Maybe I'm just being pessimistic, but my initial impression is that the rank floors won't really have much of an effect on the game. It'll cut down slightly on the average number of wins across players who push for 10/5/legendary in a season, but I just don't see the vision of a more open meta appearing in general. We will probably see a few more wacky decks being played at the floors by people who are done ranking for the season (which they can still do now anyway...), but people trying to push 14-10, 9-5, 4-legend are still generally going to be netdecking the best meta decks they can put together.
I dunno.
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The Escape Goatincorrigible ruminantthey/themRegistered Userregular
rank floors have always just been a feel-good thing
overwatch has "rank" floors for your number in competitive but your MMR still adjusts so you can be a gold playing with and against bronzes if you lose enough
Maybe I'm just being pessimistic, but my initial impression is that the rank floors won't really have much of an effect on the game. It'll cut down slightly on the average number of wins across players who push for 10/5/legendary in a season, but I just don't see the vision of a more open meta appearing in general. We will probably see a few more wacky decks being played at the floors by people who are done ranking for the season (which they can still do now anyway...), but people trying to push 14-10, 9-5, 4-legend are still generally going to be netdecking the best meta decks they can put together.
I dunno.
The one good thing that will help newbies to allow them to reach 15 without having to wade through all the tryhards farming them once they clear the level 20 barrier.
VariableMouth CongressStroke Me Lady FameRegistered Userregular
edited February 2017
as long as it means once I hit 5 I can't fall to 8 like I did this season it's a fantastic change. the little bumps along the ways will be helpful too.
Maybe I'm just being pessimistic, but my initial impression is that the rank floors won't really have much of an effect on the game. It'll cut down slightly on the average number of wins across players who push for 10/5/legendary in a season, but I just don't see the vision of a more open meta appearing in general. We will probably see a few more wacky decks being played at the floors by people who are done ranking for the season (which they can still do now anyway...), but people trying to push 14-10, 9-5, 4-legend are still generally going to be netdecking the best meta decks they can put together.
I dunno.
rank floors are extremely important at rank 5 to keep you tilting hard and getting bad/luck matchups
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GrobianWhat's on sale?Pliers!Registered Userregular
The math on rank floors has been done and the one number I remember is this: if you have a sliding winrate, starting at 85% at rank 20 and ending at 55% at rank 1 then it takes 300 something games to legend (on average), I think 330 or so. The floors shave off 8 games (again, on average).
Two caveats: this doesn't account for people playing off-meta decks at the floors and handing out free wins. And the worse your winrate is to begin with, the more you save. If you grind to legend with a consistent 51% winrate you can save a couple hundred games probably.
Maybe I'm just being pessimistic, but my initial impression is that the rank floors won't really have much of an effect on the game. It'll cut down slightly on the average number of wins across players who push for 10/5/legendary in a season, but I just don't see the vision of a more open meta appearing in general. We will probably see a few more wacky decks being played at the floors by people who are done ranking for the season (which they can still do now anyway...), but people trying to push 14-10, 9-5, 4-legend are still generally going to be netdecking the best meta decks they can put together.
I dunno.
The one good thing that will help newbies to allow them to reach 15 without having to wade through all the tryhards farming them once they clear the level 20 barrier.
Maybe I'm just being pessimistic, but my initial impression is that the rank floors won't really have much of an effect on the game. It'll cut down slightly on the average number of wins across players who push for 10/5/legendary in a season, but I just don't see the vision of a more open meta appearing in general. We will probably see a few more wacky decks being played at the floors by people who are done ranking for the season (which they can still do now anyway...), but people trying to push 14-10, 9-5, 4-legend are still generally going to be netdecking the best meta decks they can put together.
I dunno.
The one good thing that will help newbies to allow them to reach 15 without having to wade through all the tryhards farming them once they clear the level 20 barrier.
Explain?
I guess the idea is that you can't go for a higher season reward and also farm rank 20, because the floors keep you from deliberately dropping your rank that far.
I dunno though. I don't think the season rewards are actually worth enough that dedicated farmers wouldn't willingly forgo them.
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JakarrdIn the belly ofOklahomaRegistered Userregular
edited February 2017
So, if yer opponent has no burn spells. druid can have an interesting combo.
Wisps of the old gods, Dark Whisperers, power of the wild x2, pilfered power = 1 8x8, 6 3x3s with 7 crystals given. All for 17 life!
If you are warlock and get lucky by turn 10, you can get leeroy, 2 power overwhelmings, faceless Manipulater for a 28 pt swing. I pulled that off once and the opponent, after the brawl, friended me to say that was crazy shennanigans.
