Hearthstone

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Re: Hearthstone

Postby Kai » Tue Mar 04, 2014 11:59 am

getting a pretty bad vibe here from my opponent!

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Re: Hearthstone

Postby KysenMurrin » Tue Mar 04, 2014 12:34 pm

Legendaries don't guarantee you can get to rank 10+ easily. Nor does lack of them guarantee you can't.
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Re: Hearthstone

Postby Paxen » Tue Mar 04, 2014 3:04 pm

KysenMurrin wrote:Legendaries don't guarantee you can get to rank 10+ easily. Nor does lack of them guarantee you can't.


No, but they do help a lot.
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Re: Hearthstone

Postby Schroom » Wed Mar 05, 2014 12:59 am

yup this happened.

my board:

http://imageshack.com/a/img823/5651/01m4.png

my opponents turn:

http://imageshack.com/a/img703/2947/fkjj.png



THAT value. I ain't even mad. I applauded ^^
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Re: Hearthstone

Postby Worldie » Wed Mar 05, 2014 2:48 am

Ahah that must have hurt like fuck!
theckhd wrote:Fuck no, we've seen what you do to guilds. Just imagine what you could do to an entire country. Just visiting the US might be enough to make the southern states try to secede again.

halabar wrote:Noo.. you don't realize the problem. Worldie was to negative guild breaking energy like Bolvar is to the Scourge. If Worldie is removed, than someone must pick up that mantle, otherwise that negative guild breaking energy will run rampant, destroying all the servers.
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Re: Hearthstone

Postby Sagara » Wed Mar 05, 2014 3:04 am

What must have hurt even more is thinking "What if I hadn't dropped that third Rag/Faceless Shapeshifter!"
That's one of the things that annoyed me as a Paladin - we burn through our hand sooo freaking fast.
When that day comes, seek all the light and wonder of this world, and fight.

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Re: Hearthstone

Postby Worldie » Wed Mar 05, 2014 3:13 am

Well on his defense, you really wouldnt expect a Deathwing. Like, noone ever uses Deathwing. And shamans don't have a way to clear 3 big mobs at once!
theckhd wrote:Fuck no, we've seen what you do to guilds. Just imagine what you could do to an entire country. Just visiting the US might be enough to make the southern states try to secede again.

halabar wrote:Noo.. you don't realize the problem. Worldie was to negative guild breaking energy like Bolvar is to the Scourge. If Worldie is removed, than someone must pick up that mantle, otherwise that negative guild breaking energy will run rampant, destroying all the servers.
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Re: Hearthstone

Postby Schroom » Wed Mar 05, 2014 3:57 am

exactly this Worldie ^^ but well I got punished for greedy play.

but hell what would you do with a Rag with divine shield , 10 mana and 2 faceless manips in hand? against an empty board?

only play 1 faceless, a token and pass? :P

nonetheless, it hurt yeah, but it was funny as hell :lol:

well played ^^
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Re: Hearthstone

Postby KysenMurrin » Wed Mar 05, 2014 5:06 am

Yeah, doubt I'd be able to resist that play myself, haha.
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Re: Hearthstone

Postby Worldie » Wed Mar 05, 2014 5:56 am

Well, in truth, I'd have played one faceless manipulator only there, cause that was enough to 1shot him as soon as the next turn ended. Playing both was definitely greedy play :P
theckhd wrote:Fuck no, we've seen what you do to guilds. Just imagine what you could do to an entire country. Just visiting the US might be enough to make the southern states try to secede again.

halabar wrote:Noo.. you don't realize the problem. Worldie was to negative guild breaking energy like Bolvar is to the Scourge. If Worldie is removed, than someone must pick up that mantle, otherwise that negative guild breaking energy will run rampant, destroying all the servers.
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Re: Hearthstone

Postby KysenMurrin » Wed Mar 05, 2014 7:46 am

Yeah. The correct play is to hold something back just in case. But it's hard to resist triple Ragnaros.
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Re: Hearthstone

Postby Worldie » Wed Mar 05, 2014 9:36 am

I'm slowly getting used to people pulling out counters off a magic hat when I least expect it, so I'm always avoiding going all-in unless i'm 100% certain I can score a killing blow that turn.
Nothing worse than having a strong minion lineup just to have the enemy pull some trick (+spellpower flamestrikes, shadowflame on high dmg minion, clones etc) right when you thought you had won.

