Hearthstone - See if you can spot lethal. Challenging, but possible! |
- See if you can spot lethal. Challenging, but possible!
- The Toki quest system is amazing and I hope it's a test run for future permanent improvements
- The finest mages of Azeroth use Aluneth of increase their magical powers. Personally, I use it to smash face.
- Need more
- Taverns of Time - Lightforge Tier List Updated!
- I think I have lethal
- I decided to play some arena to get away from all the combo decks...
- Sylvanas, by WLOP
- The game is completely borked right now on NA
- Team 5 taking "taverns of time" a little too seriously...
- For my 26 birthday my girlfriend gave me this...
- Gentlemen, we can rebuild him. We have the technology. Better than he was before. Better, stronger, faster.
- INFINITE VALUE! (disclaimer: it costs 5 mana)
- When your reroll button is Immune this turn
- Cave Hydra does not work properly with traps
- I made an Auchenai Soulpriest anime fanart
- Arena's preety fun!
- Detailed streams stats HCT Tour Stop 2018 - Seoul
- Time magic broke my quest
- The Arena Invasion Begins
- Bow before your new arena overlords
- Kripp uses up luck for the month
See if you can spot lethal. Challenging, but possible! Posted: 10 Jun 2018 10:10 PM PDT
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The Toki quest system is amazing and I hope it's a test run for future permanent improvements Posted: 11 Jun 2018 04:05 AM PDT I think what I like most about the current quests is that you get dust with them. I know that gold and dust are about equally valuable (on average dusting a pack nets about 100 dust; see Edit2), but still getting gold, buying packs and getting the dust by disenchanting cards you might have wanted to use at some point in the future is just painful. Any way of getting some free dust to spare without scavenging through your collection is always nice. I think they should include some quests for dust permanently into the system. We could even keep the RNG spirit of the game, by giving each quest a low chance to be a Toki quest (something, something, ripple in time). With the current system you sometimes have a lucky quest (80g friend match, Spectate for a Pack, 100g quest) and it's always nice to get one. Giving each quest a chance to be a Toki quest would be an easy way to introduce other quests into the pool where you are happy when you see them. Alternatively adding a few quests that give either pure dust or gold+dust like the current ones would be nice as well. tl;dr: Getting dust for quests feels better than getting gold, buying cards and disenchanting them. So make quests for dust permanent. Edit to clarify: make some quests for dust permanent or some toki-like quests, where you get both. I don't want to remove getting gold from quests and I'm not asking for just double free stuff for all quests. Edit2: See https://hearthstone.gamepedia.com/Card_pack_statistics for pack statistics. [link] [comments] | ||
Posted: 10 Jun 2018 08:42 PM PDT
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Posted: 11 Jun 2018 05:53 AM PDT
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Taverns of Time - Lightforge Tier List Updated! Posted: 11 Jun 2018 05:08 AM PDT The Lightforge Arena Tier List has been updated for the new Taverns of Time (ToT) Arena event. Together with former #1 NA ranked arena player /u/Merps4248 , we have maintained the Lightforge Tier List for over 3 years. The huge tier list update overnight changed the scores of every card in every class, to bring the list fully up to date with the new "buckets" Arena drafting system and add the new ToT cards. Picking 3 cards of similar value is not the same as picking 3 random cards, and as arena players know, the decks that result from them are not merely different in value, but also character. We've spent the last 2 months updating/upgrading several fundamental parts of our algorithm to adjust for the new types of more powerful and synergistic/archetyped decks you see now in the Arena. As always, Lightforge Tier List uses an absolute 0, and is centered on 100 for the average card. Currently, Chillwind Yeti is around 100, Assassinate is a 150, and the game-breakingly premium cards are around a 200 (Meteor, Ultimate Infestation, Silver Sword, Unstable Evolution, Defile). Some highlights on the latest changes below: New Taverns of Time Event Cards. These new cards are craaaaazy! They don't exactly bust open the top in terms of never before seen power, but the randomness has really been taken to new heights. Neutral cards, available to every class, include Timebound Giant (130), a 8/8 minion that comes out for 7 mana at WORST, and possibly a very uncosted minion if synergized with carddraw or drawn later in the game, Stasis Dragon (125), another overstatted 6 mana 10/10 minion, that activates one turn later than normal minions and can only attack the board on the first turn activated. Along with card draw cards like Temporal Anomaly (127), a 2 mana 2/2 which adds an extra spell to your hand when drawn, and Wildlands Adventurer (121), 5 mana 5/5 that draws a Hall of Fame card, these cards extend the game to create a dynamic and highly random "early-late" game, on turns 10-15. These cards all top the charts as one of the top neutral cards for its mana cost. Decks that take advantage of this "strength" by going faster than the "early-late" game to end the game before this area of strength will do very well. In general, don't fall into