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  • Classic WoW Advice

    Personally, if you're never doing end content and you want pvp then play the best pvp priest in the game, undead.

    They're the only ones with access to Devouring Plague which makes such a massive difference in pvp it's borderline cheating.

     

    If you're sticking with alliance then NE is a good choice, the shadowmeld talent is great for keeping hidden whilst defending flags in AB, for example. I would go human, not for the spirit buff but for perception which is great for detecting those sneaky rogues / druids. 

  • Daily Quests - New Ideas/Trash Removal

    I think the daily quests are inspired by WoW, but miss some important reasons why they work better there: 

    1. Higher rewards (useful gear etc) 

    2. More choice (you can choose from a lot more daily quests to do there)

    One of the problems with creating interesting quests is in the reward: gold as a reward is a bit meh compared to getting a higher average iLvL in WoW or this nice item for transmog. I think quests could be more interesting when the rewards could be cosmetical (say win this aweseome card back) or much more impactful (win a free legendary/epic card, your choice) something like that.

    And maybe they should introduce trinket cards? Which kindof work as the perks in the adventures.(Say all minions of the opponent have one less attack or something :) lol). Sure this would be difficult to "balance" and people would cry out "unfair"!! But at least you would be more interesting in doing the quests...and if you could only use them for a limited time, say 5 times or something, a temporary buff, then it might work, and it would be "fair": people spending the time to do the quests get better "gear" and therefore have an advantage for a limited period. Just my 2 cents.

  • Odds of buckets

    As far as I know the buckets are just random, although I feel there definitely should be a weighting because some of the archetypes are unplayable unless you get enough of those cards. This was a persistent problem in previous dungeon runs as well, so you would have thought something like this would've been implemented by now.

     

    I recall how absolutely maddening it was to play Battlecry shaman in Rumble Run and to get turn after turn of non-battlecry garbage, only to see the AI's version of the deck stacked with Keleseth, Mistcaller, etc.

     

    I also wouldn't mind if passive treasures influenced the buckets slightly, EG higher chance for expensive minions after you pick Scepter of Summoning, higher chance for spells if you pick the Robe of the Magi, etc. It feels miserable when you get a good treasure and then completely whiff on anything to support it, especially early on b/c the starting deck is usually just a bunch of weenies.

  • Daily Quests - New Ideas/Trash Removal

    Quote From Alfi

    I would hate having a daily quest relying absolutely on your opponent (your 80g "defeat your opponent before they complete their quest") who have to play a special deck and also with only quests being played are druid (completed on turn 4 or 5) and shaman (completed on turn 3-6)

    I agree. Completing a quest should always hinge on the player, not their opponent. Now obviously you don't have full control over winning, but any other condition (choice of class, playing X [class]/[tribe] cards, playing brawl, etc. is something the player has full control over.

    You can't choose your opponent's deck, so a quest condition that requires them to play a certain class or type of deck would be endlessly frustrating, even if it's the most common deck in standard.

    While I suppose you could reward players for playing off-meta decks or not-netdecks, but it'd be far too wordy of a condition to explain neatly in two lines of text. I don't find the idea terribly exciting either.

     

    Overall, since quests are catering to the widest range of HS players, I think it'd be a mistake to make them too focused on standard or the reverse: you don't want to force players to play a mode they don't want to play. I'm sure everyone's had a few games where the warrior does nothing but play weapons turn after turn and then concede, and those tend not to be very gripping games for either player.

  • Classic WoW Advice

    So I'm going to be playing Classic WoW as a priest with 4 other friends being Alliance side and on a PVP server.
    I've played multiple private realms so I know what I'm in for with classic.

    I have a raiding background but I'm not going to be spending enough time to be doing any top tier raiding.
    I'm planning to do PVP, run high-level dungeon content and some minor raiding.

    I'm pretty torn between whether to play Human or Nightelf 
    My argument for Night Elf is that some of the players in my group haven't played since Cata or have only ever played for a short time, they get the general hang of it but there will most likely be some accidental pulls here and there.
    I want to be ready for any possible wipes with Meld and ress,wether out in the world or in the dungeons.

    For Human I like their tasty 5% spirit, desperate payer is sweet too - but I really don't want to be kicking myself every time we have to do a run back to our corpses.

