I don't think giving priests an overpowered 8 mana card is the way to make up for their struggles in the early/mid game. Hopefully in time we see new cards and/or a meta game shift that allows priests not to get run over before the end game as often.
Anyway, has Blizzard changed card rarity even once throughout this beta? If not, then it wouldn't surprise me if it's something their system can't really support. And if they're not making that kind of change in beta, it seems even more unlikely they'll do it in "retail"...
I believe they did it with the ghoul, but I may be mistaken. Perhaps @Jaef can clarify as he informed me of that change in the past.
Now it sees no play at all, and even in Arena its a liability the vast majority of the time.
I'm not convinced that's true. Can you validate it somehow?
Unfortunately, I don't have any hard data to back it up - just my own personal (and highly subjective, I know) experiences over the last couple of months.
Ever since the nerf to 10 mana, priests have dropped off considerably. I play probably an average of one priest per Arena run at most. Usually, just due to the nature of how priests operate, they are behind enough on turn 10, that a single mind control does very little to help them regain possession of the board.
Normally the sequence looks something like this:
I've 3 guys on the board, and my opponent has 1-2. Opponent Mind Controls my best guy on turn 10. I untap attack past his remaining minions, then drop two more of my own. Now my opponent is even further further behind on the board and at a lower life total.
Obviously, that is not every game, and if the priest is even slightly ahead MC can be a nail in the coffin. But in my experience, priests either dominate the game completely, or they are on the back foot desperate to stabilize. MC has rarely seemed better than just dropping a taunt wall and another minion.
Plus, due to the 10 mana requirement, running more than 1 is very dangerous. Having one in your opponent hand is awful, and having two is a death knell.
It's not on the same level as Pyroblast or Deathwing, two cards that can just end the game immediately.
Pyroblast only ends the game immediately if your opponent is below a certain health level, though. And there are certainly scenarios where MC will put you ahead of your opponent.
Both are very true, but for mages, they are usually looking to close out the game, and especially for that class, getting your opponent to 10 life isn't too difficult. I'd only run one pyroblast now, with it at 10 mana, but I'd be perfectly happy with that.
While I feel that running even a single mind control is a gamble. Not only do you need it to stabilize the board, but you need it to be better than your opponent's entire next turn as well. Unless, of course, you're slightly ahead. But if you're already ahead, there's a lot of cards you can play that seal out the game and cost significantly less.
My experience with mind control went from praying that my opponent didn't have a second one, otherwise the game is completely over, to praying that my opponent plays mind control on turn 10 because then he's just dead.
SW:D hits 3x as many targets as BGH, I wouldn't call it inferior even against Rag. If you were going to run an answer for Rag, I think you'd take the one with more flexibility and that is SW:D, BGH can die to a loot horder if you play him as a 3 drop against a rush.
I think the 3x figure is a bit misleading. Are you *really* going to drop shadow word death against booty bay bodyguards, rocketeers, magma ragers, etc?
There are a handful of creatures with 5-6 attack I'd play SW:D on, but Every single creature with >=7 attack I would be willing to drop BGH on.
Anyway, there are many decks where there is nothing in it with more than 4 attack. Against these decks. SW:D is literally a dead card.
BGH may not be an ideal drop in these situations, but it's far from a dead card.
Opponent throws down night blade, you put down BGH, etc.
And of course, at the end of them when both priests have spent all their cards 1 for 1'ing each other, if I have my BGH left and you have your SWD left, I would win.
So I would argue that BGH is actually the more flexible option
But the more important difference is that BGH is a good neutral card available to everyone that lets everyone insta kill rag, giants, deathwing, etc.
And on top of THAT, there is tink master, which is available to everyone and lets people seriously decrease the power of annoying large targets with good text, even if it's not an instant hard removal. If you are using tink master on an ogre or a cairne or a sylvanas or a ysera, you are going to come out ahead no matter what you get. So basically, there is at least one and possibly two neutral options to take on anything that costs 6> mana in neutral cards, so even classes with a built in 'weak to big things' trait built into their *class* cards an usually compete.
