Whoaaaa I expected much but this .. I love how they cemented clear identities for the different tribes!
Also, they cut lose from most standard cards, which is obviously a natural evolution when you want to create interesting cards that fit the game mode - let alone a separate keyword.
It’s not about the packs, it’s about the fact that I will binge that stream from start to finish even though I should be studying. Don’t know how you took this with such a negative vibe.. it’s not like I could be upset about finally learning more about this hyped up mode
This is floating my mind for quit some time and seems like the natural next step. I want to show of my achievements more efficiently. In retrospect, I would have preferred an upgrade to the hero frame as a reward for 1000 wins over a portrait. With the influx of new portraits (mostly buyable), these truly meaningful portraits are used less and less.
The best thing would be making achievements public. I’d love to browse my opponents achievements while he’s roping me on turn two. (But maybe he’s roping because he’s checking out my achievements? Hm this idea is a little flawed lol
There is one big flaw with this list though. You absolutely need the secondLoan Shark. With both of them,Sketchy Information is already oftentimes a dead card that takes valuable hand space. So I took out theCoerce, since it is pretty useless and doesn’t help you in your game plan whatsoever.
The top list on HS Replay runs both sharks as well but replaces wicked stabs with Thalnos and a second augmerchant. While interesting additions, they don’t draw cards in your gadgezan turn and hence synergize less with the overall plan.
Why do I say underrated? It‘s clearly no T1 deck but it deserves much more than 40% win rate, especially because of a favorable matchup against warlocks. You almost always can combo them down the turn before they go ham with Tamsin.
In any case, this is a great and challenging deck for everyone that likes high skill cap, apm decks.
Oh well .. there goes my pre-release occupation. I‘m not even mad about the missed exp, it would have netted me at the very best 100 gold (probably less) but this small incentive to complete achievements has led to very interesting decks and encounters those past weeks - now it sadly feels like time waste.
But why do they have to deactivate exp gains in the first place? It‘s not like they award a ton of free stuff and it would be a nice and small catch up mechanic for new and returning players. Even if exp rewards stayed for the time the set is in standard, this would feel much more appropriate.
I almost completed Kresh by casually playing N’Zoth control warrior. The deck is definitely entertaining so I don’t mind taking the slow approach.
I don’t see myself complete the demonhunter ones soon though, it’s just a long tedious losing streak..
Ps: I completed the Druid achievement with 5 cards that cost 8 or more earlier today with a bunch of giants + celestial alignment. Super fun and pretty powerful tbh
In what way exactly is nerfing Naga Sea Witch or Barnes into silverback patriarch territory a less „lazy“ approach than banning? The effect is 99,9% the same. No one ever is using these cards anymore. So why should they go out of their way and nerf a card that might see implication in the sets to come? For the satisfaction of like .. 10 players that want to play against a friend with that one specific card? I assure you, in 2 weeks, no one will miss it. And creating 2 versions of the card is just silly. It‘s not like wild has a lack of cards so why should they invest dev time into developing an essentially new card for the dumpster format, that probably won’t see play since it’s not broken and on top of that require a bunch of engine work to allow simultaneous existence of 2 versions....... (classic is basically a duplicate of the previous basi collection - that’s a whole different story than specific cards in an otherwise shared collection between modes)
The fact that it sees 0 play right now is no reason to argue that it’s standard implications don’t matter. For once, it still can be generated and for the other, it has 5 expansions ahead to find a deck.
I don’t understand why nerfing it into oblivion is better than banning it. And there definitely is no argument in finding his sweet spot for the wild meta when hundreds of other cards never see play.
This way, they got rid of a broken interaction people complained about since release with almost zero downside
So what about all other self harming mechanics? Life tap, the whole bunch of warlock cards, ... Were do you draw the line and why? Attacking with weapons? Just because the one says „cost“ and the other says deal x damage, doesn’t really change the logic behind paying with health for a benefit. Your idea isn’t bad but I don’t think it would be an elegant solution either. This way, they keep the old things and just scrap a new card - as if it never was printed, no harm done.
You‘re right that immune is a problematic key word in the sense that it‘s an absolut. It‘s similar to 0-cost cards in that regard. These things are bound to brake the game one way or the other.
I think many people (my past self included) consider going infinite to never run out of gold despite multiple daily arena runs, so basically factoring in the 50 daily gold into the equation. Also, a 5,5 - 6 win average is pretty close to a break even and much more achievable than the 7-8 from the top leaderboard players. Even if it‘s not a majority, I wouldn’t be surprised to find exactly those people discussing in arena related Reddit posts.
