SuperSonic1305
Member
Have they said anything about increasing the deck limit? I want to make a bunch of themed decks and 9 isn't enough.
Have they said anything about increasing the deck limit? I want to make a bunch of themed decks and 9 isn't enough.
I did it! Finally got to 12 wins. When I drafted this deck I knew it would be solid but I Didn't 't feel like it was a 12 winner. Can't quite explain why it was so good.
I did it! Finally got to 12 wins. When I drafted this deck I knew it would be solid but I Didn't 't feel like it was a 12 winner. Can't quite explain why it was so good.
Wish I could play Hunter rush deck and get some easy ranks, but I'm missing Leeroy.
I am playing against a Shaman Merloc deck and my oppenent played a bloodlust when he had no minions on the field... why?!?
played for a bit today, HOLY PAY TO WIN in ranked. pretty much ruined my interest on all levels.
Ahhhhhhhhhh damn damn damn damn. Nothing sucks worse than laying down a Ysera in turn 9 of Arena, taking a pyro to the face, drawing Ysera's Awakening when at 5 HP, and then taking another pyro to the face next turn finishing me off. I baited out three polys, fireball, and two frost bolts too.
So frustrating.
hardly. sounds like someone who has never played a CCG before.
Granted I have only about 6hrs in THIS game. But I had 4 matches in a row with people playing orange after orange. Whatever the case, it ended my interest.
It isn't p2w to have legendary cards in your deck by this point. People have been building up their card libraries for months now. My deck I just posted has thalnos, black knight, sylvanas, leeroy, and ragnaros. I didn't pay to get any of those. I grinded all those out or got lucky in packs. Actually, the only one I got in a pack was sylvanas. I crafted thalnos, black knight (today), leeroy, and ragnaros.
Also, you don't need these cards to win. Back in the day when I had no legendary cards in my rogue deck I still got very far against a lot of control and legendary heavy decks.
And just one last thing to note is that the ranks reset today so you may be playing opponents of higher caliber than you should be.
Maybe thats it, I never played before today...am rank 20 but the cards people have are ridiculous against me...just started today. Eh maybe this kinda game isn't for me.
Join the Anti Huntard forceFuck Unleash the Hounds. Worst bullshit I've ever played against.
Fuck Unleash the Hounds. Worst bullshit I've ever played against.
Maybe thats it, I never played before today...am rank 20 but the cards people have are ridiculous against me...just started today. Eh maybe this kinda game isn't for me.
Fuck Unleash the Hounds. Worst bullshit I've ever played against.
Between this and FTL, my iPad is going to become gaming heaven this month.
Between this and FTL, my iPad is going to become gaming heaven this month.
Maybe thats it, I never played before today...am rank 20 but the cards people have are ridiculous against me...just started today. Eh maybe this kinda game isn't for me.
Granted I have only about 6hrs in THIS game. But I had 4 matches in a row with people playing orange after orange. Whatever the case, it ended my interest.
welcome brother! lolFuck Unleash the Hounds. Worst bullshit I've ever played against.
Rogue has my highest winrate for Arena personally at around 76%. They get to prey on poorly constructed decks better than most other classes which bloats their winrate to the 5-7-9 range. When facing other well constructed Arena decks, it's a lot harder for them to do well so they tend to fall off at the 10-12 win area.
Essentially, they're really consistent for getting to the mid-range number of wins.
This is a cool idea. Maybe it should be a 1/2 or a 2/1, though... Otherwise it would almost always be worse than the paladin hero power, wouldn't it?"Give a minion 'Deathrattle: summon a 1/1 skeleton.'" This could work for a necromantic class (Death Knight) it would have class cards based on skeletons or undead.
This sounds neat too."Give a minion +1 attack." Could instead be +1 health or even +1/+1, but I think attack would be the most balanced. This ability could also be targeted to a keyword, only working on murlocks or dragons for example.
UTH isn't even that bad.
Well bad or not, it's the deadliest card in Hunters arsenal still. It has broken qualities in various situations and can work as a massive damage spike, board wipe or card draw. Only a few cards in the game offer such potential.
I'm not saying it's OP btw, just essential to any hunter strats.
Ummm... That's not a broken card. That's a situational card. I can think of plenty similarly punishing mechanics (mostly with warrior and pally as I play them the most). If you get utterly devastated by UTH then... Clearly you either forgot you were playing a hunter or you miscounted the number of times he played it.It has broken qualities in various situations and can work as a massive damage spike, board wipe or card draw.
