Hearthstone - Newbie Tuesdays Weekly Discussion


Newbie Tuesdays Weekly Discussion

Posted: 13 Feb 2017 04:08 PM PST

Hello members of the /r/hearthstone community,

This is part of a series of weekly threads aimed at both new and old players from the community. It is designed so that everybody may ask any and all questions regarding the game's mechanics, decks, strategies and more.

Please keep it clean and try to add more than just a one or two word response. As the goal of this post is to increase the community's knowledge, the thought process matters as much as the answer! There is also a Theorycrafting Thursday weekly post, for those who wish to discuss some of the more intricate aspects of the game.

Sticky Threads and Guides - Great resources for new players!

Note: I am a bot. Questions or feedback regarding this thread? Message the moderators.

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Looking for a salt free place to discuss and play the game? Come join the r/competitiveHS discord server!

Posted: 14 Feb 2017 12:53 AM PST

What is Discord?

Discord is a chat program that combines the tried and true voicechannels of traditional voicechat programs such as Teamspeak with the convenience of text channels. Our subreddit has its very own discord server, with the invite link included below.


What is this for?

  • A platform to discuss competitive strategies with your fellow players.

  • A place to ask and answer simple questions, similar to our AskCompetitiveHS sticky threads.

  • A place to share and refine decklists for both standard and wild ladder.

  • Making friends and playing together.

We are also in the process of organizing upcoming events such as regular subreddit tournaments and deck/strategy discussions. Stay tuned!


How do I join?

If you would like to join us, please go to the Discord homepage and either download the client or use the browser based version. Mobile and Tablet Clients are also available.

> Invite Link <

Looking forward to seeing you there!

~/r/CompetitiveHS moderation team.

submitted by /u/ScarletBliss
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Warriors are Red, Shamans are Blue...

Posted: 14 Feb 2017 07:13 AM PST

The rest don't matter, might as well play those two.
Happy Valentines Day, /r/hearthstone <3

submitted by /u/jumbaknife
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Kripp speaks the truth

Posted: 14 Feb 2017 01:07 AM PST

Kripp gets a lovely valentine from Team 5

Posted: 14 Feb 2017 02:29 AM PST

Blizzard, combo decks are fun. Jade and Pirates aren't fun.

Posted: 14 Feb 2017 06:47 AM PST

https://us.battle.net/forums/en/hearthstone/topic/20753296744#post-10

Blizzard's attitude towards combo deck has been poor ever since I began playing sometime in the pre-patron days.

I played a whole bunch of patron warrior when I began after seeing Zalae's stream as a noob. Patron, Oil Rogue, Freeze mage, to a lesser degree Malylock are all decks I have played where I'm rewarded for thinking through turns and playing well and punished if I misplay or play like ass.

Blizzard has targeted most combo decks or OTK decks to spare people the frustration of dying on one turn. This is silly. Although it did suck at first to get bursted for 30+ hp on one turn, it didn't bother me after I appreciated the the thought process that went into the decks, unless the opponent fumbled their way to their combo playing bad during a game.

Today's meta is dying on turn 4 or 5. Yeah, combo decks are the real problem though. Orrrrrrrr.... You play against jade druids who shit on your control deck you like playing. And to top it all off you got shaman who does everything (AoE, Heal, board control, tempo...)....butttt butttttttttttt people don't like dying in one turn.....

tl;dr Get your head out of your culo Team 5. Some of us like playing decks that require thinking and you're punishing us with even worse deck choices by neutering combo decks.

submitted by /u/ZavvyBoy
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TESPA Champs - Tech Choices... Last Card = Auto Win vs. Reno Lock

Posted: 13 Feb 2017 05:53 PM PST

MTG even with Hearthstone on Google Trends for the first time since 2013

Posted: 14 Feb 2017 07:10 AM PST

Kripp mill reaver

Posted: 13 Feb 2017 10:02 PM PST

Hearthstone developers, your method of letting expansions balance cards is not working. You need to stop being so stubborn to let this game be the great game it can be