As for new players, arena is certainly not a way to „earn“ money but you quickly get to the point were you can get a bunch of discounted packs. If only you would get a pack token and not a specific pack I would grind arena all day since it’s more useful to safe up instead of buying more Barrens packs for me rn
I picked the quest up later in the run but i played the big murloc only once in a 12-1 run. I'm pretty sure it's better to open with an actual 1-drop and snowball as fast as possible. When you hit double battlecries, you don't run out of value anyways.
They said multiple times that tavern brawl is on the back burner because the responsible dev team is preoccupied with Mercenaries and Book of heroes/mercenaries. Also, their new approach to the shop is generally well received. Cosmetics buyable with gold, buyable decks for good value, legendaries added to bundles and the standard packs are an upgrade to Phoenix packs. I’m sure there are a bunch of golden card collectors out there that are more then happy with the new bundles
The fact that you would pilot a bad deck to 5:1 is the exact definition of game outcome decided by the better player, given that it’s well above average already (witch would be 3:3). You should see winrate more over large amounts of runs then one specific deck. Obviously not every deck can get to 12 wins and that’s perfectly normal. But on average, better player have significantly better results.
Bad Decks that managed to reach 5:1 have surpassed their expectations already and don’t need an additional benefit for even higher results
Got the 100 today. My second pic was Arcanist Jaina. No easy choice since I got 1000 win Jaina just recently and love the fire theme.
As for the achievment rewards, i'm super happy with Valeera but not sure what i'm gonna pick next... Guldan is nice but i have the difficult choice between Mecha Jaraxxus and N'zoth already... Maybe Druid? But Hamul is still so fresh!
Am I the only one that's suffering from portrait overdose?
1000 win portraits were nice at the time but i would much prefer an upgraded frame to show this achievment EVERY game, not only when i pick the portrait.
I don't realy get why mobile is such a problem. I played apm priest on mobile in the past and honestly, the fact that you can use both fingers for quick card slinging is allmost an advantage imo.
Whoaaaa I expected much but this .. I love how they cemented clear identities for the different tribes!
Also, they cut lose from most standard cards, which is obviously a natural evolution when you want to create interesting cards that fit the game mode - let alone a separate keyword.
Stay strong, we can do this! September 3rd for me but it’s a big one.
Fortunately I’ll have “plenty” of time once the mode releases!
It’s not about the packs, it’s about the fact that I will binge that stream from start to finish even though I should be studying.
Don’t know how you took this with such a negative vibe.. it’s not like I could be upset about finally learning more about this hyped up mode
Noooooo! I’m deep into exams then, fml
Lol, that guy that is asking for a gold sink.
This is floating my mind for quit some time and seems like the natural next step. I want to show of my achievements more efficiently.
In retrospect, I would have preferred an upgrade to the hero frame as a reward for 1000 wins over a portrait.
With the influx of new portraits (mostly buyable), these truly meaningful portraits are used less and less.
The best thing would be making achievements public. I’d love to browse my opponents achievements while he’s roping me on turn two.
(But maybe he’s roping because he’s checking out my achievements? Hm this idea is a little flawed lol
Pretty cool and underrated deck!
There is one big flaw with this list though. You absolutely need the secondLoan Shark. With both of them,Sketchy Information is already oftentimes a dead card that takes valuable hand space. So I took out theCoerce, since it is pretty useless and doesn’t help you in your game plan whatsoever.
The top list on HS Replay runs both sharks as well but replaces wicked stabs with Thalnos and a second augmerchant. While interesting additions, they don’t draw cards in your gadgezan turn and hence synergize less with the overall plan.
Why do I say underrated? It‘s clearly no T1 deck but it deserves much more than 40% win rate, especially because of a favorable matchup against warlocks. You almost always can combo them down the turn before they go ham with Tamsin.
In any case, this is a great and challenging deck for everyone that likes high skill cap, apm decks.
Oh well .. there goes my pre-release occupation. I‘m not even mad about the missed exp, it would have netted me at the very best 100 gold (probably less) but this small incentive to complete achievements has led to very interesting decks and encounters those past weeks - now it sadly feels like time waste.
But why do they have to deactivate exp gains in the first place? It‘s not like they award a ton of free stuff and it would be a nice and small catch up mechanic for new and returning players. Even if exp rewards stayed for the time the set is in standard, this would feel much more appropriate.
I almost completed Kresh by casually playing N’Zoth control warrior. The deck is definitely entertaining so I don’t mind taking the slow approach.
I don’t see myself complete the demonhunter ones soon though, it’s just a long tedious losing streak..
