Sounds like fun... I wish they would give more information on reroll chances to up a reward (I'm assuming they will simply ensure *any* rerolled daily will result in a 50g quest, but I would like it confirmed to take out any confusion).
It sounds to me, throughout this article, there is evasion of acknowledging the problem. To suggest that Combo Priest is not a powerful deck, more so than other current meta decks, to me is just either naive or intentionally blind. I don't know if there is a good response other than what they provided, but it really feels like a Shaggy-song ("But I win every single contest
I'm not a fan of the random 1500 drops (even though I've profited from them), but I would watch some of the matches before they started doing this, so from my point of view it's just gravy. I like the previous format better as well (i.e. watch x hours = receive x packs), but Blizzard is looking at numbers, and the possibility of getting something vs. a guaranteed drop wins out every time for gaining viewership.
I recently tried to defend Hearthstone as not "Play-to-Win", but the increase in the meta with Highlander decks makes the argument futile; don't get me wrong, I love playing (I particularly like the Solo Adventures), but to suggest free-to-play players will hit Legend is extremely naive. The three decks listed here are all over 11,000 dust, so people joining the game should intend to use some funds if they want to be competitive (or they can just stay sub-five ranking and enjoy the game there, like I do).
While I think these changes are positive (at least from this point-in-time), I'm a little concerned that the changes keep coming so rapidly. So far not a big worry, but if this trend continues competitors will begin to get frustrated with having to re-learn the rules and policies over and over again...
I've been watching sporadically through the season (usually leave it up on the weekend and watch/listen when I'm not busy outside) and I've received 7 packs so far, so I'd recommend to log in. I had it up prior to the pack drop incentive at times and the number of viewers jumped by 1000% (this is not exaggeration... went from 3,000 max to 30,000 when I've been on). Free stuff motivates!
That's.... a lot of cards. I appreciate the effort this list must have taken!
I find it interesting that there are only 9 cards in Reno's "Big Spells" bucket... this could become very powerful very quickly with such a small variance...
They may have removed the quests from the dungeon run as it has caused consternation in the past (buckets don't always give what you need to complete it and it was normally advised to stay far away from any bucket containing a quest). iirc, they were originally in the mini-dungeon run Tavern Brawl, then removed in a patch.
Wow, this either makes me giddy with the OP dungeon run that must result from cards/powers this broken, or concerned how strong the bosses must be to be able to offer any kind of challenge. Either way I love the solo content and am really looking forward to the release!
I think it's probably not keyworded because it's not worth the effort. They would have to keep in mind that keyword when doing all flavor text, remove it from existing flavor text (to avoid any confusion), and it would only benefit a few cards. We also don't know if it's something that they are trying to get around/phase out, since it is so unbalanced depending on the hero power...
I received 2 packs with roughly 20 hours of "watching" (although I did see quite a few matches). While the matches continued, I was taking a look at the number of average viewers, and the chance of receiving a pack was about 6% (best case scenario given several assumptions). Even though 64,500 (which should have been 1,500 per hour, assuming the schedule stayed as expected and drops were active from start to finish) sounds like a lot, when compared to the 1,161,000 (approx.) potential winners, it's not surprising so few people got anything... I just leave it up, go about my weekend, and anything I get is just bonus.
Pretty much why I stay as far away as possible from Wild.... I stick to Standard & Arena; Standard lets me build cards with a fair pool (to a degree), and Arena lets me try my skill (which, I'm happy to say, I'm much better than I thought! Just started going infinite!).
Looks like a lot of fun decks! Now I just have to raise a ton of dust... see you in 7 months! :) (btw, this is not criticism of the decks... most long-time players will be fine... I'm just a newbie).
Great article! Loved that you took us through your process of building a deck for meta-breaking!
Sounds like fun... I wish they would give more information on reroll chances to up a reward (I'm assuming they will simply ensure *any* rerolled daily will result in a 50g quest, but I would like it confirmed to take out any confusion).
