Is there a graphic indication as to whether Reno is going to trigger or do you just have to remember what you've played if your deck isn't all singletons?
Is there a graphic indication as to whether Reno is going to trigger or do you just have to remember what you've played if your deck isn't all singletons?
You've got to remember. Also, Beneath the Ground is anti-Reno tech. Rogue OP!
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
All right, I give up. Any deck you dare to make yourself will get slaughtered, I get it. What's the current Rogue deck that stands any kind of chance in this meta?
Is there a graphic indication as to whether Reno is going to trigger or do you just have to remember what you've played if your deck isn't all singletons?
I think they've said making a graphical indicator would be technically challenging. For some unknown reason...
Redfield, just has to be no duplicates remaining in your deck at the time you play Reno
All right, I give up. Any deck you dare to make yourself will get slaughtered, I get it. What's the current Rogue deck that stands any kind of chance in this meta?
The Midrange Deathrattle Rogue has been getting a lot of play and popularity. It's a strong tempo-focused deck that can wreck just about anything when on a roll. Here are two different on the build by taste and card stock:
Is there a graphic indication as to whether Reno is going to trigger or do you just have to remember what you've played if your deck isn't all singletons?
I think they've said making a graphical indicator would be technically challenging. For some unknown reason...
Redfield, just has to be no duplicates remaining in your deck at the time you play Reno
My guess is they iterate through your entire remaining deck at the time he's played to check for dupes. It's inelegant, but would make sense why they wouldn't want to do that when every single card (or even the specific cards that affect your deck) is played or drawn
Is there a graphic indication as to whether Reno is going to trigger or do you just have to remember what you've played if your deck isn't all singletons?
I think they've said making a graphical indicator would be technically challenging. For some unknown reason...
Redfield, just has to be no duplicates remaining in your deck at the time you play Reno
My guess is they iterate through your entire remaining deck at the time he's played to check for dupes. It's inelegant, but would make sense why they wouldn't want to do that when every single card (or even the specific cards that affect your deck) is played or drawn
That's the only thing I can think of too. But see, that's actually not a big deal. It's at most 30 iterations. That's... I mean, honestly, that's just really really quick and easy.
So it's gotta be something else, something weird related to quirks of the programming.
ObiFettUse the ForceAs You WishRegistered Userregular
edited November 2015
Get a quest to win with Mage, go into casual with my crazy Flamewaker deck and come against an aggro druid deck that I beat. No BMs from me. I play fast and he concedes after a counterspell ruins his attempt to regain board control.
I requeue and get matched against the same guy. He proceeds to rope every turn, playing all his stuff in the last 2-3 seconds of the rope. I greet him and he emotes back, so he's obviously there. Continues to rope every turn even though he's winning. I regain control and start to win, he's topdecking for like 2 turns and then concedes after roping every single freaking turn.
i'm sitting here playing control warrior, staring at a haunted creeper, piloted shredder, and nerubian egg, and looking at the brawl in my hand, and just
getting so angry about the state of board clears in this game
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ObiFettUse the ForceAs You WishRegistered Userregular
Is there a graphic indication as to whether Reno is going to trigger or do you just have to remember what you've played if your deck isn't all singletons?
I think they've said making a graphical indicator would be technically challenging. For some unknown reason...
Redfield, just has to be no duplicates remaining in your deck at the time you play Reno
My guess is they iterate through your entire remaining deck at the time he's played to check for dupes. It's inelegant, but would make sense why they wouldn't want to do that when every single card (or even the specific cards that affect your deck) is played or drawn
That's the only thing I can think of too. But see, that's actually not a big deal. It's at most 30 iterations. That's... I mean, honestly, that's just really really quick and easy.
So it's gotta be something else, something weird related to quirks of the programming.
Considering any card has the potential to add more cards to the player's deck, that means it would have to loop through the deck every time a card is played.
That being said, there are more elegant ways to keep track of duplicates in a deck. When Reno is drawn, loop through the deck and create a map of all cards that have duplicates, link that map to Reno. When a card is drawn, check the map to see if its in there, if it is, remove from the map if the count says there is only one left. If an effect adds a card to your deck, then loop through to check if any duplicates exist and add to the map if it does.
