I guess the main intention was to reincite the joy to play as the game felt stale and grindy. With achievements you still have some goals to achieve.
But they definitely missed the opportunity to actually reward the players with cosmetics that are ONLY available by getting certain achievements. Instead they opted for watering down other achievements and promoting the newest expansion by giving points and experience.
(!) Talking about the main playmode (so no BG/Mercs/Brawl)
I recently reconsidered, that Quests were actually worded "Win x games with classes Y/Z" not "Play (...)" and event though this change was some years ago, I feel like this wasa massive change to the better. So I wondered what the biggest changes in HS history were so far. For better or worse, concerning gameplay, meta, playability ...
So:
* Reworking the quests to award playing, not winning
Other changes that come to mind (some surely self evident)
Well, I just lost my best Pirate Game ever against s/o who triggered both Deathrattles and Battlecries. Not or. They went off either way and somehow counted as both.
Pretty sure that's the answer. Had the same happen to me several months ago (several instances)
And as you probably can tell by FenrirWulf's and my post this is a bug that will still be around for some months/years... (mb when they interchange BG and Mercs in the UI ^^)
But with Plat 5 you only see DK or decks that don't care about creativity. (Same for the meta overall since control was redefined with 'Gain x*10 Health and destroy cards necessary to combo)
Essentially: I'd like midrange back with the possibility to go long game (not even complaining about the turn cap)
Personally: Yes, that's what the ladder is about. So this is noch really a right to complain. But from a personal perspective (long time HS player), Control/Midrange/Aggro seemed to be more diverse back than :/
EDIT: Not playing wild, but I guess that is the only way to play HS when the patch doesn't hit well.
Definitely a broken interaction. I encountered 4 Drek'Thars with this comb from 5-9 wins. Although I won 3 of these it seems disputable for a 5-6 win deck to OTK turn 6 and hadn'T I had taunts en masse for a single heropower to do 30 dmg turn 6 :/
I also don't get why the new Beasts (Groovy Cat and the 1/2) read 'Your Hero Power gains+1' as this is not what they do (plus they have different wording albeit their effect being the same). If read by description the effect should be that your HP gives you an additional +1 attack/health.
At least to me it seems, they neither thought through the wording nor the interactions in several formats (as the 1/2 also doesn't give you armor if your HP didn't already. Though it states otherwise...)
BTW: I never played Tier 1/2 decks. My best runs until now were Midrange Paladin during the Secret Paladin Era and C'Thun OTK Priest during whatever meta that was :D
Very sad to hear as I transitioned from Hearthpwn because of you and your staff (and I don't look back). I will still follow to OoG, but OoC will still be missed! :(
If you have 100% collection, you can try building a deck of your own and play it. Rather than limiting yourself with Tier 1-2 decks, you can use your imagination to surprise your opponents. I mean, I don't have full collection and don't like the state of Wild, which made me go away at times. Yet, I'm still playing despite the issues because it gives me such satisfaction to beat down meta decks. Like, I'm playing Gazlowe on my Mech Warrior decks with Dr. Boom hero card. Or, Trade Prince Gallywix on Thief Rogue decks and so on.
Didn't think that would work, but hey - thank you so much! Tinkered and found a deck to counter the meta :)
### Marksman # Class: Hunter # Format: Standard # Year of the Hydra # # 2x (1) Arcane Shot # 2x (1) Barbed Nets # 1x (1) Defend the Dwarven District # 2x (1) Ricochet Shot # 2x (1) Tracking # 2x (1) Trinket Tracker # 2x (1) Wound Prey # 2x (2) Arcane Quiver # 2x (2) Conjured Arrow # 2x (2) Dun Baldar Bunker # 2x (2) Explosive Trap # 2x (2) Freezing Trap # 2x (2) Ice Trap # 1x (2) Motion Denied # 2x (2) Quick Shot # 1x (2) Raj Naz'jan # 2x (2) ZOMBEEEES!!! # 2x (3) Aimed Shot # 1x (3) Prince Renathal # 2x (4) Marked Shot # 2x (4) Spring the Trap # 1x (5) Barak Kodobane # 1x (6) Beaststalker Tavish # AAECAR8G5e8D/fgD25EEhskEw+0El+8EEdvtA/f4A6mNBKuNBKmfBKqfBOOfBOSfBLugBJmtBJ2wBIzUBKeQBY2SBZqSBaekBaqkBQAA # # To use this deck, copy it to your clipboard and create a new deck in Hearthstone # Generated by HDT - https://hsreplay.net
When the Quest goes live, you pump out like 20+ dmg/turn (optimally). Brutally slays Blood-DK and after changing to a 40 card list it also is favored against Mage.
I guess the main intention was to reincite the joy to play as the game felt stale and grindy. With achievements you still have some goals to achieve.
But they definitely missed the opportunity to actually reward the players with cosmetics that are ONLY available by getting certain achievements. Instead they opted for watering down other achievements and promoting the newest expansion by giving points and experience.
If you don't want to grind the ladder, do Paladin and Rogue in Arena and Duels.
(!) Talking about the main playmode (so no BG/Mercs/Brawl)
I recently reconsidered, that Quests were actually worded "Win x games with classes Y/Z" not "Play (...)" and event though this change was some years ago, I feel like this wasa massive change to the better. So I wondered what the biggest changes in HS history were so far. For better or worse, concerning gameplay, meta, playability ...
