I believe this line was meant to encompass all listed decks in that sentence rather than just relate to the final example, but it's true the 4th deck is the most (expected) odd man out.
That's sad to hear. I don't know whether you had a chance to revisit Duels recently, but they've been making some long overdue improvements. Still ways to go, just in a better shape than things used to be. And yes, Mercs still do very much feel like beta.
Late-ish reply as I've been away from "civilization" until yesterday, so much to catch up with. And I very much appreciate all the kind words!
I do like to think everyone has their own strengths (somebody give me at least a half of Flux's speed rating!). I know that I can sometimes get caught up in all the details, so it can be as much a boon as a curse in its own way. There is always so much to keep an eye on, and then everything feels important enough to warrant a mention. ;)
If you are fine playing Arena and Duels meanwhile and not have to jump into Constructed from the get go, then 'better safe than sorry' approach might allow you to benefit and secure that second Golden Legendary before pack openings. But it does take quite some patience.
Yes, that's a big if. I tend to look at Duels for comparison - started out shaky, with hero powers and treasures gated behind having enough cards of X expansion, and multiple other problems, but still eventually course correcting to an extent and enjoying a little resurgence. So Mercenaries could still make up for a somewhat rough start, hopefully it won't take them forever.
I'm not particularly that much into Mercs PvE myself to offer detailed advice, but I know there are some content creators who specialize in such guides. If you for example head here and do a Ctrl-F search for 'Drakkisath', could be some helpful tips. Same could be said for a general name search on the Mercenaries Discord to see relevant messages.
Very fine points. I'm somewhat concerned with their speed of adding in new Mercs, instead of resolving all the other concerns first. A lot might yet change in players' favor once those solutions to excess coins and other improvements finally arrive.
There are actually special apps that are being used by many to make it more of a small lottery, going through all the entries on auto. The odds still aren't any good, of course, when competing for a bundle against thousands of other hopefuls.
That's why the ones such as custom card contests are technically better for anyone able to meet the requirements, as the competition is going to be so much smaller than with any "like and retweet" entries that some people undoubtedly try to use extra burner accounts for.
On the upside, they seem to have become really good at acknowledging reports and catching them fast enough to somehow roll out hotfixes even within days. So many separate game modes now, all with their own interactions that could break things.
But their QA and engineering teams could use more backing and resources, definitely.
Much appreciated! One thing somehow seems to lead to another whenever I set out to put something together, even if it's not always intended. ;)
And hehe, I feel you. That card priority update has really made me have to go over everything more than once. Not exactly the most straightforward info to internalize.
Ah yes, Flightmaster Dungar has been malfunctioning in that way for a good month, if not more. Arena people were certainly not happy, even if getting a Legendary there doesn't happen that often. I couldn't recall whether we might've mentioned this before, but will add a note as well just for reference.
Ah, that's actually intended just so players couldn't abuse Mo'args to deal excess damage to enemy heroes, or self for speed quest completion in case of Questlock (and the card text technically specifies that "only minions take double damage from spells"). Otherwise it probably wouldn't be long before somebody finds some wacky OTK potential.
I'm not sure whether that's actually true, but I can definitely see what might be causing this particular impression. A number of factors: all the new game modes that weren't there before with their own unique minions/heroes/cards and thousands of interactions, the card pool growing constantly as you point out, and there is also the fact they have actually become much, much better at officially communicating all of these to us, acknowledging bug reports, and being able to deploy and inform us about fixes much, much faster. In the past many of these would've been downright neglected or never mentioned.
As Skorpionex points out, that part is indeed working as intended. Temporary auras always did that. If a minion was a 2/1 and then got increased to 3/2 for a moment, then removing the effect will cause them to effectively gain a Health point and go to 2/2. Also with good ol' Stormwind Champion for example. Admittedly it isn't the most intuitive interaction in the world.
I haven't played with any Mo'arg decks since the change, but I'd imagine the known interactions we are used to should remain largely the same, if there are no stacking card priorities in play. Is there anything specific you had in mind?
I did want to make that 'joke', but the title was deemed as potentially confusing.
I believe this line was meant to encompass all listed decks in that sentence rather than just relate to the final example, but it's true the 4th deck is the most (expected) odd man out.
