Great guide you covered the most important aspects of the deck.
There is one statement that I don't agree with however and that is saying that EZ/Draven have a favorable match up against Azir/Irelia, the match up is a pretty even one because contrary to other aggro decks Azir/Irelia can protect their unit from removal.
If it increases the difficulty of completing a run, fuck no I don't want any new changes to Dungeon run. Not before 2024, which I'm guessing is a safe bet for being done with my last class before then. I also don't know how many people would replay it and post what works for them.
Agreed on all fronts. I could write an essay about why Dalaran Heist is the best version of the Dungeon Run formula. There's a degree of subjectivity on that when comparing to Monster Hunt, Rumble Run and Tombs of Terror - which all have their own unique mechanics - but it is objectively better than the OG Dungeon Run. That is not to say the OG version isn't great in its own right - it is! - but all of Dalaran Heist's additions were improvements (except the fact it cost money/gold to obtain most of it).
All of which makes me say no to simple additions of cards and bosses to Dungeon Run. I'd be very happy to see a version that gets continually updated though, it just needs to include the great features that were added since Dungeon Run. It seems a little silly to have to reinvent the wheel, so I'd want them to just extend Dalaran Heist and make that free/cheaper so everyone can join in.
Yes and it should count for daily quests and achievements. If there was ANY incentive to play single player adventures, i would play only adventures. Not even battlegrounds would grab my attention anymore.
1. My favorite adventure content is the Dalaran Heist.
2. It's mainly because of the variability within the runs themselves i.e. modifiers depending on which part of the city you're attacking. My favorite of those is the Kirin Tor Citadel where you fight 12 bosses instead of the standard 8.
3. I don't want the "Classic" Dungeon Run changed at all, but rather introduce a new form of it. I created a concept a while back that kind of did this but it's also loaded with other stuff. Check it out if y'all want.
Dungeon runs were indeed poggers. The encounters themselves were probably the best of all the roguelite modes, but i would like to see some of the improvements from the follow-up expacs. Especially Bob's Tavern for card removal.
There's probably a way to rebalance and repackage most of K&C, Witchwood, Rumble, Heist and Tombs into a single 'uuuuge pile of solo content, and update that ONE mode every year or so with new buckets from fresh sets. That would be incredible.
I played a limited sample size of games yesterday, but sadly didn't run into any other Nozdormu gamers. Thank you for the reminder of the event - I will be back for more next month!
Currently, I am playing Reno Priest. Every time I queue into a Handbuff Paladin I either win through my opponent being unable to draw both of their convictions or losing to three buffed-up charge minions and double conviction. Does anyone have any tips? I cannot run Skulking Geist as I am using the Loremaster Polkelt/Tealen Fordring combo.
I always wanted to make a "custom reveal season" for my sets but I never had any idea in how to make it, this seens like a very good one and I would like to see how it goes, so I'm in. I'd like to reveal a Warlock legendary or a Big Demon, or a Big Demon Warlock legendary.
I've had nothing but trouble with Imgur on mobile right from the start. FlickR is a nice alternative if someone needs one. You can upload 1.000 pictures for free there.
Yeah you can absolutely make a wish for a card. Any card is up for grabs, there might even be a couple of groups of 2-3 to request that synergise with each other.
Once I've got the whole set done I'll start distributing cards.
This post is mostly directed to Nifty but i think it could enlight other people as well and spark some interesting discussion along the way
How tier works:
Every deck starts equal at 0% winrate. The decks then face each other and the ones who perform best get to be placed at higher ranks, while the worst ones go to the botton. So the botton of the chain food will be filled with the most unique but terrible ideas: excess of extremely greedy cards, wacky wacky combos, not optimized aggro, Yasuo decks, etc Those "slow" and/or unrefined decks are terrible against any optimized aggressive startegy, even the worst ones; but given enough time they may win sometimes against control decks, even the best ones.
So here comes the first big distinction between aggro and control: Aggressive strategies will ALWAYS perform better then control against the botton spectrum of the range. As long recreational players exist, any current meta isn't relevant at all.
Why the 50% winrate equals balance is a fallacy:
In a theorical ideal perfect balanced game, every card should have a winrate close to 50%. In the real world that will never happen, even if the game is balanced for several reasons: 1- Skill gap between players -> The best players know the best time to play each card to increse its effectiveness 2- Skill gap between cards -> Some cards like Legion Rearguard are easier to play then others The Ruination 3- Metagame -> Some champions/deck/cards have better mechanics while facing other specific ones, which directly changes the winrate 4- Synergy -> Some cards perform much better alongside other cards, so those would never see play without their respective synergy 5- Its boring -> Perfect balance means no further optimiztion for decks. So any change translates into negative winrate.
Metrics and Winrate by tiers:
We already conclude that even bad aggro strategies perform better at low ranks and they should get less and less effective in the face of more optimized decks along the way. For instance, an extremely fast Darius deck will be very good choice to climb lower elos in ladder and it gets more even as it goes up.
