(December 21st, 2013, 14:28)Sir Bruce Wrote: I also disenchant all my golden cards - shiny stuff is neat but I'd rather have better cards available.
Yes, I parted with my golden Argent Commander. Usually I don't care about shiny stuff, but this is definitely one of the nicer looking golden ones.
The thing is because of the recent nerf you can disenchant him for his current creation cost, so I got 800 dust and I still have 2 normal ones.
v8mark Wrote:Yeah, Jaraxxus's hero power is summoning a 6/6 infernal. That's pretty good wink
And I just checked, in addition you get a 3/8 weapon which is nice as well.
Gustaran Wrote:Yes, I parted with my golden Argent Commander. shakehead Usually I don't care about shiny stuff, but this is definitely one of the nicer looking golden ones.
The thing is because of the recent nerf you can disenchant him for his current creation cost, so I got 800 dust and I still have 2 normal ones
Sounds familiar, I did the exact same thing.
"We are open to all opinions as long as they are the same as ours."
(December 22nd, 2013, 04:28)Gustaran Wrote: Prophet Velen looks really nice - doubling all healing and spells? Yes, please. And Jaraxxus might not be that bad. I first wondered what the point of this card was, until I realized your class special and weapon changes as well. But of course if you need him something has gone wrong already.
Jaraxxus looks a lot better than he is. He is a super slow late game play in a class that is all about early game. When you play him you get a heal and a +3 charge. The following turn you get a +3 charge and can play a large minion. Only three turns after you play Jaraxxus are you really in a commanding position because you have a +3 charge, a 6-6 on board, and can guaranteed play a large minion. Those three turns are not something a Warlock typically has time for. So unless you're running a stall/slow deck to set up that situation Jaraxxus is very much a "win more" card. He's especially bad when you're losing because 1-14 healing is unlikely to save you from your opponent for 3 turns. I'd much rather play Ragnaros.
Not a bad last hour... I won five ranked games in a row to go from 15 to 13 with my very average Shaman deck, then bought three packs with some excess gold. And what pops out but Ragnaros the Firelord! Looks like I'll be hearing a lot of BY FIRE BE PURGED
(December 22nd, 2013, 09:35)Sir Bruce Wrote: Jaraxxus looks a lot better than he is. He is a super slow late game play in a class that is all about early game. When you play him you get a heal and a +3 charge. The following turn you get a +3 charge and can play a large minion. Only three turns after you play Jaraxxus are you really in a commanding position because you have a +3 charge, a 6-6 on board, and can guaranteed play a large minion. Those three turns are not something a Warlock typically has time for. So unless you're running a stall/slow deck to set up that situation Jaraxxus is very much a "win more" card. He's especially bad when you're losing because 1-14 healing is unlikely to save you from your opponent for 3 turns. I'd much rather play Ragnaros.
You certainly have a point there, but in a way the change from x to 15 health might be enough to swing the game, considering that it is not unheard of that games are decided by single turn. I just lost a ranked game, because my opponent went from 2 to 15 health and immediately used his new weapon to kill off my Murloc Warleader, delaying my attack just long enough so he could draw his Twisting Nether.
Of course this is anecdotal evidence, but I think the main reason Ragnaros and Ysera are so popular is that you gain an immediate guaranteed positive effect (either 8 damage or dream card) even if your opponent removes the minion as soon as possible.
Also, while this might be only a sidenote at the moment you can instakill Jaraxxus with Sacrificial Pact, which is probably one of the funnier ways to win a game: http://www.youtube.com/watch?v=ha0MlxA-K7w
v8mark Wrote:And what pops out but Ragnaros the Firelord! Looks like I'll be hearing a lot of BY FIRE BE PURGED
GZ
I must admit I am getting the impression that certain decks get a huge boost through epic and legendary cards and using "sensible" basic and common cards only gets you so far.
At the moment I am trying to get a feel for the Paladin class and played the I Let The Dark In deck without Tirion and 2x Sword of Justice a few days ago with disappointing results. Today I added those cards and it makes such a huge difference, it's like playing a different game. (The icing on the cake was that I killed my opponent at the last possible turn with the remaining charge of Ashbringer. )
ARRRRGH!
Battle.net just cut out on me at 7-2, while I was winning the 10th game. Arena run over, possibly bugged again (last time this happened to me, they fixed the bug with the patch update, but I'm not checking right now). The deck was soooo good, felt like it had an outside chance at 12 wins, definitely had the 8th wrapped up.
On the plus side, my rewards for this aborted game included my first legendary: Ysera. Now I just have to figure out how to put her into my Shaman deck...
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.
As a new player, what do I want to be doing to earn more than the ~20 expert cards I have now? Practice games seem to only unlock free level cards. Do I need to play X games per class in the normal matchmaking system?
(December 23rd, 2013, 14:04)sunrise089 Wrote: 3/2 in arena now!
As a new player, what do I want to be doing to earn more than the ~20 expert cards I have now? Practice games seem to only unlock free level cards. Do I need to play X games per class in the normal matchmaking system?
Just play as much arena as you can if you want to unlock cards the fastest, an arena run costs 150 gold but since you always get a card pack as a reward (even for 0-3) then you only need 50 gold to "break even". I think you usually get 50 from going 2-3 or better. As I think someone previously stated, its around 7 arena wins which gives you 150 gold back.
Yes its a grind to get new cards this way but Blizzard wants to make money and tempt people into spending money to make this card acquiring process a lot faster.
"We are open to all opinions as long as they are the same as ours."
(December 23rd, 2013, 14:04)sunrise089 Wrote: 3/2 in arena now!
As a new player, what do I want to be doing to earn more than the ~20 expert cards I have now? Practice games seem to only unlock free level cards. Do I need to play X games per class in the normal matchmaking system?
Step 1: Play all heroes to level 10 to unlock all basic cards (and get the achievement for 100 gold).
Step 3: Decide now, if you want to spend any money. If you want to buy packs for real money, I would strongly advise to do it in the beginning, since it gives your decks an early boost and you have less duplicates than after farming gold for 1-2 months.
Step 4: Do the daily. A daily gives ~40 gold , along with the 10 gold for 3 wins that makes 50 gold. So basically you get a free pack every two days.
Step 5: If you are mainly interested in playing with constructed decks, just buy your pack every two days. If you enjoy arena and are good at it (usually 6 or 7 wins) you can enter an infinite arena loop, which means you win a pack and get your starting money back and enter a new arena cycle right away, winning another pack, etc
The only problem is if you are stuck at 3 or 4 wins and don't particularly like arena, because then it's faster to just buy packs and play constructed modes.
Step 6: Think about what you craft. The chance to get a common or rare card from a booster is rather high, so I would suggest not using your dust on those cards. I crafted a bunch of rares and decided to buy packs later and got a lot of those rares from boosters as duplicates. Since disenchanting a card only gives 1/8 of the crafting cost this was not a good deal.
Step 7: Disenchant golden cards (especially if they have been changed by Blizzard recently, because for a short time crafting and disenchanting value are equal).