That's sad to hear. I don't know whether you had a chance to revisit Duels recently, but they've been making some long overdue improvements. Still ways to go, just in a better shape than things used to be. And yes, Mercs still do very much feel like beta.
Late-ish reply as I've been away from "civilization" until yesterday, so much to catch up with. And I very much appreciate all the kind words!
I do like to think everyone has their own strengths (somebody give me at least a half of Flux's speed rating!). I know that I can sometimes get caught up in all the details, so it can be as much a boon as a curse in its own way. There is always so much to keep an eye on, and then everything feels important enough to warrant a mention. ;)
2 out of 3, I haven't seen that in a while. I need to borrow your ladder variety.
I hope you got there in the end! My dust reserves still can't handle gathering all these legendaries.
If you are fine playing Arena and Duels meanwhile and not have to jump into Constructed from the get go, then 'better safe than sorry' approach might allow you to benefit and secure that second Golden Legendary before pack openings. But it does take quite some patience.
Yes, that's a big if. I tend to look at Duels for comparison - started out shaky, with hero powers and treasures gated behind having enough cards of X expansion, and multiple other problems, but still eventually course correcting to an extent and enjoying a little resurgence. So Mercenaries could still make up for a somewhat rough start, hopefully it won't take them forever.
They are running out of Blackrock Mountain bosses, at this rate. ;)
I'm not particularly that much into Mercs PvE myself to offer detailed advice, but I know there are some content creators who specialize in such guides. If you for example head here and do a Ctrl-F search for 'Drakkisath', could be some helpful tips. Same could be said for a general name search on the Mercenaries Discord to see relevant messages.
Very fine points. I'm somewhat concerned with their speed of adding in new Mercs, instead of resolving all the other concerns first. A lot might yet change in players' favor once those solutions to excess coins and other improvements finally arrive.
There are actually special apps that are being used by many to make it more of a small lottery, going through all the entries on auto. The odds still aren't any good, of course, when competing for a bundle against thousands of other hopefuls.
That's why the ones such as custom card contests are technically better for anyone able to meet the requirements, as the competition is going to be so much smaller than with any "like and retweet" entries that some people undoubtedly try to use extra burner accounts for.
On the upside, they seem to have become really good at acknowledging reports and catching them fast enough to somehow roll out hotfixes even within days. So many separate game modes now, all with their own interactions that could break things.
But their QA and engineering teams could use more backing and resources, definitely.
Much appreciated! One thing somehow seems to lead to another whenever I set out to put something together, even if it's not always intended. ;)
And hehe, I feel you. That card priority update has really made me have to go over everything more than once. Not exactly the most straightforward info to internalize.
Ah yes, Flightmaster Dungar has been malfunctioning in that way for a good month, if not more. Arena people were certainly not happy, even if getting a Legendary there doesn't happen that often. I couldn't recall whether we might've mentioned this before, but will add a note as well just for reference.
Ah, that's actually intended just so players couldn't abuse Mo'args to deal excess damage to enemy heroes, or self for speed quest completion in case of Questlock (and the card text technically specifies that "only minions take double damage from spells"). Otherwise it probably wouldn't be long before somebody finds some wacky OTK potential.
I'm not sure whether that's actually true, but I can definitely see what might be causing this particular impression. A number of factors: all the new game modes that weren't there before with their own unique minions/heroes/cards and thousands of interactions, the card pool growing constantly as you point out, and there is also the fact they have actually become much, much better at officially communicating all of these to us, acknowledging bug reports, and being able to deploy and inform us about fixes much, much faster. In the past many of these would've been downright neglected or never mentioned.
As Skorpionex points out, that part is indeed working as intended. Temporary auras always did that. If a minion was a 2/1 and then got increased to 3/2 for a moment, then removing the effect will cause them to effectively gain a Health point and go to 2/2. Also with good ol' Stormwind Champion for example. Admittedly it isn't the most intuitive interaction in the world.
I haven't played with any Mo'arg decks since the change, but I'd imagine the known interactions we are used to should remain largely the same, if there are no stacking card priorities in play. Is there anything specific you had in mind?
Haha, good catch. The dangers of following previously established formats! We'll get on it.