Well, Crusader is definitely entitled to his opinion, but I choose to ignore it, and I guess that's the best thing to do to keep this community as good as it is. :)
But I have to admit, that I framed my message poorly. It's mostly about these achievements that happen late at night and are a pleasant surprise the next morning. I do remember some games, but I was surprised at how far I went up the arena ladder. Happens if you don't really focus, I guess. :D
This can be pretty much summarized by 'who summons a minion' and hence who should benefit by a summon. There are several minions summoning tokens for you and/or your opponent. So which of these summons should count towards your quest? That's the question at hand.
So I just played Quest Hunter and encountered a very peculiar (in my opinion) inconsistency:
Leeroy Jenkins accounts for 1 summon, though stating 'summon 2 minions for your opponent'
Any cards your opponent plays, that summon minions for you, count towards your Quest
My question is WHY?
Apparently 'summon' is NOT dependent on the actual player summoning minions (otherwise the opponent summoning minoins shouldn't count) but 'players' (?) summoning minions?
EDIT: Fifth game, I just got a Lightspwan from Evoke, so it's not legendary-only, still quite lopsided...
EDIT2: I've seemed to enjoy the most legendary (pun intended) Invoke streak ever. I've played 2 games in Standard Casual and got 2 Legs out of 10 invokes, so don't mind the post below. (Although it's a prime example of 'everything is possible, just unlikely')
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So I've been playing Invoke (Highlander) Priest recently and I noticed that I predominantly (maybe even exclusively) get Priest Legendaries. Over four games so far I got:
I DO know that this is a small*ish sample size BUT nonetheless it rises suspicion as there are more non-legendary priest minions than legendary ones (10 vs 29 if i counted correctly) and the probability of my sample already is <(1/3)^17 (**) which is incredibly small already.
Furthermore, you do get other minions by using the actual hero power (contrary to the Invoke keyword)
Any thoughts/ideas/falsifications?
IF this is true, I feel that the Invoke keyword is actually WEAKER than I thought. Most of the time your early game minions won't give you the needed midgame but only get your hand clunky. For me this even feels like a hidden nerf/bug.
Usually, at this point of the year, Control gets their hot decks. Aggro should be the strongest during the first expansion each year as it is much harder for other decks to keep the board in check. (Boardclears are only getting added step by step)
However as other people already pointed out: There are way to many pseudo-infinite value generators at the moment plus several viable midrangey decks (I'd count Shaman for this purpose) to keep Control in check. Hence Aggro *could* still play to their hearts content.
Just wait for the next cycle and then feel free to complain about a true aggro meta. ^^
Better than increasing the deck size would be to increase the starting hand size. Just image the changes of starting with 4/5+coin cards in hand. Especially for control decks this would be game-changing *pun intended*.
Deck size is already fluid (see Rogue, Druid or Priest cards that shuffle cards into your or your opponent's deck), I don't think a bigger starting deck size would be that much better (definitely less consistent).
Hey, just checking if anyone else encountered this bug: I'm currently missing all basic cards except for Mark of the Wild. This results in me not being able to play any of my decks in standard... (It shows them missing and gives replacement options, I can't find them with the collection manager search or by reducing the set to basic cards)
Pretty sure this bug was introduced with the latest patch?
For me, it (subjectively speaking) greatly increased the time I spent with Bob (/reduced the time of battle animations). I definitely won several games which I wouldn't have won bc I wouldn't have had the time to do all the necessary things in the tavern.
Dang, there are two GHOULs in this word search - one of which doesn't work for the search. Now guess which one I found first :D
[The right one and the one starting with a G in the second ro last row going upwards]
Red Whelp seems bugged already. It reads 'At the start of combat', but if it is sniped by another Red Whelp it doesn't trigger.
Write this in the Deck desciption then...
This 'Patch' is utterly broken in what it tried to do (technically and gameplay wise):
I just face Putricide twice in three games (2nd and 4th), him having Rat Pack + Hero Power for roughly 10 dmg each
So - not only did this Hero 'sneak in', but also the stated rule that you only face each player once every 3 games is not implemented... #Indiecompany
These seem to be on quite high power levels. I reckon most of them will be played in Tier 1-3 decks!
