Hey, just browsing some of the articles on PCGamer, and one sentence kinda caught my eye that I haven't seen mentioned anywhere else yet. They say something about a new Demon Hunter Legendary that has charge and can ignore taunt minions. It's mentioned in the section on Leroy if you want to check it out.
Wow. Playing the Tavern Brawl today. I had Small Army + Dragons Paladin. In a match against Silver Hand Paladin, he was hitting me hard. I put some beefy minions on the board, buy he had whittled my health down to almost nothing with a bunch of smaller minions. He emoted "Well played" and knocked my health down to 1. I had to laugh because he had committed everything. I had no taunts and he had about five minions on board. I emoted "Oops" back at him and dropped my Nozari and took out almost all of his minions. Suddenly I've got a handful of high attack minions and full health to his one or two low attack minions and nearly empty hand. Didn't take long after that before he conceded. Never count the game over until your opponent is all the way down.
Ok... Looks like maybe a new patch is fixing the issue. Just tried launching and it downloaded a patch. Hit within the past hour sometime, but I was finally able to get on with no issues afterwards. Hope this finally does it.
Well, mine was working for a while, but stopped working again and reinstalling isn't helping. Haven't tried the Amazon App Store. May look into that later. Looks to be a long night at work with no Hearthstone for now.
Finally got in. Hoping it was just a minor server side issue. We'll have to see how it goes.
Is it just me or has anyone else had trouble getting the Hearthstone client to launch on Android after the patch today? Tried multiple times but the game freezes at the title screen or immediately thereafter. Uninstalled and reinstalled with no change. Hoping it's not just me because I'm about out of troubleshooting ideas.
Rogue is just broken af right now. They posses way too many answers to nearly any situation through nearly infinite discover effects, and the ability to reduce the cost of any card to zero Mana. So tired of facing Rogues who can keep their hand full while playing four or five cards a turn or more, draw through their entire deck only to shuffle thirty copies of one OP card back in, destroy almost any minion and any copies thereof anywhere they happen to be, build a full board of big minions from nothing, propagate deathrattle effects again and again and again... The only thing Rogue really lacks is class healing, and they can generally get that from any number of their ridiculous amount of discover cards. So sick of nearly half the decks I face on ladder being Rogue. I hate the class now. Wish they'd nerf it into the ground so far it'll never see the light of day again.
It would be kind of nice to have like a "Practice" mode where you could at least play against the A.I. with all the cards unlocked. That would give people a chance to try new and different mechanics to at least get a feel for how they play and if it's even reasonable to try in the meta.
To be honest, I'm not sure exactly how much money I've spent on Hearthstone, and I'm afraid of even attempting to add it up. Entirely too much to be perfectly honest. I'm at least at the point now that I can buy the pre-orders with each new expansion and just get the rest with gold/dust most of the time.
Of course, my biggest problem is I'm a compulsive collector. I have the Pokemon syndrome: I gotta catch 'em all. I dream of having a complete collection of all the cards available, and I've made huge progress toward that. I was mainly looking for power level of sets so that I could focus my collecting on one particular to build out. The bad part is I really haven't played much in Wild. Just really want the option, and like I mentioned previously, I really want a complete collection.
Hey guys, just wanted a little help on building out my Wild Collection. Just some background, I started out shortly after Boomsday launched and have worked feverishly to build as large a collection as time and money allows. Thus far, I have a full collection of Standard and most of the cards from the Kobolds, Frozen Throne, and Un'Goro expansions. I've also bought and completed all the old adventures that rewarded cards and just finished crafting all the Hall of Fame cards. I'm really wanting to fill out my collection in Wild and was wondering which expansion I should focus on next to try to maximize the number of high quality decks I can put together for Wild. Ultimately, I want to complete a full collection of both Wild and Standard, but that is a long term goal. Right now I just want to build the most powerful collection for the short term. Look forward to hearing your thoughts. Thanks in advance.
Scion of Ruin is still busted as hell. They should never have printed a card that has a battlecry that summons two copies of itself at any Mana cost. Literally just got stomped by a warrior who played over ten copies of this damn card by abusing Barista Lynchen, Dragon Breeder, and War Master Voone. Even managing to run him to fatigue by the skin of my teeth (with a crap load of healing) he still had another 7 copies in his hand. I just wish to God I'd been running Rogue so I could have used Flik Skyshiv against the damn thing. Absolutely freaking ridiculous that crap like this still gets by in this broken ass game.
Got a golden Nat Pagle from a pack once and never have dusted him despite being nearly useless. Kinda wish I had a deck to play him in just because. Really don't see him getting any play though.
Definitely think this is a good nerf. Makes it much easier to deal with without making it unplayable. Really had hoped for this in the first round of nerfs. Glad it did finally come through. Should keep the deck competitive while reducing its power level.
