I played against a mage in arena that played two angry chickens against me. A class that I'm pretty sure has no way of increasing a minions health. I dread to think what her draft options were.
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Just got into Hearthstone. Got 5 classes to level 10 so far. Tried the Arena and went 0-3. My fiancee jumped on my account and went 4-3, her personal best being 6-3.
People have told me that to win in the Arena you just need to know all the cards you're up against. It seems as though there are a metric shit-ton of cards to worry about, many of which are superior to others. Being a Blizzard game, I'd like to assume that there is a lot of balance in the common, uncommon, rare, legandary tree. Am I wrong?
In short, help a fellow new PA player out here boys.
You are wrong about balance among the rarities. Some commons are great in arena, some rares and epics are total garbage. Legendary is pretty much great but doesn't come up all the time.
I actually find that surprising about the rares/epics. Is it just that the garbage cards are too situational or need other cards to combo them well? Any examples I might research?
I'll check out the link too.
Angry Chicken is a rare, and it is a very bad card. I think you just ought to think that among a rarity, how good a card is varies along the whole spectrum. Various arena rankings more or less bear this out, I think.
Just got into Hearthstone. Got 5 classes to level 10 so far. Tried the Arena and went 0-3. My fiancee jumped on my account and went 4-3, her personal best being 6-3.
People have told me that to win in the Arena you just need to know all the cards you're up against. It seems as though there are a metric shit-ton of cards to worry about, many of which are superior to others. Being a Blizzard game, I'd like to assume that there is a lot of balance in the common, uncommon, rare, legandary tree. Am I wrong?
In short, help a fellow new PA player out here boys.
So someone (apologies, but I've forgotten the name) posted a few weeks ago about an "Angry Warrior" deck and I was like, "I dunno, I like my charge Warrior just fine." But it's a new month and I wanted something different to play (plus I finally got 2 Frothing Berserkers).
My mind has been changed. Wow does this deck burst for damage. The funniest part? Watching aggro decks run right past your Warsong Commander because MUST KILL FASTER only for their mood to change completely once the pain train leaves the station. Sure, you're going to bite me for a couple points a round but are you ready for a return helping of 15-20 all at once, all for you?
tl;dr kill the ####-ing Warsong Commander because his finger is on the nuke.
Last night I enountered a frost mage in arena and it really showed whats wrong with it and why it's not exactly good. It was anoying, and frustrating, and my characters couldn't do much. He even managed to kill a yeti with a double ice lance combo. But late game kept coming, I had card advantage, and he hadn't really done anything. He could stall, but couldn't finish and catch up on the board. I played smart, never over extending, and eventually just whittled him down. Many of the cards don't actually do anything, or enough damage for their cost. Many times it's "Spend X Mana, Stall X enemies for one turn" I put down one yeti, and got 4 of your cards out of the game that you spent freezing him before you finally pinged him down.
So someone (apologies, but I've forgotten the name) posted a few weeks ago about an "Angry Warrior" deck and I was like, "I dunno, I like my charge Warrior just fine." But it's a new month and I wanted something different to play (plus I finally got 2 Frothing Berserkers).
My mind has been changed. Wow does this deck burst for damage. The funniest part? Watching aggro decks run right past your Warsong Commander because MUST KILL FASTER only for their mood to change completely once the pain train leaves the station. Sure, you're going to bite me for a couple points a round but are you ready for a return helping of 15-20 all at once, all for you?
tl;dr kill the ####-ing Warsong Commander because his finger is on the nuke.
Double Enraged Charging Worgens is the best feeling ever.
any time your opponent drops a card like warsong commander you should pause what you're doing, think for a moment, and go "now what dirty trick is he planning on pulling with that"
Just popping back in to say actually maybe the best thing is Freeze Trapping an Innervated Senjin. And then turn 5, freeze trapping the (innervated) 6-mana Senjin again. I love < rank 20 ladder.
Just popping back in to say actually maybe the best thing is Freeze Trapping an Innervated Senjin. And then turn 5, freeze trapping the 6-mana Senjin again. I love < rank 20 ladder.
Sadly, I only went 7-3, but thankfully my last game was awesome.
It was drop Imp Master into an unfriendly board, or Deathwing (I had lethal if Deathwing got to attack). I was playing a Druid, so I took a gamble that he had no hard removal, because Naturalize sucks.
He casts Mark of the Wild on my Deathwing, and it took me a second, but I figured out why. The "nooooooooooooooo" I emitted when The Black Knight dropped was very, very loud.
Just popping back in to say actually maybe the best thing is Freeze Trapping an Innervated Senjin. And then turn 5, freeze trapping the 6-mana Senjin again. I love < rank 20 ladder.
Do the freeze traps stack?
You can't have 2 of the same secret out at the same time. If you mean, does the +2 cost stack, I don't think so IIRC. Pretty sure when you re-play the Senjin, you see a 4 mana 3/5 taunter on the board, so it goes back up to 6, not 8.