But if your weakness is 'can't handle yetis' then there isn't much in the way of neutral things to help you. Not that priests instantly lose against yetis, I'm just pointing out that a class based weakness against mid range monsters cannot be compensated for with neutral cards the same way a class based weakness against big things can be compensated for.
The biggest losses I have as priest are usually against auctioneers. If I can't blow up it when played, unlimited windmill draw usually takes out everything I'd want to drop since other classes *do* get ways to remove yetis or drakes in one turn.
Anyway, has Blizzard changed card rarity even once throughout this beta? If not, then it wouldn't surprise me if it's something their system can't really support. And if they're not making that kind of change in beta, it seems even more unlikely they'll do it in "retail"...
I believe they did it with the ghoul, but I may be mistaken. Perhaps Jaef can clarify as he informed me of that change in the past.
Ghoul was change to common from rare and questing adventurer was changed to rare from common due to some arena drafting issues. That occurred during the beta, yes.
Anyway, has Blizzard changed card rarity even once throughout this beta? If not, then it wouldn't surprise me if it's something their system can't really support. And if they're not making that kind of change in beta, it seems even more unlikely they'll do it in "retail"...
I believe they did it with the ghoul, but I may be mistaken. Perhaps Jaef can clarify as he informed me of that change in the past.
Ghoul was change to common from rare and questing adventurer was changed to rare from common due to some arena drafting issues. That occurred during the beta, yes.
Interesting. That said, neither is a basic card or, more specifically, a basic class card, so MC is still kind of a different situation.
Yea with class cards rarity is a little bit trickier, there was an interview with a dev way back when when they asked about flamestrike being a common and seeing so many in arena. The response was that flamestrike "felt" like a mage card and they wanted everyone who started out a mage had access to it. This kinda parity doesn't really get extended to all the other classes but basically they said they were aware of issues with rarity of class cards and arena but weren't planning on changing anything
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ElJeffeNot actually a mod.Roaming the streets, waving his gun around.Moderator, ClubPAmod
I think I just played against @ElJeffe in Casual, I was playing Hunter for my daily quest and it felt dirty
Either that or someone has killed ElJeffe and stolen his name
RIP ElJeffe
Pretty sure it's the latter, because I haven't played Hearthstone.
You're free to kill the usurper of my name as much as you see fit.
I submitted an entry to Lego Ideas, and if 10,000 people support me, it'll be turned into an actual Lego set!If you'd like to see and support my submission, follow this link.
I don't think giving priests an overpowered 8 mana card is the way to make up for their struggles in the early/mid game. Hopefully in time we see new cards and/or a meta game shift that allows priests not to get run over before the end game as often.
Anyway, has Blizzard changed card rarity even once throughout this beta? If not, then it wouldn't surprise me if it's something their system can't really support. And if they're not making that kind of change in beta, it seems even more unlikely they'll do it in "retail"...
I believe they did it with the ghoul, but I may be mistaken. Perhaps @Jaef can clarify as he informed me of that change in the past.
Now it sees no play at all, and even in Arena its a liability the vast majority of the time.
I'm not convinced that's true. Can you validate it somehow?
Unfortunately, I don't have any hard data to back it up - just my own personal (and highly subjective, I know) experiences over the last couple of months.
Ever since the nerf to 10 mana, priests have dropped off considerably. I play probably an average of one priest per Arena run at most. Usually, just due to the nature of how priests operate, they are behind enough on turn 10, that a single mind control does very little to help them regain possession of the board.
Normally the sequence looks something like this:
I've 3 guys on the board, and my opponent has 1-2. Opponent Mind Controls my best guy on turn 10. I untap attack past his remaining minions, then drop two more of my own. Now my opponent is even further further behind on the board and at a lower life total.
Obviously, that is not every game, and if the priest is even slightly ahead MC can be a nail in the coffin. But in my experience, priests either dominate the game completely, or they are on the back foot desperate to stabilize. MC has rarely seemed better than just dropping a taunt wall and another minion.
Plus, due to the 10 mana requirement, running more than 1 is very dangerous. Having one in your opponent hand is awful, and having two is a death knell.
It's not on the same level as Pyroblast or Deathwing, two cards that can just end the game immediately.
Pyroblast only ends the game immediately if your opponent is below a certain health level, though. And there are certainly scenarios where MC will put you ahead of your opponent.
