I reached level 220 today. I am waiting for the mini-set to arrive and I so hope (against better judgement) it will bring us an improved meta. The current one really sucks, probably one of the worst.
I still need 350 wins with Demon Hunter to have all ten classes at 1500 wins or more. I am currently averaging 10 wins each day which means this should take me five full weeks in total to complete.
Until year of the Hydra ends, I will play a little bit more Battlegrounds to finish the Track Attack achievement faster. Doing the weekly missions should suffice. It is a nice distraction from constructed too.
Adding to your list of possible bugs: my Goldshire Gnoll keeps Muck-Pooling into itself. Have you seen this?
I definitely witnessed this a few times which seemed ridiculous. After a few transformations, it eventually did turn into a Lokholar the Ice Lord. Not sure how this ability should work exactly, but when there are candidates with the same highest mana cost, evolving into itself should just not happen, I think.
Always impressive to see your total numbers, congrats! If you feel like changing things up a bit, my friend JambaJooze has come up with a Relic Demon Hunter list that does pretty well in Wild. You can find it on twitter for example or DM me if you need the list. Good luck!
Thanks! I have found the decklist you mentioned and will try it out next season to reach Diamond 5 again. However, I am not really looking forward to play Wild, because of all those Big Priests, Quest Mages and Pillager Rogues.
As much as I loathe the existence of Theotar, the Mad Duke in Standard, he is a necessary evil to combat those dumb/annoying combo decks in Wild.
I really wonder if Team 5 will release another relic card for Demon Hunter in the upcoming mini-set. It would probably break the meta since the current relic package is already performing quite decent. Then again, my mission which I have chosen to accept would suddenly become a lot more possible though 😂
Step one has been completed, all 9 OG classes are at 1500 wins or above. Only 385 more wins are needed for Demon Hunter to finish the mission. Hopefully the current Standard (or Duels) meta is kind for accomplishing this feat easily with either Fel or Relic Demon Hunter.
Small rant, the last stint for Druid was truly an utter miserable experience. Both Aggro and Ramp Druid are performing really terrible after the recent nerf patch. I had to rely on Combo Druid in Classic to finally make it happen.
By the way, does anyone know whether a win in Duels with Vanndar Stormpike count towards the total wins of Demon Hunter? Presumably not, but otherwise it would help me out just a tiny little bit.
Although I do play a lot of Hearthstone daily, I highly doubt my achievement points are the highest on Out of Cards. Especially, since I do not play Arena and I only wander into Battlegrounds or Duels once in a blue moon.
I wonder what the maximum amount of achievement points is. Anybody knows?
EDIT: A total of 42394 achievement points can be collected which means I am currently at a modest 85%, w00t! 😁
Wildheart Guff certainly needed a nerf for Standard, but now it is very weak in Wild. I can imagine he will get reverted back in one way or another when he rotates out. Hopefully they will cap his mana crystals to 15 when it happens to make his abilities somewhat balanced.
Now really weak in wild?? He has literally been in every competitive Druid deck since his release (not a hyperbole either). Druids went from having 30-ish cards slots, to 29 when he was released. The absolute slap on the wrist this nerf was is not going to change that.
Good idea for a nerf though.
Yeah, I probably went a bit too far off-road by saying it is very weak now. Every non aggro Druid deck will still be running Wildheart Guff, but it is just no longer the unbalanced powerhouse first pick card like it used to be before the nerf.
Wildheart Guff certainly needed a nerf for Standard, but now it is very weak in Wild. I can imagine he will get reverted back in one way or another when he rotates out. Hopefully they will cap his mana crystals to 15 when it happens to make his abilities somewhat balanced.
I bit weird that you should find it irritating, because in my experience encountering a bot while achievement hunting is one of the few ways I got some of the more tedious shit finished up. I even design decks specifically in case I meet up with bots, and at very worse I'll just concede or raise my MMR slightly so I dont get to see them anymore.
To be honest, the way the achievements are being designed, I dont mind meeting up bots in wild, especially very low bronze wild.
Same feeling here, I also welcome bots whilst achievements hunting. It so much easier to complete the ones with absurd requirements. Yes, the waits in-between turns are annoying, but it is ultimately worth the wait.
Honestly, this card should simply not exist in it's current unhealthy form in the game. You are obligated to run this card in competitive XL decks and even regular sized decks often also run it because it's simply too good. I think a considerable amount of players (myself included) feel either relieved or bad after playing Theotar, the Mad Duke. There is just no real sense of accomplishment or enjoyment to be gained with this minion.