So:
* Reworking the quests to award playing, not winning
Other changes that come to mind (some surely self evident)
* Introducing Adventures (Naxx) / Expansions (GvG)
* Introducing new classes
* Making Discover an Evergreen KW
* More than 9 deckslots ^^
And BTW: You got better by learning the Ins and Outs against Bots. You'll do the same in any mode (given the cards...)
If you're interested and up for some fun games - here I am. Post some ideas and let's have some friendly matches. Any format.
Not really into grinding the ladder any more.
Well, I just lost my best Pirate Game ever against s/o who triggered both Deathrattles and Battlecries. Not or. They went off either way and somehow counted as both.
Pretty sure that's the answer. Had the same happen to me several months ago (several instances)
And as you probably can tell by FenrirWulf's and my post this is a bug that will still be around for some months/years... (mb when they interchange BG and Mercs in the UI ^^)
I.e.
* My collection crashes when I look for new cards (the designated option next to standard/wild/classic)
* In Duels my Diablo run didn't show any armor at all (luckily, my shieldslam still accounted for 11dmg)
* Also Diablo Duels Run: Misleading amount of lives (hearts are full though I already lost 2 games)
That's my line too.
But with Plat 5 you only see DK or decks that don't care about creativity. (Same for the meta overall since control was redefined with 'Gain x*10 Health and destroy cards necessary to combo)
Essentially: I'd like midrange back with the possibility to go long game (not even complaining about the turn cap)
Personally: Yes, that's what the ladder is about. So this is noch really a right to complain. But from a personal perspective (long time HS player), Control/Midrange/Aggro seemed to be more diverse back than :/
EDIT: Not playing wild, but I guess that is the only way to play HS when the patch doesn't hit well.
Either that (you can only discover cards within your rune-scope) or the ghouls stop giving you corpses.
Like:
What would you say is the rarest card in your collection. (metric: The least players own it)
For me it's most likely Golden Captain's Parrot. :D
There are so many bad legendaries I still have golden ones off, but I think the Parrot can't be earned anymore (I wish I had ETC or Gelbin :/)
IFF it should be atainable again it's most likely golden Sherazin, Corpse Flower or golden Zerek, Master Cloner
They actually banned Groovy Cat somewhen in the last 4 days... For all classes, which really killed my Druid Build.
Except they don't read like that ;)
Groovy Cat reads
"Your Hero Power gives your hero 1 more Attack this game."
while Free Spirit reads
"Your Hero Power gains 1 more Armor this game."
which are worded SURPRISINGLY different and neither works as they are stated...
[As 1 more should still account for 0+x]
For anyone that disagrees - I take the hit - DK cards now also work for all the other classes (counting souls).
Not two weeks post the new exp and it's the same feeling again. :/
Definitely a broken interaction. I encountered 4 Drek'Thars with this comb from 5-9 wins. Although I won 3 of these it seems disputable for a 5-6 win deck to OTK turn 6 and hadn'T I had taunts en masse for a single heropower to do 30 dmg turn 6 :/
I also don't get why the new Beasts (Groovy Cat and the 1/2) read 'Your Hero Power gains+1' as this is not what they do (plus they have different wording albeit their effect being the same). If read by description the effect should be that your HP gives you an additional +1 attack/health.
At least to me it seems, they neither thought through the wording nor the interactions in several formats (as the 1/2 also doesn't give you armor if your HP didn't already. Though it states otherwise...)
Thank you for the effort Flux!
BTW: I never played Tier 1/2 decks. My best runs until now were Midrange Paladin during the Secret Paladin Era and C'Thun OTK Priest during whatever meta that was :D
Very sad to hear as I transitioned from Hearthpwn because of you and your staff (and I don't look back). I will still follow to OoG, but OoC will still be missed! :(
Didn't think that would work, but hey - thank you so much! Tinkered and found a deck to counter the meta :)
### Marksman
# Class: Hunter
# Format: Standard
# Year of the Hydra
#
# 2x (1) Arcane Shot
# 2x (1) Barbed Nets
# 1x (1) Defend the Dwarven District
# 2x (1) Ricochet Shot
# 2x (1) Tracking
# 2x (1) Trinket Tracker
# 2x (1) Wound Prey
# 2x (2) Arcane Quiver
# 2x (2) Conjured Arrow
# 2x (2) Dun Baldar Bunker
# 2x (2) Explosive Trap
# 2x (2) Freezing Trap
# 2x (2) Ice Trap
# 1x (2) Motion Denied
# 2x (2) Quick Shot
# 1x (2) Raj Naz'jan
# 2x (2) ZOMBEEEES!!!
# 2x (3) Aimed Shot
# 1x (3) Prince Renathal
# 2x (4) Marked Shot
# 2x (4) Spring the Trap
# 1x (5) Barak Kodobane
# 1x (6) Beaststalker Tavish
#
AAECAR8G5e8D/fgD25EEhskEw+0El+8EEdvtA/f4A6mNBKuNBKmfBKqfBOOfBOSfBLugBJmtBJ2wBIzUBKeQBY2SBZqSBaekBaqkBQAA
#
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
# Generated by HDT - https://hsreplay.net
When the Quest goes live, you pump out like 20+ dmg/turn (optimally). Brutally slays Blood-DK and after changing to a 40 card list it also is favored against Mage.