Dang silence is really powerful. I was playing against a priest and he put down 2 of those guys who have strength equal to their health. I silenced them both into 0/5 dudes and he immediately surrendered
+1
Options
BethrynUnhappiness is MandatoryRegistered Userregular
Mana cost increases (Freezing Trap) and decreases (Shadowstep) are permanent.
Wait, so if I play say leeyroy, then shadowstep him twice, and then had enough mana to play brewmasters, the cost less from shadowstep would still apply after I played brew on him? Due to mana restraints I don't think this is possible, but say you had 20 mana to spend, and all 4 brewmasters and 2 shadowsteps. He would cost 0 after brewing?
Okay, Blizzard needs to reduce the turn timer, or incrementally speed it up every time if a player is taking too damn long.
Seriously, I have to play with it alt tabbed and reading forums or whatever because people take sooo long.
It's my understanding the turn timer IS reduced every time they run the clock out. You just need to alt-tab anyway because that's still too long being as you can't do anything on their turn.
It is reduced, but only if it goes all the way to time... and all the way to time doesn't necessarily mean much given that rushed plays into card animations can last quite a while, especially later on. You can think until the fuse starts, begin playing then, and still give your opponent 10 seconds of dead time with the fuse burning at zero length, and do the same next turn (I mean, until you run out of cards I guess).
Even then, I think it goes like 90-30-15? One ridiculously long turn into one obnoxiously long turn into a decent turn length seems blech. I'd just prefer a more standard, "you have X seconds of bonus time, turns are from 15-30 seconds each all the time" system.
It's quicker, but it's also a game where alt-tabbing between turns is basically the default and a majority of turns there are very few, if any, real "options" to think about.
It's also sort of frustrating being told "just alt tab" because, as metagamey as it is, there's some valuable information to be gleaned from staying in the game and seeing what cards your opponent is highlighting/whether he's playing the card he topdecked or a card in his hand; this value is even stronger when playing priest. I don't feel super comfortable when the default method of play is to limit my own information for convenience.
GrobianWhat's on sale?Pliers!Registered Userregular
edited March 2014
I never alt tab between turns and it's maybe every ten games that I get annoyed with a player being slow and at least half of those are just deliberate trolls. I'm definitely against anything that makes turns shorter. Playing Miracle rogue runs into the turn timer enough as it is.
Man, sometimes people just get the most ridiculous chain of top decks.
I'm up against a priest as a druid in arena, it's going to be his turn 10 next, for mind control! He's been saving a card. I arrange it so I have only two minions left, a druid of the claw and a gurubashi zerker at 4 health.
If he MC's the druid of the claw, I can kill it with the zerker. If he MC's the zerker, I can kill it with the druid of the claw. Then I'll put out one or more of the big minions in my hand - druid of the claw, ogre, mercenary. I have a sizeable hand advantage so his MC doing a 2 for 1 isn't going to destroy me, and I'll still have the tempo advantage. I also have a large hand andvantage as he's not been playing very well.
Except then he top decks healing circle, which allows him to both MC the zerker AND heal it (for 0 mana) outside the range at which I can kill it.
On my turn I play a fatty. On his turn he top decks a shadow word death which kills my fatty, then kills my druid of the claw with the gurubashi, then heals it.
On my turn I play another fatty. Even if he heals first, my fatty will kill his fatty. Then he top decks inner fire, doubling the health of his fatty! Now I'm looking at something like an 11-14 gurubashi zerker. He kills my fatty.
At this point things are looking grim. I play my last druid of the claw in charge mode and go for his face! He ignores the obvious tell, and kills my druid with his fatty, then heals the fatty.
This leaves him at 5 health and my bite + hero power take him down. I was getting pretty sad, watching my sure win slip away from me He made another obvious play mistake which kept me from losing, but man!
Okay, Blizzard needs to reduce the turn timer, or incrementally speed it up every time if a player is taking too damn long.
Seriously, I have to play with it alt tabbed and reading forums or whatever because people take sooo long.
But I'm sure that you play super quickly, right? All of the time?
The current fuse system is the lesser of available evils. Yes, people troll you with the timer (I've been slow-roll killed & had players slow-roll concede, though only once or twice), but people would find a way to troll you with the timer regardless of where you set it.
Complex interactions & math in quite a few situations require the full timer to work out. Sometimes these situations happen back to back. The game has no way of telling how simple or complex a decision tree is, so it errs on the side of caution and gives players the necessary time every turn to do something complex.
If you don't have the patience to sit through another person's turn, you probably shouldn't be playing a turn-based game.
Posts
cause that sucked
In Soviet Russia, priests shadowform silence out of you.
PSN: Vorpallion Twitch: Vorpallion
@""MNC Dover"
Trumps guide is pretty popular, but he plays a certain style that's all about card advantage. Some people may disagree with some of his rankings
http://www.liquidhearth.com/forum/arena-strategy/513-trumps-arena-tier-list-neutral-commons
Also, this is a good guide for all the classes
https://docs.google.com/spreadsheet/pub?key=0AifXEOqTcGcLdFVvWk1GRjVJTHJUaTVLcGViR1RRTFE&gid=15
Last but not least, this site has some good info but I do not agree with his tier rankings for cards as much
http://freethnkr.com/hearthstone-tips/
My mind has been changed. Wow does this deck burst for damage. The funniest part? Watching aggro decks run right past your Warsong Commander because MUST KILL FASTER only for their mood to change completely once the pain train leaves the station. Sure, you're going to bite me for a couple points a round but are you ready for a return helping of 15-20 all at once, all for you?
tl;dr kill the ####-ing Warsong Commander because his finger is on the nuke.