"Never tell me the odds!" :)
It sounds to me, throughout this article, there is evasion of acknowledging the problem. To suggest that Combo Priest is not a powerful deck, more so than other current meta decks, to me is just either naive or intentionally blind. I don't know if there is a good response other than what they provided, but it really feels like a Shaggy-song ("But I win every single contest
Wasn't Priest
Caught me killing all the Druids
Wasn't Priest
I even beat the Warrior
Wasn't Priest
There's no deck that can beat me!
Wasn't Priest" )
I wasn't going to do the calculation for that one, but what the hell...
If it was during The Grand Tournament expansion release, it would be a 2.38% chance (approx.)
That's bad, but if it was done in wild format now, it would be a 0.65% chance (approx.)
Even under the best circumstances, you would have to play 42 matches before you could reasonably expect it to happen once...
I'm not a fan of the random 1500 drops (even though I've profited from them), but I would watch some of the matches before they started doing this, so from my point of view it's just gravy. I like the previous format better as well (i.e. watch x hours = receive x packs), but Blizzard is looking at numbers, and the possibility of getting something vs. a guaranteed drop wins out every time for gaining viewership.
I recently tried to defend Hearthstone as not "Play-to-Win", but the increase in the meta with Highlander decks makes the argument futile; don't get me wrong, I love playing (I particularly like the Solo Adventures), but to suggest free-to-play players will hit Legend is extremely naive. The three decks listed here are all over 11,000 dust, so people joining the game should intend to use some funds if they want to be competitive (or they can just stay sub-five ranking and enjoy the game there, like I do).
There is less than a 10% chance to get a Cultist using this method (9.3%)... challenge indeed!
While I think these changes are positive (at least from this point-in-time), I'm a little concerned that the changes keep coming so rapidly. So far not a big worry, but if this trend continues competitors will begin to get frustrated with having to re-learn the rules and policies over and over again...
I've been watching sporadically through the season (usually leave it up on the weekend and watch/listen when I'm not busy outside) and I've received 7 packs so far, so I'd recommend to log in. I had it up prior to the pack drop incentive at times and the number of viewers jumped by 1000% (this is not exaggeration... went from 3,000 max to 30,000 when I've been on). Free stuff motivates!
That's.... a lot of cards. I appreciate the effort this list must have taken!
I find it interesting that there are only 9 cards in Reno's "Big Spells" bucket... this could become very powerful very quickly with such a small variance...
They may have removed the quests from the dungeon run as it has caused consternation in the past (buckets don't always give what you need to complete it and it was normally advised to stay far away from any bucket containing a quest). iirc, they were originally in the mini-dungeon run Tavern Brawl, then removed in a patch.
Wow, this either makes me giddy with the OP dungeon run that must result from cards/powers this broken, or concerned how strong the bosses must be to be able to offer any kind of challenge. Either way I love the solo content and am really looking forward to the release!
... Sounds scary...
:thumbs up:!
Elusive - can't be targeted by Hero Power
Blurred - Can't be targeted by spells
Or use either for both
I think it's probably not keyworded because it's not worth the effort. They would have to keep in mind that keyword when doing all flavor text, remove it from existing flavor text (to avoid any confusion), and it would only benefit a few cards. We also don't know if it's something that they are trying to get around/phase out, since it is so unbalanced depending on the hero power...
I received 2 packs with roughly 20 hours of "watching" (although I did see quite a few matches). While the matches continued, I was taking a look at the number of average viewers, and the chance of receiving a pack was about 6% (best case scenario given several assumptions). Even though 64,500 (which should have been 1,500 per hour, assuming the schedule stayed as expected and drops were active from start to finish) sounds like a lot, when compared to the 1,161,000 (approx.) potential winners, it's not surprising so few people got anything... I just leave it up, go about my weekend, and anything I get is just bonus.
Pretty much why I stay as far away as possible from Wild.... I stick to Standard & Arena; Standard lets me build cards with a fair pool (to a degree), and Arena lets me try my skill (which, I'm happy to say, I'm much better than I thought! Just started going infinite!).
Great article!
Looks like a lot of fun decks! Now I just have to raise a ton of dust... see you in 7 months! :) (btw, this is not criticism of the decks... most long-time players will be fine... I'm just a newbie).