the trap of taking too many of these heavy cards. You'll get your share of ToT cards, so make sure you have the curve or taunts/clears to keep yourself afloat before these heavy cards kick in! Among the class cards, the lower-win rate classes in Witchwood did extremely well. Hunter has Infinite Wolf (144) and Chronoshot (169), two ultra-premium tempo-removals to support any archetype. Shaman has Master of Realities (163) and Stasis Elemental (130), two cards that favor a board-protecting style archetype rather than control. Warlock has Rift Warden (128) and Grasp the Future (149), both premium cards that fit a more mid-game or control archetype than zoo. Warrior has Fatecleaver (160) and Draconic Herald (122), flexible cards high in card advantage for a heavier deck. For more detailed analysis, you can watch the full Lightforge Podcast Card Review VoD (warning: 2.5 hours long) here, along with our First ToT Co-op Arena Run (Hunter). Major Update to Existing Tier List. With the introduction of the "bucket system" in Arena a couple months ago, Arena was fundamentally changed. Basically, Blizzard has an internal tier list based on win rates / pick rates, and will offer you cards that perform / are picked, in statistically similar ways. This means that decks are now more coherent, and risks taken will be punished less. We have tweaked and upgraded a number of systems to account for creating more coherent decks, and to account for facing more coherent decks. This has been the largest backend update for our tier list ever. A few of the upgraded systems include: (1) Reach/Survivability "Bursting", a new way to calculated the value of reach or survivability, based not on just how much damage is or can be done, but also based on the ability to burst down in a face-heavy deck, or to defend against a face-heavy agenda. So, a Pyroblast is worth much more than 10 face damage, and a Rotten Applebaum's taunt+heal combo makes it a greater asset than the sum of its parts. As a general matter, face-oriented on board play and decision making have been better accounted for, even for regular minions such as Yeti. (2) More powerful decks and minions with abilities, means a thinner spread of removals, and we have connected the meta's prevalence of must-remove cards to the chance to live of all minions as an automatic adjustment, as well as expanded the logic determining removal priority of minions to include the minion's potential for reach. (3) More diverse archetypes, and more extreme versions of existing archetypes means that leaving mana unused on purpose is happening more often than ever, and an upgraded system was created to handle in a much more sophisticated way mana usage connected with hand count and expected board states. There's too much left to list, and more to come later in the summer! A bit of a rush to launch this update due to the timing of the event, so please let me know here if the latest updated messed up any existing scores that we didn't catch, and happy to answer any questions/comments. Good luck in the Arena! [link] [comments] | ||
Posted: 11 Jun 2018 03:13 AM PDT
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I decided to play some arena to get away from all the combo decks... Posted: 10 Jun 2018 01:47 PM PDT
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Posted: 10 Jun 2018 04:55 PM PDT | ||
The game is completely borked right now on NA Posted: 11 Jun 2018 07:07 AM PDT Conceding in arena twice made my game freeze two times, then it showed i had 2 packs, opened one - still said 2 packs, opened another - still said i had one then trying to open the 3rd, can't reveal the cards and everything is frozen [link] [comments] | ||
Team 5 taking "taverns of time" a little too seriously... Posted: 11 Jun 2018 07:11 AM PDT
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For my 26 birthday my girlfriend gave me this... Posted: 10 Jun 2018 07:35 PM PDT
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Posted: 10 Jun 2018 10:59 AM PDT
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INFINITE VALUE! (disclaimer: it costs 5 mana) Posted: 11 Jun 2018 06:43 AM PDT
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When your reroll button is Immune this turn Posted: 11 Jun 2018 02:36 AM PDT
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Cave Hydra does not work properly with traps Posted: 11 Jun 2018 05:31 AM PDT [[Cave Hydra]] 's text says "Also damages the minions next to whomever this attacks." However, this is not the case for secrets which spawn minions. It does not work against [[Venomstrike Trap]] which summons a minion WHEN another minion is attack. Cave Hydra should also damage the spawning Cobra according to wording, but it does not. [link] [comments] | ||
I made an Auchenai Soulpriest anime fanart Posted: 10 Jun 2018 02:40 PM PDT | ||
Posted: 10 Jun 2018 11:31 PM PDT
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Detailed streams stats HCT Tour Stop 2018 - Seoul Posted: 11 Jun 2018 02:45 AM PDT
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Posted: 11 Jun 2018 07:29 AM PDT
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Posted: 11 Jun 2018 07:28 AM PDT
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Bow before your new arena overlords Posted: 10 Jun 2018 12:30 PM PDT
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Kripp uses up luck for the month Posted: 11 Jun 2018 12:01 AM PDT
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