Actually, I believe the general trend in Hearthstone is quite similar. In this (recurring) rock-paper-scissors meta, you either high or low roll into a favorable or non favorable deck/archetype. The outcome of the matchup was already pretty much decided in most cases. The skill level usually only matters when encountering a mirror match.
Theotar is just too cheap. You don't make a sacrifice by playing him, you just toss him out whenever you think you can get value out of him and you're not just dead on board.
It's not even just a anti-win condition, he can just straight up ruin your … curve and tempo just by being played on curve.
For what he is able to do he should probably cost 5-mana. Right now there just isn't any downside to playing him, even if your opponent isn't playing a lategame strategy.
@YourPrivateNightmare: I think you missed the word(s) opponent's in the second paragraph ^_^
On-topic again, this time I do not think a mana cost nerf is sufficient. The card is too overpowered even at a higher mana cost. It straight up needs to be redesigned to become something completely different or at the very least become random, ditching the discover ability. Depending on how strong the design nerf might be, it could even keep it's current mana cost if it's balanced.
No fix and no feedback yet. Has anyone else noticed these mobile issues? Scrolling even stops for quite a few seconds. What is causing this? These lag/freeze issues are very annoying.
Can confirm this when opening the site on mobile. There is a delay of several seconds, after the main page shows up, during which I cannot click anything, for example
And the thing is (at least for h0lysatan me) is that the click eventually does go through and misfires on the wrong article/link/etc. and then you have to go back and the whole issue restarts again. Especially if you do not want to wait for the whole page to completely load itself, which was not necessary before the big site update.
I think they are both problems, but the feelsbad is quite different. Sire Denathrius can be replaced by another win condition and that card would again be a problem on its own. However, with Theotar, the Mad Duke you can easily disrupt/remove your opponent's win condition for which they worked all game long on and that is just so annoying/punishing. All slow decks have to run this problem card just to either draw your opponent's win condition or hopefully get your own win condition back (before they play it) which is just stupid.
The disruption cost is too low and the probability to pull it off is too high because it is tied to the discover ability which is overpowered.
Theotar, the Mad Duke is another excellent example of how overpowered the discover ability truly is. This combined with opponent's hand disruption is just poor card design IMO. Often times it is not even random at all, because the hand size is small or contains duplicate cards.
I believe Hearthstone would be a much healthier game overall if they changed the discover ability from choosing between 3 options to 2 instead. Heck, even keeping the 3 options but having 1 of them hidden somewhat similar to Vulpera Scoundrel would make it more balanced.
These nerf suggestions are probably less exciting nor popular, but they do not outright kill the ability and still keep the original idea/spirit alive.
No fix and no feedback yet. Has anyone else noticed these mobile issues? Scrolling even stops for quite a few seconds. What is causing this? These lag/freeze issues are very annoying.
If we're assuming here, then I'm gonna take the longshot in assuming, that we could get even more cards than the usual 135+35 cards per expansions. I mean, the choice is between adding more cards, or reducing the rest of card distributions so they fit 11 classes. And adding more cards makes more sense than the other choice.
So, we're talking more packs to get necessary cards? But players stays with the same gold amount? There's no math here. A lot of people would end up with even less cards.
I don't know about any of you. But I sure reject the idea of spending more money so we can get more cards, especially if later, they decide to add 4th expansion per year. The big pressure is on player, whether they actually forced to spend cash to be able to keep playing, or get left out with few cards they have in total. And mark that day as I'm leaving HS.
EDIT. Sorry this has nothing to do with Reward track, but to get the mission going, I'm at lv.70. Not that great. But enough pace to keep to lv.200 by early December by just doing quests.
During an AMA with Iksar a few months ago, he said that they are considering the idea of releasing 4 expansions each year whilst removing the minisets. Also, the rewards track length would get shortened to better suit the reduced amount of time available to complete it. Perhaps 100 levels less?
It probably means much more cards per expansion and less cards acquirable by spending gold (miniset gone). Thus, more card packs will be needed for collecting an entire expansion, making HS more expensive yet again, I assume.
My gut feeling is that our gold stashes will devalue more and more eventually with the new runestones BS currency.
