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Hearthstone QQ Therapy - Page 15

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MoonfireSpam
Profile Blog Joined September 2010
United Kingdom1153 Posts
Last Edited: 2013-11-01 14:01:20
November 01 2013 14:01 GMT
#281
Need therapy for retaded mage draw. Comboed himself to +4 spellpower on turn 6 and had 3 arcane explosions, 2 frost bolts and fireball in hand.

Failed to draw anything to clear that.
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
November 01 2013 15:31 GMT
#282
On November 01 2013 12:23 Kisra wrote:
Show nested quote +
On November 01 2013 11:23 kongoline wrote:
the thing with priest is against them you are fucked late game but atleast u can rush them or counter with things like 4attack monsters, aggro decks etc (still kinda annoying cuz they limit options for other classes), while vs mage you are just fucked no matter what you do


Except priest has Northshire Cleric, which makes a huge difference in what you can play turn 1-3. Don't have a 3 attack drop to get out early? Enjoy not being able to do anything. The moment you do, the priest can play their next turn using 2 mana to deal 1 damage and draw a card (attack with the Cleric non-fatally and card draw).

Priest is less consistent than mage, but fuck me if you get behind against a priest there is just no recovery, and they have so many ways to get ahead. Got into a game on my Paladin earlier where the Priest had NSC turn 1, SWP'd my Ooze and PW:S next turn to have a source of card draw I just could not handle with my opening hand.

The problem snowballs from there; you give a priest card draw and they get all their efficient clearance spells and take board control through card advantage, or you give up board control and you get screwed over through powerful creatures. It is the combination of this: card draw, strong creatures, strong removal that makes priest so strong. Aggro mage right now can play more consistently and uniformly, but a priest getting the right cards can just leave you helpless; and that's a really godawful feeling.


This is a good summary. Priest opening play (nsc + swp or holy smite) creates a barrier that prevents you from playing anything until turn 4, and pw:s makes it even harder.

Once they have creatures out, you simply have to deal with them or else they will overrun you. The vast amount of kill spells available to a priest combined with the heal means that they can keep their minions alive much longer than any other class. How often has that 2/7 berserker stayed out as a big threat under a priest vs any other class? Double health + PWS + Inner Fire is a set of buff-spells that put every other class to shame, even paladin.

If you face a Druid with card advantage, you play around the big threats - starfire, starfall, swipe, wrath. If you face a Priest with card advantage you can't play around anything. They have an answer to every board state.
aka Siyko
e4e5nf3
Profile Blog Joined October 2007
Canada599 Posts
November 01 2013 16:29 GMT
#283
Had the most frustrating arena game loss against a shaman. On his first turn he played the 1 mana Dust Devil (3/1 with windfury at the cost of 2 overload) and I literally had nothing to counter it until turn 4. It singlehandedly did 18 damage to my hunter. Although my own deck had a bunch of 2-3 mana minions none of them showed up to help me. I never gained board control after that and at turn 8 he finished me off with bunch of lusted murlocs and a raptor.
King takes Queen
DiLiGu
Profile Joined December 2011
United States185 Posts
November 01 2013 17:33 GMT
#284
On November 02 2013 01:29 e4e5nf3 wrote:
Had the most frustrating arena game loss against a shaman. On his first turn he played the 1 mana Dust Devil (3/1 with windfury at the cost of 2 overload) and I literally had nothing to counter it until turn 4. It singlehandedly did 18 damage to my hunter. Although my own deck had a bunch of 2-3 mana minions none of them showed up to help me. I never gained board control after that and at turn 8 he finished me off with bunch of lusted murlocs and a raptor.


that's just rough luck. I had to take Dust Devil out of my deck because they're useless against most decks - 1 hp means it can be removed by anything, and you fuck your tempo.
DiLiGu
Profile Joined December 2011
United States185 Posts
November 01 2013 17:33 GMT
#285
On November 01 2013 23:01 MoonfireSpam wrote:
Need therapy for retaded mage draw. Comboed himself to +4 spellpower on turn 6 and had 3 arcane explosions, 2 frost bolts and fireball in hand.

Failed to draw anything to clear that.


