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  • How's everyone's Voyage going?

    Quote From iWatchUSleep

    Pirate warrior doesn't even have a positive winrate at higher levels, and pirate rogue has mostly been irrelevant (talking about standard here).

    In wild pirate warrior didn't gain much and rogue is looking competitive, but is mostly overshadowed by all the turn 3/4 otks that go on there.

    Which pirate decks are dominating, exactly?

    Idc about the winrates if most of what I'm facing is pirate decks, that's enough for me to say that they're dominating the standard meta. I can't even be bothered to climb to "higher levels" (assuming you mean around legend) so the winrate over there is irrelevant to my experience. Also, I highly doubt that the winrate is less than 50% there, unless it is played at a much lower rate than in lower ranks since higher-ranked players seem to avoid aggro decks. Pirate warrior is a fairly consistent and refined deck so it is to be expected that it performs better than unrefined decks I'm trying to have fun with. You can't just talk about winrates when it comes to the laddering experience, the personal experiences can greatly vary and don't try to undermine that with statistics.

  • In The Frame: Dredging up Some Hearthstone Character Concept Art for Voyage to the Sunken City

    Dadghar vs Silver Fox Uther: the battle of the mechs, I love it! 

  • Achievement Hunting: Sunken City edition

    i still have to start doing achievements, i grinded mercenaries becouse of task system change, and was scared they change it again becouse i think is faster than what they expected, now i have just few merc remaining.

    So thanks for the guide, i builded now some DH decks and work great, i just added some Feast of Souls + Coordinated Strike becouse there are some new Core Achievements that dont appear in this guide but work well for merging achievements in 1 deck.

  • How's everyone's Voyage going?

    Quote From AngryShuckie
    Quote From NebuchadnezzarHS

    Hi AngryShuckie, I wondered the same thing and asked a similar question a few months ago in the Rewards Track 4.0 thread. A helpful community member DragonDraena responded with the information that the addition to the electricity bill should be about $2 per year. Since I mostly play HS on my mobile device anyways, chasing XP this way I consider to be okay. From a more philosophical or puristic view, I can imagine that this way of XP farming can be considered the contrary though.

    As for the XP calculation, I too consider (in my case) 144 XP to be not a lot. However, performing this about eleven times a day would result in a level increase (or 50 gold) by doing almost nothing. Since they removed this strategy, it is no longer possible and I can only fallback on active XP farming which would net me a maximum of 202 XP each game (or 30 minutes).

    Honestly, it feels kind of weird that XP is tied to time spent in any mode in HS (especially time spent in PvE modes), but since this is what Team 5 implemented, I just use it to my advantage as efficient as I see possibly fit to my needs.

    Fair enough, it sounds a sensible approach monetarily. Correct me if I'm wrong, but don't you have a massive surplus of gold and/or dust that you don't know what to do with? If so, I wonder whether the extra gold it gets you is actually worth anything, and that it might be beneficial all around to cut out that grind? (If not, then obviously ignore me.)

    I remember Iksar said he wondered if it was a mistake tying XP to time, but it makes great sense in PvP: it feels much nicer knowing you've at least gained something from a loss than the old system. When only the winner gained gold, it disincentivised trying janky things just for fun. In PvE, win rates must be much higher, so I guess you could attach it to wins directly without drastic changes, but it is simplest to be consistent across game modes.

    Lowkey flex aside, I do indeed currently have massive surplus amounts of convertible arcane dust (445K) and gold (23K) lying around. That is also the main reason why I stopped buying both expansion prerelease bundles and only purchase the mega bundle for Voyage to the Sunken City. I usually craft one or two legendaries at most per expansion cycle, but the latest two times I was lucky to have an above average pack opening rate and thus my arcane dust level only increased further. The XP grind is most likely not necessary, but you never know what else that extra gold might be good for in the future. I have already decided against spending it on useless diamond cards like Drek'Thar, but I would still spend it on the missing cardbacks (I think). Another reason for the grind is my (general) collector's drift/addiction to Hearthstone (which actually even goes beyond this game).

  • Is going first vs second still balanced?

    Going first is generally an advantage but seldom game deciding. In Hearthstone the current system is pretty good imo. The coin is a decent compensation and afterall someone has to go first. In fact I would say it is as good as it can reasonably get. In other card games this is a much more significant issue. Just look over to MTGA, there going first in a highly optimized meta envionment is a significant, often game deciding, advantage.

  • Is going first vs second still balanced?