Anyways, this is all speculation for now. Let us all just enjoy the game while the fun lasts and experience which direction Blizzard is taking Hearthstone into. Not likely, but hopefully a positive one for us. Keeping fingers crossed🤞🏻
"Location template art" doesn't necessarily equate to a new class. Couldn't that reflect a new board for Battlegrounds or a new set of bounties in Mercenaries instead?
..before the upcoming Death Knight class gets introduced with the next expansion.
Whaaa? How sure is this? I mean, the balance of 10 classes is a big BS, and we gonna get another?
Forget about that terrible runestone for a second. Can we still refresh our memory for how overpowered they made new class back then, and then got backlashed with so many nerfs? Thats a nightmare for balance. And yeah, I don't support any new class at the moment.
Apparently, a reliable source datamined some Death Knight location template art found in the latest patch. Introducing the DK class with the last expansion of the year is logical because then the overall card pool is at it's biggest (accompanied miniset aside). It would also somewhat be in line with the newest WoW Classic: Wrath of the Lich King expansion.
Adding a new class will always be a shitshow, because it needs to be overpowered immediately to be able to compete with the existing classes using fewer cards. Nobody likes a dead on arrival experience, right?
Personally, I just do not look forward having to once again accumulate 1500 wins from scratch which is a very daunting task to say the least.
Sidenote, I am at level 124 currently and reached legend in Wild using Big Priest.
I reached level 220 today. I am waiting for the mini-set to arrive and I so hope (against better judgement) it will bring us an improved meta. The current one really sucks, probably one of the worst.
I still need 350 wins with Demon Hunter to have all ten classes at 1500 wins or more. I am currently averaging 10 wins each day which means this should take me five full weeks in total to complete.
Until year of the Hydra ends, I will play a little bit more Battlegrounds to finish the Track Attack achievement faster. Doing the weekly missions should suffice. It is a nice distraction from constructed too.
I definitely witnessed this a few times which seemed ridiculous. After a few transformations, it eventually did turn into a Lokholar the Ice Lord. Not sure how this ability should work exactly, but when there are candidates with the same highest mana cost, evolving into itself should just not happen, I think.
Thanks! I have found the decklist you mentioned and will try it out next season to reach Diamond 5 again. However, I am not really looking forward to play Wild, because of all those Big Priests, Quest Mages and Pillager Rogues.
As much as I loathe the existence of Theotar, the Mad Duke in Standard, he is a necessary evil to combat those dumb/annoying combo decks in Wild.
I really wonder if Team 5 will release another relic card for Demon Hunter in the upcoming mini-set. It would probably break the meta since the current relic package is already performing quite decent. Then again, my mission which I have chosen to accept would suddenly become a lot more possible though 😂
Step one has been completed, all 9 OG classes are at 1500 wins or above. Only 385 more wins are needed for Demon Hunter to finish the mission. Hopefully the current Standard (or Duels) meta is kind for accomplishing this feat easily with either Fel or Relic Demon Hunter.
Small rant, the last stint for Druid was truly an utter miserable experience. Both Aggro and Ramp Druid are performing really terrible after the recent nerf patch. I had to rely on Combo Druid in Classic to finally make it happen.
By the way, does anyone know whether a win in Duels with Vanndar Stormpike count towards the total wins of Demon Hunter? Presumably not, but otherwise it would help me out just a tiny little bit.
My (useless) achievement points: 36000
Although I do play a lot of Hearthstone daily, I highly doubt my achievement points are the highest on Out of Cards. Especially, since I do not play Arena and I only wander into Battlegrounds or Duels once in a blue moon.
I wonder what the maximum amount of achievement points is. Anybody knows?
EDIT: A total of 42394 achievement points can be collected which means I am currently at a modest 85%, w00t! 😁
Yeah, I probably went a bit too far off-road by saying it is very weak now. Every non aggro Druid deck will still be running Wildheart Guff, but it is just no longer the unbalanced powerhouse first pick card like it used to be before the nerf.
FeelsBadMan, if you are playing Druid.
And, thanks! 😉
Sure, I am using the latest Chrome for Android (105.0.5195.79) browser on my Realme X2 running Android 11.
The very same behavior also occurs in the Samsung browser on a Samsung Galaxy A40 running Android 11.
Wildheart Guff certainly needed a nerf for Standard, but now it is very weak in Wild. I can imagine he will get reverted back in one way or another when he rotates out. Hopefully they will cap his mana crystals to 15 when it happens to make his abilities somewhat balanced.