At this point, the only thing that needs to be checked after a card is played is if the map is empty. If the map is empty, highlight Reno. No longer have to loop through the deck except for when cards are added to the deck. Which will be WAY less than 30.
Is there a graphic indication as to whether Reno is going to trigger or do you just have to remember what you've played if your deck isn't all singletons?
I think they've said making a graphical indicator would be technically challenging. For some unknown reason...
Redfield, just has to be no duplicates remaining in your deck at the time you play Reno
My guess is they iterate through your entire remaining deck at the time he's played to check for dupes. It's inelegant, but would make sense why they wouldn't want to do that when every single card (or even the specific cards that affect your deck) is played or drawn
That's the only thing I can think of too. But see, that's actually not a big deal. It's at most 30 iterations. That's... I mean, honestly, that's just really really quick and easy.
So it's gotta be something else, something weird related to quirks of the programming.
Considering any card has the potential to add more cards to the player's deck, that means it would have to loop through the deck every time a card is played.
That being said, there are more elegant ways to keep track of duplicates in a deck. When Reno is drawn, loop through the deck and create a map of all cards that have duplicates, link that map to Reno. When a card is drawn, check the map to see if its in there, if it is, remove from the map if the count says there is only one left. If an effect adds a card to your deck, then loop through to check if any duplicates exist and add to the map if it does.
At this point, the only thing that needs to be checked after a card is played is if the map is empty. If the map is empty, highlight Reno. No longer have to loop through the deck except for when cards are added to the deck. Which will be WAY less than 30.
Totally agree that there are more elegant ways to do it. I'm just saying, looping through the deck every time a card is played is still really really easy for a computer. It's got to be another restriction.
Is there a graphic indication as to whether Reno is going to trigger or do you just have to remember what you've played if your deck isn't all singletons?
I think they've said making a graphical indicator would be technically challenging. For some unknown reason...
Redfield, just has to be no duplicates remaining in your deck at the time you play Reno
My guess is they iterate through your entire remaining deck at the time he's played to check for dupes. It's inelegant, but would make sense why they wouldn't want to do that when every single card (or even the specific cards that affect your deck) is played or drawn
That's the only thing I can think of too. But see, that's actually not a big deal. It's at most 30 iterations. That's... I mean, honestly, that's just really really quick and easy.
So it's gotta be something else, something weird related to quirks of the programming.
Considering any card has the potential to add more cards to the player's deck, that means it would have to loop through the deck every time a card is played.
That being said, there are more elegant ways to keep track of duplicates in a deck. When Reno is drawn, loop through the deck and create a map of all cards that have duplicates, link that map to Reno. When a card is drawn, check the map to see if its in there, if it is, remove from the map if the count says there is only one left. If an effect adds a card to your deck, then loop through to check if any duplicates exist and add to the map if it does.
At this point, the only thing that needs to be checked after a card is played is if the map is empty. If the map is empty, highlight Reno. No longer have to loop through the deck except for when cards are added to the deck. Which will be WAY less than 30.
Totally agree that there are more elegant ways to do it. I'm just saying, looping through the deck every time a card is played is still really really easy for a computer. It's got to be another restriction.
The reason is that card highlighting is done client side and the client doesn't know your deck.
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ObiFettUse the ForceAs You WishRegistered Userregular
Is there a graphic indication as to whether Reno is going to trigger or do you just have to remember what you've played if your deck isn't all singletons?
I think they've said making a graphical indicator would be technically challenging. For some unknown reason...
Redfield, just has to be no duplicates remaining in your deck at the time you play Reno
My guess is they iterate through your entire remaining deck at the time he's played to check for dupes. It's inelegant, but would make sense why they wouldn't want to do that when every single card (or even the specific cards that affect your deck) is played or drawn
That's the only thing I can think of too. But see, that's actually not a big deal. It's at most 30 iterations. That's... I mean, honestly, that's just really really quick and easy.
So it's gotta be something else, something weird related to quirks of the programming.