It doesn't... Just tried it -_-
99% sure it won't as history teaches us.
Well, Crusader is definitely entitled to his opinion, but I choose to ignore it, and I guess that's the best thing to do to keep this community as good as it is. :)
But I have to admit, that I framed my message poorly. It's mostly about these achievements that happen late at night and are a pleasant surprise the next morning. I do remember some games, but I was surprised at how far I went up the arena ladder. Happens if you don't really focus, I guess. :D
This can be pretty much summarized by 'who summons a minion' and hence who should benefit by a summon. There are several minions summoning tokens for you and/or your opponent. So which of these summons should count towards your quest? That's the question at hand.
Pretty sure you DO advance your opponents quest by playing Leeroy...
Pretty likely so. Still the In-Game description is very much misleading...
So I just played Quest Hunter and encountered a very peculiar (in my opinion) inconsistency:
My question is WHY?
Apparently 'summon' is NOT dependent on the actual player summoning minions (otherwise the opponent summoning minoins shouldn't count) but 'players' (?) summoning minions?
I'm 8-0 atm and the last game I remember, I was 2-0. Anyone else know this experience? :D
PS: Dragon Warrior Archetype
PPS: Had another run where I got 11-0 and finished 11-3 sober...
EDIT: To be fair - I only play Arena when drunk, so these runs were over several days/weeks
Nice one! (Although the Reborn effect seems to not work with the Quest Aura - summons a 4/1 instead of a 4/4)
It's less about armo(u)r/healing but about direct face damage that priest can't compensate.
EDIT: Fifth game, I just got a Lightspwan from Evoke, so it's not legendary-only, still quite lopsided...
EDIT2: I've seemed to enjoy the most legendary (pun intended) Invoke streak ever. I've played 2 games in Standard Casual and got 2 Legs out of 10 invokes, so don't mind the post below. (Although it's a prime example of 'everything is possible, just unlikely')
-------------------
So I've been playing Invoke (Highlander) Priest recently and I noticed that I predominantly (maybe even exclusively) get Priest Legendaries. Over four games so far I got:
I DO know that this is a small*ish sample size BUT nonetheless it rises suspicion as there are more non-legendary priest minions than legendary ones (10 vs 29 if i counted correctly) and the probability of my sample already is <(1/3)^17 (**) which is incredibly small already.
Furthermore, you do get other minions by using the actual hero power (contrary to the Invoke keyword)
Any thoughts/ideas/falsifications?
IF this is true, I feel that the Invoke keyword is actually WEAKER than I thought. Most of the time your early game minions won't give you the needed midgame but only get your hand clunky. For me this even feels like a hidden nerf/bug.
Usually, at this point of the year, Control gets their hot decks. Aggro should be the strongest during the first expansion each year as it is much harder for other decks to keep the board in check. (Boardclears are only getting added step by step)
However as other people already pointed out: There are way to many pseudo-infinite value generators at the moment plus several viable midrangey decks (I'd count Shaman for this purpose) to keep Control in check. Hence Aggro *could* still play to their hearts content.
Just wait for the next cycle and then feel free to complain about a true aggro meta. ^^
Better than increasing the deck size would be to increase the starting hand size. Just image the changes of starting with 4/5+coin cards in hand. Especially for control decks this would be game-changing *pun intended*.
Deck size is already fluid (see Rogue, Druid or Priest cards that shuffle cards into your or your opponent's deck), I don't think a bigger starting deck size would be that much better (definitely less consistent).
EDIT: Restarting fixed the problem
---------------------------------------------------
Hey, just checking if anyone else encountered this bug: I'm currently missing all basic cards except for Mark of the Wild. This results in me not being able to play any of my decks in standard... (It shows them missing and gives replacement options, I can't find them with the collection manager search or by reducing the set to basic cards)
Pretty sure this bug was introduced with the latest patch?
For me, it (subjectively speaking) greatly increased the time I spent with Bob (/reduced the time of battle animations). I definitely won several games which I wouldn't have won bc I wouldn't have had the time to do all the necessary things in the tavern.