    I think team5 have stated before the going first has an advantage over second, and that the advantage is about 1%.

    In general, most decks would do better going first. This has severe implications on how the game flows, because going first means youve got initiative over your opponent, and while your opponent can leverage a temporary ramp advantage with coin, you're always going to be playing your power turns first over your opponent who then has to play reactively to whatever you've done. Unsurprisingly, this is more important to aggro decks, and in aggro mirrors can easily decide games.

    The only reason why anyone would prefer going second is actually coin, not card advantage. Rogue and druids would almost always prefer going second for that reason (rogue because of combo, druid because they can ramp earlier). Even face hunter before Kolkar Pack Runner got nerfed, can do very cancerous stuff simply because of the additional coin. Naga decks in particular also prefer getting coin, for synergistic reasons.

     

    Metas can also determine the advantage gap, not merely decks and classes. As we have seen in stormwind, starting first has a fairly huge advantage in terms of win rate, so much that it can be felt in game. This is also true during the early phases of alterac before Irondeep Trogg got nerfed. You can literally lock your opponent out of using coin, or play anything for that matter, entirely.

     

    To me at least, I think this first-second issue is fairly done and dusted. This part of the system functions well enough, and Ive yet to see any good suggestions from anyone on what should replace it, if at all.

  • Is going first vs second still balanced?

    I wonder which player has advantage in the modern age of HS: the one going first or the one getting a coin and an additional card. Long ago Ben Brode said that first player has slight advantage on average, and I'm curious if it is still true today.

    Personally I feel that it is easier for me to play with one more card, but I'm a bad example, 'cause my skill is pretty poor. Common sense tells me that for combo decks and probably for control decks having additional cards should be very helpful, so only aggro has clear advantage in going first.

    I don't think that the system should be changed, I feel that it is more or less balanced, but I have a feeling that now second player has slight advantage contrary to what was the case in early years.

    What do you think? Maybe you've seen some recent statistics from devs?

  • How's everyone's Voyage going?

    Quote From NebuchadnezzarHS

    Hi AngryShuckie, I wondered the same thing and asked a similar question a few months ago in the Rewards Track 4.0 thread. A helpful community member DragonDraena responded with the information that the addition to the electricity bill should be about $2 per year. Since I mostly play HS on my mobile device anyways, chasing XP this way I consider to be okay. From a more philosophical or puristic view, I can imagine that this way of XP farming can be considered the contrary though.

    As for the XP calculation, I too consider (in my case) 144 XP to be not a lot. However, performing this about eleven times a day would result in a level increase (or 50 gold) by doing almost nothing. Since they removed this strategy, it is no longer possible and I can only fallback on active XP farming which would net me a maximum of 202 XP each game (or 30 minutes).

    Honestly, it feels kind of weird that XP is tied to time spent in any mode in HS (especially time spent in PvE modes), but since this is what Team 5 implemented, I just use it to my advantage as efficient as I see possibly fit to my needs.

    Fair enough, it sounds a sensible approach monetarily. Correct me if I'm wrong, but don't you have a massive surplus of gold and/or dust that you don't know what to do with? If so, I wonder whether the extra gold it gets you is actually worth anything, and that it might be beneficial all around to cut out that grind? (If not, then obviously ignore me.)

    I remember Iksar said he wondered if it was a mistake tying XP to time, but it makes great sense in PvP: it feels much nicer knowing you've at least gained something from a loss than the old system. When only the winner gained gold, it disincentivised trying janky things just for fun. In PvE, win rates must be much higher, so I guess you could attach it to wins directly without drastic changes, but it is simplest to be consistent across game modes.

  • How's everyone's Voyage going?

    Hi AngryShuckie, I wondered the same thing and asked a similar question a few months ago in the Rewards Track 4.0 thread. A helpful community member DragonDraena responded with the information that the addition to the electricity bill should be about $2 per year. Since I mostly play HS on my mobile device anyways, chasing XP this way I consider to be okay. From a more philosophical or puristic view, I can imagine that this way of XP farming can be considered the contrary though.

    As for the XP calculation, I too consider (in my case) 144 XP to be not a lot. However, performing this about eleven times a day would result in a level increase (or 50 gold) by doing almost nothing. Since they removed this strategy, it is no longer possible and I can only fallback on active XP farming which would net me a maximum of 202 XP each game (or 30 minutes).

