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  • Tournament Mode

    Quote From Marega

    Post this on reddit if u haven't already. Team 5 usually lurks around there.

     

    Seems great BTW 

    I did: https://www.reddit.com/r/hearthstone/comments/ehlocg/tournament_mode/

    I just hope it doesn't get lost in the aether or just straight up ignored.

  • Tournament Mode

    Quote From Gilbie

    Hired!

    I wish lol

  • Tournament Mode

    Post this on reddit if u haven't already. Team 5 usually lurks around there.

     

    Seems great BTW 

  • -Whine-

    This thread has no purpose. I just want to moan about wanting to play LoR and it not being released.

    I want LoR and I am sad.

    P.S. My mental estimate is end of Jan for the next playtest. I have literally no basis beyond the cryptic 'early Q1' they've offered, so when I'm inevitably wrong I will be even more disappointed.

  • Tournament Mode

    Hired!

  • Top 5 Most Discussed Card Pre-Open Beta!!

    Quote From YourPrivateNightmare

    They'll have to nerf Deny eventually.

    In a game where spells are so high costed and so valuable, having the ability to just completely waste your opponent's entire turn for just 3-mana is ridiculous.

    Fiora also seems kind of busted so maybe they're gonna nerf her stats to make it harder to upgrade her.

    The issue with Deny isn't really the card itself, I feel. Sure, you can counterspell a high-cost card, but that's equally true for most counters in card games. Hearthstone is probably the only exception simply because by playing a secret you telegraph that it could be Counterspell.

    The issue, I would argue, is that due to LoR's central deckbuilding mechanics, it's region-locked. Many, if not most, decks have no access to that effect or anything even similar. Which, in turn, makes it harder to build or play around. It's also trickier to get a read on the card being in hand due to the game's mana-storage mechanic - tricky to tell if your opponent is floating 3 spell mana for a Deny or simply because they don't have a spell worth throwing.

    Of course, at the end of the day, the meta should self-balance around such things. Expensive spells are expensive, less so because of the spell mana mechanic, and the further variable in the equation is how prevalent Deny is in the meta. If lots of people are running Deny, fewer expensive spells get decked.

     

    Re: Fiora - I don't actually feel like she's busted at all, and even cards like Riposte (which are all but required, really, to get her to do anything) are fair given it's a slow grind to get the 4 procs. What I do think needs changing is the fact that Fiora + Judgment is an instant win if you can't block it with something. Kinda goes against the design of the card in a lot of ways and winds up with a big of an unsatisfying ending.

  • The Hero Power of Galakrond Priest is terrible

    I don't think it's even up for debate, bad cards/failed archtypes rarely get any attention/buffs I doubt they will buff it, so far buffs have been really rare.. we might get an invoke card in the adventure or even another double invoke abuser, but I think the invoke effect is so underwhelming and sometimes even a liability. So I think nothing can save the priest galakround.. and it's doomed to fail.. unless you get such a HUGE tempo swing from another abuser like Fate Weaver with a lot more impact than any other double invoke card, not neccessarly a tempo impact can be a a big value one!

    In short the only hope for this archtype is the 35 card mini expansion and the impact need to be a specific support but with a HUGE impact.. and I hope not.. cause we have shaman,warrior,rogue and warlock who do really well with galakround.

  • Tournament Mode

    I've been working on this for a few weeks. I've been thinking of how this can be implemented into the game, how it rewards players, how it can pay for itself in the long run, and mainly how it can be fun. As we go through this, if you spot anything that I didn't cover, stuff that would be un-fun, or things that need improvement, let me know. If the player base stays vocal on this topic (maybe this thread) we might be able to make things work and bring some new fun to our favorite game.

     

    The Basics:

    The way the mode will be implemented will be similar to that of Tavern Brawl. It will be live for an entire week before maintenance/reset.

    Cards/sets will be rotated in and out. This will give us use of older cards and while also taking away staple Classic and Basic cards. This is to prevent a stale meta. this is why Battlegrounds is a hit. Team 5 have been very vigilant and hands on when it has come to balance Battlegrounds, if they could use this philosophy with Tournament Mode (The one I'm describing) then it will last.