Eh, not really. Hunters always keep it because because inevitably they'll play some noob who forgets he's playing a hunter and they'll get 3-5 doggies as a result. But as a hunter at higher ranks (low teens) there have been PLENTY OF matches where I never had a chance to use it effectively. I'm actually thinking about removing it after getting past the noobs this time around as I'm thinking there will be better options for both control and aggrieved decks as most mid-level skill and higher players at this point run low minion counts on their side to not open themselves up to it. Or run high minions as long as the are 4 hp or higher.I'm not saying it's OP btw, just essential to any hunter strats.
To use it as card draw, they have to pay 4 mana to draw with it, and spend (and have) 2 cards. Mage's is draw 2 cards, spend 1. So to get anything out of it, they have to draw 3 cards with it before it pays off, if your opponent only had 1 or 2 creatures on the board, the card draw is not doing much (just replacing the cards they cast). It also carries the penalty it can't be used early game well, generally UTH won't pay off until mid-late game, so it could be a dead draw early on. It's pretty balanced outside of specific situations where your opponent played in to it I think, or when used as a finisher with Leeroy.
Like I mentioned earlier, UTH hitting for 6 isn't that much worse than most of the other minions used to kill you before UTH was played.
Mage: 3 mana, 1 card, 2 card draw
Hunter: 4 mana, 2 cards, 1-6 card draw, deal 1-6 damage
Alt. Hunter: 5 mana, 3 cards, 1-6 card draw, deal 2-12 damage
Alt. Hunter 2: 7 mana, 4 cards, 1-6 card draw, deal 2-10 damage, summon a 12/7 minion
I'm not saying UTH is broken, but it certainly is a very strong and flexible card. Even in the first of the Hunter scenarios I mention above, if you get 2 cards drawn out of it you're also getting 4/3 worth of minions including 2/2 worth of charge that can probably take down a small or damaged minion at no major cost to you. It seems less effective at high-level play, but ranks 25-5 (even closer to the 5-side) there are quite a few players that make the mistake of placing down 3+ minions.
Love these kinds of discussions.There doesn't seem to be much speculation in this thread, but here goes. I've been curious about what other heroes could be announced, and what kind of hero power they could have. Right now they're all more or less distinct and fairly balanced, but what other kinds of abilities may be possible for 2 mana? I haven't played WoW, but I'm just thinking in terms of fantasy staples and Hearthstone's dynamics.
"Give a minion 'Deathrattle: summon a 1/1 skeleton.'" This could work for a necromantic class (Death Knight) it would have class cards based on skeletons or undead.
"The first enemy minion to attack next turn attacks the hero instead." I was trying to come up with a creative idea for a Monk, and I thought of something along these lines.
"Do 1 to 2 damage to a random enemy character." The ability to do 2 damage to minions outright would just be too strong, even if it's random. However, just 1 damage to a random minion would be far weaker than the Mage's ability. This would be pretty balanced; potentially powerful but dependant on RNG. Would go well with a chaotic type of hero.
"Give a minion +1 attack." Could instead be +1 health or even +1/+1, but I think attack would be the most balanced. This ability could also be targeted to a keyword, only working on murlocks or dragons for example.
Love these kinds of discussions.
I think the Death Knight idea would be too weak (compared to a Paladin, who can always summon a 1/1). Maybe a "summon a 2/1 skeleton that dies at the end of the turn" kind of deal?
I also like the +1/+1 buff idea. Might be too strong, although you'd need a minion on the board. That said, I think the idea behind the hero abilities is that the player can always do something, so a hero ability dependent on board presence wouldn't gel with that goal.
To use it as card draw, they have to pay 4 mana to draw with it, and spend (and have) 2 cards. Mage's is draw 2 cards, spend 1. So to get anything out of it, they have to draw 3 cards with it before it pays off, if your opponent only had 1 or 2 creatures on the board, the card draw is not doing much (just replacing the cards they cast). It also carries the penalty it can't be used early game well, generally UTH won't pay off until mid-late game, so it could be a dead draw early on. It's pretty balanced outside of specific situations where your opponent played in to it I think, or when used as a finisher with Leeroy.
Like I mentioned earlier, UTH hitting for 6 isn't that much worse than most of the other minions used to kill you before UTH was played.
Would UTH kill you if you didn't take ~15-20 damage turns 1-5? Why not blame those turns.
Eh, not really. Hunters always keep it because because inevitably they'll play some noob who forgets he's playing a hunter and they'll get 3-5 doggies as a result. But as a hunter at higher ranks (low teens) there have been PLENTY OF matches where I never had a chance to use it effectively. I'm actually thinking about removing it after getting past the noobs this time around as I'm thinking there will be better options for both control and aggrieved decks as most mid-level skill and higher players at this point run low minion counts on their side to not open themselves up to it. Or run high minions as long as the are 4 hp or higher.