Double Enraged Charging Worgens is the best feeling ever.
Reroll the quest.
Make rogue deck full of cheap spells, cast till you run out of cards in hand in casual then leave game.
Oh good, Shadow Word: Death.
Do the freeze traps stack?
Also, I had a beastly Paladin arena deck today.
Sadly, I only went 7-3, but thankfully my last game was awesome.
It was drop Imp Master into an unfriendly board, or Deathwing (I had lethal if Deathwing got to attack). I was playing a Druid, so I took a gamble that he had no hard removal, because Naturalize sucks.
He casts Mark of the Wild on my Deathwing, and it took me a second, but I figured out why. The "nooooooooooooooo" I emitted when The Black Knight dropped was very, very loud.
You can't have 2 of the same secret out at the same time. If you mean, does the +2 cost stack, I don't think so IIRC. Pretty sure when you re-play the Senjin, you see a 4 mana 3/5 taunter on the board, so it goes back up to 6, not 8.
Triple Leeroy, for example, is 8 mana, not 6.
Wait, so if I play say leeyroy, then shadowstep him twice, and then had enough mana to play brewmasters, the cost less from shadowstep would still apply after I played brew on him? Due to mana restraints I don't think this is possible, but say you had 20 mana to spend, and all 4 brewmasters and 2 shadowsteps. He would cost 0 after brewing?
It's my understanding the turn timer IS reduced every time they run the clock out. You just need to alt-tab anyway because that's still too long being as you can't do anything on their turn.
Even then, I think it goes like 90-30-15? One ridiculously long turn into one obnoxiously long turn into a decent turn length seems blech. I'd just prefer a more standard, "you have X seconds of bonus time, turns are from 15-30 seconds each all the time" system.
It's also sort of frustrating being told "just alt tab" because, as metagamey as it is, there's some valuable information to be gleaned from staying in the game and seeing what cards your opponent is highlighting/whether he's playing the card he topdecked or a card in his hand; this value is even stronger when playing priest. I don't feel super comfortable when the default method of play is to limit my own information for convenience.
I am unbelievably salty right now
I'm up against a priest as a druid in arena, it's going to be his turn 10 next, for mind control! He's been saving a card. I arrange it so I have only two minions left, a druid of the claw and a gurubashi zerker at 4 health.
If he MC's the druid of the claw, I can kill it with the zerker. If he MC's the zerker, I can kill it with the druid of the claw. Then I'll put out one or more of the big minions in my hand - druid of the claw, ogre, mercenary. I have a sizeable hand advantage so his MC doing a 2 for 1 isn't going to destroy me, and I'll still have the tempo advantage. I also have a large hand andvantage as he's not been playing very well.
Except then he top decks healing circle, which allows him to both MC the zerker AND heal it (for 0 mana) outside the range at which I can kill it.
On my turn I play a fatty. On his turn he top decks a shadow word death which kills my fatty, then kills my druid of the claw with the gurubashi, then heals it.
On my turn I play another fatty. Even if he heals first, my fatty will kill his fatty. Then he top decks inner fire, doubling the health of his fatty! Now I'm looking at something like an 11-14 gurubashi zerker. He kills my fatty.
At this point things are looking grim. I play my last druid of the claw in charge mode and go for his face! He ignores the obvious tell, and kills my druid with his fatty, then heals the fatty.
This leaves him at 5 health and my bite + hero power take him down. I was getting pretty sad, watching my sure win slip away from me He made another obvious play mistake which kept me from losing, but man!
PSN: Vorpallion Twitch: Vorpallion
edit: looking at my stats I'm aimlessly bitching, my warlock has a 50% win rate against hunters in arena (4 wins 4 losses)
stats yo
T1 Coin + Amani Berserker
T2 Mad Bomber
T3 Injured Blademaster + Circle of Healing
T4 Injured Blademaster
T5 Holy Nova
T6 Argent Commander
Maybe my fastest priest win ever! Would have been a turn faster if Bomber had hit my berserker or my opponent, but can't complain.
But I'm sure that you play super quickly, right? All of the time?
The current fuse system is the lesser of available evils. Yes, people troll you with the timer (I've been slow-roll killed & had players slow-roll concede, though only once or twice), but people would find a way to troll you with the timer regardless of where you set it.
Complex interactions & math in quite a few situations require the full timer to work out. Sometimes these situations happen back to back. The game has no way of telling how simple or complex a decision tree is, so it errs on the side of caution and gives players the necessary time every turn to do something complex.
If you don't have the patience to sit through another person's turn, you probably shouldn't be playing a turn-based game.