    Rule sets can be used to limit deck construction even more. Rule Sets such as;
    - Pauper: No Epic or Legendary Cards
    - Stay Dead: No Deathrattle Cards
    - Be Quiet: No Battlecry Cards
    - This is My Main: Only Class Cards are used

    Tournament mode can also use the Standard format, to make things more interesting since the Standard format Meta is more often than not figured out.

    There are 3 different levels of entry to this mode, I will go over the rewards after I lay these out.
    1 - Free: Everyone will get one FREE entry into the mode each week. After you have use your Free play, you'll have to play in the other levels. This free entry will also give you access to ALL of the available cards whereas the next two levels come straight from your collection. This mode will not affect your rating.
    2 - Casual: The cost of entry will be 150g or your local currency. This is for people to practice in while still obtaining rewards. This mode will affect your rating.
    3 - Competitive: The cost of entry will be 500g or your local currency, this is where the big boys go to play. Go hard, or go home. This mode will affect your rating.

    With the introduction of Battlegrounds, Team 5 has shown us that Hearthstone can hold 8 people together enough to get through a game. So Tournament mode will be using an Eight Player Bracket. You will see your opponents Tournament Portraits and their rating and they can see yours as well.

    This is a rough draft of what it will look like, match- ups are not set in stone:

    With each game you'll have your rating changed according to how well you did, similar to Battlegrounds.
    For example: 

    Obviously it will go higher than 999 but Hearthcards can only do so much. Do not worry about the portraits at this moment, I'll get to that soon.

     

    The Rules:

    As stated earlier, there will be sets/cards rotating in and out each week to keep the game mode feeling fresh each week. This also keeps people from developing unbeatable strategies for too long.

    All eight players will be matched together, you will all be shown what sets are in use, followed by being sent to the a collection manager inside the mode and everyone will have 40 minutes to craft 4 decks.

    The matches will be best of 5.

    You will be able to ban an opponents deck.

    Once a deck wins, you cannot use it anymore in that game until the next match.

    There is 1st Place, 2nd Place, 3rd Place, and 4th Place.
    - 1st place is the winner.
    - 2nd Place belongs to the person who lost to the winner,
    - 3rd place will be decided in a match between the two players who didn't make it to the final match-up.
    - 4th Place belongs to the player who lost the decider match for 3rd Place.
    - All other players will not get a placement.

    There will be spectating in place for those who lose, but no cards from either players hands can be seen.
    -The only match they can watch is the grand final of the tournament, this prevents sniping.

    Once you have won your match-up you will sit in the bracket screen until a match-up ends, then you will be matched with the winner of that match-up. There will be  a two minute pause before the match begins to let the winner take a small break.
    - This is your time to do what you need to do before the next match.

     

    Rewards:

    Competitive will grant the largest amount of rewards.

    Casual and Free will grant the same amount of rewards.

    These rewards should be;
    -Gold
    -Dust
    -Pack Tokens for YOU to DECIDE which pack you want.

    Rewards for placements will be;
    - Players in 1st place will receive a pack token, some dust, and more gold than what 2nd place got.
    - Players in 2nd place will receive a pack token, some dust, and some gold.
    - Players in 3rd place will receive a pack token and some dust.
    - Players in 4th place will receive some dust.
    - Players below 4th place will not receive anything.

    These rewards will scale based on if they are played in competitive or casual.
    -It should be noted that Arena tickets should be given out in competitive.

     

    Progression:

    Progression comes in the form of Tournament Mode exclusive Hero Portraits.
    -These will be rewarded based on how many games you have won with a particular class inside Tournament Mode.

    Hero portraits will not be represented in the match-up themselves. If you play Shaman, you will be whatever Shaman you chose for your deck during deck construction or be defaulted to your favorite.

    This is a great opportunity to use some old art, here are some examples;
    Druid - 500, 1000, 1500

    Mage - 500, 1000, 1500

    Warrior - 500, 1000, 1500

    So on and so forth for each class. Also, ignore the health for these portraits, I couldn't find any without health indicators.

    These portraits aren't set in stone but it's a good motivator to work towards something.

     

    Friendly Matches:

    Friendly matches should be available within this mode.

    A host should be able to make their own rule sets and decide what's banned and what isn't.

    Friendly matches are free, and thus no rewards are given.

     

    Things to Consider:

    Deck boxes.
    -While this mode exists people will want to keep decks they know work for next time around. There needs to be a feature implemented that way players who don't use 3rd party sites to save their decks (Like outof.cards) can, well save their decks.
    -If cards in those decks are now illegal, they can copy/paste the deck code within Hearthstone to make a clone and edit it.