Considering any card has the potential to add more cards to the player's deck, that means it would have to loop through the deck every time a card is played.
That being said, there are more elegant ways to keep track of duplicates in a deck. When Reno is drawn, loop through the deck and create a map of all cards that have duplicates, link that map to Reno. When a card is drawn, check the map to see if its in there, if it is, remove from the map if the count says there is only one left. If an effect adds a card to your deck, then loop through to check if any duplicates exist and add to the map if it does.
At this point, the only thing that needs to be checked after a card is played is if the map is empty. If the map is empty, highlight Reno. No longer have to loop through the deck except for when cards are added to the deck. Which will be WAY less than 30.
Totally agree that there are more elegant ways to do it. I'm just saying, looping through the deck every time a card is played is still really really easy for a computer. It's got to be another restriction.
Looping through the deck every time an effect is triggered is really easy, yeah, if that's the only thing that's happening. The issue that I am sure they are running up against is that there are probably a ton of different things happening and being checked every time any effect could be triggered. Adding looping through the deck is minor, but is probably one of those things where because this also runs on phones and stuff, they want to limit that amount of looping (regardless of how small) in order to keep it at a certain optimization level.
I kill my Sylvanis into his Thezud. It steals his Thezud. Get her back. Next turn I steal his 10/7 minion. He wastes resources to kill that and Thezud. I drop AntonFIREBALLFIREBALLIWIN.
Is there a graphic indication as to whether Reno is going to trigger or do you just have to remember what you've played if your deck isn't all singletons?
I think they've said making a graphical indicator would be technically challenging. For some unknown reason...
Redfield, just has to be no duplicates remaining in your deck at the time you play Reno
My guess is they iterate through your entire remaining deck at the time he's played to check for dupes. It's inelegant, but would make sense why they wouldn't want to do that when every single card (or even the specific cards that affect your deck) is played or drawn
That's the only thing I can think of too. But see, that's actually not a big deal. It's at most 30 iterations. That's... I mean, honestly, that's just really really quick and easy.
So it's gotta be something else, something weird related to quirks of the programming.
Considering any card has the potential to add more cards to the player's deck, that means it would have to loop through the deck every time a card is played.
That being said, there are more elegant ways to keep track of duplicates in a deck. When Reno is drawn, loop through the deck and create a map of all cards that have duplicates, link that map to Reno. When a card is drawn, check the map to see if its in there, if it is, remove from the map if the count says there is only one left. If an effect adds a card to your deck, then loop through to check if any duplicates exist and add to the map if it does.
At this point, the only thing that needs to be checked after a card is played is if the map is empty. If the map is empty, highlight Reno. No longer have to loop through the deck except for when cards are added to the deck. Which will be WAY less than 30.
Totally agree that there are more elegant ways to do it. I'm just saying, looping through the deck every time a card is played is still really really easy for a computer. It's got to be another restriction.
The reason is that card highlighting is done client side and the client doesn't know your deck.
... because if it did, it'd be possible for people to mine the data when you play and know what order their cards were going to appear.
Is there a graphic indication as to whether Reno is going to trigger or do you just have to remember what you've played if your deck isn't all singletons?
I think they've said making a graphical indicator would be technically challenging. For some unknown reason...
Redfield, just has to be no duplicates remaining in your deck at the time you play Reno
My guess is they iterate through your entire remaining deck at the time he's played to check for dupes. It's inelegant, but would make sense why they wouldn't want to do that when every single card (or even the specific cards that affect your deck) is played or drawn
That's the only thing I can think of too. But see, that's actually not a big deal. It's at most 30 iterations. That's... I mean, honestly, that's just really really quick and easy.
So it's gotta be something else, something weird related to quirks of the programming.
Considering any card has the potential to add more cards to the player's deck, that means it would have to loop through the deck every time a card is played.
That being said, there are more elegant ways to keep track of duplicates in a deck. When Reno is drawn, loop through the deck and create a map of all cards that have duplicates, link that map to Reno. When a card is drawn, check the map to see if its in there, if it is, remove from the map if the count says there is only one left. If an effect adds a card to your deck, then loop through to check if any duplicates exist and add to the map if it does.
