Adding to @Brandon's comment, these are often instances where there are multiple valid ways of ordering the damage and healing. In their Eye for an Eye and lifesteal example, should the lifesteal healing happen before or after the damage from the secret? Both trigger off of the damage dealt, so they should both happen simultaneously, but the game has to show one before the other. So in practice, whenever multiple effects have the same trigger, they will all resolve before the game checks if a minion or hero dies.
In the Soul Fragment example, the hero power has to draw a card as well as damage you, and either could happen first. So both fully resolve, leaving you taking 2 damage AND healing 2, before the check for the hero's death occurs.
Tl;dr: the game behaves such that both the healing and damage happen simultaneously, but has to show them one-by-one so people can keep track of what happens.
Last time I played her she summoned 2x Azerite Elemental, but just the one I chose had the "blue aura", making it recognizable to my opponent. Has anyone else experienced this bug?
All treasures are broken, but not necessarily with the surrounding deck. Lunar Band is a good example: it is OP enough to be removed, but also weak if you have few deathrattles. While that doesn't stop some treasures being baseline stronger than others, it does highlight that if you want all Duels runs to have comparable power you'd need to offer treasures to suit the decks, rather than randomly. There are good arguments for that, but I would hate it because then the whole thing becomes too predictable and undermines the rogue-like nature of the game mode.
Rogue-like games are always about starting off weak and trying (and sometimes failing) to become as broken as possible as you go along. Sometimes you are given the nuts, other times you have to muddle through with treasures which aren't best suited to your deck.
I'm usually way too careful with my dust. Right now there are a lot of legendaries I would like to try out, but I'm not really sure wich one I would like to stick around with. As I would like to climb at least a little bit on the ladder before december I'm seriously considering crafting Grand Totem Eys'or now, since I enjoy Totem Shaman and the deck seems strong ATM. On the other hand it's future is very uncertain after Splitting Axe rotates in April so I haven't decided yet.
So they should make all treasures broken or balanced. When your opponent does broken stuff, at least you can do your own, too. Some treasures are not really "treasure".
I think it's debatable what the average daily quest XP is without more detailed math; based on my experience with the old system, I have on more than a few occasions found myself stuck with three 50G quests, or being 'forced' to complete a 50G quest along with a 60G quest. You're also assuming that the probability of receiving each quest is the same; I'm not sure that is true. That said, if the average is indeed 1000XP then I will receive an additional 450G.
Yes, I have included the additional 1350G that Ben Lee mentioned.
I didn't count Duels achievements because they're one-time, and spending time on them is a further deviation from my usual play pattern.
I will concede that the additional 2 legendaries and 1 epic are significant though I'm not sure how to how to value them. For example, a legendary you want is worth 1600 dust; a legendary you don't want is worth 400 dust.
Yes the interaction is supposed to work with that, and it has for a long time. If im right, the game first deals damage to a players hero, then checks for possible healing, like lifesteal. If there is/isn't healing, and the heros health is still 0 or below, the game considers the hero as "dead" and you lose the game. If the hero heals back up to a positive amount of health, you live and can continue playing. This interaction has been around for a LONG time, and i'm very certain it's intended.
I have seen this interaction before with Eye for an Eye. I was at 1 health and attacked a paladin player who apparantly had Eye for an Eye up and i went to like -4 health, and because my 5 attack minion with a lifesteal healed me after Eye for an Eye triggered i lived by healing back up to 1 health. I think the reason this interaction is in the game in the first place, is because it would feel really bad if you lose the game, while seeing your heros health heal back up slightly before the "hero dies/you lose" animation plays.
While LoR deserves to be nominated and is a good game i think there is no way that it will win against it's compeditiors... i mean I can't imagine that among us gets beaten after the huge hype around it
As a super casual player I’m feeling more pressed than the last event simply because some of these cards feel necessary. Personally it feels grindy but like I said I’m a super casual. I don’t like that if I am unable to finish I might be handicapped but if you can buy the cards with shards and wild cards after the event it won’t matter.
i play enough to have a large amount of wild cards and shards.
Did someone know if the interaction with soul fragment is bugged?
I played against a warlock and he shuffled soul fragment into his deck. He was at 1 HP, and used his hero power. So he goes to -1 and back to 1.
Is the interaction supposed to work like that ? I remember last time playing warlock and playing a card which deals damage than heals (can't remember which one) but because I was under 0 hp I died and was unable to recover.
The existence of 1 anti-control card doesn't necessarily spell doom for control, so long as warlock isn't dominant. The bigger hurdle is probably just that tempo/aggro was strong coming into the expansion and, aside from a few flashy finishers (i.e. the Old Gods), DMF has fairly limited support for control. You would think the corrupt cards help, and to some extent they do, but they are slow by design so they are not great substitutes for good on-curve removal.
