Well it does have both achievements for gold and dailies for gold. How is a challenge different?
Hearthstone
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(February 14th, 2014, 20:35)sunrise089 Wrote: Well it does have both achievements for gold and dailies for gold. How is a challenge different? Challenge is something like "Defeat all of X minion's, opponent starts with X minions" against an AI, complete it and you get gold the first time. For a Hearthstone equivalent, it could be something like... "Beat X opponent. They have an indestructable Sword of Justice". And if you win, you get X gold the first time. Rather than dailies against humans and the low amount of achievements. Basically, it is doing something that is hard (usually against a non-human) instead of just doing normal stuff.
Devs have said that Achievements and Adventures will be in the game either at release or shortly after. Adventures are supposed to be new quests, new game modes, and new cards as rewards, all in a PvE set-up. They haven't given many more details though.
Ah, I did not know that. I look forward to that a lot.
In other news, I just reached Rank 11 with my Paladin deck, which is the highest I've ever gotten. Much rejoicing. The Decklist, though I doubt much will be found interesting, but feel free to tell me what I'm doing wrong. My only legendaries are Cairne and Baron Geddon without enough to craft yet. EDIT: Rank 10!
My opponent plays turn 1 mad bomber. All three bombs hit me.
I respond with my own mad bomber. The first two kill his guy, third one hits him. He then plays his second mad bomber. The first two kill my guy, third one hits me. I'm out of mad bombers, so I lose. (In just 4 more quick turns, ending my run at 11-3. Grrrr.) (February 14th, 2014, 23:14)Kuro Wrote: In other news, I just reached Rank 11 with my Paladin deck, which is the highest I've ever gotten. Much rejoicing. A few thoughts on the deck: Cult Master seems like it would have synergy with the Paladin's hero power but I think you are running so many divine shields that it loses a lot of its value. I'd rather have another Hammer of Wrath or a Yeti. Also, Yetis have come back strong in the meta since the Dark Iron Dwarf nerf. I'd probably find room for 2 of them in this deck. I don't really like Blessing of Kings - it goes 1 for 1 more often than not. It does give you some late game threat but with so many good 4-drops I'd rather run a Boulderfist Ogre or Stormwind Champion or another Guardian for lategame. Dire Wolf Alpha is not a very good card and 2 oozes seems like overkill. Do you have any more Paladin specific cards? Running 2 Equalities is really important for Paladin and then you don't have to worry as much about early game. You see a lot of Wild Pyromancers in Pally decks too. (February 15th, 2014, 10:51)Sir Bruce Wrote:(February 14th, 2014, 23:14)Kuro Wrote: In other news, I just reached Rank 11 with my Paladin deck, which is the highest I've ever gotten. Much rejoicing. I was thinking of Equality + Pyromancer, but I haven't really run into a lot of times I'd want it, though I'll probably try it anyway because it's great removal. What I was actually thinking of adding in was Knife Jugglers, though I'd need to craft them: They seem like quite nice value. I was using Dire Wolf Alpha for the ability to trade off Paladin hero power minions for 3/2s, and to an extent to trade Argent Comamnder with 5 healths and Scarlet Crusader with 4 healths, but it might not be pulling it's weight. The 2 oozes might be overkill, but I found there's a lot of warriors and Paladins as I climbed and they really help against Axes/Reapers and Truesilvers. Could reduce an Ooze and a Dire Wolf for 2 Knife Jugglers or 2 Wild Pyros or something. The two areas I'll strongly disagree with are Blessing and Cult Master: Cult Master has won me a lot of games and while Divine Shield might seem like anti-synergy, it actually seems to help I find. Stuff like Scarlet Crusader and Argent Commander has quite low health, so it'll probably die when the shield goes down. You can do stuff like have a Master and a Crusader out to force the opponent to deal with the Master before pinging and summoning a Master if they can't kill the Crusader after the Shield goes down likely makes it a 3-for-1. And late game, the value of suiciding hero power minions or even smaller minions for draws is obscene. Blessing of Kings is pretty great, I find. At worst, it functions as a 4 damage spell that needs a guy, which isn't bad, but it finishes a lot of games. In addition, it's not uncommon to put it on a creature, have it survive and kill something else or force them into dealing with it ASAP due to the now large attack. (It's also why I want Leeroy: Leeroy + Blessing is an instant 10 damage, giving me a 6 to 10 damage finisher with psuedo-Warlock). And it isn't even that bad of a late game draw, because at worst I can summon a Silver Hand Recruit and BoK for a vanilla 5/5 for 5. It also works surprisingly well with things like Scarlet Crusader and Argent Protector, because you can bring Crusader up from 1 HP or put a Divine Shield on it to either protect it or to keep it from damage. I had to choose it or Hammer of Wrath while making this Deck and I found BoK tested better. I'll definitely consider finding room for Yetis, Equalities or Equalities + Pyros though. I was also thinking of replacing a Guardian with a second Stormwind. (Though what I really want to do is craft a Ragnaros...) EDIT: Also, do you think this would be a good deck for Sword of Justice?
This article comments on a Paladin deck. This is what it has to say about BoK:
Quote:What else gets ‘em dead? Blessing of Kings! What, really? Yes, really! Blessing of Kings is often disregarded for its situational nature. It requires you to have a minion in play. If you want to get any value out of it, the minion you play it on needs to be able to attack that turn or risk being Silenced or otherwise dealt with in some efficient fashion. Essentially, Blessing of Kings can set you up to get blown out pretty badly as playing it typically requires you to invest two cards in a minion that can be removed by one of your opponent’s cards. Let’s think about the card a little differently though. If your goal is to deal damage, Blessing of Kings is basically a 4/4 with Charge for four mana. That’s a pretty sweet deal! Most people also don’t expect it and fail to prepare for it. This allows you some huge game winning swings. We only play one because it is near the top of our curve and is still somewhat situational despite the number of Charge minions we run. |