Both are very true, but for mages, they are usually looking to close out the game, and especially for that class, getting your opponent to 10 life isn't too difficult. I'd only run one pyroblast now, with it at 10 mana, but I'd be perfectly happy with that.
While I feel that running even a single mind control is a gamble. Not only do you need it to stabilize the board, but you need it to be better than your opponent's entire next turn as well. Unless, of course, you're slightly ahead. But if you're already ahead, there's a lot of cards you can play that seal out the game and cost significantly less.
My experience with mind control went from praying that my opponent didn't have a second one, otherwise the game is completely over, to praying that my opponent plays mind control on turn 10 because then he's just dead.
Some issues seem to be getting conflated here. I wouldn't say that encountering fewer people playing priests should be seen as sufficient evidence for making MC cost 8 mana again. Do you think priest mid-game weakness would be shored up by making MC 8 mana again? If priests could more reliably get to turn 10 without being well behind, would MC be a more reasonable card to include in a priest deck?
Even if you're slightly behind, MC can put you ahead, depending on your target and the board state. I mean most cards aren't going to save you if you're behind, so I'm not sure if you're judging it fairly. I just don't think it should be changed back into an over-budget super crutch that is the main thing propping up the priest class.
Before the change, 2 MCs were an auto-include in every constructed priest deck ever; I don't think too many would argue that this wasn't happening. With the mana increase, they were no longer a total no-brainer. I disagree that running one is a gamble, as does Tommatt. Obviously without a poll it's hard to say how a lot of others feel.
And in arena, even taking 3 or 4 pre-nerf MCs was usually a good idea (unless they were up against other top tier cards or your curve was already incredibly top heavy from 6+ minions). I think I remember watching Krip going 9-X taking every MC he was offered in a draft -- something like 4 or 5. Now I would be hesitant to take more than one obviously, but I wouldn't balk at all about taking the first one. It's still a strong late game removal card. Hell, I'd still probably take a second if it was near the end of a draft and I had shit for big cards.
Edit:
Having one in your opponent hand is awful, and having two is a death knell.
I agree, but this is a risk with a lot of big cards. If you mulligan into, say, your Rag and Ysera, you're probably not going to have a good time unless your opponent is also very late gamey (or drew similarly).
I'd be down for a final round to finish up the league cause I'd love to walk away with the Sacko, as it were. Man, you guys are better at this game than me. Or maybe I just have horrible luck with draws...
Well, I just managed to go 12-0 in the arena again, with this mage deck. It didn't seem all that great when I was drafting it (way too heavy on the 2s, no fireballs, no polymorphs), but I guess it had mostly solid cards, oodles of frostbolts, a blizzard, and two flamestrikes, and that's apparently all you need?
SW:D hits 3x as many targets as BGH, I wouldn't call it inferior even against Rag. If you were going to run an answer for Rag, I think you'd take the one with more flexibility and that is SW:D, BGH can die to a loot horder if you play him as a 3 drop against a rush.
I think the 3x figure is a bit misleading. Are you *really* going to drop shadow word death against booty bay bodyguards, rocketeers, magma ragers, etc?
There are a handful of creatures with 5-6 attack I'd play SW:D on, but Every single creature with >=7 attack I would be willing to drop BGH on.
In arena I would (except rager), if this is relevant only to constructed those examples don't really mean anything. Here are the cards SW:D hits in constructed that BGH doesn't, just to name a few.
Ancient of War,
Archmage Antonidas,
Boulderfist Ogre,
Cenarius,
Doom Guard,
Fire Elemental,
Guardian of Kings,
King Mukkla,
Savannah Highmane,
Sylvanas Windrunner,
Tyrion Fordring
I would like to see shadow word death changed to "deal 2 damage to target minion, if the target has 5 or more attack destroy it"
Then it is never a dead card, helps against rush, and puts the card roughly at the same position as drain life.
Also I don't know why I try but a warlock in the arena is pretty much a free win for a hunter or mage (unless the hunter or mage gets MASSIVELY unlucky draws).