The only thing I'm upset about is the fact that I still haven't received my 100 gold from reaching Level 21 ye
Assuming you've gone into the journal and not been able to click it, I had a similar issue early on (Android client) and a force close and reopen fixed it.
Same here. I've made a deck of chaos deck that is halfway decent. I'm having fun with it, but it's a very close call on health before you can stabilise, so maybe it needs Aranasi Broodmothers or Khartut Defenders.
OK... So Tavern Brawl now does not count toward most quests? I did not count for murlocs played, for games played with Paladin and hero power uses. I play mostly Arena but brawls were also a fun way to do some of the quests. Now there is even less incentive to play them, apart from the pack.
Since there's an achievement attached to killing an opponent from full health with C'Thun, the last thing I am going to do is deny them that just so I can save myself a few seconds.
I do, however, fully agree the C'Thun animation should speed up to be as fast as the old one.
I understand where you are coming from, but keep in mind Duels is meant to be PvP Dungeon Run, and if they nerf treasures too much you lose the entire premise of the game mode. The treasures were always what set it apart from being an odd mix of constructed and arena.
Secret Rogue with Yogg-Saron, Master of Fate - Darkmoon Faire
Oh my yogg!! This seems to trick your opponent's mind. Totally love it :P
Soul fragment
Adding to @Brandon's comment, these are often instances where there are multiple valid ways of ordering the damage and healing. In their Eye for an Eye and lifesteal example, should the lifesteal healing happen before or after the damage from the secret? Both trigger off of the damage dealt, so they should both happen simultaneously, but the game has to show one before the other. So in practice, whenever multiple effects have the same trigger, they will all resolve before the game checks if a minion or hero dies.
In the Soul Fragment example, the hero power has to draw a card as well as damage you, and either could happen first. So both fully resolve, leaving you taking 2 damage AND healing 2, before the check for the hero's death occurs.
Tl;dr: the game behaves such that both the healing and damage happen simultaneously, but has to show them one-by-one so people can keep track of what happens.
Jandice Barov
Last time I played her she summoned 2x Azerite Elemental, but just the one I chose had the "blue aura", making it recognizable to my opponent. Has anyone else experienced this bug?
Dekkster's Top 5 Hearthstone Pro Deck Picks for Madness at the Darkmoon Faire
But it's so hard to wait!
Hearthstone Hotfixes - Duels Gets a Balance Update Moving Treasures Into Different Pools, Phaoris’ Blade Nerfed
All treasures are broken, but not necessarily with the surrounding deck. Lunar Band is a good example: it is OP enough to be removed, but also weak if you have few deathrattles. While that doesn't stop some treasures being baseline stronger than others, it does highlight that if you want all Duels runs to have comparable power you'd need to offer treasures to suit the decks, rather than randomly. There are good arguments for that, but I would hate it because then the whole thing becomes too predictable and undermines the rogue-like nature of the game mode.
Rogue-like games are always about starting off weak and trying (and sometimes failing) to become as broken as possible as you go along. Sometimes you are given the nuts, other times you have to muddle through with treasures which aren't best suited to your deck.
How soon is too soon to craft?
I'm usually way too careful with my dust. Right now there are a lot of legendaries I would like to try out, but I'm not really sure wich one I would like to stick around with. As I would like to climb at least a little bit on the ladder before december I'm seriously considering crafting Grand Totem Eys'or now, since I enjoy Totem Shaman and the deck seems strong ATM. On the other hand it's future is very uncertain after Splitting Axe rotates in April so I haven't decided yet.
Hearthstone Hotfixes - Duels Gets a Balance Update Moving Treasures Into Different Pools, Phaoris’ Blade Nerfed
So they should make all treasures broken or balanced. When your opponent does broken stuff, at least you can do your own, too. Some treasures are not really "treasure".
Hearthstone's Game Director Responds to the Rewards Track
I think it's debatable what the average daily quest XP is without more detailed math; based on my experience with the old system, I have on more than a few occasions found myself stuck with three 50G quests, or being 'forced' to complete a 50G quest along with a 60G quest. You're also assuming that the probability of receiving each quest is the same; I'm not sure that is true. That said, if the average is indeed 1000XP then I will receive an additional 450G.
Yes, I have included the additional 1350G that Ben Lee mentioned.
I didn't count Duels achievements because they're one-time, and spending time on them is a further deviation from my usual play pattern.
I will concede that the additional 2 legendaries and 1 epic are significant though I'm not sure how to how to value them. For example, a legendary you want is worth 1600 dust; a legendary you don't want is worth 400 dust.