    Let me know what you think :)

  • Heal Zoo

    Between lifetap,  Imps, and kobolds, there is a lot of damage already coming your way.  Beetle's, give you that extra bit of sheilding.

  • SoU - Quest / Wall Priest 4.0

    Quote From FieselFitz

    More or less yes - i also tried different Cards like for example i tried using Batterhead and only one Mosh Ogg 

     

    Not the fastest deck to climb the ladder but still possible - sure with all the Aggro decks that are around right now it´s not the easiest deck to play but still doing decent.

    Catrina Muerte is a pretty strong card in this Deck because she gives you at least one Rezz - but if you're tight on dust i guess you could sub her for something else like

    Exotic MountsellerBig Bad Archmage,  Witchwood Grizzly or Khartut Defender (this one seems pretty good)

    Hey! Thanks for the reply. I didn't realise the notification thing till now.

    I ended up creating her actually... Deck is prettypretty fun to play but like you say, a bit of a slow climb. Really hoping the next expansions support the archetype! 

  • Play witch Mech? Yup.

    this is and aggro face deck, you don't need a combo that clears the board.

    You should be more focused on building a board than destroying it.

  • Daily Quests - New Ideas/Trash Removal

    Quests should be easy to complete because everyone would rather play what they want to play instead of something they don't want to play.

    Let me explain; lets say there was a quest that said 'win 2 games with a deck that has at least 10 elementals' this would inspire you to play a elemental deck. But the issue is that you either A. are already open to playing an elemental deck and you don't need much prompting, or B. don't want to play an elemental deck but now you have to.

    You either already want to play a off-meta or different deck and you will continue to play hearthstone in the same way you already would, or you are a competitive player and you are frustrated that now you have to play a off-meta or different deck against your will. You could always just re-roll it, but you can only do that once a day. And if you re-roll into a quest like this than you are either forced to play a deck you don't like or just wait until the next day. 

    The purpose of the quests right now is not to prompt players to play something else, the purpose is to give them gold. The requirement on the quests is not to shape the meta, or change what the player wants to ladder with, but it is so that the person actually has to play Hearthstone to get the gold. It stops people from just logging on and off to get gold every day.  

  • Quest Trading - Play A Friend!

    Battletag: Kasandryta#2267

    Region: EU

    Trade Only?: Yes, you go first

  • Wich is your Favourite Adventure?

    Quote From YourPrivateNightmare

    I have no idea why people like Dungeon Run so much when it was literally the worst iteration of the concept, with frustrating bosses that you couldn't even build against because they were completely randomized, so it all comes down to cheesing out wins with overpowered treasures instead of coherent strategies

    I'd say that's exactly backwards. With a fixed final boss it's possible to create a deck specifically to exploit that boss's weaknesses, which is cheesy, whereas with 5 random bosses you just need to build a powerful deck that can handle a variety of obstacles. I greatly enjoyed the final bosses in K&C precisely because they presented a real challenge. It's why I don't like the whittling down mechanic with Plague lords either: that just cheapens the accomplishment.

  • Heal Zoo

    Why not a vulgur homunculus instead of beetle? You need to be damaged to cheat out happy ghoul and you armouring up instead.

  • Daily Quests - New Ideas/Trash Removal

    Quote From Alfi

    I would hate having a daily quest relying absolutely on your opponent (your 80g "defeat your opponent before they complete their quest") who have to play a special deck and also with only quests being played are druid (completed on turn 4 or 5) and shaman (completed on turn 3-6)

    That's totally fair - was just the first thing that came to mind as an example. I'm sure others could come with better options for quests that capture flavor/utilize new mechanics of each expansion.

  • Rock, Paper, Scissors: Highlanderadin, Big Swing Druid, and a Mech Draw Machine Warlock

    I read the guide you wrote under the decklist, but if you don't mind I have other questions, especially regarding the mulligan:

    • History Buff and Magic Carpet: both of them are pretty important in the deck (the second one justifies the high number of 1-drops, played and generated). Although Zephrys the Great and Sir Finley of the Sands are more important, do I keep  (foe example) Carpet or do I throw it away?
    • Same question for Crystology: do I give priority to Zeph and Finley or do I keep it?
    • One thing I changed in my personal list was Hungry Crab for Crystallizer: since Murlocs are meta (and you run two of them), most of the times you find yourself with a 3/4 that removes an enemy minion or, let's say, a 2/1 Finley. Moreover, it has synergy with Magic Carpet. Any thoughts?
  • SoU Wild meta

    Quote From Painkiller1724

    I dare to say that this expansion is the most impactful in the last couple of years, regarding wild. Every week there are new deck ideas. I like it.