Jakarrd on
Greetings Starfighter! You have been recruited by the Star League to defend the frontier against Xur and the Ko-Dan Armada.
I know this brawl is really dumb, but it's actually pretty complex in terms of deckbuilding and play, in particular how to mulligan. I learned some simple stuff early, like hold off on your card draw if you have an Illusionist in hand, since you probably can't kill your opponent before T3 anyways even if you draw. (Depending on your hand.)
Also Yilias, I've had games go to turn 10. It can just happen if both players draw like shit or decide to remove board threats. I.e. with a mage, you might just draw your Illusionists and Armors and be forced to burn enemy minions or whatnot.
hippofant on
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GrobianWhat's on sale?Pliers!Registered Userregular
I'm probably not the first on this but I like Kabal Lackey + Ice Block and Counterspell as an early play. Counterspell can be huge because it still takes the cost so they get damaged for free.
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JakarrdIn the belly ofOklahomaRegistered Userregular
How are you getting to turn 10? Every brawl I played ended by turn 4, most on turn 2.
I've had a quite a few non-mage opponents. A couple were paladin either doing buffadin or +attack spells on their minions. A few priests that were minion heavy and spell light. Some shamans that weren't full on burn but jade pirate that controlled board. Some warlocks that were discard. I even saw a mech hunter in this brawl.
So yeah, I got a few opponents that we actually made it well past turn 10. Whether becuase they wanted to due to quests or what not, I have no idea.
But at least I'm having fun even if the matches aren't over by turn 4.
Greetings Starfighter! You have been recruited by the Star League to defend the frontier against Xur and the Ko-Dan Armada.
goddammit this minion spawning bullshit on mobile has costed me 2 games last night.
YES game, I really meant to hex the bad wolf that got spawned by the kindly grandmother, and not the flamewreathed faceless next to it I was clearly pointing at.
I know this brawl is really dumb, but it's actually pretty complex in terms of deckbuilding and play, in particular how to mulligan. I learned some simple stuff early, like hold off on your card draw if you have an Illusionist in hand, since you probably can't kill your opponent before T3 anyways even if you draw. (Depending on your hand.)
Also Yilias, I've had games go to turn 10. It can just happen if both players draw like shit or decide to remove board threats. I.e. with a mage, you might just draw your Illusionists and Armors and be forced to burn enemy minions or whatnot.
This brawl is "draw the nuts" the game
(spell dmg and greater arcane missiles + 2 more spells are the nuts)
You dont have to otk, they'll get locked into not being able to fight back when below 10-8 health.
I know this brawl is really dumb, but it's actually pretty complex in terms of deckbuilding and play, in particular how to mulligan. I learned some simple stuff early, like hold off on your card draw if you have an Illusionist in hand, since you probably can't kill your opponent before T3 anyways even if you draw. (Depending on your hand.)
Also Yilias, I've had games go to turn 10. It can just happen if both players draw like shit or decide to remove board threats. I.e. with a mage, you might just draw your Illusionists and Armors and be forced to burn enemy minions or whatnot.
This game is "draw the nuts" the game
(spell dmg and greater arcane missiles + 2 more spells are the nuts)
You dont have to otk, theyll get locked into not being able to fight back when below 10-8 health.
Sure, if you just draw the nuts the game is over, but how's that different from playing the standard ladder? (lolololol)
When I played earlier last night, the game was not typically ending on turn 2. So for me, there was a lot of, do I mull/draw for the Violet Illusionist/Animated Armor? Do I keep burn spells or draw spells? Do I try to go off now and not kill my opponent, or do I hold and see if they get themselves low enough for me to finish them off, etc..
Watching Kripp play Brawl now, seems like there are a lot more Paladins than earlier. (For me, there were a lot of Hunters and I had to try and dodge CotWs.)
I know this brawl is really dumb, but it's actually pretty complex in terms of deckbuilding and play, in particular how to mulligan. I learned some simple stuff early, like hold off on your card draw if you have an Illusionist in hand, since you probably can't kill your opponent before T3 anyways even if you draw. (Depending on your hand.)
Also Yilias, I've had games go to turn 10. It can just happen if both players draw like shit or decide to remove board threats. I.e. with a mage, you might just draw your Illusionists and Armors and be forced to burn enemy minions or whatnot.
This game is "draw the nuts" the game
(spell dmg and greater arcane missiles + 2 more spells are the nuts)
You dont have to otk, theyll get locked into not being able to fight back when below 10-8 health.