Posted: 14 Feb 2017 04:10 AM PST

We endured far to long against undertaker - i still hear bring out your dead. We endured far too long against 25/1 charging beserkers - surely im not dead with 53 health? We endured far too long with some dickhead propositioning me to find out who he is and delivering around 14 mana of shit for 6 mana. We endured Dr. RNGbot always hitting for 4 whilst his master pissed all over my face. We endured 2 0 mana 5/5's just when i had finally got presence on board. Now I spend my days listening to the same voice line turn 1 as if i am playing against a shoddy a.i that hasn't been programmed to think - once somebody played STB and i was caught off guard when i realised his intro didn't include i'm in charge - i won that game because he had patches in hand - or was it because i had reno in hand?

I beg you Team 5 - save your game. I have played it since the beginning and for the first time in that period i get to rank 5 and do quests for the rest of the month as it is not enjoyable to spend time playing this game. There has to be regular balance patches - you should not be fixated on returning players, you should be fixated on improving the game for the players that play it everyday. It sucks to watch a game i love go down the shitter because you will not budge on your guidelines of nerfs/buffs. I remember when you changed bane of doom to include all the demons - everyone went out and tried the card and had great fun doing so. Small things like this are what make the game good. It may seem small but it was a breath of fresh air playing a different card for a while out of the blue. The same feeling comes from nerfs. It refreshes the meta and stops the frustration.

So please team 5 - make this game great again by changing your stubborn ways

submitted by /u/henryauron
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Brode says Blizzard is looking into ways to reduce stagnation in Hearthstone, including, but not limited to nerfs.

Posted: 14 Feb 2017 08:47 AM PST

POLYGON: Nerfs Coming to Spirit Claws and Small Time Buccaneer, also changes to Ranked in patch 7.1

Posted: 14 Feb 2017 10:03 AM PST

I'm not the best at photoshop but I made this.

Posted: 14 Feb 2017 07:56 AM PST

Why is Blizzard more accepting of Aggro than Combo?

Posted: 13 Feb 2017 10:23 PM PST

Pirate Warrior, Aggro Shaman and their previous incarnations are mostly uninteractive decks that aim to simply translate their cards in to the maximum amount of face damage every turn to win the game as soon as possible. Yes, they do play somewhat for the board, but only in order to maximize their ability to push damage over the course of the next several turns. Due to how poor in comparison removal is to the minions it is supposed to be used on (Holy Smite vs Tunnel Trogg, Pirate + Patches, etc) we live in a world where unless you are also playing those same incredible early game minions or you were blessed to be playing a class with an actually playable board clear spell (Re: Brawl, Elemental Destruction or Kazakus Potion) it is impossible to ever stabilize a board from aggressive decks without simultaneously falling incredibly far behind.


Since you can't meaningfully dismantle the strategy reactively, there exists no potential for counterplay unless you also happen to be playing an aggro deck in which case you simply coin-flip to see who gets the better opening board control tools to see who wins.


This is why we're stuck in a world where these decks feel about as uninteractive as Pre-Nerf Freeze Mage, Patron Warrior and Raging Worgen OTK. Since all of those combo decks have been severely nerfed throughout Hearthstone's history and Blizzard has been exceptionally careful with printing potential combo enablers, I find it difficult to understand why Blizzard has been so hands-off when it comes to reigning in aggro, because as far as I'm concerned it is just as responsible for creating un-fun games as combo can be. If Blizzard's goal is to create more "fun and interactive games" then reigning in the tremendous power of aggro is something that has to happen sooner rather than later.

submitted by /u/SirFunchalot
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Upcoming Balance and Ranked Play Changes

Posted: 14 Feb 2017 10:11 AM PST

Update 7.1 Ranked Play Changes – Floors

We're continuously looking for ways to refine the Ranked Play experience. One thing we can do immediately to help the Ranked Play experience is to make the overall climb from rank to rank feel like more an accomplishment once you hit a certain milestone. In order to promote deck experimentation and reduce some of the feelings of ladder anxiety some players may face, we're introducing additional Ranked Play floors.