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ObiFettUse the ForceAs You WishRegistered Userregular
I feel like I'm getting less gold from Arena than I used to with comparable wins in the past. I just had a 6 win Arena give me 70 gold, which I thought should give me a bit over 100. And I had a 3 win only give me 20 when I thought 3 wins was the point where I was supposed to "break even" and get me 50.
I feel like I'm getting less gold from Arena than I used to with comparable wins in the past. I just had a 6 win Arena give me 70 gold, which I thought should give me a bit over 100. And I had a 3 win only give me 20 when I thought 3 wins was the point where I was supposed to "break even" and get me 50.
Some semi-recent patch reduced gold income from Arena, I thought.
I think 6-7 has pretty much always been ~10-20 above "break even", at least since I started playing in the open beta.
I made a game! Hotline Maui. Requires mouse and keyboard.
I feel like I'm getting less gold from Arena than I used to with comparable wins in the past. I just had a 6 win Arena give me 70 gold, which I thought should give me a bit over 100. And I had a 3 win only give me 20 when I thought 3 wins was the point where I was supposed to "break even" and get me 50.
There's a lot of variance in what rewards you get. In particular, you sometimes get a box of dust at 5-6 wins, in which case you'll get much less gold.
Generalísimo de Fuerzas Armadas de la República Argentina
though if you already have an extensive card collection the dust is actually super useful and more likely to help you get cards you don't have but want than an equivalent amount of gold.
I feel like I'm getting less gold from Arena than I used to with comparable wins in the past. I just had a 6 win Arena give me 70 gold, which I thought should give me a bit over 100. And I had a 3 win only give me 20 when I thought 3 wins was the point where I was supposed to "break even" and get me 50.
Some semi-recent patch reduced gold income from Arena, I thought.
I think 6-7 has pretty much always been ~10-20 above "break even", at least since I started playing in the open beta.
When I was saying "break even" I was meaning as far as a pack = 100 gold, so 50 gold reward plus a pack was breaking even.
And yeah, I thought 6-7 wins should net a player ~150 gold, but I even had a 7 win run recently that got me only ~120 gold. Clearly Blizz doesn't want me going infinite in the arena.
I feel like I'm getting less gold from Arena than I used to with comparable wins in the past. I just had a 6 win Arena give me 70 gold, which I thought should give me a bit over 100. And I had a 3 win only give me 20 when I thought 3 wins was the point where I was supposed to "break even" and get me 50.
Some semi-recent patch reduced gold income from Arena, I thought.
I think 6-7 has pretty much always been ~10-20 above "break even", at least since I started playing in the open beta.
When I was saying "break even" I was meaning as far as a pack = 100 gold, so 50 gold reward plus a pack was breaking even.
And yeah, I thought 6-7 wins should net a player ~150 gold, but I even had a 7 win run recently that got me only ~120 gold. Clearly Blizz doesn't want me going infinite in the arena.
Yeah I know, I understood what you meant.
Maybe I've been uncommonly unlucky, but I've topped out at 7 wins several times, and each of those runs got me something like 1 card pack, 60 gold, and some awful card on the side.
I made a game! Hotline Maui. Requires mouse and keyboard.
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ObiFettUse the ForceAs You WishRegistered Userregular
edited March 2014
Hm, maybe I had it wrong then. I always thought that 7 wins was the magic total that meant you got your buy in back plus a pack.
When you have pretty much every card already, opening packs is a disappointing chore.
#welloffproblems
i don't have this problem because i don't disenchant gold cards...
this strategy has left me heinously dust-poor and in possession of hilarious cards like gold antonidas
I just went 7 Arena wins and got 175 gold. I guess everything about this game needs to be a slot machine.
If it wasn't for all the stupid cards, bags of dust, and seriously low gold amounts in bags for 7+ wins, I'd probably be infinite in arena or close. But you go 12 wins, and get 200 gold and 2 cards? 8 wins a small gold bag and some dust? Ya, no going infinite for you!
i still haven't gotten to 12 wins. i don't even know what the 11 win key looks like.
i'm functionally infinite in arena, since daily quests make up the slight difference in gold.
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.
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
What's the best way to complete the "cast 40 spells" daily?
Play an unchallenged Antonidas and pretty just launch fiery death balls to every single minion he puts out for sacrifice, no matter how small.
nuke, ant, etc..
