It's definitely a good idea to inject some new life into BGs for a while. From some of the examples Rdu gave of task progression, it sounds like it could railroad some heroes into more rigid game plans and potentially exacerbate low rolling, but it'll at least make the game feel fresh in the short term. I'm sure the asymmetry of the buddies will cause some big tier shifts for some heroes.
But the good news is if people do get sick of it after a while they can always just yoink it back out like they did with Darkmoon.
Bru'kan looks like a solid Top 4 hero.
0
BeastehTHAT WOULD NOTKILL DRACULARegistered Userregular
edited January 2022
balance changes leaked on a russian forum
Sorcerer's Apprentice to 4 mana
Rapid Fire to 2 mana deal 2
Incanter's Flow to 4 mana
Cloak of Shadows to 4 mana
Raid the Docks nerfed (unknown, maybe 3/3/2?)
Rokara Hero to 10 armor (don't know if weapon changed)
Scabbs Hero to 8 mana
Wildpaw Gnoll to 6 mana, 3/5
could be fake but leaks generally end up being accurate
we are flipping from a poison rogue meta to a mozaki one, cya game
+2 mana is an absolute nuke of a nerf to Ignite and Flamewaker combos though. Odd Hunter nerf is solid, but I expect the Pirate Warrior nerf will be pretty heavy handed if they're trying to change Wild this much.
Looks like it's something they'll officially announce tomorrow - they're rolling out dust for some of the issues that have happened with uncraftables/quest reward card drops like alterac honour stuff? But also some people are getting more than intended and it's eating the cards it's for???
Sorcerer's Apprentice to 4 mana
Rapid Fire to 2 mana deal 2
Incanter's Flow to 4 mana
Cloak of Shadows to 4 mana
Raid the Docks nerfed (unknown, maybe 3/3/2?)
Rokara Hero to 10 armor (don't know if weapon changed)
Scabbs Hero to 8 mana
Wildpaw Gnoll to 6 mana, 3/5
could be fake but leaks generally end up being accurate
we are flipping from a poison rogue meta to a mozaki one, cya game
The only Wild Mage decks atm are Ignite and Flamewaker.
The former uses Sanctum Chandler and Apprentices to cycle through 0 mana Ignites. The latter is a tad more board based and used Drek'thar to pull out Apprentices and or Flamewakers and put out 20 to 40 pings.
Ignite goes from a turn 7ish otk to a turn 8ish one, and has a way lower chance of highrolling a turn 6 kill. Flamewaker is probably just dead since Drek'thar can't pull 4 drops.
Ah, so that probably puts the final nail in the coffin for Wild Questline Hunter, which I feel has not been particularly effective for a couple of months now.
+1
The JudgeThe Terwilliger CurvesRegistered Userregular
Ah, so that probably puts the final nail in the coffin for Wild Questline Hunter, which I feel has not been particularly effective for a couple of months now.
It works but not to the Tier 1 level that I see on a lot of the Wild lists, yeah.
Last pint: Ridgeback Red / Block 15 - Untappd: TheJudge_PDX
These issues don't instill me with a ton of confidence that the "heal up" won't somehow end up leaving me with less dust or cards than I'm supposed to have.
forty on
+3
The JudgeThe Terwilliger CurvesRegistered Userregular
I was under 1600 before the FREE DUST and was going to craft a legend after work.
Seriously wonder what my dust score would be if I did it earlier. Zero? MINUS-something-or-other?
Last pint: Ridgeback Red / Block 15 - Untappd: TheJudge_PDX
The claim from blizzard is that no one has had person dust removed who didn’t also craft cards in the window between being given the dust and the dust being removed.
Example: Player had 500 dust, was given 1200 dust. Player crafts legendary, putting them at 100 dust remaining. Dust clawback happens, the account is docked -1200 dust, but can’t go below zero. Player now has less dust that before the gift, but is 1 card richer. Card crafting with the bonus dust was not rolled back.
That’s what they are claiming. Considering that A) they erroneously gave everyone too much/double dust while removing all copies of uncraftable cards instead of just the extras, then C) went on Twitter and made the statement “we can make people have negative dust, but we are still exploring our options, but then choosing to D) not penalizing anyone for taking the free dust and crafting 4x copies of the data mined about to be nerfed cards to hoard it, I don’t have a clue why anyone would trust their word right now.
Exploit early and often, apparently. Especially when the QA department is apparently on strike.
ronzo on
0
BeastehTHAT WOULD NOTKILL DRACULARegistered Userregular
this week's VS report is out and it's a sad fart, we should be seeing some balance changes announced any time now so hopefully standard will become playable once more
D) not penalizing anyone for taking the free dust and crafting 4x copies of the data mined about to be nerfed cards to hoard it
Oh man I should have done that.
+2
BeastehTHAT WOULD NOTKILL DRACULARegistered Userregular
edited January 2022
thats the true galaxy brain play right there
e: balance changes confirmed, they are precisely what was leaked yesterday
Sorcerer's Apprentice to 4 mana
Rapid Fire to 2 mana deal 2
Incanter's Flow to 4 mana
Cloak of Shadows to 4 mana
Raid the Docks nerfed to 3/3/2
Rokara Hero to 10 armor
Scabbs Hero to 8 mana
Wildpaw Gnoll to 6 mana, 3/5
Some important rules changes in the bug fix section too.