I think I was very sad when I managed to lose a game when a priest copied the last card left in my deck. What card it was? Lord Jaraxxus.
theckhd wrote:Fuck no, we've seen what you do to guilds. Just imagine what you could do to an entire country. Just visiting the US might be enough to make the southern states try to secede again.

halabar wrote:Noo.. you don't realize the problem. Worldie was to negative guild breaking energy like Bolvar is to the Scourge. If Worldie is removed, than someone must pick up that mantle, otherwise that negative guild breaking energy will run rampant, destroying all the servers.
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Re: Hearthstone

Postby Paxen » Wed Mar 05, 2014 5:48 pm

I'm slowly learning to resist the lure of piling on minions when I got a lead. They always have some kind of clear.

I've had great fun and also some success with my rogue aggro deck (gotten to rank 15, which is my personal best, but no further). Thought I'd see if I could get some tips for improvements?

I'm unlikely to be able to make a Legendary for this, but if there's a particular one that's very good it could be nice to have something to save up to. Epics are also a bit far off for me, but again, a tip for one is nice. Rares and uncommons are best to swap in of course :)
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Re: Hearthstone

Postby Schroom » Thu Mar 06, 2014 12:26 am

Worldie wrote:
I think I was very sad when I managed to lose a game when a priest copied the last card left in my deck. What card it was? Lord Jaraxxus.


o.O was that me? I did exactly that with my priest about 1 or 2 weeks ago.

ended up being Jaraxxus vs Jaraxxus and I won.
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Re: Hearthstone

Postby KysenMurrin » Thu Mar 06, 2014 1:25 am

Paxen, since it's a pretty fast, low cost deck, you might consider adding a Sprint to refill your hand in the late game.

If you're using Shadowstep you could try some Charge minions. Obviously Leeroy Jenkins is the ideal target (Leeroy + double Shadowstep = 10 mana, 18 damage), but other things can work as a combo finisher (maybe Arcane Golem?).

I'd say the Ironfur Grizzly is the least needed card you've got in there at the moment - it doesn't quite fit. Oh, and it occurs to me that Mad Bomber, though a good card, has anti-synergy with half of your minion cards.


Long term, look into Miracle Rogue, which you possibly won't have all the cards for yet but is worth working towards with the kind of things you've got going on there. The key thing in that deck is Gadgetzan Auctioneer and cheap spells enabled by things like Preparation.
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Re: Hearthstone

Postby Paxen » Thu Mar 06, 2014 2:56 am

KysenMurrin wrote:Paxen, since it's a pretty fast, low cost deck, you might consider adding a Sprint to refill your hand in the late game.


Will try it out - I haven't used it as I've regarded the deck as done anyway if I'm not winning by the time I could play Sprint, but maybe Sprint is exactly what pulls it through.

If you're using Shadowstep you could try some Charge minions. Obviously Leeroy Jenkins is the ideal target (Leeroy + double Shadowstep = 10 mana, 18 damage), but other things can work as a combo finisher (maybe Arcane Golem?).


Ooh, like the idea. I'll see if I got any Arcane Golems, if not I could always try the concept with Wolf Riders.

I'd say the Ironfur Grizzly is the least needed card you've got in there at the moment - it doesn't quite fit. Oh, and it occurs to me that Mad Bomber, though a good card, has anti-synergy with half of your minion cards.


I use both for early board control - my first drafts went all-out on damage on the opponent, but I got much better results when I tried to keep my weenies alive by taking out opposing small minions. I've found that the Grizzly and Bomber are both usefol for this, while at the same time they can dish out early damage if the opponent doesn't play any small minions. The Grizzly is also good for keeping Cold-Blooded minions alive for an extra turn (if I get 8 damage out of Cold-Blooded it's usually enough).

I'll try your suggestions, though - swapping in charge minions and Sprint for the Bombers and Grizzlies at first.


Long term, look into Miracle Rogue, which you possibly won't have all the cards for yet but is worth working towards with the kind of things you've got going on there. The key thing in that deck is Gadgetzan Auctioneer and cheap spells enabled by things like Preparation.


I'll have a look - but I've never found the Gadgetzan Auctioneer to work very well. I can see how it's useful for Rogue though.
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Re: Hearthstone

Postby KysenMurrin » Thu Mar 06, 2014 3:20 am

If you still want an early-to-mid-game taunt to help you stabilise, you could try Sen'jin Shieldmasta instead of the Grizzly. You currently have no 4 drops, and the Shieldmasta's a solid taunt, much better than the bear.
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Re: Hearthstone

Postby Paxen » Fri Mar 07, 2014 4:04 am

I'll keep Grizzly vs Taz'dingo in mind, but I feel that 3 mana vs 4 mana makes it a nontrivial decision.