Ps: I completed the Druid achievement with 5 cards that cost 8 or more earlier today with a bunch of giants + celestial alignment. Super fun and pretty powerful tbh
In what way exactly is nerfing Naga Sea Witch or Barnes into silverback patriarch territory a less „lazy“ approach than banning? The effect is 99,9% the same. No one ever is using these cards anymore.
So why should they go out of their way and nerf a card that might see implication in the sets to come? For the satisfaction of like .. 10 players that want to play against a friend with that one specific card? I assure you, in 2 weeks, no one will miss it.
And creating 2 versions of the card is just silly. It‘s not like wild has a lack of cards so why should they invest dev time into developing an essentially new card for the dumpster format, that probably won’t see play since it’s not broken and on top of that require a bunch of engine work to allow simultaneous existence of 2 versions....... (classic is basically a duplicate of the previous basi collection - that’s a whole different story than specific cards in an otherwise shared collection between modes)
The fact that it sees 0 play right now is no reason to argue that it’s standard implications don’t matter.
For once, it still can be generated and for the other, it has 5 expansions ahead to find a deck.
I don’t understand why nerfing it into oblivion is better than banning it. And there definitely is no argument in finding his sweet spot for the wild meta when hundreds of other cards never see play.
This way, they got rid of a broken interaction people complained about since release with almost zero downside
So what about all other self harming mechanics? Life tap, the whole bunch of warlock cards, ... Were do you draw the line and why? Attacking with weapons? Just because the one says „cost“ and the other says deal x damage, doesn’t really change the logic behind paying with health for a benefit.
Your idea isn’t bad but I don’t think it would be an elegant solution either.
This way, they keep the old things and just scrap a new card - as if it never was printed, no harm done.
You‘re right that immune is a problematic key word in the sense that it‘s an absolut. It‘s similar to 0-cost cards in that regard. These things are bound to brake the game one way or the other.
I think many people (my past self included) consider going infinite to never run out of gold despite multiple daily arena runs, so basically factoring in the 50 daily gold into the equation. Also, a 5,5 - 6 win average is pretty close to a break even and much more achievable than the 7-8 from the top leaderboard players. Even if it‘s not a majority, I wouldn’t be surprised to find exactly those people discussing in arena related Reddit posts.
As for new players, arena is certainly not a way to „earn“ money but you quickly get to the point were you can get a bunch of discounted packs. If only you would get a pack token and not a specific pack I would grind arena all day since it’s more useful to safe up instead of buying more Barrens packs for me rn
I picked the quest up later in the run but i played the big murloc only once in a 12-1 run. I'm pretty sure it's better to open with an actual 1-drop and snowball as fast as possible. When you hit double battlecries, you don't run out of value anyways.
This might be a little push for N’Zoth decks though
They said multiple times that tavern brawl is on the back burner because the responsible dev team is preoccupied with Mercenaries and Book of heroes/mercenaries.
Also, their new approach to the shop is generally well received. Cosmetics buyable with gold, buyable decks for good value, legendaries added to bundles and the standard packs are an upgrade to Phoenix packs. I’m sure there are a bunch of golden card collectors out there that are more then happy with the new bundles
Cut them some slack man.
The fact that you would pilot a bad deck to 5:1 is the exact definition of game outcome decided by the better player, given that it’s well above average already (witch would be 3:3).
You should see winrate more over large amounts of runs then one specific deck. Obviously not every deck can get to 12 wins and that’s perfectly normal. But on average, better player have significantly better results.
Bad Decks that managed to reach 5:1 have surpassed their expectations already and don’t need an additional benefit for even higher results
Got the 100 today. My second pic was Arcanist Jaina. No easy choice since I got 1000 win Jaina just recently and love the fire theme.
As for the achievment rewards, i'm super happy with Valeera but not sure what i'm gonna pick next... Guldan is nice but i have the difficult choice between Mecha Jaraxxus and N'zoth already... Maybe Druid? But Hamul is still so fresh!
Am I the only one that's suffering from portrait overdose?
1000 win portraits were nice at the time but i would much prefer an upgraded frame to show this achievment EVERY game, not only when i pick the portrait.
I started with low expectations (after a N'zoth druid desaster yesterday) but this deck has something to it!
Warrior mirror match: I pulled a Greyborouh from my "In Formation!" Who would have thought that it synergizes exceptionally well with Rattlegore?!
I don't realy get why mobile is such a problem. I played apm priest on mobile in the past and honestly, the fact that you can use both fingers for quick card slinging is allmost an advantage imo.