:disagree:
I really like mage with auctioneers + mana wryms + sorc apprentices, because you actually have a lot of useful spells so the deck isn't doomed to failure.
Another good option is priest with 2x of all the removal spells, two thoughtsteals, mind visions, etc.
Neither of these is going to make you win every game or anything even close, but it's a half way respectable deck that should knock out 40 spells in a pretty short amount of time.
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.
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.
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
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.
Generalísimo de Fuerzas Armadas de la República Argentina
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Either that or someone has killed ElJeffe and stolen his name
RIP ElJeffe
I believe they did it with the ghoul, but I may be mistaken. Perhaps @Jaef can clarify as he informed me of that change in the past.
Unfortunately, I don't have any hard data to back it up - just my own personal (and highly subjective, I know) experiences over the last couple of months.
Ever since the nerf to 10 mana, priests have dropped off considerably. I play probably an average of one priest per Arena run at most. Usually, just due to the nature of how priests operate, they are behind enough on turn 10, that a single mind control does very little to help them regain possession of the board.
Normally the sequence looks something like this:
I've 3 guys on the board, and my opponent has 1-2. Opponent Mind Controls my best guy on turn 10. I untap attack past his remaining minions, then drop two more of my own. Now my opponent is even further further behind on the board and at a lower life total.
Obviously, that is not every game, and if the priest is even slightly ahead MC can be a nail in the coffin. But in my experience, priests either dominate the game completely, or they are on the back foot desperate to stabilize. MC has rarely seemed better than just dropping a taunt wall and another minion.
Plus, due to the 10 mana requirement, running more than 1 is very dangerous. Having one in your opponent hand is awful, and having two is a death knell.
Both are very true, but for mages, they are usually looking to close out the game, and especially for that class, getting your opponent to 10 life isn't too difficult. I'd only run one pyroblast now, with it at 10 mana, but I'd be perfectly happy with that.
While I feel that running even a single mind control is a gamble. Not only do you need it to stabilize the board, but you need it to be better than your opponent's entire next turn as well. Unless, of course, you're slightly ahead. But if you're already ahead, there's a lot of cards you can play that seal out the game and cost significantly less.
My experience with mind control went from praying that my opponent didn't have a second one, otherwise the game is completely over, to praying that my opponent plays mind control on turn 10 because then he's just dead.
I think the 3x figure is a bit misleading. Are you *really* going to drop shadow word death against booty bay bodyguards, rocketeers, magma ragers, etc?
There are a handful of creatures with 5-6 attack I'd play SW:D on, but Every single creature with >=7 attack I would be willing to drop BGH on.
Anyway, there are many decks where there is nothing in it with more than 4 attack. Against these decks. SW:D is literally a dead card.
BGH may not be an ideal drop in these situations, but it's far from a dead card.
Opponent throws down night blade, you put down BGH, etc.
And of course, at the end of them when both priests have spent all their cards 1 for 1'ing each other, if I have my BGH left and you have your SWD left, I would win.
So I would argue that BGH is actually the more flexible option
But the more important difference is that BGH is a good neutral card available to everyone that lets everyone insta kill rag, giants, deathwing, etc.
And on top of THAT, there is tink master, which is available to everyone and lets people seriously decrease the power of annoying large targets with good text, even if it's not an instant hard removal. If you are using tink master on an ogre or a cairne or a sylvanas or a ysera, you are going to come out ahead no matter what you get. So basically, there is at least one and possibly two neutral options to take on anything that costs 6> mana in neutral cards, so even classes with a built in 'weak to big things' trait built into their *class* cards an usually compete.
But if your weakness is 'can't handle yetis' then there isn't much in the way of neutral things to help you. Not that priests instantly lose against yetis, I'm just pointing out that a class based weakness against mid range monsters cannot be compensated for with neutral cards the same way a class based weakness against big things can be compensated for.
PSN: Vorpallion Twitch: Vorpallion
Pretty sure it's the latter, because I haven't played Hearthstone.
You're free to kill the usurper of my name as much as you see fit.
Even if you're slightly behind, MC can put you ahead, depending on your target and the board state. I mean most cards aren't going to save you if you're behind, so I'm not sure if you're judging it fairly. I just don't think it should be changed back into an over-budget super crutch that is the main thing propping up the priest class.