At this point, the only thing that needs to be checked after a card is played is if the map is empty. If the map is empty, highlight Reno. No longer have to loop through the deck except for when cards are added to the deck. Which will be WAY less than 30.
Totally agree that there are more elegant ways to do it. I'm just saying, looping through the deck every time a card is played is still really really easy for a computer. It's got to be another restriction.
The reason is that card highlighting is done client side and the client doesn't know your deck.
... because if it did, it'd be possible for people to mine the data when you play and know what order their cards were going to appear.
It's trivial to guard against that by just randomly drawing each time but the thing is that draws need to be computed server side anyway (and deck state also kept there) to avoid exploits so it doesn't really make sense to keep the same data twice. Or rather it didn't, before Reno.
Is there a graphic indication as to whether Reno is going to trigger or do you just have to remember what you've played if your deck isn't all singletons?
I think they've said making a graphical indicator would be technically challenging. For some unknown reason...
Redfield, just has to be no duplicates remaining in your deck at the time you play Reno
My guess is they iterate through your entire remaining deck at the time he's played to check for dupes. It's inelegant, but would make sense why they wouldn't want to do that when every single card (or even the specific cards that affect your deck) is played or drawn
That's the only thing I can think of too. But see, that's actually not a big deal. It's at most 30 iterations. That's... I mean, honestly, that's just really really quick and easy.
So it's gotta be something else, something weird related to quirks of the programming.
Considering any card has the potential to add more cards to the player's deck, that means it would have to loop through the deck every time a card is played.
That being said, there are more elegant ways to keep track of duplicates in a deck. When Reno is drawn, loop through the deck and create a map of all cards that have duplicates, link that map to Reno. When a card is drawn, check the map to see if its in there, if it is, remove from the map if the count says there is only one left. If an effect adds a card to your deck, then loop through to check if any duplicates exist and add to the map if it does.
At this point, the only thing that needs to be checked after a card is played is if the map is empty. If the map is empty, highlight Reno. No longer have to loop through the deck except for when cards are added to the deck. Which will be WAY less than 30.
Totally agree that there are more elegant ways to do it. I'm just saying, looping through the deck every time a card is played is still really really easy for a computer. It's got to be another restriction.
The reason is that card highlighting is done client side and the client doesn't know your deck.
... because if it did, it'd be possible for people to mine the data when you play and know what order their cards were going to appear.
It's trivial to guard against that by just randomly drawing each time but the thing is that draws need to be computed server side anyway (and deck state also kept there) to avoid exploits so it doesn't really make sense to keep the same data twice. Or rather it didn't, before Reno.
That makes sense, yeah. I hadn't considered previously that the deck wasn't stored client-side, which makes perfect sense. That would be more work to implement, yeah.
lwt1973King of ThievesSyndicationRegistered Userregular
I'm at 2 as Mage against Zoo. He has 5 minions out including a Leper Gnome. I drop Brann and then Mind Control Tech. I steal his Imp Gang boss and then the Leper Gnome. I proceed to clear the board and am able to win later in the game.
"He's sulking in his tent like Achilles! It's the Iliad?...from Homer?! READ A BOOK!!" -Handy
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
Paladin vs. Paladin still decided entirely on who gets Muster for Battle with a stronger initial board, more news at 11.
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jakobaggerLO THY DREAD EMPIRE CHAOS IS RESTOREDRegistered Userregular
Arena paladin, 7-0 streak ended by a hunter.
Queue up immediately after, get matched with the same hunter (I guess because Friday evening is not most peoples' vidya time) and completely destroy him.
So satisfying. Particularly since this is my first entirely home-drafted deck after using HearthArena for a while.
Got five Brawl wins for my Mage daily using some half-assed mech deck that never drew into Flamewaker once.
Cancer avoided.
