Probably picking in reverse alphabetical order. That you still got a fireball out of that is pretty lucky.
That's it! It's why I had to pass on most of the good mage "f" cards. The fireball was up against ancient brewmaster and ... something that began with c. Zombie chow was definitely the carry; when Trump gets around to his Naxx arena tier list I think he'll have it rated at yeti levels of good, despite his chat continuing to insist it's terrible.
Given the low curve and number of bad minions, I'm going to guess worst pick instead of best. 8 wins with worst pick though seems pretty unlikely.
It really was lucky. Every single game was very close, with nearly dead opponents a turn or two from stabilizing. Wisps do surprisingly well if you draft aggressively and draw them early (they are the worst possible topdeck, which is why drafting them normally is a terrible idea)
Leeroy (6/2 for 4 --> 6/2 for 5)
Buzzard (2/1 for 2 --> 3/2 for 5)
The leeroy nerf seems reasonable; it appears comparable to the sylvannas nerf from the beta? The buzzard nerf seems major overkill, but I guess it's what they had to do considering the spider cards they added in naxx already replace themselves and hunter already has serious draw power otherwise with tracking/flare.
On the other hand I feel like buzzard is probably unplayable now. 5 mana for something the dies to basically every removal spell in the game is just awful
My friend is working on a roguelike game you can play if you want to. (It has free demo)
The best way to see how big the nerf is is to compare it to gadgetzan. Buzzard typically draws roughly the same number of cards as miracle rogue on the turn their draw engines get played but gadgetzan can be concealed and is a 4/4. A 4/3 for 5 might've been fine but this is probably too much.
IMO, the big strength of buzzard hounds wasn't how many cards you drew, it was that you were drawing cards while also clearing a bunch of their board. Unleash the hounds just doesn't work against a full board on turn 8 nearly as well as it does on turn 5
My friend is working on a roguelike game you can play if you want to. (It has free demo)
IMO, the big strength of buzzard hounds wasn't how many cards you drew, it was that you were drawing cards while also clearing a bunch of their board. Unleash the hounds just doesn't work against a full board on turn 8 nearly as well as it does on turn 5
Except that by turn 8 you'll likely have both your hunter's marks. UtH is actually an awful clear if you don't have marks, which is totally possible early on even with the current buzzard dig.
I disagree. There are plenty of 2 health creatures you can reasonably expect to still have around on turn 5, particularly against zoo. Shattered suns, knife jugglers, flame imps, etc
My friend is working on a roguelike game you can play if you want to. (It has free demo)
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MrMonroepassed outon the floor nowRegistered Userregular
You get good at arena by playing lots of arena and watching lots of videos of people playing arenas, including drafting. Trump is quite good, so is a lot of Hafu's drafts.
It does seem odd though. They buffed unleash the hounds from 4 mana to 2, only to bring it back up to 3 when that turned out to be too much. Now they are nerfing buzzard in a similarly extreme way, and I would be shocked not to see it buffed in a future patch.
They are clearly doing this on purpose, but I am not sure why.
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BeastehTHAT WOULD NOTKILL DRACULARegistered Userregular
im really happy about the changes because hunter and miracle are cancer and need to go away
I think it's part of their balance methodology. Test the extremes first. If that works out, great, if not they can dial it down. They've done similar balance changes for Starcraft 2 but the extremes don't get though as much because they have pulic test servers for SC2.
If you buff up something to an extreme you change peoples minds on the use of that unit/spell/strategy, and even after you dial it back it's still a concept in peoples heads.
Feels like nerfing goes in the opposite direction.
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BeastehTHAT WOULD NOTKILL DRACULARegistered Userregular
they clearly wanted to kill buzzard
not just nerf it, make it completely unviable
why not just fucking delete the card so it doesn't gimp people in arena
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Big Red Tiebeautiful clydesdale style feettoo hot to trotRegistered Userregular
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That's it! It's why I had to pass on most of the good mage "f" cards. The fireball was up against ancient brewmaster and ... something that began with c. Zombie chow was definitely the carry; when Trump gets around to his Naxx arena tier list I think he'll have it rated at yeti levels of good, despite his chat continuing to insist it's terrible.
It really was lucky. Every single game was very close, with nearly dead opponents a turn or two from stabilizing. Wisps do surprisingly well if you draft aggressively and draw them early (they are the worst possible topdeck, which is why drafting them normally is a terrible idea)
http://us.battle.net/hearthstone/en/forum/topic/14279128810
Leeroy (6/2 for 4 --> 6/2 for 5)
Buzzard (2/1 for 2 --> 3/2 for 5)
The leeroy nerf seems reasonable; it appears comparable to the sylvannas nerf from the beta? The buzzard nerf seems major overkill, but I guess it's what they had to do considering the spider cards they added in naxx already replace themselves and hunter already has serious draw power otherwise with tracking/flare.
I would be happy to draw 3-4 cards on turn 8, 9, or 10.
Hearthstone - Webber #1330
3DS: 0920-3235-4071
Hearthstone - Webber #1330
3DS: 0920-3235-4071
Except that by turn 8 you'll likely have both your hunter's marks. UtH is actually an awful clear if you don't have marks, which is totally possible early on even with the current buzzard dig.
I seem to be doing mostly Bad.
Pick good cards.
Also pay attention to your curve. Shitty cards with a good curve will get you surprisingly far.
this is a pretty decent guide:
http://www.liquidhearth.com/guides/arena-tier-list
Origin: KafkaAU B-Net: Kafka#1778
That's on me.
They are clearly doing this on purpose, but I am not sure why.
Feels like nerfing goes in the opposite direction.
not just nerf it, make it completely unviable
why not just fucking delete the card so it doesn't gimp people in arena
who needs this many 1-mana spells?
I made a miracle paladin deck after an arena paladin destroyed me with HoP+BoM on an auctioneer
it'd be a lot better if I'd ever played miracle before, but arcane golem + double might + faceless is still fun to pull off on occasion
...rogues?
isn't buzzard soulbound?
so disenchanting leeroy