So lets say Darius is balanced sitting at 50% winrate and assume those numbers just an example: Platinum + -> 1000 games -> 47% winrate Silver/Gold -> 1000 games -> 50% winrate Iron/Bronze -> 1000 games -> 53% winrate Average winrate / game = 50%
Now, imagine some time passed, the game gets older and players got smarter enough to understand when to properly play Darius. The metrics now would be something like this: Platinum + -> 10 games -> 47% winrate Silver/Gold -> 100 games -> 50% winrate Iron/Bronze -> 1000 games -> 53% winrate Average winrate / game = 52,68%
Notice that Darius had its winrate increased WITHOUT A SINGLE CHANGE in the game
Overall Winrate is a useless stat:
Here is where the overall winrate metric over all tiers together falls appart.
There are many more players bellow gold then anywhere else, so in short, any agressive card should have a winrate over 50%, and every skill intensive card should have a winrate under 50%. Every single agressive champion like Darius should show an overall winrate over 50% winrate. If an aggressive champiom sits at 50% winrate over all tiers he is not balanced; he is thrash tier.
I strongly believe trying to measure cards/decks winrates without taking the tier in which they are played into consideration is extremely stupid and not helpfull to anything outside spoting very obvious imbalances that are either broken or unplayable.
Upcoming Custom Expansion (As Yet Untitled/WIP) - Community Proposal
hmmm, could I take a part too? I promise I'll try my best. If yes, I don't realy have priorities over cards I would reveal.
Ezreal & Draven Midrange Deck List and Guide - Runeterra Deck Spotlight
Great guide you covered the most important aspects of the deck.
There is one statement that I don't agree with however and that is saying that EZ/Draven have a favorable match up against Azir/Irelia, the match up is a pretty even one because contrary to other aggro decks Azir/Irelia can protect their unit from removal.
Would You Want to See Hearthstone's Dungeon Run Updated With New Cards & Bosses? Game Designer Matt London Asks
If it increases the difficulty of completing a run, fuck no I don't want any new changes to Dungeon run. Not before 2024, which I'm guessing is a safe bet for being done with my last class before then. I also don't know how many people would replay it and post what works for them.
Would You Want to See Hearthstone's Dungeon Run Updated With New Cards & Bosses? Game Designer Matt London Asks
Agreed on all fronts. I could write an essay about why Dalaran Heist is the best version of the Dungeon Run formula. There's a degree of subjectivity on that when comparing to Monster Hunt, Rumble Run and Tombs of Terror - which all have their own unique mechanics - but it is objectively better than the OG Dungeon Run. That is not to say the OG version isn't great in its own right - it is! - but all of Dalaran Heist's additions were improvements (except the fact it cost money/gold to obtain most of it).
All of which makes me say no to simple additions of cards and bosses to Dungeon Run. I'd be very happy to see a version that gets continually updated though, it just needs to include the great features that were added since Dungeon Run. It seems a little silly to have to reinvent the wheel, so I'd want them to just extend Dalaran Heist and make that free/cheaper so everyone can join in.
Tech for Handbuff Paladin?
You're running Mindrender Illucia, I hope?
That's really your best shot at winning that matchup. Play her when you can play some of their buffed minions and maybe waste a Conviction.
Tech for Handbuff Paladin?
Dirty Rat?
Would You Want to See Hearthstone's Dungeon Run Updated With New Cards & Bosses? Game Designer Matt London Asks
Yes and it should count for daily quests and achievements. If there was ANY incentive to play single player adventures, i would play only adventures. Not even battlegrounds would grab my attention anymore.
Would You Want to See Hearthstone's Dungeon Run Updated With New Cards & Bosses? Game Designer Matt London Asks
1. My favorite adventure content is the Dalaran Heist.
2. It's mainly because of the variability within the runs themselves i.e. modifiers depending on which part of the city you're attacking. My favorite of those is the Kirin Tor Citadel where you fight 12 bosses instead of the standard 8.
3. I don't want the "Classic" Dungeon Run changed at all, but rather introduce a new form of it. I created a concept a while back that kind of did this but it's also loaded with other stuff. Check it out if y'all want.
Would You Want to See Hearthstone's Dungeon Run Updated With New Cards & Bosses? Game Designer Matt London Asks
Dungeon runs were indeed poggers. The encounters themselves were probably the best of all the roguelite modes, but i would like to see some of the improvements from the follow-up expacs. Especially Bob's Tavern for card removal.
There's probably a way to rebalance and repackage most of K&C, Witchwood, Rumble, Heist and Tombs into a single 'uuuuge pile of solo content, and update that ONE mode every year or so with new buckets from fresh sets. That would be incredible.
Would You Want to See Hearthstone's Dungeon Run Updated With New Cards & Bosses? Game Designer Matt London Asks
I love dungeon run and most of the solo content. You should be able to complete quests while doing them.
Tomorrow, May 15, is Nozdormu Day! Find a Fun Deck to Play to Celebrate the Event
I played a limited sample size of games yesterday, but sadly didn't run into any other Nozdormu gamers. Thank you for the reminder of the event - I will be back for more next month!
Tech for Handbuff Paladin?