Same feeling here, I also welcome bots whilst achievements hunting. It so much easier to complete the ones with absurd requirements. Yes, the waits in-between turns are annoying, but it is ultimately worth the wait.
lol, that indeed is the only positive thing about having him in golden ^_^ enjoy the big arcane dust refund!
Honestly, this card should simply not exist in it's current unhealthy form in the game. You are obligated to run this card in competitive XL decks and even regular sized decks often also run it because it's simply too good. I think a considerable amount of players (myself included) feel either relieved or bad after playing Theotar, the Mad Duke. There is just no real sense of accomplishment or enjoyment to be gained with this minion.
Actually, I believe the general trend in Hearthstone is quite similar. In this (recurring) rock-paper-scissors meta, you either high or low roll into a favorable or non favorable deck/archetype. The outcome of the matchup was already pretty much decided in most cases. The skill level usually only matters when encountering a mirror match.
Sorry, I digressed a bit at the end.
Or at least make the quest only count progression for unique cards played. This should tone it's power down by a level or 2.
@YourPrivateNightmare: I think you missed the word(s) opponent's in the second paragraph ^_^
On-topic again, this time I do not think a mana cost nerf is sufficient. The card is too overpowered even at a higher mana cost. It straight up needs to be redesigned to become something completely different or at the very least become random, ditching the discover ability. Depending on how strong the design nerf might be, it could even keep it's current mana cost if it's balanced.
And the thing is (at least for h0lysatan me) is that the click eventually does go through and misfires on the wrong article/link/etc. and then you have to go back and the whole issue restarts again. Especially if you do not want to wait for the whole page to completely load itself, which was not necessary before the big site update.
I am beginning to sound like a broken record…
I think they are both problems, but the feelsbad is quite different. Sire Denathrius can be replaced by another win condition and that card would again be a problem on its own. However, with Theotar, the Mad Duke you can easily disrupt/remove your opponent's win condition for which they worked all game long on and that is just so annoying/punishing. All slow decks have to run this problem card just to either draw your opponent's win condition or hopefully get your own win condition back (before they play it) which is just stupid.
The disruption cost is too low and the probability to pull it off is too high because it is tied to the discover ability which is overpowered.
I could not agree more!
Theotar, the Mad Duke is another excellent example of how overpowered the discover ability truly is. This combined with opponent's hand disruption is just poor card design IMO. Often times it is not even random at all, because the hand size is small or contains duplicate cards.
I believe Hearthstone would be a much healthier game overall if they changed the discover ability from choosing between 3 options to 2 instead. Heck, even keeping the 3 options but having 1 of them hidden somewhat similar to Vulpera Scoundrel would make it more balanced.
These nerf suggestions are probably less exciting nor popular, but they do not outright kill the ability and still keep the original idea/spirit alive.
No fix and no feedback yet. Has anyone else noticed these mobile issues? Scrolling even stops for quite a few seconds. What is causing this? These lag/freeze issues are very annoying.
During an AMA with Iksar a few months ago, he said that they are considering the idea of releasing 4 expansions each year whilst removing the minisets. Also, the rewards track length would get shortened to better suit the reduced amount of time available to complete it. Perhaps 100 levels less?
It probably means much more cards per expansion and less cards acquirable by spending gold (miniset gone). Thus, more card packs will be needed for collecting an entire expansion, making HS more expensive yet again, I assume.
My gut feeling is that our gold stashes will devalue more and more eventually with the new runestones BS currency.
Anyways, this is all speculation for now. Let us all just enjoy the game while the fun lasts and experience which direction Blizzard is taking Hearthstone into. Not likely, but hopefully a positive one for us. Keeping fingers crossed🤞🏻
No, what I really meant was location card template for Death Knight class. I should have linked the reddit post in the first place to be more specific.
My bad 😅
Apparently, a reliable source datamined some Death Knight location template art found in the latest patch. Introducing the DK class with the last expansion of the year is logical because then the overall card pool is at it's biggest (accompanied miniset aside). It would also somewhat be in line with the newest WoW Classic: Wrath of the Lich King expansion.
Adding a new class will always be a shitshow, because it needs to be overpowered immediately to be able to compete with the existing classes using fewer cards. Nobody likes a dead on arrival experience, right?
Personally, I just do not look forward having to once again accumulate 1500 wins from scratch which is a very daunting task to say the least.
Sidenote, I am at level 124 currently and reached legend in Wild using Big Priest.