    Witchwood says hi.

  • SoU Wild meta

    I dare to say that this expansion is the most impactful in the last couple of years, regarding wild. Every week there are new deck ideas. I like it.

  • Quest Trading - Play A Friend!

    Battletag: ZenAku#2375

    Region: EU

    Trade Only?: Yes, you go first

  • SoU Wild meta

    Quote From Lightspoon

    Zilliax is a very powerfull card for every kind of deck, since it provides so many good thing for a decent cost. It's a nice balanced card that will remain for a very long time with us. On the other side SN1P-SNAP is far more situational and I don't think it'll stick around for long.

    I agree that expecially Zilliax is going to surpass any other card in terms of longevity and presence, but I hope they'll not nerf it since it doesn't really need any change actually (or at last since some crazy interaction may pop up in the future).

    You are probably right about SN1P-SN4P, the card is bound to the popularity of Mechs in the meta.

    imho, they should remove from Zilliax one of these: rush (removal), lifesteal (sustain) or magnetic (Tempo). As you can see, each of these spreads in opposite direction, put together they make for the most versatile and staple card in HS history, despite the card being quite balanced for its cost.

    In general, I think there is an insane amount of healing in Wild right now, including efficient neutral healing (Antique Healbot, Khartut Defender, Reno Jackson, Zilliax). So I would honestly remove lifesteal from Zilliax. Maybe buff it to (4) in the process.

    The impression I have right now is that the game is consistently delayed to infinity/OTK (giving one more chance to Big Priest to stay in the meta btw), and while many players may like it, many others do not. I'm not sure Mech Paladin and Burn Mage can counter that. Maybe Miracle Mage is bound to resurge and bring balance in the Force...

  • Daily Quests - New Ideas/Trash Removal

    I would hate having a daily quest relying absolutely on your opponent (your 80g "defeat your opponent before they complete their quest") who have to play a special deck and also with only quests being played are druid (completed on turn 4 or 5) and shaman (completed on turn 3-6)

  • Quest Trading - Play A Friend!

    Battletag: Vandaren#11123

    Region: NA

    Trade Only: Yes, please go first

    Done

  • Heal Zoo

    Except keleseth you can actually use the list from rastakan's rumble and add a few new cards, you are using slow heals and hellfire, you should not run such cards in zoo they are too slow. Definetly add life drinker, doom guards, power overwhelming..

    Use a heal package you don't have to go all on on heals, use the remaining slots for other packages: demons/lackeys/eggs/self damage/discard. 

  • Brawl Block: Tinyfin Mode!

    People have been asking for such format for a long while "pauper mode" turns out it's 99% aggro. 

  • Hecklebot Shaman

    Looks pretty fun but im not sure about Hagatha the Witch because she would change your Battlecry Hero Power - the idea behind Hecklebot seems pretty fun but can also backfire if you can't steal the minions or destroy them ... 

    Also i personaly would add Questing Explorer - this should be in almost every Quest Deck i think!

  • Daily Quests - New Ideas/Trash Removal

    The main issue with quests, aside from the rewards being terrible even after they reworked them, is that people don't really care too much about them in terms of deckbuilding: they want their gold fast and then they wanna mainly go on Ladder or Arena, since those are the "serious" modes of HS and the most played. That's also why Casual is often infested with top tier decks: people wanna win fast and move on.

    While the idea of themed quests for each new expansion set could be interesting (maybe if limited for the first week of release), I would suggest to make all the quests the more generic as possible, so that people could just complete them while playing their normal game instead of feel forced to build something specific to get some gold. In this way I also hope that Casual can go back to being really casual.

  • Odds of buckets

    Well, as far as i know those buckets are random - if you pick a C'Thun Bucket it does not mean you will get another C'Thun bucket the next time!

    I personaly would not count on a specific bucket - just look which of those 3 buckets would be the best for the deck you have at the moment - and also depending on the Powers you got so far - for example if you get the passive Power (your minions that costs 5 or more cost 5) you can pick big minions.

    So to answer your question i always pick the one that would be best for my current deck even if some of the synergys i picked before would not be supported :)