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I got the quests for Priest, Mage, and Paladin, and the Nesingwary that toasts everything that costs 3 or less in your deck. I am not sufficiently advanced in Theorystone to see how that's going to help me. I guess I could thin my deck to some predictable draws, but when the game seems to be "get wrecked by tiny dudes rushing you" that seems like a suboptimal strategy.
I was able to pull a Mage win out of a fairly shit quest deck, but it took a few frustrating tries to do it. Paladin did better. Murloc Shaman is just stupidly strong, so I won a batch of things with that last night to clear my quest log.
"Adapt your Murlocs" is frightening, as a Windfury can just end the game. I hammered someone down from 20+ on T6 when I windfuryed up a decent board.
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I know it's super-early, but I am pretty sure the Rogue quest is way OP, to the point of being broken. I've played against it five times and got crushed every time. The issue is that, if the Rogue player know what they're doing, there's nothing you can do to mitigate it or stop them from completing the quest. Once they decide which card they want to play four times, it's just play/shadowstep or play/brewmaster, and it's back in their hands before you have a chance to do anything about it. And once you're facing down a swarm of 1-2 mana 5/5's it's Game Over.
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- Matt Thrower
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engelstein wrote: I know it's super-early, but I am pretty sure the Rogue quest is way OP, to the point of being broken. I've played against it five times and got crushed every time.
Indeed. It's so obviously OP that I can't help but feeling we must be missing something. There's no way Blizzard couldn't have seen that coming.
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- Jackwraith
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engelstein wrote: The issue is that, if the Rogue player know what they're doing, there's nothing you can do to mitigate it or stop them from completing the quest. Once they decide which card they want to play four times, it's just play/shadowstep or play/brewmaster, and it's back in their hands before you have a chance to do anything about it. And once you're facing down a swarm of 1-2 mana 5/5's it's Game Over.
See, this is the problem with the overall design. Since the game lacks interaction on your opponent's turn (counterspells, instants to shoot what he's activating, picking your own blockers instead of Taunt), all the initiative is on his side. Whatever actions he takes are virtually unstoppable. The devs' "counterbalance" to that is that if there's no deck manipulation, people are totally dependent on the draw to get those kinds of decks to function. So you're dependent on luck to make sure his deck doesn't go off. Or you just have to play mad aggro to make sure you kill him before it does. That's part of the circle of life of CCGs: Control>Aggro>Combo>Control but HS uses RNG to make that work, such that it becomes less about skilled play than coin flipping. This why pros like Lifecoach are dropping out.
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At the least I'll get it back in the eventual nerf, right?
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I hate the priest 40 life BS, although I have beat it as well with the dinomancer.
Not real fond of playing against the shaman elemental crap either.
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- Matt Thrower
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Obviously I had to craft it to see for myself. And it's nuts. First game I got a fairly lucky hand. This is how it played out
Turn 1 - nothing
Turn 2 - Novice Engineer, Shadowstep x 2: so I've played the Engineer 3 times, drawn 3 cards
Turn 3 - Coin, Brewmaster, Engineer: so I've fulfilled the quest
Turn 4 - Preparation, Quest card, Swashburglar (which summons Patches), Stonetusk Boar
So it's turn 4 and I've got five - five - 5/5 cards on the board, two of them with Charge. Opponent resigns.
Someone in Blizzard's testing department is going to get the sack over this.
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- Jackwraith
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Jackwraith wrote: It's not "minions that you play are now 5/5s." It's ALL minions are 5/5s, including the ones sitting on the board or that get transformed, otherwise. I Hexed a 5/4 Novice Engineer (she'd taken a hit from one of my Recruits) and it became a 5/5 Frog.
Wait, does that mean that Equality + Consecrate or Pyromancer + Equality won't clear a board of Rogue quest 5/5's? Because if they stay at 5 health and ignore Equality - or any other health-modifying spell - the same way a board full of Warleader-buffed Murlocs does (i.e., a Murloc's health is set to 1 and then immediately raised to 2 due to the Warleader), then that would be the cherry on top of this bullshit sundae Blizzard has served up. Cripes, did they learn nothing from Yogg?
Anyway, to keep some semblance of balance, minions in play should not be affected, and maybe not even minions in hand. Second, their health and attack need to be set to 5 and 5 so they're vulnerable to silence and spell effects like Humility, Polymorph, etc.. FFS, the fact that 5/5's are immune to Hex - one of the most powerful hard removal spells in the game - is beyond ludicrous.
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Pirate Warrior
Weenie/Egg Druid
Murloc Buff Druid (its shockingly good, maybe better than the weenie Elemental/egg version)
Murloc Shaman
The Questing warrior CAN beat it. With Brawl and saving removal.
Tempo Mage
Zoolock (the quest warlock is slower)
Hunter. Period.
I was playing HS on computer and watching HSDog stream his tempo mage (face mage) last night on iPad. It had a sick win rate and crushes the rogue. It runs two ice blocks and one pyroblast. The game plan is you draw and barely control the board hoping to last to turn 10 using fireballs and frostbolts on their face. Some incidental minion damage or some Medivh Valet or pings, plus a pyroblast turn 10, makes up the difference. Without Reno or many decks running heal it works way better than you might think. Control warrior eats it alive though and probably priest.
But to sum up. The Rogue is breaking the game and dominating the meta. But If you play decks that get stuff out early you can rush down the Rogue, who you know is likely best case completing on turn 5. If his board is empty and he preps out caverns below he can only play a couple of minions.
Personally I don't use Moroes or Violet Teacher in my Rogue. I run the 2/3 elemental that gives 2 more 1/2 and Firefly so I have a backup way to get the extra minions needed to complete AND fill my hand with bodies for post-quest. Obviously the best targets for shadow step shenanigans are 1. Novice Engineer 2. Swashburgler.
Edit: right after I posted this I made egg Druid. It's gooooood. Th 3/1 that drops two weenies. The 2/2 guy who adapts. Firefly. And adapting a full board is game over. Better than savage roar. Wind fury or +3 attack is brutal. Will experiment with the Murloc version when I get tired of winning with this one.
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