Sure, if you just draw the nuts the game is over, but how's that different from playing the standard ladder? (lolololol)
When I played earlier last night, the game was not typically ending on turn 2. So for me, there was a lot of, do I mull/draw for the Violet Illusionist/Animated Armor? Do I keep burn spells or draw spells? Do I try to go off now and not kill my opponent, or do I hold and see if they get themselves low enough for me to finish them off, etc..
Watching Kripp play Brawl now, seems like there are a lot more Paladins than earlier. (For me, there were a lot of Hunters and I had to try and dodge CotWs.)
I dunno man, just stick to drawing the nuts, it's what I do.
(I only played three games, I have zero interest in this brawl)
I know this brawl is really dumb, but it's actually pretty complex in terms of deckbuilding and play, in particular how to mulligan. I learned some simple stuff early, like hold off on your card draw if you have an Illusionist in hand, since you probably can't kill your opponent before T3 anyways even if you draw. (Depending on your hand.)
Also Yilias, I've had games go to turn 10. It can just happen if both players draw like shit or decide to remove board threats. I.e. with a mage, you might just draw your Illusionists and Armors and be forced to burn enemy minions or whatnot.
This game is "draw the nuts" the game
(spell dmg and greater arcane missiles + 2 more spells are the nuts)
You dont have to otk, theyll get locked into not being able to fight back when below 10-8 health.
Sure, if you just draw the nuts the game is over, but how's that different from playing the standard ladder? (lolololol)
When I played earlier last night, the game was not typically ending on turn 2. So for me, there was a lot of, do I mull/draw for the Violet Illusionist/Animated Armor? Do I keep burn spells or draw spells? Do I try to go off now and not kill my opponent, or do I hold and see if they get themselves low enough for me to finish them off, etc..
Watching Kripp play Brawl now, seems like there are a lot more Paladins than earlier. (For me, there were a lot of Hunters and I had to try and dodge CotWs.)
I dunno man, just stick to drawing the nuts, it's what I do.
(I only played three games, I have zero interest in this brawl)
I'm at T10 right now against a Druid who's used Tree of Life twice and an Antique Healbot. :rotate:
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KoopahTroopahThe koopas, the troopas.Philadelphia, PARegistered Userregular
@MNC Dover I'm in, to play and stream. Excited for more deets.
I built a quick Hunter beast deck to clear quests for this Brawl. Went 5-0 with all 5 games ending by T2 or T3. Turns out starting with Call of the Wild is good...turns out starting with it 5 times in a row is even better.
Maybe I'm just being pessimistic, but my initial impression is that the rank floors won't really have much of an effect on the game. It'll cut down slightly on the average number of wins across players who push for 10/5/legendary in a season, but I just don't see the vision of a more open meta appearing in general. We will probably see a few more wacky decks being played at the floors by people who are done ranking for the season (which they can still do now anyway...), but people trying to push 14-10, 9-5, 4-legend are still generally going to be netdecking the best meta decks they can put together.
I dunno.
The one good thing that will help newbies to allow them to reach 15 without having to wade through all the tryhards farming them once they clear the level 20 barrier.
Explain?
I guess the idea is that you can't go for a higher season reward and also farm rank 20, because the floors keep you from deliberately dropping your rank that far.
I dunno though. I don't think the season rewards are actually worth enough that dedicated farmers wouldn't willingly forgo them.
Well, when you're sorta starting out with maybe one or two Legendaries to your name and you're feeling pretty good with a semi-meta deck. You can climb out of the "feeding ponds" sub 20 level where you can lose but not go down any ranks. You'll occasionally match up with a few people who have what you feel is all the cards in the game because they're full on meta. Then you maybe push to rank 16 by Blizzard deeming it is your time. Then when you're just about to reach Rank 15, suddenly that one more win comes crashing down with game after game after game of meta deck after meta deck. These people are there till nearly the end of the season because, well for one issue or another they either decided to not push, played some fun decks for a while so lost down to around that area, or whatever. But they are there and can stomp your poor Raptor to smithereens.
So basically my thought is that some of us who have more cards than others will eventually push out of the 20-15 range and leave that area to be safer since we'll pray on the people who have like amount of cards. This will hopefully make some of those people not quit playing the game as well since they won't be as discouraged by playing against a deck that has 2 Legenaries in it. I know I felt that way back when people were crushing my hopes at Rank 16 and see some people posting here with similar frustrations.
