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Hearthstone

This game is pretty fun but I'm a total noob at CCGs. Seems pretty easy to advance up the ladder with minimal skills. I think I'm Plat 2 after only 10-15 ranked games played. I've been using a Hunter-Unleash the Hounds deck which seems kinda cheesy as maybe 40% of the time I can one-turn kill on round 7 or 8 and another 20% of the time I can still win.

My one real complaint is that the Free-To-Play pacing seems too slow. There are daily quests which give roughly half a pack, which takes maybe 30 minutes to an hour max. But aside from the daily each win is 3% of a pack and each loss is 0%. Since a game is roughly 5-10 minutes and as a noob I only win 50-60% of my games that is A LOT of time (several hours) to get one pack. Plus it feels bad to lose and not make any progress towards packs/cards. I know that prevents loss-spamming but it still sucks.
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What are features people would like to see added? My short list (so far) is

- match history/replays
- friend spectating
- ability to actually chat with opponent (make this opt-in to avoid ridiculous flaming)
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First of all, and most importantly, I'd like the ability for me to play the game to be added.

Apart from that, replays (or recaps) are probably the only thing hugely necessary. Chat with opponents was left out as a design decision and I'm pretty sure will stay that way.
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One more: Being able to spectate or view other player's decks (once they've been played at least once) would be nice.
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Tournaments and proper ranked mode. Non-arena matches need some meaning or else it will get boring fast.
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Everyone loves unlucky RNG stories, right?

Game 1 today: Priest opponent had a 32/32 Gurubashi Berserker by turn 6 and my two deadly shots missed on turns 5 and 6. frown

Game 2 today: I draw 28 of 30 cards and don't draw either of my Unleash The Hounds. frown
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Heh. The first one is dodgy removal I guess... the second just bad luck though :D

Would you mind posting your deck? I'd be interested to see how it differs (if at all) from the chanman one.
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My current deck is:

2x Arcane Shot
2x Tracking
2x Unleash the Hounds
2x Stonetusk Boar
2x Timber Wolf
2x Young Dragonhawk
2x Explosive Trap
2x Bloodfen Raptor
1x Bluegill Warrior (!)
2x Direwolf Alpha
1x Scavenging Hyena
2x Starving Buzzard
2x Animal Companion
2x Deadly Shot
2x Kill Command
2x Multi-shot

I'm missing some cards that I want to add. Possibilities: flare, freezing shot, eaglehorn bow, explosive shot. Cards to be removed: Bluegill warrior, scavenging hyena, one of the kill commands or multi-shot. Finding the right balance of early removal is the tricky part of the deck. I think adding an eaglehorn is the biggest no-brainer addition right now since it's OP in general.

I ran a Stormwind or 2 for a while because it helped out when I couldn't one-turn kill but I decided it was a dead card way too often when I'd rather have removal or a low-drop beast to help the rush.

I actually like the bluegill way more than I should. Having it as an opening card lets me hit for 2 plus typically trade next turn AND use steady shot (or coin for a 3-drop). It's basically a more flexible Arcane Shot in my deck. Hmm... Maybe I should run two of them and 1 Arcane Shot.
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Cool, thanks. I think I agree broadly with your proposed changes. Not altogether sure about the Bluegill. Seems a waste of a card to me... if you're using it on turn 2, it's basically the same as your hero power. Its only real use is as a removal for your opponent's 3/2, and I'd probably rather have an Arcane Shot for that...

There are one or two cards I'd add - Ironbeak Owl is really strong (and would have shut down your Berserker before it had a chance to get rolling!). If you want a bit more higher end stuff, Chillwind Yeti is an excellent card. At 4 mana it's not too expensive, and the 4/5 stats mean it's just out of range of a bunch of spells that come in to play at about that level. It also dodges some of the higher end AoE stuff like Flamestrike.

The only removal I'd say you're missing is Explosive Shot, which does 5 to the targeted minion and 2 to adjacent minions. At 5 mana it's a little expensive, but it extends the deck a little more into the mid-game.
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Is Stonetusk Boar really worth playing? That's the 1/1 charger, right?
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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