Updated more individual card timings to make them match the general timing rules. The most notable update in this pass is that cards with “while damaged” effects will persist through enchantments. For example, a damaged Grommash will now have 7 Attack after a Wave of Apathy, instead of 1. In this pass, Lightborn Cariel (the final reward from the Paladin Questline, Rise to the Occasion) was also updated to now work like similarly worded cards, such as Southsea Captain, when a card like Equality is played (your Silver Hand Recruits would have 3 Health).
Haven't played battlegrounds in a while, what's the point of giving heroes starting armor as opposed to just starting them at that health value? Or is this some spaghet code nonsense where the game implodes if their initial health doesn't end in a 0 or 5
Haven't played battlegrounds in a while, what's the point of giving heroes starting armor as opposed to just starting them at that health value? Or is this some spaghet code nonsense where the game implodes if their initial health doesn't end in a 0 or 5
So the armour specifically is meant to sort of variably update based on how much a hero is winning. Then on top of that, there are minions that care about how much health you've lost, so having it be armour keeps that/those minions from having their value change on a hero per hero basis based on their success
US players who spent any of the free dust that got taken back the other day, they are handing out suspensions/bans for it
it just keeps getting more and more laughable
(worth noting also that the QA team has been on strike since before xmas so if you ever wonder why HS is a steaming pile right now, welllll)
On Reddit they are questioning the legitimacy of this claim. Are we sure these aren't just some people with an agenda against Blizzard?
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Once again I'm in my own weird little world of ladder that seems far removed from the stats. I keep expecting these other classes to turn into a Rogue on turn 3 or so, but then it turns out all these mages and priests are actually mages and priests.
Posts
Battlegrounds is getting a system where every hero will have a unique minion that unlocks over time during a match
But the good news is if people do get sick of it after a while they can always just yoink it back out like they did with Darkmoon.
Bru'kan looks like a solid Top 4 hero.
could be fake but leaks generally end up being accurate
we are flipping from a poison rogue meta to a mozaki one, cya game
sorcerer's apprentice definitely being removed from next year's core set at that point
+2 mana is an absolute nuke of a nerf to Ignite and Flamewaker combos though. Odd Hunter nerf is solid, but I expect the Pirate Warrior nerf will be pretty heavy handed if they're trying to change Wild this much.
Only thing I could find was a post from March 2021: https://us.forums.blizzard.com/en/hearthstone/t/compensation-for-certain-cards-from-classic-packs/57685
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Were people playing Sorcerer's Apprentice?
The former uses Sanctum Chandler and Apprentices to cycle through 0 mana Ignites. The latter is a tad more board based and used Drek'thar to pull out Apprentices and or Flamewakers and put out 20 to 40 pings.
Ignite goes from a turn 7ish otk to a turn 8ish one, and has a way lower chance of highrolling a turn 6 kill. Flamewaker is probably just dead since Drek'thar can't pull 4 drops.
Twice
I now have over 24k dust. I'll take it
It works but not to the Tier 1 level that I see on a lot of the Wild lists, yeah.
Dang I hope not
Seriously wonder what my dust score would be if I did it earlier. Zero? MINUS-something-or-other?
Looks increasingly like I hit the eject button at the right time ...
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Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Example: Player had 500 dust, was given 1200 dust. Player crafts legendary, putting them at 100 dust remaining. Dust clawback happens, the account is docked -1200 dust, but can’t go below zero. Player now has less dust that before the gift, but is 1 card richer. Card crafting with the bonus dust was not rolled back.
That’s what they are claiming. Considering that A) they erroneously gave everyone too much/double dust while removing all copies of uncraftable cards instead of just the extras, then C) went on Twitter and made the statement “we can make people have negative dust, but we are still exploring our options, but then choosing to D) not penalizing anyone for taking the free dust and crafting 4x copies of the data mined about to be nerfed cards to hoard it, I don’t have a clue why anyone would trust their word right now.
Exploit early and often, apparently. Especially when the QA department is apparently on strike.
e: balance changes confirmed, they are precisely what was leaked yesterday
it just keeps getting more and more laughable
(worth noting also that the QA team has been on strike since before xmas so if you ever wonder why HS is a steaming pile right now, welllll)
So the armour specifically is meant to sort of variably update based on how much a hero is winning. Then on top of that, there are minions that care about how much health you've lost, so having it be armour keeps that/those minions from having their value change on a hero per hero basis based on their success
Ranking is what you'd expect. They think Mecha'thun Warlock and Divine Spirit Priest could be sleeper T1 but sample size is low.
On Reddit they are questioning the legitimacy of this claim. Are we sure these aren't just some people with an agenda against Blizzard?
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09
P-POWER Switch Palace 3838-0000-0122-9359
Raiding the Serpents Tomb 1A04-0000-0098-C11E
I like to move it, move it FCE2-0000-00D7-9048
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