Soul fragment
Yes the interaction is supposed to work with that, and it has for a long time. If im right, the game first deals damage to a players hero, then checks for possible healing, like lifesteal. If there is/isn't healing, and the heros health is still 0 or below, the game considers the hero as "dead" and you lose the game. If the hero heals back up to a positive amount of health, you live and can continue playing. This interaction has been around for a LONG time, and i'm very certain it's intended.
I have seen this interaction before with Eye for an Eye. I was at 1 health and attacked a paladin player who apparantly had Eye for an Eye up and i went to like -4 health, and because my 5 attack minion with a lifesteal healed me after Eye for an Eye triggered i lived by healing back up to 1 health. I think the reason this interaction is in the game in the first place, is because it would feel really bad if you lose the game, while seeing your heros health heal back up slightly before the "hero dies/you lose" animation plays.
Legends of Runeterra is Nominated for Best Mobile Game of the Year in The Game Awards!
While LoR deserves to be nominated and is a good game i think there is no way that it will win against it's compeditiors... i mean I can't imagine that among us gets beaten after the huge hype around it
K/DA Completion
Yes it's a good thing they did.. Luckily the last card isn't competitive,
Swindle
The new reward system in a nutshell
K/DA Completion
As a super casual player I’m feeling more pressed than the last event simply because some of these cards feel necessary. Personally it feels grindy but like I said I’m a super casual. I don’t like that if I am unable to finish I might be handicapped but if you can buy the cards with shards and wild cards after the event it won’t matter.
i play enough to have a large amount of wild cards and shards.
Spinning the Wheel of Fate with Yogg-Saron in Standard - 4 Hearthstone Decks to Get Your Maw On
Praise Yogg! I'm gonna try these out, with the inclusion of King Phaoris in the Druid deck.
Corrupt Weekly Quest not updating
Thank you for your answer. This is really silly.
Soul fragment
Did someone know if the interaction with soul fragment is bugged?
I played against a warlock and he shuffled soul fragment into his deck. He was at 1 HP, and used his hero power. So he goes to -1 and back to 1.
Is the interaction supposed to work like that ? I remember last time playing warlock and playing a card which deals damage than heals (can't remember which one) but because I was under 0 hp I died and was unable to recover.
Best Performing Early Standard Hearthstone Decks From the Darkmoon Faire
The existence of 1 anti-control card doesn't necessarily spell doom for control, so long as warlock isn't dominant. The bigger hurdle is probably just that tempo/aggro was strong coming into the expansion and, aside from a few flashy finishers (i.e. the Old Gods), DMF has fairly limited support for control. You would think the corrupt cards help, and to some extent they do, but they are slow by design so they are not great substitutes for good on-curve removal.
Hearthstone Hotfixes - Weekly Quest Fixes, Duels Now Contributes to Class Progress, Heroic Duels Rating Fix
Assuming you've gone into the journal and not been able to click it, I had a similar issue early on (Android client) and a force close and reopen fixed it.
Best Performing Early Standard Hearthstone Decks From the Darkmoon Faire
Same here. I've made a deck of chaos deck that is halfway decent. I'm having fun with it, but it's a very close call on health before you can stabilise, so maybe it needs Aranasi Broodmothers or Khartut Defenders.
Wild · Unknown Warlock · by anchorm4n · 5 years, 10 months ago
Neo-Menagerie Quest Taunt Warrior
So...further updates from plat 5 to diamond 10 (I usually climb until diamond 5).
I think some removal and card draw wouldn’t be bad, experimenting with brawl now instead of the explorer.
'Servant of Yogg-Saron' Tryouts
And now Tavern Brawls does not count for most quest progression...
Blizzard Screwed Up With the Rewards Track - A Letter to Hearthstone
OK... So Tavern Brawl now does not count toward most quests? I did not count for murlocs played, for games played with Paladin and hero power uses. I play mostly Arena but brawls were also a fun way to do some of the quests. Now there is even less incentive to play them, apart from the pack.
New Neutral Minion - Derailed Coaster
Oh, my fault, ETC is better than i've expected.
Concede before your opponent plays C'thun.
Since there's an achievement attached to killing an opponent from full health with C'Thun, the last thing I am going to do is deny them that just so I can save myself a few seconds.
I do, however, fully agree the C'Thun animation should speed up to be as fast as the old one.
Hearthstone Hotfixes - Duels Gets a Balance Update Moving Treasures Into Different Pools, Phaoris’ Blade Nerfed
I understand where you are coming from, but keep in mind Duels is meant to be PvP Dungeon Run, and if they nerf treasures too much you lose the entire premise of the game mode. The treasures were always what set it apart from being an odd mix of constructed and arena.