Maybe I'm just being pessimistic, but my initial impression is that the rank floors won't really have much of an effect on the game. It'll cut down slightly on the average number of wins across players who push for 10/5/legendary in a season, but I just don't see the vision of a more open meta appearing in general. We will probably see a few more wacky decks being played at the floors by people who are done ranking for the season (which they can still do now anyway...), but people trying to push 14-10, 9-5, 4-legend are still generally going to be netdecking the best meta decks they can put together.
I dunno.
The one good thing that will help newbies to allow them to reach 15 without having to wade through all the tryhards farming them once they clear the level 20 barrier.
Explain?
I guess the idea is that you can't go for a higher season reward and also farm rank 20, because the floors keep you from deliberately dropping your rank that far.
I dunno though. I don't think the season rewards are actually worth enough that dedicated farmers wouldn't willingly forgo them.
Well, when you're sorta starting out with maybe one or two Legendaries to your name and you're feeling pretty good with a semi-meta deck. You can climb out of the "feeding ponds" sub 20 level where you can lose but not go down any ranks. You'll occasionally match up with a few people who have what you feel is all the cards in the game because they're full on meta. Then you maybe push to rank 16 by Blizzard deeming it is your time. Then when you're just about to reach Rank 15, suddenly that one more win comes crashing down with game after game after game of meta deck after meta deck. These people are there till nearly the end of the season because, well for one issue or another they either decided to not push, played some fun decks for a while so lost down to around that area, or whatever. But they are there and can stomp your poor Raptor to smithereens.
So basically my thought is that some of us who have more cards than others will eventually push out of the 20-15 range and leave that area to be safer since we'll pray on the people who have like amount of cards. This will hopefully make some of those people not quit playing the game as well since they won't be as discouraged by playing against a deck that has 2 Legenaries in it. I know I felt that way back when people were crushing my hopes at Rank 16 and see some people posting here with similar frustrations.
It also allows for more exploration and experimentation on standard ladder, specifically at ranks 15, 10, and 5. People who are pushing for higher ranks in the past generally wouldn't stop playing netdecks once they get to say rank 10ish anyways in fear of losing ranks. This allows people the option of trying something else and taking a break from the "meta" without the fear of dropping several ranks, which will as a side effect cause a slight shift in the "meta" around it. For example, as more players get bored of Pirates or Reno, the meta will turn into "What can I play to beat ranks 15-14, okay now back to Pirates/Reno from 13-11, now what works in 10-9, back to Pirates for 8-6, etc..."
Maybe I'm just being pessimistic, but my initial impression is that the rank floors won't really have much of an effect on the game. It'll cut down slightly on the average number of wins across players who push for 10/5/legendary in a season, but I just don't see the vision of a more open meta appearing in general. We will probably see a few more wacky decks being played at the floors by people who are done ranking for the season (which they can still do now anyway...), but people trying to push 14-10, 9-5, 4-legend are still generally going to be netdecking the best meta decks they can put together.
I dunno.
The one good thing that will help newbies to allow them to reach 15 without having to wade through all the tryhards farming them once they clear the level 20 barrier.
Explain?
I guess the idea is that you can't go for a higher season reward and also farm rank 20, because the floors keep you from deliberately dropping your rank that far.
I dunno though. I don't think the season rewards are actually worth enough that dedicated farmers wouldn't willingly forgo them.
Well, when you're sorta starting out with maybe one or two Legendaries to your name and you're feeling pretty good with a semi-meta deck. You can climb out of the "feeding ponds" sub 20 level where you can lose but not go down any ranks. You'll occasionally match up with a few people who have what you feel is all the cards in the game because they're full on meta. Then you maybe push to rank 16 by Blizzard deeming it is your time. Then when you're just about to reach Rank 15, suddenly that one more win comes crashing down with game after game after game of meta deck after meta deck. These people are there till nearly the end of the season because, well for one issue or another they either decided to not push, played some fun decks for a while so lost down to around that area, or whatever. But they are there and can stomp your poor Raptor to smithereens.
So basically my thought is that some of us who have more cards than others will eventually push out of the 20-15 range and leave that area to be safer since we'll pray on the people who have like amount of cards. This will hopefully make some of those people not quit playing the game as well since they won't be as discouraged by playing against a deck that has 2 Legenaries in it. I know I felt that way back when people were crushing my hopes at Rank 16 and see some people posting here with similar frustrations.
Yep.