Sprint just won a game for me - I had gotten a priest down to 9 health, but had no cards in hand and no minions on the board. I then draw Sprint, play it, and get 2 Sinister Strikes, an Eviscerate, an SI:7 Agent and two Deadly Poison. He plays Hogger, heals up a bit and I finish him the next turn!
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Re: Hearthstone

Postby KysenMurrin » Mon Mar 10, 2014 12:22 pm

Upcoming changes:

Tinkmaster Overspark is now a 3/3 (up from 2/2) and now reads: Battlecry: Transform another random minion into a 5/5 Devilsaur or a 1/1 Squirrel.

Nat Pagle now reads: At the start of your turn, you have a 50% chance to draw an extra card.


Woohoo, 1600 dust from my Tinkmaster! *sigh* This means Tinkmaster can no longer be relied on as removal. Because it says "another random minion" and not "a random enemy minion", it's only playable on either an empty board against an opponent's one big thing, or when you've got junk minions on your own side against an empty opponent's board.

The Nat Pagle change just makes it an even worse late-game play, but it only removes one card draw opportunity for the turn one or turn two drop. Vulnerable to a few things, but barely a nerf.
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Re: Hearthstone

Postby Schroom » Tue Mar 11, 2014 1:50 am

yeah I don't see the pagle thing as such a bad thing. but the tinkmaster wow.

I guess we will be able to dis it when the patch hits for 1600 dust which gives us another legendary.

but damn, for me being a control deck lover this is tough. I am curious what card will replace it. The owl? another big game?
but seriously even mind control tech is now better which is a rare...
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Re: Hearthstone

Postby KysenMurrin » Tue Mar 11, 2014 2:42 am

I can think of some fringe uses where the new card might be fun - let's say you make a Paladin deck and try to gamble on converting a token - but it's going to be dead for competative play. I'm going to DE it and make myself a Grommash, since I've been wanting to try out Warrior control.

We're probably going to see more silences (for Sylvanas, Cairne, and Tirion, for example), and maybe some more big minions. Handlock will be the unopposed strongest deck in the game. Maybe expect a return of the Black Knight and more Big Game Hunters.

Druids and Paladins will take this as a big nerf - for Druids it was often the only removal card they had.
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Re: Hearthstone

Postby Schroom » Tue Mar 11, 2014 3:08 am

I'm going to DE it and make myself a Grommash, since I've been wanting to try out Warrior control.


you stole my idea :lol:

and yeah My Tirion and sylvanas are pretty happy now. I prefer having a silenced Tirion or sylvanas to a 1:1 squirrel. (and they ALWAYS turned into squirrels ^^)
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Re: Hearthstone

Postby KysenMurrin » Tue Mar 11, 2014 12:18 pm

From the patch notes:

Secrets can now only activate on your opponent’s turn.

Activating your own secrets feels a little strange, but mostly, the ability to do this was preventing us from creating new and powerful secrets that trigger off of events you can easily control (like a minion dying). They end up functioning just like spells, instead of trying to bait your opponent into a bad play. This change keeps secrets working like traps you lay for your opponent, instead of spells that you cast and use on your own turn.

Only thing I can think is that this is a Paladin nerf. As far as I am aware the only secrets you can trigger yourself are Eye for an Eye and Redemption.

Water Elemental (Mage) will now properly freeze armored heroes as intended.

Mage buff!

And apparently you unlock the Hearthsteed mount in WoW by winning 3 games in Play or Ranked mode.
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Re: Hearthstone

Postby Schroom » Wed Mar 12, 2014 3:10 am

As said, I'm DE-ing Tink today for Grom.

now for Nat. should I DE him aswell?

Most of the best legs I got already (Cairne, Sylvanas, Rag, Ysera, black knight, Tirion.... ) now the things I don't got and could make off of him are Alexstrasza, Talnos, a second mountain giant + a second molten giant.

I am a control player.

DE or no DE? which of these Options would be best to craft then?
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Re: Hearthstone

Postby KysenMurrin » Wed Mar 12, 2014 3:11 am

He might be worth DEing if you want to play giants Warlock, but for any other control deck (well, maybe not Control Warrior) I think he's still pretty much an automatic inclusion.

Much as I'd like to get myself even more new cards (on the list: Black Knight, Gorehowl, Ysera, Tirion, second Big Game Hunter), I think Nat Pagle is still almost as strong as he ever was.

Also: Hey, apparently this patch counts as Hearthstone's official release. No longer in beta.
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