Currently, I am playing Reno Priest. Every time I queue into a Handbuff Paladin I either win through my opponent being unable to draw both of their convictions or losing to three buffed-up charge minions and double conviction. Does anyone have any tips? I cannot run Skulking Geist as I am using the Loremaster Polkelt/Tealen Fordring combo.
Invalid Deck ID
Upcoming Custom Expansion (As Yet Untitled/WIP) - Community Proposal
I always wanted to make a "custom reveal season" for my sets but I never had any idea in how to make it, this seens like a very good one and I would like to see how it goes, so I'm in. I'd like to reveal a Warlock legendary or a Big Demon, or a Big Demon Warlock legendary.
How do I post an Image?
testing for myself as well
nice humblebrag btw lol
Upcoming Custom Expansion (As Yet Untitled/WIP) - Community Proposal
*puts a flag on the coolest Hunter stuff 🚩
How do I post an Image?
I've had nothing but trouble with Imgur on mobile right from the start. FlickR is a nice alternative if someone needs one. You can upload 1.000 pictures for free there.
Upcoming Custom Expansion (As Yet Untitled/WIP) - Community Proposal
This sounds like a great idea! I'd love to reveal a card :)
Upcoming Custom Expansion (As Yet Untitled/WIP) - Community Proposal
Yeah, I'll gladly take a card to reveal too.
Upcoming Custom Expansion (As Yet Untitled/WIP) - Community Proposal
Yeah you can absolutely make a wish for a card. Any card is up for grabs, there might even be a couple of groups of 2-3 to request that synergise with each other.
Once I've got the whole set done I'll start distributing cards.
How does the spell shield mechanic actually work?
That also makes sense, thank you
Upcoming Custom Expansion (As Yet Untitled/WIP) - Community Proposal
Count me in!
Can we make a wish which card to reveal? I'd like to showcase a Hunter legendary :)
Why analysing cards over their overall winrate is wrong
This post is mostly directed to Nifty but i think it could enlight other people as well and spark some interesting discussion along the way
How tier works:
Every deck starts equal at 0% winrate. The decks then face each other and the ones who perform best get to be placed at higher ranks, while the worst ones go to the botton.
So the botton of the chain food will be filled with the most unique but terrible ideas: excess of extremely greedy cards, wacky wacky combos, not optimized aggro, Yasuo decks, etc
Those "slow" and/or unrefined decks are terrible against any optimized aggressive startegy, even the worst ones; but given enough time they may win sometimes against control decks, even the best ones.
So here comes the first big distinction between aggro and control:
Aggressive strategies will ALWAYS perform better then control against the botton spectrum of the range.
As long recreational players exist, any current meta isn't relevant at all.
Why the 50% winrate equals balance is a fallacy:
In a theorical ideal perfect balanced game, every card should have a winrate close to 50%. In the real world that will never happen, even if the game is balanced for several reasons:
1- Skill gap between players -> The best players know the best time to play each card to increse its effectiveness
2- Skill gap between cards -> Some cards like Legion Rearguard are easier to play then others The Ruination
3- Metagame -> Some champions/deck/cards have better mechanics while facing other specific ones, which directly changes the winrate
4- Synergy -> Some cards perform much better alongside other cards, so those would never see play without their respective synergy
5- Its boring -> Perfect balance means no further optimiztion for decks. So any change translates into negative winrate.
Metrics and Winrate by tiers:
We already conclude that even bad aggro strategies perform better at low ranks and they should get less and less effective in the face of more optimized decks along the way.
For instance, an extremely fast Darius deck will be very good choice to climb lower elos in ladder and it gets more even as it goes up.
So lets say Darius is balanced sitting at 50% winrate and assume those numbers just an example:
Platinum + -> 1000 games -> 47% winrate
Silver/Gold -> 1000 games -> 50% winrate
Iron/Bronze -> 1000 games -> 53% winrate
Average winrate / game = 50%
Now, imagine some time passed, the game gets older and players got smarter enough to understand when to properly play Darius.
The metrics now would be something like this:
Platinum + -> 10 games -> 47% winrate
Silver/Gold -> 100 games -> 50% winrate
Iron/Bronze -> 1000 games -> 53% winrate
Average winrate / game = 52,68%
Notice that Darius had its winrate increased WITHOUT A SINGLE CHANGE in the game
Overall Winrate is a useless stat:
Here is where the overall winrate metric over all tiers together falls appart.
There are many more players bellow gold then anywhere else, so in short, any agressive card should have a winrate over 50%, and every skill intensive card should have a winrate under 50%.
Every single agressive champion like Darius should show an overall winrate over 50% winrate. If an aggressive champiom sits at 50% winrate over all tiers he is not balanced; he is thrash tier.
I strongly believe trying to measure cards/decks winrates without taking the tier in which they are played into consideration is extremely stupid and not helpfull to anything outside spoting very obvious imbalances that are either broken or unplayable.
Quest Trading - Play A Friend!
Battletag: Thenewman#11991
Region: NA
Trade Only?: Yes
How do I post an Image?
Thanks! Now it finally shows my image. Weird that it does not always work 🤔
How do I post an Image?
Still works for me
Edit: I right click on the image posted and open it on a new tab, that gives me a direct link