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As far as Warlock decks, I generally don't like zoo type of decks. I'm still hovering around Level 10.
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I don't like this week's Tavern Brawl at all (Boombot vs Annoy-o-tron). I have a high tolerance for RNG, but this is too much for me. I think I can handle high RNG if I can make my own deck, but not if they stick me with shit like Bolster and Ogre Warmaul. Got my pack and GTFO.
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First, I agree with Jackwraith about Thunderbluff Valiant. I'm not that impressed with it; it costs too much at 5 mana, has too little attack, and it requires too much setup. Instead I've been using 2x Draenei Totemcarver and it's been an all-star for me so far. I've not summoned it at anything less than a 6/6 in my last 3 games and a 5/5 and a totem for 6 mana isn't bad, either. It's been an amazing finishing card in the late game for me if I've been filling my board with hero power totems and haven't drawn any of my big guys yet. It also negates some of Shaman's RNG problem; it doesn't matter what the totems are and you don't lose any tempo by playing DT because it doesn't require additional mana and it's a permanent, instant buff.
The other change is that I don't have Al'Akir the Windlord so I replaced him with Justicar Trueheart. I tried Mist Caller but I'm not crazy about the 4/4 body despite the +1/+1 global buff. With Justicar I don't expect her to live through a turn but she usually eats an attack or spell and she's nearly a super taunt with her 6 attack. I play her as soon as I can and she's another card that helps solve the RNG problem. I love being able to throw down a Stoneclaw Totem at will, or even a healing totem if I'm clearing the board with some of my big guys.
I'm also high on this deck because I curb-stomped a couple Priests and a Hunter tonight and, c'mon, fuck those guys.
Earth Shock x1
Rockbiter Weapon x2
Zombie Chow x2
Flametongue Totem x2
Haunted Creeper x2
Totem Golem x2
Hex x2
Lightning Storm x2
Mana Tide Totem x1
Tuskarr Totemic x2
Defender of Argus x1
Draenei Totemcarver x2
Piloted Shredder x2
Bloodlust x1
Azure Drake x2
Fire Elemental x2
Justicar Trueheart xL
Dr. Boom xL
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- Jackwraith
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Lightning Bolt x2
Ancestral Knowledge x1
Bloodmage Thalnos xL
Crackle x2
Doomsayer x1
Lava Shock x2
BGH x1
Elemental Destruction x1
Healing Wave x2
Hex x2
Lightning Storm x2
Charged Hammer x1
Defender of Argus x2
Antique Healbot x2
Azure Drake x1
Emperor Thaurissan xL
Fire Elemental x2
Dr. Boom xL
Alexstrasza xL
Molten Giant x2
I wanted to test "Overload to the Max!" I eventually switched out the Thalnos and the Doomsayer for a couple of Master Jousters. Those quickly departed for a couple of Sunwalkers, because if I'm going to pay 6 for a bubbled Taunter, I want a fucking bubbled Taunter, like, all the time. At 4/5, they're still going to require a Fireball after the bubble is pinged off, so there's no sense paying more for an irrelevant point of toughness and sometimes not even getting the bubble. That, in itself, highlights a couple of problems with TGT: they attempted to slow the game down, but perhaps to not make the game a complete lockdown control-fest (an overstated concern), they introduced RNG to those slowing elements (jousting, Healing Wave), which means that it just became a coin flip as to whether you can stop aggro at all with those new cards, so you might as well play the old ones. Thijs, who won the European championships last week, put it succinctly on Reddit the other day: "TGT is a fun expansion, but it's not powerful enough for the competitive scene." He won the tournament with three decks: Midrange Druid, Demon Handlock, Patron Warrior. Collectively, they had one (1) TGT card: a single Darnassus Aspirant. The most popular "new" card on the ladder these days is Fel Reaver. It'll be interesting to see how Blizzard decides to steer the game, as neither obvious path (making more powerful cards that must be bought to be competitive or rotating sets out of competitive play (a la MTG)) is encouraging for an F2P game that's supposed to be accessible to new players.
Of course, it'd be best if all nine classes were actually viable while they made that attempt. Tempostorm, in their latest rankings, has declared Tier 4 (aka non-competitive decks) the Shaman tier...
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Hearthstone doesn't boot up on my iPad 2 since switching to iOS 9. So avoid that if you are in a similar boat. The game now competes with DESTINY for late-night time and it's losing. I even looked into downgrading, but Apple isn't signing the older version of iOS anymore. Blizzard just says, "go ask Apple." Apple says, "contact the developer." Oh well.
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- Jackwraith
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I agree that the top end have little incentive to change what works. My argument is that it's a telling aspect of TGT that all of that old stuff still works, almost exclusively without TGT cards. The only new decks are Secret Paladin and Dragon Priest. That's it. Every other class has passed over the new set without a ripple (except Shaman, which you don't see on the ladder because Shaman has intrinsic problems having little to do with cards.) I've seen the new Cutpurse deck, but that's the only TGT card in what is essentially an Oil deck. It's slightly more aggro because it has to be, since Oil can't compete with the high-end of either aggro or control these days, but the Cutpurse is basically a removal target or a combo enabler that doesn't really change the nature of the deck (and still doesn't propel Rogue out of the lower reaches, as yet.) I think Kibler's Effigy deck will remain an experiment, since Effigy doesn't have the reach that makes Portal a card for Mage. Portal can draw any creature in the game. Effigy only draws one of the same cost. The top end secrets remain Mirror Entity and Counterspell because they actively restrain play in the way that Hunter traps do. Of course, Portal can draw you Wisp as often as it draws you Grommash (although, again, my use of it seems heavily weighted to the latter) and Effigy is superior to awful cards like Lock and Load, since you know that if you lose a 4-drop, you'll at least get another 4-drop, unlike trash like Call Pet. But I think Effigy doesn't have enough immediate effect to go as far as he'd like it to.
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