    Splitting the player base:
    -Some of you will have fears that this will split the player base and I totally agree. I'm not a Legend Wild player but I've heard it's slim pickins up in the higher ranks. My philosophy on this is the same from when I played WoW wishing for something like WoW Classic: "It's better to have a split player base than no player base at all." Agree with that statement or not, that's just how I see it.

    How long will a round of Tournament Mode Take?
    -This is probably the most concerning, and may very well be the reason as to why it hasn't came to fruition yet. Doing a round in tournament mode is and SHOULD be a commitment, it shouldn't be a throw away game because you're at 1 HP and think you've lost.
    -It will take well over two hours four one full Tournament. Simply because players need ample time to look through what's available and decide what the best route is.

    Is it worth anything in the competitive scene of Standard Hearthstone Tournaments?
    -No, this is something entirely separate from official events.

     

    Conclusion:

    I think I've laid out a pretty good foundation on what Team 5 could do with Tournament mode. Is it perfect? I don't know the answer to that question. What I do know is, that I'm trying to help and I'm trying to get you, the players, behind this idea that we've all been asking for, for years.

    Thank you for reading.
    -Grif.

  • Group Therapy! Need to blow off some steam? Mega salty? Here's the place!

    Mhhh yes daddy i'm having so much fun conceding 15 times in a row against secret mage in wild mhhhh

    I already reached rank 5, the only reason I play is for fun and still the 30 of december, pleople still play to win easy using these burn decks.
    How enjoyable

  • The Hero Power of Galakrond Priest is terrible

    Quote From HolyWater

    maybe: "Add a random healing card to your hand."

     

    "You can't lose the game if they can't kill you".

    Coming from a former Priest main (I'm refusing to touch the class since SoU), just healing is lame, unless you attach something cool to it (see Light of the Naaru for example).

    Healing by itself is quite useless, since you can't stack it up unlike Armor (unless you print a minion with an effect like "excess healing to your face counts like Armor", but I don't know) and, since right now you can't make proactive moves, you're just hoping that your opponent will end up his gas and concede.
    Which is fair, give that this is the goal of any Control deck, but man it is a really miserable way to achieve it.

  • Malygos Hunter

    I don't think Frizz Kindleroost would be a good card in this deck as it is another card for the the Jepetto Joybuzz pool and you want as little as possible of those. Furthermore, with the amount of fast decks around these decks, I do not believe you would have enough time in most games to first play Frizz Kindleroost and then be able to combo your dragons with the necessary spells. That said, if you draw it before turn 4, it's obviously very good but that is not very often the case


     

  • Legends of Runeterra - Explore Noxus

    To underline, since these articles are rather light on the lore:

    It's easy for those unfamiliar with the background lore to assume Demacia is 'the good guys' and Noxus are 'the bad guys' - in much the same way that someone who hasn't played World of Warcraft will assume the Alliance are good and the Horde are bad. In truth, both sides are as bad as each other (in both examples). The main difference is simply the core tenet of their respective societies.

    Demacia is all shining armour and knights because the central theme is order. Demacia has low crime rates, for example, but it's because their civil governance borders on police state in some ways. Society is rigid and inflexible, and even in LoR this can be seen in some of the flavour text. For example, Tianna Crownguard's flavour text has her speaking scathingly to Lux - her daughter - about her unquestionably potent Light magic, in part over family honour and in part over tradition. 

    Noxus, by contrast, is all about personal freedom. Of course, the downside is that when people are allowed to do whatever they want, that often involves being unpleasant to other people (as can be seen in a few isolated examples such as 'the internet' and 'a significant proportion of human history'. The only thing stopping Noxus from being a true Anarchy is the simple truth that its rulers are the biggest and baddest around, so you better do as they say. Which then goes on to paint the Noxians' invasion of their neighbours in a subtly different light - it becomes less a matter of 'warmongering expansionist' and more a matter of 'the easiest way to ensure your citizens fall in line is to give them a common enemy'.

    I'd go on, but frankly I don't know enough to do so, having not really followed League's lore for quite a few years now - the above is just the basics. Still worth covering, though, in my opinion.

