Second time's the charm... or however that is supposed to go.
Blizzard has put out a server-side update which prevents a hilarious bug from Burning Rage from causing opponents to lose when Illidan dies. Players with quest rewards not properly handing out from the Legendary Quests will also be happy as those rewards will be granted on login.
Quote From Kerfluffle Hey all,
We’re in the middle of deploying a small hotfix that will address the following bugs.
- Fixed an issue where having the Burning Rage Hero Power in the Outlandish Burndown Tavern Brawl would cause Illidan to transform upon death, instantly causing the opponent to lose.
- Fixed an issue with the Happy Felfire Festival Quest where rewards were not being received. If you’re still missing these rewards after completing the Quest, they will now be automatically granted upon login.
This fix will take place on the server side, so you won’t need to download anything if you’ve updated your client to 17.4.
Comments
Am I the last one in the world still cannot complete the fel challenge legendary quest?
me neither. it don't notice any progress.
Mine is not either
Glad to know this is what was happening - Illidan auto-win bug - Naive me thought my opponent had just faced an other one and straight up conceded to avoid re-living the same experience ¯\_(ツ)_/¯
The deck Glaives of Fury 145 is still bugged.
I'm glad to see that they are jumping on this. However, I cannot help but wonder where the hell is their R&D?!?! It honestly feels that since Brodie left, the integrity of this project has diminished.
It's more the play testing element of quality control that's lacking.
I don't blame the people actually doing it - I would guess there's not enough of them and/or they are not given enough time to do it properly by those in charge.
Certainly in the last year the quality of the product has suffered significantly. It's got to the point now where I now expect a new patch to break things even if it's just a simple quest or tavern brawl etc.
And fix my arena badge! It's a game critical issue! (ok it's not really)
Inconsistencies and patches plagued with bugs been a definitive constant over the last few expansions ; on one hand, we all appreciate frequent updates, events and what not, on the other, it also did increase the amount of bugs and glitches being introduced; quality control is defective. I haven't even dared - in months now - tried to play HS on mobile or tablet ... the chat bug where receiving a random DM would crash the app screwed me over more than once ; also see 'unable to sent any message', 'deck appearing as incomplete (28/30) while having 30 cards in' and of course, the upside-down badge for Arena.
Honest question : Is Team5 biting bigger than they can chew?
I just thought the Illidan bug was his VENGEANCE for being nerfed 4 times.
How about fixing the adventure and letting us play with our Wild decks?
Am I the only one enjoying that it's not wild? My first thought was to made a MechaThun or Exodia Mage deck, this made me think it twice and go in another direction.
If your first thought to Build "Your Own" Deck is one of the few decks to beat Galakrond,
You're probably far from the "only one" enjoying using a brain
As much as I would like to try it with Wild cards too, I was under the impression that it was their best leg to stand on, as they keep repeating how they want to make it nice and casual for new or returning player ; making it standard only simplifies the challenge for F2P.
Yep, looks like this, wild has a lot more cards and interesting things, standart you must play res priest or other borring standart decks, more freedom - more fun.
I can confirm you are not the only one. I have been thinking these things should always have been made standard anyway because wild has too many things that trivialise the whole adventure.
I am not even sure what people are complaining about. I beat all but the final boss with a few unmodified homebrew decks I had lying around, so it's not like it's that difficult even without wild decks banned.
Because why not? If you want to play with Standard or suboptimal decks, you're completely free to do so in any other adventure. No one complained in Galakrond's Awakening, because they did the right thing. Both Standard and Wild only players were able to beat the whole adventure.
What we want is choice. To choose between our Standard and Wild decks. With Standard only, everyone is forced to use, well, their Standard decks. The thing is, many players, including myself, have few and weak or zero Standard decks. We do not have such an expansive Standard collection, because we did not need that many cards from them for our Wild decks. So, we either spend our dust on 'weak cards' (that see no play in Wild) to make those Standard decks or buy newer packs (which cost gold or money). No previous adventure required this.
Players should be free to choose their difficulty, Wild or Standard, like previously. This is single player content, just for fun and enjoyment. You are free to experiment with all kinds of homebrew creations. Except if you do not have a near full Standard collection and ladder ready decks, as it stands now. I would like this to change, to be less discriminatory.
OK, so I fully appreciate the situation Wild-only players might be in, and what follows is not intended to debunk your point of view: the whole matter of the right approach is subjective. Nevertheless, I would point out:
This final point is a bit facetious I admit, but it actually holds the central argument: Blizzard cannot make a challenge mode that is a worthwhile challenge for everyone. It will always end up too difficult for some and too easy for others, because they have players whose collections range from (not even the full) Basic set up to every card in the game. What they CAN do is:
In this case the Wild-only players (which is not at all the same thing as Wild players) will find it more difficult than they had done previously. OK, but if they allow Wild cards the encounters either have to be easy with them or too difficult for Standard-only players. There is no way of winning here. They made a different choice than usual, but that does not invalidate their choice.
Tl;dr: your opinion is not wrong, but your initial suggestion that it needs "fixing" is.
Yeah the outlandish burn down is over anyway, double casting +1/+1 to All minions everywhere for 0 mana twice a turn seems fair, only came close to losing to 0 mana deal 3 damage twice per turn to everything..
Sure, it's not a bug but that just made those 2 decks unbeatable, almost no matter what they draw.
Dont worry, mate. There's this deck that can kill you in T1 with the right hand, Khadgar HP on Dalaran Heist, and your spell cost blood perk, preventing you from even trying.
I even lose to that while playing the +1/+1 zero mana twice a turn deck.