- The Four Horsemen of the Apocalypse (2017, colorized)
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3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
Climbed 13-->5 today. Thoughts:
Shit loads of druids, both in the midrange and aggro flavors. 14 of 59 games, or roughly 25% of the ladder from the slice I got. Only 2 Shamans and 1 Warrior. 7 Rogues, but they were all running the exact same deathrattle rogue list so I'm assuming one was streamed or posted or something. Only 8 Paladins, mix of secret and midrange with 1 aggro and 1 control.
Went 20-12 with Secret Paladin, but this definitely started to struggle more at 7/6. 10-4 with Dragon Priest, which felt a little more consistent at those ranks but I've found it really boring recently. Finished the run out with 6-1 as Control Warrior, and the loss was definitely due to my playing way too fast and inefficiently. Low sample size but it feels like a pretty decent meta for Control Warrior right now, as others are reporting.
The ladder right now feels much less hardcore than previous seasons, largely because it's slower/people are experimenting with weird decks. I'm sure it will be a hard ass grind again in a month or two once the dust settles.
I killed an aggro druid on turn 6 with Brann Coldlight because with prep and 2 shadowsteps fel reaver burned his whole deck. That was even more satisfying than killing a fatigue deck.
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VariableMouth CongressStroke Me Lady FameRegistered Userregular
I can't not post this
finished off with dragon priest because shaman, though it pushed me from 5-2, wasn't at all consistent enough and it's painful to fall back a few stars in a matter of minutes.
i think im done for the night- playing on breaks since its super slow and whatnot after thanksgiving yesterday and I've literally had 9/10 coin flips go against me so far. Druid isn't cutting it; my djinni priest is getting roughed up; think i'll just step back and work on some deck lists, or try to craft a new idea to play. Its been so bad today that I literally dropped from 12.4* to 16.1* without a single win. I couldn't win a guessing game if you gave me 99/100 guesses tonight. Oh well. Anyone have any interesting ideas or cards they've been thinking about trying to build a deck around?
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I messed with the 2 reno decks I copied last night for the first time. lost 2 games in a row waiting to draw my 1 dreadsteed so reno would be active
except there aren't two dreadsteeds in this reno deck
... there's not even 1.
ALWAYS check your deck lists!
You've got to remember. Also, Beneath the Ground is anti-Reno tech. Rogue OP!
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
I think they've said making a graphical indicator would be technically challenging. For some unknown reason...
Redfield, just has to be no duplicates remaining in your deck at the time you play Reno
3DS Friend Code: 3110-5393-4113
Steam profile
The Midrange Deathrattle Rogue has been getting a lot of play and popularity. It's a strong tempo-focused deck that can wreck just about anything when on a roll. Here are two different on the build by taste and card stock:
More aggro vs more control
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
My guess is they iterate through your entire remaining deck at the time he's played to check for dupes. It's inelegant, but would make sense why they wouldn't want to do that when every single card (or even the specific cards that affect your deck) is played or drawn
That's the only thing I can think of too. But see, that's actually not a big deal. It's at most 30 iterations. That's... I mean, honestly, that's just really really quick and easy.
So it's gotta be something else, something weird related to quirks of the programming.
3DS Friend Code: 3110-5393-4113
Steam profile
I requeue and get matched against the same guy. He proceeds to rope every turn, playing all his stuff in the last 2-3 seconds of the rope. I greet him and he emotes back, so he's obviously there. Continues to rope every turn even though he's winning. I regain control and start to win, he's topdecking for like 2 turns and then concedes after roping every single freaking turn.
wtf dude
getting so angry about the state of board clears in this game
Considering any card has the potential to add more cards to the player's deck, that means it would have to loop through the deck every time a card is played.
That being said, there are more elegant ways to keep track of duplicates in a deck. When Reno is drawn, loop through the deck and create a map of all cards that have duplicates, link that map to Reno. When a card is drawn, check the map to see if its in there, if it is, remove from the map if the count says there is only one left. If an effect adds a card to your deck, then loop through to check if any duplicates exist and add to the map if it does.
At this point, the only thing that needs to be checked after a card is played is if the map is empty. If the map is empty, highlight Reno. No longer have to loop through the deck except for when cards are added to the deck. Which will be WAY less than 30.