  • Kibler's Legend Quest Priest (66% WR)

    Re: trade-off - well sure, but irrespective of meta there's unlikely to be any decks for the foreseeable future that could build greedily enough to make so many boards as to require that many board clears, while also lacking the tempo to severely punish such a slow turn. N'zoth is back in his vault, after all.

    Re: the second paragraph - 'fraid I don't see that as a reasonable argument. Pretty much anything looks big when you make the assumption you'll get a +3/+3 on it, and any game plan which includes the words 'and hope my opponent doesn't remove it' tends toward failure. 

    At the end of the day, I struggle to believe this deck needs an additional discovered removal option (it definitely doesn't need another Mass Rez). There just isn't a deck in the meta that merits it - the closest you'll get is Highlander Mage, and that's more about frequent medium-sized boards rather than a few huge ones. And once you mentally align with the idea that the Dynamo is something you want rather than something necessary, then you have to stop and ask - do I want a 3/4 or a 5/12 in my resurrect pool?

  • [Game] Card Treasure Hunt (The Resurrection Attempt)

    Correct! Your turn.

  • Galakrond Dragon Warrior

    Sadly I have no War War Master Voone so I have been avoiding highlander warrior its hard to get consistent. Though I am using a list for it either way.

  • [Game] Card Treasure Hunt (The Resurrection Attempt)

    Hmmm... maybe the power was THE ABSOLUTE POWER OF Wilfred Fizzlebang? That would explain why Millhouse was close 

  • Quest Trading - Play A Friend!

    Battletag: aiver#21356

    Ragion: ey

    Trade only? yes, you go first

  • Tekhan Rogue

    Quote From EndlessTides

    While I've been standing outside New Look waiting for the missus and holding the dog I've been looking for a deck that I can take onto Ladder for the Memes. This looks ideal... 

    With a little tinkering that is. Thanks dude! 😊 

    Np.. let me know how it goes and what you changed. There's lots of cards I don't have.. like Preparation that might work better.

  • [Game] Card Treasure Hunt (The Resurrection Attempt)

    It's neither of those. Maybe my riddle was too generalized...

    Here's a hint: The 1st line is about the card and the 2nd, 3rd and 4th are about the character.
                        2nd line is also kinda about the card = there's some RNG.

    For the record, sitting duck has no special watery/poultry meaning.

  • The Hero Power of Galakrond Priest is terrible

    maybe: "Add a random healing card to your hand."

     

  • The Hero Power of Galakrond Priest is terrible

    I just found out yesterday that you can't generate galakround invokers by any means..which is great since I don't really want to play around a 3rd or 4th dragon's pack or scion of ruin but in the priest case it makes the hero power just pure garbage.

  • Neglect Your Ladder Climb? Here are the BEST Hearthstone Decks to Get Stronk

    Quote From sto650

    I do have to say that nerfing Mogu Flesh-shaper to 9 mana makes it harder to get it on the board, but it also drastically improves the Mutate options. The 9-slot has only 1-2 duds in it in standard, and those are a 5/5 and a 6/6. Everything else is better than that, including many 8/8, a 9/9 rush, and King Krush. Sooo yeah. "Nerfed" ... but the combo with Mutate is now waaaay more consistent than the 7-slot was.

    Just to be clear; Mutate transform the minion into another minion 1 cost higher.

    So mogu + mutate = 10 cost minion. No rush, no charge, and definitely no divine shield, taunt, charge

    And no, from my own experience mogu not coming out in turn 3-4 into grommash is a massive nerf indeed. In fact, I rarely get to see it out costing 0 so yeah the nerf definitely works.

  • Galakrond Dragon Warrior

    If you want to go pure dragon with warrior probably the best is to do highlander with [Hearthstone Card (Dragonqueen Alexstrasza) Not Found] + War Master Voone as your value finisher.

    I like Scion of Ruin, its obviously one of the best cards this expansion, but if youre going to play Galakrond warrior, then its not value youre wanting to play, its smack to face all day everyday.

  • Galakrond Dragon Warrior

    Quote From OmarComing

    Also, Scion of Ruin and Barista Lynchen is Valuetown Maximus. Seen a few concedes after that combo. 

    Rogue being one of the more popular classes with highlander Galakrond would probably make this less so

  • MTG Arena - Theros: Beyond Death Card Spoilers December 29

    I approve.