Before the change, 2 MCs were an auto-include in every constructed priest deck ever; I don't think too many would argue that this wasn't happening. With the mana increase, they were no longer a total no-brainer. I disagree that running one is a gamble, as does Tommatt. Obviously without a poll it's hard to say how a lot of others feel.
And in arena, even taking 3 or 4 pre-nerf MCs was usually a good idea (unless they were up against other top tier cards or your curve was already incredibly top heavy from 6+ minions). I think I remember watching Krip going 9-X taking every MC he was offered in a draft -- something like 4 or 5. Now I would be hesitant to take more than one obviously, but I wouldn't balk at all about taking the first one. It's still a strong late game removal card. Hell, I'd still probably take a second if it was near the end of a draft and I had shit for big cards.
Edit: I agree, but this is a risk with a lot of big cards. If you mulligan into, say, your Rag and Ysera, you're probably not going to have a good time unless your opponent is also very late gamey (or drew similarly).
Force of Nature -> Soul of the Forest
GG @belligerent you wooped up on me good.
Sometimes people just have to leave their computer, or they get graphical glitches or something
In arena I would (except rager), if this is relevant only to constructed those examples don't really mean anything. Here are the cards SW:D hits in constructed that BGH doesn't, just to name a few.
Ancient of War,
Archmage Antonidas,
Boulderfist Ogre,
Cenarius,
Doom Guard,
Fire Elemental,
Guardian of Kings,
King Mukkla,
Savannah Highmane,
Sylvanas Windrunner,
Tyrion Fordring
Then it is never a dead card, helps against rush, and puts the card roughly at the same position as drain life.
Also I don't know why I try but a warlock in the arena is pretty much a free win for a hunter or mage (unless the hunter or mage gets MASSIVELY unlucky draws).
Some semi-recent patch reduced gold income from Arena, I thought.
I think 6-7 has pretty much always been ~10-20 above "break even", at least since I started playing in the open beta.
There's a lot of variance in what rewards you get. In particular, you sometimes get a box of dust at 5-6 wins, in which case you'll get much less gold.
PSN: Vorpallion Twitch: Vorpallion
#welloffproblems
When I was saying "break even" I was meaning as far as a pack = 100 gold, so 50 gold reward plus a pack was breaking even.
And yeah, I thought 6-7 wins should net a player ~150 gold, but I even had a 7 win run recently that got me only ~120 gold. Clearly Blizz doesn't want me going infinite in the arena.
Yeah I know, I understood what you meant.
Maybe I've been uncommonly unlucky, but I've topped out at 7 wins several times, and each of those runs got me something like 1 card pack, 60 gold, and some awful card on the side.
But my recent experience and yours says otherwise
i don't have this problem because i don't disenchant gold cards...
this strategy has left me heinously dust-poor and in possession of hilarious cards like gold antonidas
If it wasn't for all the stupid cards, bags of dust, and seriously low gold amounts in bags for 7+ wins, I'd probably be infinite in arena or close. But you go 12 wins, and get 200 gold and 2 cards? 8 wins a small gold bag and some dust? Ya, no going infinite for you!
i'm functionally infinite in arena, since daily quests make up the slight difference in gold.
dailies are sweet, basically.
Play an unchallenged Antonidas and just launch fiery death balls to every single minion he puts out for sacrifice, no matter how small.
nuke, ant, etc..
:disagree:
Witty signature comment goes here...
wra
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.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
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play the game with a deck with spells in it :bz
I really like mage with auctioneers + mana wryms + sorc apprentices, because you actually have a lot of useful spells so the deck isn't doomed to failure.
Another good option is priest with 2x of all the removal spells, two thoughtsteals, mind visions, etc.
Neither of these is going to make you win every game or anything even close, but it's a half way respectable deck that should knock out 40 spells in a pretty short amount of time.
PSN: Vorpallion Twitch: Vorpallion
Trump's arena tier list is a good start.
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.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
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.
IMO the best way to handle that daily is to click the red cross in the top right corner and get something else
Wouldn't you just hold unopened packs until new cards are available? Or are the contents set at creation?