Last night I played one of my favorite HS games ever. I had a "win three Priest" games quest, and I accidentally queued for ranked rather than Casual (I was rank 16 at the time). I ended up against another Dragon Priest deck. My deck wasn't really built for ranked, more to have fun while trying something, that something being "take as many of the other guy's minions as possible and make his or her head explode." Since I was already in, I played the game out. It worked, and along the way through Mind Control and Entomb and Cabal Shadow Priest I stole Alexstraza, Sylvanas, Blood Mage Thalnos, and Ysondre. A Ragnaros ate a Shadow Word: Death. I have none of those Legendary cards; my deck had no Legendary cards in it. For that matter, my deck didn't have any Grand Tournament cards in it, because I can't justify crafting/buying packs for something that's going to rotate out so soon when my collection is so meager. It ended up being a very long game; I was able to establish board advantage and to keep board advantage, but the other player kept enough strong cards coming out that I didn't dare over-commit, and it was pretty satisfying to win that one, knowing that my deck literally cost about 10,000 less dust to build.
(After I won, the other person sent a friend request. I answered with "Hi!" He or she told me to play a deck I sucked less at. The Hearthstone community can be so great!)
Civics is not a consumer product that you can ignore because you don’t like the options presented.
This morning I watched a game (for a pack) with a low-level newbie-ish Priest against a Jade Druid. The Priest told me he wasn't going to win. Druid plopped down an early Arcane Giant. Priest dropped Emperor Thaurissan the next turn. Druid killed Emp and hit Priest in the face with Arcane. Priest then used the discounted cards to drop an Ancient of Blossoms, then buff it with a Talonpriest, then double its health, then Shadow Word the Arcane Giant. Druid rage quit.
This morning I watched a game (for a pack) with a low-level newbie-ish Priest against a Jade Druid. The Priest told me he wasn't going to win. Druid plopped down an early Arcane Giant. Priest dropped Emperor Thaurissan the next turn. Druid killed Emp and hit Priest in the face with Arcane. Priest then used the discounted cards to drop an Ancient of Blossoms, then buff it with a Talonpriest, then double its health, then Shadow Word the Arcane Giant. Druid rage quit.
Damn I'm glad I got to see that.
Tssk he might not have drawn inner fire yet why quit?
MNC Dover presents: Fight Night in Gadgetzan - a PA forums tournament!
Players will be recruited into one of the three families and have to work together to destroy the others and gain control of Gadgetzan. The players will form teams of 3 and each will have to create a single deck based on one of the family's tri-class heroes. Your group of three will face of against the other two families to see who is the strongest!
BUT WAIT, THERE'S MORE!
Not only will you all have to decide who plays which class, but there will be deck-building limitations. Decks must share a card pool, meaning Legendaries, such as Aya Blackpaw, can only show up in one of the three decks. Furthermore, a few days before the tournament begins, players will each get to ban cards. Don't want to see Fiery War Axe? Ban it! Hate Ice Block? Send it away!
This tournament will test your teamwork, deckbuilding skills, and gameplay skill in the ultimate winner-takes-all brawl for Gadgetzan!
More details on the rules and such to come. I'm also open to suggestions for making the tournament even more fun and interesting. I'd be especially interested in hearing how to even out the playing field a bit, with the Grimy Goons at a natural disadvantage over Reno/Jade decks.
Let me know if you're interested in playing and/or streaming!
Rules so far:
Players sign up by posting an/or PMing info to me
I'll create teams of 3
Each team will be assigned a faction
Teams will ban out 2-3 cards with certain guidelines
Each player will choose one class associated with that faction
Each player builds a deck with certain guidelines
Teams play each other in Conquest format (must win with all decks)
The team with the highest win count wins, ties are broken by win counts (3-0, 2-1, etc)
If still tied, a one game playoff is played
Player list so far:
KoopahTroopah*
Metal Jared
BreakfastPM
Tynnan
ImthebOHGODBEES
*=willing to stream
I'll be streaming as well and can play if we're short on players. If we get more than 9 players, I'll add more teams to compensate. More family factions vying for power.
More details to come...
MNC Dover on
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
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Metal JaredMulligan WizardRhode IslandRegistered Userregular
MNC Dover presents: Fight Night in Gadgetzan - a PA forums tournament!
Players will be recruited into one of the three families and have to work together to destroy the others and gain control of Gadgetzan. The players will form teams of 3 and each will have to create a single deck based on one of the family's tri-class heroes. Your group of three will face of against the other two families to see who is the strongest!
BUT WAIT, THERE'S MORE!