Totally agree that there are more elegant ways to do it. I'm just saying, looping through the deck every time a card is played is still really really easy for a computer. It's got to be another restriction.
3DS Friend Code: 3110-5393-4113
Steam profile
The reason is that card highlighting is done client side and the client doesn't know your deck.
Looping through the deck every time an effect is triggered is really easy, yeah, if that's the only thing that's happening. The issue that I am sure they are running up against is that there are probably a ton of different things happening and being checked every time any effect could be triggered. Adding looping through the deck is minor, but is probably one of those things where because this also runs on phones and stuff, they want to limit that amount of looping (regardless of how small) in order to keep it at a certain optimization level.
They shouldn't have worn that Face deck.
Up to Rank 15 full stars. Go team.
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... because if it did, it'd be possible for people to mine the data when you play and know what order their cards were going to appear.
i've been here for an hour!
It's trivial to guard against that by just randomly drawing each time but the thing is that draws need to be computed server side anyway (and deck state also kept there) to avoid exploits so it doesn't really make sense to keep the same data twice. Or rather it didn't, before Reno.
That makes sense, yeah. I hadn't considered previously that the deck wasn't stored client-side, which makes perfect sense. That would be more work to implement, yeah.
3DS Friend Code: 3110-5393-4113
Steam profile
That match sounds like it was awesome.
no it'sj ust your standard control warrior vs control warrior where you spend 4 turns doing nothing, then someone tries to bait out a removal spell
when we entered fatigue he was at over 90 health, i was at over 70
Mrghlhl....
Queue up immediately after, get matched with the same hunter (I guess because Friday evening is not most peoples' vidya time) and completely destroy him.
So satisfying. Particularly since this is my first entirely home-drafted deck after using HearthArena for a while.
Cancer avoided.
- The Four Horsemen of the Apocalypse (2017, colorized)
Shit loads of druids, both in the midrange and aggro flavors. 14 of 59 games, or roughly 25% of the ladder from the slice I got. Only 2 Shamans and 1 Warrior. 7 Rogues, but they were all running the exact same deathrattle rogue list so I'm assuming one was streamed or posted or something. Only 8 Paladins, mix of secret and midrange with 1 aggro and 1 control.
Went 20-12 with Secret Paladin, but this definitely started to struggle more at 7/6. 10-4 with Dragon Priest, which felt a little more consistent at those ranks but I've found it really boring recently. Finished the run out with 6-1 as Control Warrior, and the loss was definitely due to my playing way too fast and inefficiently. Low sample size but it feels like a pretty decent meta for Control Warrior right now, as others are reporting.
The ladder right now feels much less hardcore than previous seasons, largely because it's slower/people are experimenting with weird decks. I'm sure it will be a hard ass grind again in a month or two once the dust settles.
Today at those ranks (mostly rank 7) I faced
7 Paladins: Control (4), Token (1), Secret (2)
4 Mages: Freeze (2), Aggro Freeze (1), Tempo (1)
3 Warlocks: Dreadsteed (1), Handlock (2)
3 Priests: Dragon (2), Classic Control (1)
3 Shamans: Classic Midrange (2), Aggro Trog (1)
3 Hunters: Face (2), Weird beast deck (1)
1 Rogue: Raptor (1)
No druids or warriors today.
Adding in the games from the last three days (from rank 9-5), I've faced
12 Paladins: Control (4), Token (1), Secret (7)
9 Warlocks: Dreadsteed (1), Handlock (4), Zoo (4)
9 Hunters: Face (2), Weird beast deck (1), Midrange (5), Hybrid (1)
8 Mages: Freeze (3), Aggro Freeze (1), Tempo (4)
8 Rogues: Raptor (6), Oil (1), Mill (1)
7 Priests: Dragon (5), Classic Control (2)
6 Shamans: Classic Midrange (2), Aggro Trog (2), Mech (2)
4 Warriors: Fatigue (2), Control (2)
2 Druids: Classic Midrange (2)
edit - wow this is barely even a post
finished off with dragon priest because shaman, though it pushed me from 5-2, wasn't at all consistent enough and it's painful to fall back a few stars in a matter of minutes.