Once a player hits Rank 15, 10, or 5, they will no longer be able to de-rank past that rank once it is achieved within a season, similar to the existing floors at Rank 20 and Legend. For example, when a player achieves Rank 15, regardless of how many losses a player accumulates within the season, that player will not de-rank back to 16. We hope this promotes additional deck experimentation between ranks, and that any losses that may occur feel less punishing.

Update 7.1 Balance Changes

With the upcoming update, we will be making balance changes to the following two cards: Small-Time Buccaneer and Spirit Claws.

Small-Time Buccaneer now has 1 Health (Down from 2)

The combination of Small Time Buccaneer and Patches the Pirate has been showing up too often in the meta. Weapon-utilizing classes have been heavily utilizing this combination of cards, especially Shaman, and we'd like to see more diversity in the meta overall. Small Time Buccaneer's Health will be reduced to 1 to make it easier for additional classes to remove from the board.

Spirit Claws now costs 2 Mana (Up from 1)

Spirit Claws has been a notably powerful Shaman weapon. At one mana, Spirit Claws has been able to capitalize on cards such as Bloodmage Thalnos or the Shaman Hero power to provide extremely efficient minion removal on curve. Increasing its mana by one will slow down Spirit Claws' ability to curve out as efficiently.

These changes will occur in an upcoming update near the end of February. We'll see you in the Tavern!

submitted by /u/CM_Zeriyah
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One Brann. One Courier. One dream.

Posted: 13 Feb 2017 11:00 PM PST

PuffinPlays joins Team 5

Posted: 14 Feb 2017 04:06 AM PST

Why do expansions always have to be cards? What if once a year Blizzard did a "Feature Expansion"?

Posted: 14 Feb 2017 08:18 AM PST

TLDR: If you're impatient, just skip to the list below for some unique improvement ideas for Hearthstone. I think it'd be nice if Team 5 had annual expansions that added more depth to the overall game. This is a list of some of my ideas.

I don't want to bash Hearthstone or Team 5, but the game really hasn't developed much in the years it's been out. That said, a lot of suggestions for improvements to the game are a bit misguided because they would cost so much of Team 5's resources without creating a huge increase in profits. Another problem is, a lot of suggestions make the game more complete for hardcore fans, but complicate the experience for the casual player. This is negative for hardcore fans too because we sometimes just wanna jump in and have fun.

So here are some ideas that I think would improve the game without complicating the experience too much, while lining Blizzard's pockets. Hopefully they'll keep these on their radar.

  • Arena Redo - At the end of every Arena run, you're offered the opportunity to go again with the exact same deck for $5.

You know how it is to draft 3 legendaries and then go 1-3. The frustration isn't just in losing so badly, but in knowing you'll have to draft again and go back to low-tier decks. Why not give people an opportunity to try one more time? This would flood the Arena with extremely good decks if abused too much, so the $5 fee will make sure people only do it once in a while.

  • Unlimited Quests - Every day you get two quests that reward gold. The rest of your quests that day will offer much smaller rewards such as:

    • A random common card from the expert set
    • A small amount of dust
    • An XP bonus for a particular class

This makes it so you can log in for your dailies and log out, but if you still want to put in an hour or two you have some actual goals to shoot for. If the quests are creative enough, this may diversify the Casual Mode meta so people are actually trying new things.

  • Playpen Mode - New players are forced to play in a segregated population.

When you start a new Hearthstone account, your matchmaking partners will be limited to people who have fewer than a certain number of hours logged into the game. The only way out is to get past rank 15, accrue a certain number of hours played, or get a high Expert Rating. Players change your Expert Rating after each game when a popup window says "Rate your opponent: Expert | Newbie"

People can rate you as an Expert if they think you should be moved out of the baby server. If you get a certain amount of Expert ratings, you're out. Once you're out of the baby server, the Rate Your Opponent popup will never be shown again.