Not only will you all have to decide who plays which class, but there will be deck-building limitations. Decks must share a card pool, meaning Legendaries, such as Aya Blackpaw, can only show up in one of the three decks. Furthermore, a few days before the tournament begins, players will each get to ban cards. Don't want to see Fiery War Axe? Ban it! Hate Ice Block? Send it away!
This tournament will test your teamwork, deckbuilding skills, and gameplay skill in the ultimate winner-takes-all brawl for Gadgetzan!
More details on the rules and such to come. I'm also open to suggestions for making the tournament even more fun and interesting. I'd be especially interested in hearing how to even out the playing field a bit, with the Grimy Goons at a natural disadvantage over Reno/Jade decks.
Let me know if you're interested in playing and/or streaming!
Rules so far:
Players sign up by posting an/or PMing info to me
I'll create teams of 3
Each team will be assigned a faction
Teams will ban out 2-3 cards with certain guidelines
Each player will choose one class associated with that faction
Each player builds a deck with certain guidelines
Teams play each other in Conquest format (must win with all decks)
The team with the highest win count wins, ties are broken by win counts (3-0, 2-1, etc)
If still tied, a one game playoff is played
Player list so far:
KoopahTroopah*
Metal Jarrad
BreakfastPM
*=willing to stream
I'll be streaming as well and can play if we're short on players. If we get more than 9 players, I'll add more teams to compensate. More family factions vying for power.
More details to come...
Not even close on my name man. Not even close! I might be streaming by then, if so I will do my best to stream depending on what's going on with my family.
HOLY SHIT MASSIVE FUCKING CHANGES INC FOR YEAR OF THE MAMMOTH
6 Classic Cards being permanently rotated into Wild (called "Hall of Fame"): Azure Drake, Ragnaros, Sylvanas, Ice Lance, Conceal, Power Overwhelming. You will get FULL DUST VALUE GIVEN TO YOU FOR FREE. No need to disenchant.
THREE EXPANSIONS COMING NEXT whoops I mean THIS YEAR.
MAIEV SHADOWSONG ROGUE HERO AWARDED FOR WINNING 10 GAMES AFTER THE EXPAC DROPS
Worth a read, there's big changes coming in the next year of play (Year of the mammoth).
For one, they are retiring 6 classic cards from standard (and adding them to Hall of Fame). Sylvanas, Rag, Power Overwhelming, Ice Lance, Conceal and Azure Drake all hit the shelf. To make this pill easier to swallow, you'll get the full dust value with out having to disenchant them.
And more!
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The Escape Goatincorrigible ruminantthey/themRegistered Userregular
Told y'all PO was gonna get hit.
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KoopahTroopahThe koopas, the troopas.Philadelphia, PARegistered Userregular
HOLY SHIT MASSIVE FUCKING CHANGES INC FOR YEAR OF THE MAMMOTH
6 Classic Cards being permanently rotated into Wild (called "Hall of Fame"): Azure Drake, Ragnaros, Sylvanas, Ice Lance, Conceal, Power Overwhelming. You will get FULL DUST VALUE GIVEN TO YOU FOR FREE. No need to disenchant.
THREE EXPANSIONS COMING NEXT YEAR.
MAIEV SHADOWSONG ROGUE HERO AWARDED FOR WINNING 10 GAMES AFTER THE EXPAC DROPS
The reasoning giving was they were thinking about shelving Auctioneer, but decided the larger issue was Auctioneer + Conceal, and Conceal preventing you from largely interacting with the board of your rogue opponent.
It's a problematic card as a piece of a combo, as it grants mass stealth to a potentially huge board (or a few key creatures), so it completely eliminates counterplay of any targeted removal.
I'm surprised Azure Drake is going. I know it's a good card and finds its way into many decks but I didn't think it was oppressive or anything (although I would take a deep breath when playing against it as priest).
Is the tournament a US server thing? I've got all my cards EU side (I have a 3 week old girl so I probably couldn't commit).
Posts
I dunno.
overwatch has "rank" floors for your number in competitive but your MMR still adjusts so you can be a gold playing with and against bronzes if you lose enough
The one good thing that will help newbies to allow them to reach 15 without having to wade through all the tryhards farming them once they clear the level 20 barrier.
Steam: betsuni7
rank floors are extremely important at rank 5 to keep you tilting hard and getting bad/luck matchups
Two caveats: this doesn't account for people playing off-meta decks at the floors and handing out free wins. And the worse your winrate is to begin with, the more you save. If you grind to legend with a consistent 51% winrate you can save a couple hundred games probably.