    Honestly, it feels kind of weird that XP is tied to time spent in any mode in HS (especially time spent in PvE modes), but since this is what Team 5 implemented, I just use it to my advantage as efficient as I see possibly fit to my needs.

  • Achievement Hunting: Sunken City edition

    Quote From dapperdog

    You can more easily finish piranha's by playing pally in wild. Just buff it and then double its attack with Blessed Champion. Just run a few minions that gives stuff to your opponent and rush it in. Might take a few tries, but its better than doing it one at a time. Paladin can even easily tutor those fishes.

     

    I have to agree with the rogue and warrior 500xp achievement. Seems more like a joke. The best I can think of for rogue is to get the two cards out, play it after something like faelin or Academic Espionage and just concede for another game. Probably skip this myself, because xp or no, Im not bshitting myself for team5's amusement. Because unless you're literally running 50 games per day in standard there's no chance this can ever be done naturally in 4 months.

    As for warrior's, it can go fuck itself. The Fires of Zin-Azshari being an epic card is bad enough. First drawing it, then playing one card per turn with an unhelpful opponent, and wild being the cesspool as it is? yeah, just not happening.

    I don't know why people are against doing the Feeding Frenzy achievement in shaman. I did it pretty quickly there, helped by having by far the most generators (which scales the damage quickly) and having Flametongue Totem and Anchored Totem to scale them further, and Bloodlust too. Heck, there's only 3 collectible totems in Standard, so Amalgam of the Deep can guarantee you whichever extra copies you want.

    For the warrior one, it coincided with me needing 30 wins to get the class to 500 wins (and a refusal to play pirate warrior), so I was at least killing 2 birds with 1 stone. Honestly, the card isn't even that bad, and there were lots of games I won because of it. It's easily one of the better designed versions of that type of card, because at least you know you're drawing something significant each turn, so any meme-players who liked those cards before should be happy enough to let the achievement complete itself. Try-hards might want to leave it alone though.

    Finally for rogue's Gone Fishin' one... thankfully I play a LOT of rogue, and always love shuffle mechanics, so I'm sure I'll get this one done eventually without trying. For non-rogue mains though, I agree it's an excessive chore compared to many of the other grindy achievements that can be done much more quickly. It makes you wonder how they determine what thresholds to set; it's clearly not to be comparably quick.

  • How's everyone's Voyage going?

    Quote From NebuchadnezzarHS

    Sure Riffraff, the biggest change they made is quite impactful and affects the passive XP farmer in Mercenaries. Nowadays, leaving a game unfinished will no longer result in an autoloss after 30 minutes and award 120 XP + the paid rewards track % bonus. Instead, the game will be resumed and completing it afterwards does not award any XP whatsoever.

    This behavior was obviously changed to counteract passive XP farming in Mercenaries. I just hope they will not implement even more countermeasures.

    I knew this was a thing but never engaged with it or knew the numbers. Tbh, 120 XP is pretty poor for 30 mins and I wonder if it even compares well with the cost of electricity to have it running for that time. I.e., are you actually better off just spending money on the game directly rather than handing more money to electricity companies?

    Assuming we're working with late levels where 1500 XP = 50g, we could do the calculation based on our electricity rates. The hardest part is estimating the power consumption of passive Mercs, which might be possible with the help of a Smart Meter (for people who have one). It's still tricky though, and won't tell you the electricity cost at the server's end. In any case, with the world needing to go more green and use less power, I'd have to make the claim that the moral choice is always going to be to give the money to Blizzard (I know... it feels weird to say), or just live without the XP farmed this way.

  • In The Frame: Dredging up Some Hearthstone Character Concept Art for Voyage to the Sunken City

    They scrap a lot of design ideas each expansion, so maybe. Of course it could just be a necessary feature if they want air-breathing characters to interact with naga and other creatures underwater. Plus it just makes perfect sense in Hooktusk's case if Gral's blessing is already a thing in WoW.

  • Burn Shaman in Voyage to the Sunken City - Celebrate Wild Week With Our Full Deck & Guide

    There's also a version of this deck that uses The Fist of Ra-den and Spirit Echo, to generate and combo with Priestess Valishj.

  • In The Frame: Dredging up Some Hearthstone Character Concept Art for Voyage to the Sunken City

    You mean the one on Faelin? I assume that's there to explain his armor to the artists, in case they wanted to incorporate that in the final artwork.

    You can actualy sea his cape transform in the key art.

  • How's everyone's Voyage going?

    Pirate warrior doesn't even have a positive winrate at higher levels, and pirate rogue has mostly been irrelevant (talking about standard here).