I'm kind of like everyone else. Really don't see the point in this one. Almost every other card hit I can definitely see as being a fair change, but honestly, Galakrond Warlock isn't so powerful that I think this was really needed. Maybe Blizz is seeing some things that I'm not, but we'll have to see how this impacts Warlock's win rate.
Best deck I see in your collection for taking out Quest Priest would probably be the Malygos Quest Druid. Your best bet with that deck is basically to control the board when possible, but try to never leave damaged minions if you can. If you can delay them completing their quest, that'll buy you more time to set up your OTK. Also, don't go face unless you can do a lot of damage at once, and only later in the game. Focus mainly on draw, ramp, and armor gain. If you can hold out until you can complete your OTK, you should be fine.Priest has no Quest Priest runs no armor normally and you can do 44 damage to face from your hand once you get your combo. Only problem is that you're probably gonna be stomped by most of the aggro decks floating around like Face Hunter and Pirate Warrior.
Ok, despite several suggestions to the contrary, I do not hate aggro. It is not my favorite archetype, but I do on occasion play an aggro deck and do enjoy it. My original post wasn't a cry to do away with or nerf aggro into oblivion, I was merely pointing out that the tools that aggro has received over the past couple of expansions seemed to make it possible for an aggro deck to consistently overpower most control decks. I'm well aware that the meta is delicately balanced between the three pillars of aggro, OTK, and control. It is basically a rock/paper/scissors system with RNG and player ability keeping it from being as cut and dried as that. The problem as I was seeing it, was that rock was suddenly beating paper more often than not. That creates an imbalance in the whole system and naturally everyone begins playing the archetype that is experiencing the power boost.
Now, I will be the first to admit that I probably jumped the gun a bit. My attempts at deck building were doubtless poorly refined and the meta had shifted strong aggro to counter Galakrond Shaman. Despite my attempts to fashion a control deck capable of dealing with the sudden burst of aggro and hold its own against Galakrond Shaman, I was failing miserably on both parts. The takeaway being that Shaman was just too powerful at the time and my attempts to run control against it were futile, and trying to split my focus gave me a poorer matchup against aggro. I can see that now that the nerfs have hit and the meta has settled down. I was mostly just frustrated at the time because none of the games I was facing were going in my favor despite my best attempts.
I still think, however, that aggro is a bit too strong. There are several Aggro, Mid-range and Tempo decks being run now, but there is very little in the way of either Control or OTK in the current meta because they lack the tools to hold out against all the strong board-centric and face decks being run. Sorry for the long post, but my ultimate point is this; true control and OTK decks have largely been pushed out of the meta by the strength of more aggressive decks.
Thanks for the suggestions. When I approached the encounter from a different point of view, it actually turned out to be a lot easier than I thought initially. Sometimes you just have to try something out of the ordinary with these adventures, which makes them a lot more challenging and fun in my opinion.
For anyone else trying these out now, my solutions against The Steel Sentinel was a Mech Hunter utilizing the Missile Launcher, Venomizer, Zilliax combo. Took two tried since he runs enough weapons and battlecries to take it out unless you continually heal or magnetize it.
Rafaam part two was quite difficult, but I did it with the old Mecha'Thun Priest. Took a couple dozen tries, and I had to modify the deck to eliminate most of the 10/10's he summons, but eventually pulled it off and got the sweet new card back.
Never mind. Finally got past him after I went back with a new strategy. Ran a Secret Hunter and got my [Hearthstone Card (Secret Keeper) Not Found] out on turn 1 and just spammed secrets. Worked perfect. Can't believe I didn't try it earlier.
Well, since they decided to make the old adventures available in the in game shop now, I went and bought League of Explorers. Went through on normal difficulty fairly easily. Only really had issues toward the end, and they weren't too hard. Now I'm working on Heroic. This has been a bit of a struggle. I started playing after the Boomsday expansion, so I don't have a lot of wild cards. Mostly just from Ungoro, Frozen Throne, and Kobolds. I'm currently stuck on Skelesaurus Hex. I've tried some of the top meta decks available, including Galakrond Shaman, but the value from his hero power is just too much most of the time. I've got a full collection in the standard format and I'm looking for any advice on how to get past this one. Any help is appreciated.
Started the new expansion with my golden Whizbang the Wonderful, but very poor results with a lot of the decks, and frequent beat downs by Shamans pushed me back to my old trusty Control Shaman deck. Figured the meta would shift heavy aggro to counter, so decided to farm the counters. Teched in plenty of different cards to disrupt my opponents' decks. Have a fairly decent win rate, though I occasionally have to change my tech options to account for the decks I'm running across. Galakrond Shaman still beats me more often than not, but it's a lot closer than it was before. Pulled out some good upsets on occasion.