I dunno though. I don't think the season rewards are actually worth enough that dedicated farmers wouldn't willingly forgo them.
Wisps of the old gods, Dark Whisperers, power of the wild x2, pilfered power = 1 8x8, 6 3x3s with 7 crystals given. All for 17 life!
If you are warlock and get lucky by turn 10, you can get leeroy, 2 power overwhelmings, faceless Manipulater for a 28 pt swing. I pulled that off once and the opponent, after the brawl, friended me to say that was crazy shennanigans.
Also Yilias, I've had games go to turn 10. It can just happen if both players draw like shit or decide to remove board threats. I.e. with a mage, you might just draw your Illusionists and Armors and be forced to burn enemy minions or whatnot.
I've had a quite a few non-mage opponents. A couple were paladin either doing buffadin or +attack spells on their minions. A few priests that were minion heavy and spell light. Some shamans that weren't full on burn but jade pirate that controlled board. Some warlocks that were discard. I even saw a mech hunter in this brawl.
So yeah, I got a few opponents that we actually made it well past turn 10. Whether becuase they wanted to due to quests or what not, I have no idea.
But at least I'm having fun even if the matches aren't over by turn 4.
YES game, I really meant to hex the bad wolf that got spawned by the kindly grandmother, and not the flamewreathed faceless next to it I was clearly pointing at.
This brawl is "draw the nuts" the game
(spell dmg and greater arcane missiles + 2 more spells are the nuts)
You dont have to otk, they'll get locked into not being able to fight back when below 10-8 health.
Sure, if you just draw the nuts the game is over, but how's that different from playing the standard ladder? (lolololol)
When I played earlier last night, the game was not typically ending on turn 2. So for me, there was a lot of, do I mull/draw for the Violet Illusionist/Animated Armor? Do I keep burn spells or draw spells? Do I try to go off now and not kill my opponent, or do I hold and see if they get themselves low enough for me to finish them off, etc..
Watching Kripp play Brawl now, seems like there are a lot more Paladins than earlier. (For me, there were a lot of Hunters and I had to try and dodge CotWs.)
I dunno man, just stick to drawing the nuts, it's what I do.
(I only played three games, I have zero interest in this brawl)
I'm at T10 right now against a Druid who's used Tree of Life twice and an Antique Healbot. :rotate:
Twitch: KoopahTroopah - Steam: Koopah
Well, when you're sorta starting out with maybe one or two Legendaries to your name and you're feeling pretty good with a semi-meta deck. You can climb out of the "feeding ponds" sub 20 level where you can lose but not go down any ranks. You'll occasionally match up with a few people who have what you feel is all the cards in the game because they're full on meta. Then you maybe push to rank 16 by Blizzard deeming it is your time. Then when you're just about to reach Rank 15, suddenly that one more win comes crashing down with game after game after game of meta deck after meta deck. These people are there till nearly the end of the season because, well for one issue or another they either decided to not push, played some fun decks for a while so lost down to around that area, or whatever. But they are there and can stomp your poor Raptor to smithereens.
So basically my thought is that some of us who have more cards than others will eventually push out of the 20-15 range and leave that area to be safer since we'll pray on the people who have like amount of cards. This will hopefully make some of those people not quit playing the game as well since they won't be as discouraged by playing against a deck that has 2 Legenaries in it. I know I felt that way back when people were crushing my hopes at Rank 16 and see some people posting here with similar frustrations.
Steam: betsuni7
It also allows for more exploration and experimentation on standard ladder, specifically at ranks 15, 10, and 5. People who are pushing for higher ranks in the past generally wouldn't stop playing netdecks once they get to say rank 10ish anyways in fear of losing ranks. This allows people the option of trying something else and taking a break from the "meta" without the fear of dropping several ranks, which will as a side effect cause a slight shift in the "meta" around it. For example, as more players get bored of Pirates or Reno, the meta will turn into "What can I play to beat ranks 15-14, okay now back to Pirates/Reno from 13-11, now what works in 10-9, back to Pirates for 8-6, etc..."
Twitch: KoopahTroopah - Steam: Koopah
Yep.