This means ladder resets will never put Golden Renolocks against people running premade Mage decks.

  • Quiz Arena Mode - You know those Spot The Lethal puzzles? Imagine a gamemode where four players compete to solve one.

Each player is shown the same boardstate and hand. All the cards are interactable, however any card you play or attack you make cannot be undone. If you find lethal, you win the match and get to matchmake again to find four more opponents. If you lose 3 matches, you're out. $2.99 or 250 gold entry fee.

  • Casual Mode Deck Gating - A feature that makes it harder to meet netdeckers in casual, while making netdeckers match up against one another more often.

If you lose multiple times to different opponents running the same deck, an algorithm will refuse to matchmake you with that deck temporarily. However, if you're playing the same deck that you've been matching up against, the algorithm will not take effect.

Example: You're running Djinni Priest and you lose to 3 Pirate Warriors and 2 Jade Shamans. For the next ten games, it is literally impossible for you to match against those decks. Eventually so many meme decks will be gated from the netdecks that the memes will only matchmake each other, and the netdecks will only matchmake each other.

How does the algorithm know you've been losing to the same deck? If a deck doesn't have at least 4 different cards from another you've already lost to, the algorithm assumes they're the same deck.

So what do you think?

I think these ideas could add more depth to the game experience without complicating the User Interface or confusing new players. A lot of the work would be on the backend, but the features would pay for themselves.

submitted by /u/bad_alt
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I think we should get Varian Wrynn as a Warrior Hero once his card cycles out of Standard.

Posted: 14 Feb 2017 12:12 AM PST

Varian Wrynn is such a significant character to the WoW universe, I believe it would be a shame to let such a quintessential character completely cycle out and be left forgotten. Some may argue that since he is a card he shouldn't be a hero, but I believe that isnt a valid argument considering Medivh and Ragnaros. Varian is a perfect summary of who a warrior is and can be. Let's face it Garrosh went out like a punk and Magni (as much as I love him) just dont scream warrior like Varian does. Especially after his inclusion into Heroes of the Storm where his different build paths match the 3 warrior specs, it seems to me like Blizz is really trying to sell him as the new face of the Warrior class. Anyway thats just my two cents on the matter.

EDIT: He could also have neat interactions with the other class heroes as pretty much everyone is close to him in one way or another. Be it Anduin his son, Gul'dan the guy who killed him, Thrall and Garrosh as the Warchief to his High King, Jaina his advisor, Valeera his bodyguard and close friend, Malfurion and Tyrande and Magni fellow Alliance Leaders, He was probably on a first name basis with Uther. The only one's he wasnt close to in any way is Rexxar Alleria and Medivh really

submitted by /u/Valderami
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Hearthstone the epic comic

Posted: 14 Feb 2017 08:14 AM PST

Aggro deck in Hearthstone Vanilla

Posted: 14 Feb 2017 08:42 AM PST

Andy: "not even slightly mad"

Posted: 14 Feb 2017 05:53 AM PST

http://imgur.com/a/hZltA

Context: he was playing Reno Mage in Wild, I won with Resurrect Priest.

Andy, if you're out there, I hope you're having a better day now.

submitted by /u/thewestwindmoves
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If you're feeling salty, check out Kibler's top comment on this Reddit thread four years ago, after losing the world championships against an all-time terrible top-deck

Posted: 13 Feb 2017 04:19 PM PST

Shifter Zerus reasons

Posted: 14 Feb 2017 02:59 AM PST

Bat Wisdom: State of the Game

Posted: 13 Feb 2017 10:19 AM PST

Strifecro just drafted a reno mage with kazakus but ruined it by picking 3 twilight flamecaller

Posted: 13 Feb 2017 07:03 PM PST

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