I'd say a good 7-8% of my wins come through fatigue, and about 2-3% of my losses occur when my opponent is fatigued, but I have absolutely no card draw in my deck.
A completely unrelated note: Since I've reached rank 6, I've noticed literally nobody ever ends with "well played" anymore, and sometimes they don't even give greetings. I mean, by all means, feel free to take it seriously, but being good-natured is pretty important in my book.
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.
(January 5th, 2014, 23:15)Merovech Wrote: I'd say a good 7-8% of my wins come through fatigue, and about 2-3% of my losses occur when my opponent is fatigued, but I have absolutely no card draw in my deck.
A completely unrelated note: Since I've reached rank 6, I've noticed literally nobody ever ends with "well played" anymore, and sometimes they don't even give greetings. I mean, by all means, feel free to take it seriously, but being good-natured is pretty important in my book.
I don't give any emotes. Maybe I'm just lazy? The emotes are so basic that I feel like they can't express anything anyway.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
(January 5th, 2014, 23:15)Merovech Wrote: I'd say a good 7-8% of my wins come through fatigue, and about 2-3% of my losses occur when my opponent is fatigued, but I have absolutely no card draw in my deck.
A completely unrelated note: Since I've reached rank 6, I've noticed literally nobody ever ends with "well played" anymore, and sometimes they don't even give greetings. I mean, by all means, feel free to take it seriously, but being good-natured is pretty important in my book.
I don't give any emotes. Maybe I'm just lazy? The emotes are so basic that I feel like they can't express anything anyway.
Yeah, it's not really a big deal; I'm just used to seeing them every game.
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.
(January 5th, 2014, 23:15)Merovech Wrote: I'd say a good 7-8% of my wins come through fatigue, and about 2-3% of my losses occur when my opponent is fatigued, but I have absolutely no card draw in my deck.
A completely unrelated note: Since I've reached rank 6, I've noticed literally nobody ever ends with "well played" anymore, and sometimes they don't even give greetings. I mean, by all means, feel free to take it seriously, but being good-natured is pretty important in my book.
I don't give any emotes. Maybe I'm just lazy? The emotes are so basic that I feel like they can't express anything anyway.
Yeah, it's not really a big deal; I'm just used to seeing them every game.
I try to kill people so fast that they don't have time too say WP.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
Not a huge deal, but I wish there were separate emotes for 'nice play' vs 'gg.' If someone does something clever when I'm at low health but may still win I'd like to be able to complement that without them thinking I'm conceding.
Agree with sunrise on the 'gg' emote, but I'm a big fan of the limited emote system. It's much nicer not being on the other end of a barrage of abuse on the rare occasion I come up against an asshole.
I've been playing mainly in the Arena for the last few days - I figure that there's little point hitting the ranked ladder before this mythical reset, and in any case I enjoy Arena far more than Constructed - and after a few false starts of 4-5 win decks, I've hit a purple patch. Yesterday I took a Paladin deck out for a spin and hit 10 wins, although I was a little disappointed not to go further; I came up against an excellent Mage deck which I lost to twice. The Paladin deck was really strong; 2 Consecrates, 2 Hammers of Wrath, 2 Blessings of Kings, Guardian of Kings, a strong curve and very strong neutral minions.
The run included a game against a Warrior deck at 9 wins. It was looking like a routine victory until a highly improbable series of events occurred. I had card advantage, 25 health and lethal on the board, including a Stormwind Champion, when he plays Ragnaros. Fair enough, I think, no problem. As long as it doesn't hit my Stormwind, I'm fine. There are four other minions on the board.
It hits my Stormwind, killing it.
OK, no problem, I've got a bunch more to put down. I kill the Rag, put a Yeti and an Ogre down, hit his face with the remainder. He's down to 6 health, everything is hunky-dory. No way he can clear this lot. Out comes Grommash Hellscream, which clears my Yeti and, along with a Whirlwind/Execute combo, my Ogre. It's now a 10/5 or something ridiculous. Gulp. I flood the board with chumpsicles, hoping to give him too many targets to kill.
He clears my board apart from a 1/1 recruit (I don't remember how) hits my face and plays a second Ragnaros. What?! I didn't know this was even possible. I have no cards now - he has 4 health, so I need something that does 3 damage. Ragnaros hits my face, and I'm down to 7. I need that card that does 3 damage!
Blessing of Kings. GG. Recruits OP, pls nerf.
Today I've started a Druid run, and it's gone surprisingly well. I attribute this to the strong curve and strong neutral minions -- this seems to be the overall key to a strong run. As long as you have a handful of 2-drops, a handful of 3-drops, some lategame and minions that trade efficiently, that's good enough to win against 75%+ of the decks out there. I'm currently 6-0, and will finish off the run tonight or tomorrow morning. The deck is attached.
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.