Last night I played one of my favorite HS games ever. I had a "win three Priest" games quest, and I accidentally queued for ranked rather than Casual (I was rank 16 at the time). I ended up against another Dragon Priest deck. My deck wasn't really built for ranked, more to have fun while trying something, that something being "take as many of the other guy's minions as possible and make his or her head explode." Since I was already in, I played the game out. It worked, and along the way through Mind Control and Entomb and Cabal Shadow Priest I stole Alexstraza, Sylvanas, Blood Mage Thalnos, and Ysondre. A Ragnaros ate a Shadow Word: Death. I have none of those Legendary cards; my deck had no Legendary cards in it. For that matter, my deck didn't have any Grand Tournament cards in it, because I can't justify crafting/buying packs for something that's going to rotate out so soon when my collection is so meager. It ended up being a very long game; I was able to establish board advantage and to keep board advantage, but the other player kept enough strong cards coming out that I didn't dare over-commit, and it was pretty satisfying to win that one, knowing that my deck literally cost about 10,000 less dust to build.
(After I won, the other person sent a friend request. I answered with "Hi!" He or she told me to play a deck I sucked less at. The Hearthstone community can be so great!)
Damn I'm glad I got to see that.
Tssk he might not have drawn inner fire yet why quit?
Players will be recruited into one of the three families and have to work together to destroy the others and gain control of Gadgetzan. The players will form teams of 3 and each will have to create a single deck based on one of the family's tri-class heroes. Your group of three will face of against the other two families to see who is the strongest!
BUT WAIT, THERE'S MORE!
Not only will you all have to decide who plays which class, but there will be deck-building limitations. Decks must share a card pool, meaning Legendaries, such as Aya Blackpaw, can only show up in one of the three decks. Furthermore, a few days before the tournament begins, players will each get to ban cards. Don't want to see Fiery War Axe? Ban it! Hate Ice Block? Send it away!
This tournament will test your teamwork, deckbuilding skills, and gameplay skill in the ultimate winner-takes-all brawl for Gadgetzan!
More details on the rules and such to come. I'm also open to suggestions for making the tournament even more fun and interesting. I'd be especially interested in hearing how to even out the playing field a bit, with the Grimy Goons at a natural disadvantage over Reno/Jade decks.
Let me know if you're interested in playing and/or streaming!
Rules so far:
Player list so far:
- KoopahTroopah*
- Metal Jared
- BreakfastPM
- Tynnan
- ImthebOHGODBEES
*=willing to streamI'll be streaming as well and can play if we're short on players. If we get more than 9 players, I'll add more teams to compensate. More family factions vying for power.
More details to come...
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
Not even close on my name man. Not even close! I might be streaming by then, if so I will do my best to stream depending on what's going on with my family.
PSN: SoulCrusherJared
2017 is the YEAR OF THE MAMMOTH
http://us.battle.net/hearthstone/en/blog/20475356/a-year-of-mammoth-proportions-2-16-2017
HOLY SHIT MASSIVE FUCKING CHANGES INC FOR YEAR OF THE MAMMOTH
6 Classic Cards being permanently rotated into Wild (called "Hall of Fame"): Azure Drake, Ragnaros, Sylvanas, Ice Lance, Conceal, Power Overwhelming. You will get FULL DUST VALUE GIVEN TO YOU FOR FREE. No need to disenchant.
THREE EXPANSIONS COMING NEXT whoops I mean THIS YEAR.
MAIEV SHADOWSONG ROGUE HERO AWARDED FOR WINNING 10 GAMES AFTER THE EXPAC DROPS
DAILY LOGIN REWARDS PRIOR TO EXPAC DROPPING: Gold, Dust, Card Packs.
AND MUCH MORE
Edit: Got a lil too excited and wrote "Next Year" when I meant "This Year"
Battle.net Tag: Dibby#1582
Worth a read, there's big changes coming in the next year of play (Year of the mammoth).
For one, they are retiring 6 classic cards from standard (and adding them to Hall of Fame). Sylvanas, Rag, Power Overwhelming, Ice Lance, Conceal and Azure Drake all hit the shelf. To make this pill easier to swallow, you'll get the full dust value with out having to disenchant them.
And more!
Twitch: KoopahTroopah - Steam: Koopah
Are the classic card rotations happening with the adventure / expansion rotation? Gotta craft me a Sylvanas and get a free legendary is so.
3DS Friend Code: 3110-5393-4113
Steam profile
The reasoning giving was they were thinking about shelving Auctioneer, but decided the larger issue was Auctioneer + Conceal, and Conceal preventing you from largely interacting with the board of your rogue opponent.
It's a problematic card as a piece of a combo, as it grants mass stealth to a potentially huge board (or a few key creatures), so it completely eliminates counterplay of any targeted removal.
3DS Friend Code: 3110-5393-4113
Steam profile
DUST B O I S
Is the tournament a US server thing? I've got all my cards EU side (I have a 3 week old girl so I probably couldn't commit).