    In wild pirate warrior didn't gain much and rogue is looking competitive, but is mostly overshadowed by all the turn 3/4 otks that go on there.

    Which pirate decks are dominating, exactly?

  • Burn Shaman in Voyage to the Sunken City - Celebrate Wild Week With Our Full Deck & Guide

    Nice read. I don't play shaman, but this was very well thought out

  • Achievement Hunting: Sunken City edition

    You can more easily finish piranha's by playing pally in wild. Just buff it and then double its attack with Blessed Champion. Just run a few minions that gives stuff to your opponent and rush it in. Might take a few tries, but its better than doing it one at a time. Paladin can even easily tutor those fishes.

     

    I have to agree with the rogue and warrior 500xp achievement. Seems more like a joke. The best I can think of for rogue is to get the two cards out, play it after something like faelin or Academic Espionage and just concede for another game. Probably skip this myself, because xp or no, Im not bshitting myself for team5's amusement. Because unless you're literally running 50 games per day in standard there's no chance this can ever be done naturally in 4 months.

    As for warrior's, it can go fuck itself. The Fires of Zin-Azshari being an epic card is bad enough. First drawing it, then playing one card per turn with an unhelpful opponent, and wild being the cesspool as it is? yeah, just not happening.

  • In The Frame: Dredging up Some Hearthstone Character Concept Art for Voyage to the Sunken City

    Several of these mention an underwater form. Was that an idea that got dropped later in the design phase?

  • Achievement Hunting: Sunken City edition

    Thank you YourPrivateNightmare, as always for the comprehensive write-up. I have been XP achievement hunting since launch day as well and I am currently at 70% done. All Paladin, Priest, Shaman and Neutral achievements have been fully completed.

    The difficult Druid, Warlock and Warrior achievements are probably the worst still left to complete for me as their conditions are the hardest to meet. They should really have pointed Gigafin's butt to the left instead to make the achievement easier to complete when the opponent does an AoE boardwipe. I wonder if I am correct about the order of how the fatalities would be resolved in this case.

    As for the Fishing Minigame Rogue achievement, you could add more cards to hit for with Academic Espionage and play more copies of Gone Fishin' using Educated Elekk and find/discover a few more using either Wandmaker, Venomous Scorpid or Vulpera Scoundrel. Though I am not sure this setup is more efficient than just queuing up more Rogue games.

    Good luck!

  • Top 10 Wild Hearthstone Decks to Play From Week 1 in Voyage to the Sunken City

    They will not touch any of the expensive cards, so they will probably raise the mana cost of Switcheroo

  • Top 10 Wild Hearthstone Decks to Play From Week 1 in Voyage to the Sunken City

    As someone who always does it, let me tell you, don't do it.

    On the other hand, I never listen to my reason, and here to have fun, so what's stopping you? :)

  • How's everyone's Voyage going?

    Really dislike this new meta. Pirate decks are dominating and feel awful to play against. I've had moderate success with token DH and naga questline hunter but nothing really excites me. I've had some fun trying to build a combo-based S'theno token DH but it's inconsistent and probably worse than a simple token list. Mech decks are super boring. I'm very disappointed in miracle priest's consistency and win conditions. Colossal minions are mostly irrelevant. Dredge is a fun mechanic but most classes can afford to run only 2 dredge cards so it isn't very impactful. Wild is cheesy combo decks where the game is over by turn 3 to 5.

  • How's everyone's Voyage going?

    Ah, thanks for the explanation. Yeah, I definitely wasn't doing that. Sometimes I leave a mercs bounty up in the background when I am distracted or WFH, but never long enough to disconnect or leave. It usually yields decent XP that way, and obviously it's the only game mode you can ignore for too long!

  • Achievement Hunting: Sunken City edition

    As always, thanks for the write-up. I am over halfway done with the list - I have a solid collection so I have been having little trouble as I work through, class by class. The worst one for me so far was the priest legendary (behemoth).

  • How's everyone's Voyage going?

    Sure Riffraff, the biggest change they made is quite impactful and affects the passive XP farmer in Mercenaries. Nowadays, leaving a game unfinished will no longer result in an autoloss after 30 minutes and award 120 XP + the paid rewards track % bonus. Instead, the game will be resumed and completing it afterwards does not award any XP whatsoever.

    This behavior was obviously changed to counteract passive XP farming in Mercenaries. I just hope they will not implement even more countermeasures.