It's ok, Priests are so fucking retarded that Mages aren't even on the radar of retarded crap.
willoc
Profile Joined February 2011
Canada1530 Posts
November 01 2013 17:53 GMT
#286
I love how Blizzard isn't balance patching this game until after Blizzcon because of their super serious tournament.
Be bold and mighty forces will come to your aid!
serum321
Profile Joined January 2012
United States606 Posts
November 01 2013 18:19 GMT
#287
I don't understand what the fuss is all about, besides maybe shaman needing some loving every other champion feels overpowered when I play it. One thing I can get behind though is northshire cleric needs to be nerfed to 1/2 or cost 2.
Kupo
Profile Joined May 2010
Sweden151 Posts
November 01 2013 19:15 GMT
#288
Sigh, even with 10+ 2 drops in the deck I don't manage to draw or mulligan one before turn 3 (owl...). Meanwhile the priest gets the perfect cards to make any kind of comeback impossible.
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
November 01 2013 19:23 GMT
#289
I really wish you started with 5 cards instead of 3.

- Getting a 2-or-3 mana minion is so incredibly important to the tempo of the rest of the game
- This means you need to have a lot of 2/3 cards in your deck to ensure you'll hit those marks
- This means you won't have too many large creatures or they'll mess with your curve, and not too much synergy/combos other than what comes free with cheap minions
- Naturally you'll have a limited supply of large threats, so someone like Priest who traditionally runs 2x SW:D and MC will always have more answers to large creatures than you have large creatures.

I feel like this encourages every constructed deck to be mostly the same, and the game has a huge luck component around the first three turns. If you run a standard curve (~1/3 are <= 3 mana), then there's a decent chance you can mulligan your entire hand and still have no plays the first three turns, and spiral down to a loss.

Starting with 5 cards in your hand would allow you to experiment a lot more with decks instead of relying on the same 2-drops we've all seen a million times.
aka Siyko
Glacierz
Profile Blog Joined May 2010
United States1244 Posts
November 01 2013 19:46 GMT
#290
On November 02 2013 04:23 fdsdfg wrote:
I really wish you started with 5 cards instead of 3.

- Getting a 2-or-3 mana minion is so incredibly important to the tempo of the rest of the game
- This means you need to have a lot of 2/3 cards in your deck to ensure you'll hit those marks
- This means you won't have too many large creatures or they'll mess with your curve, and not too much synergy/combos other than what comes free with cheap minions
- Naturally you'll have a limited supply of large threats, so someone like Priest who traditionally runs 2x SW:D and MC will always have more answers to large creatures than you have large creatures.

I feel like this encourages every constructed deck to be mostly the same, and the game has a huge luck component around the first three turns. If you run a standard curve (~1/3 are <= 3 mana), then there's a decent chance you can mulligan your entire hand and still have no plays the first three turns, and spiral down to a loss.

Starting with 5 cards in your hand would allow you to experiment a lot more with decks instead of relying on the same 2-drops we've all seen a million times.


So you are saying we should start with 20% of the deck already drawn (5+1 draw before turn 1)? If this ever happens you will see nothing BUT combo decks.
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
November 01 2013 20:00 GMT
#291
On November 02 2013 04:46 Glacierz wrote:
Show nested quote +
On November 02 2013 04:23 fdsdfg wrote:
I really wish you started with 5 cards instead of 3.

- Getting a 2-or-3 mana minion is so incredibly important to the tempo of the rest of the game
- This means you need to have a lot of 2/3 cards in your deck to ensure you'll hit those marks
- This means you won't have too many large creatures or they'll mess with your curve, and not too much synergy/combos other than what comes free with cheap minions
- Naturally you'll have a limited supply of large threats, so someone like Priest who traditionally runs 2x SW:D and MC will always have more answers to large creatures than you have large creatures.

I feel like this encourages every constructed deck to be mostly the same, and the game has a huge luck component around the first three turns. If you run a standard curve (~1/3 are <= 3 mana), then there's a decent chance you can mulligan your entire hand and still have no plays the first three turns, and spiral down to a loss.

Starting with 5 cards in your hand would allow you to experiment a lot more with decks instead of relying on the same 2-drops we've all seen a million times.


So you are saying we should start with 20% of the deck already drawn (5+1 draw before turn 1)? If this ever happens you will see nothing BUT combo decks.


We'd see nothing but decks where the cards have synergy with each other, rather. There are some gimmicky 'all-in'ish type cards where you put three buffs on a minion to make it a 10/10, but that's a gimmicky play that I don't like either. You're just gambling the entire game on whether or not the opponent has an answer.

Rather, with more synergy amongst a deck, we might see cards working together in interesting ways that don't always use the same metrics of 'board presence vs card advantage' applied to every situation

In the same vein, I think there's too many cards that just neutralize a single threat. Every class has at least one of these cards (except Druid), and I think it takes a lot away from the theme of the deck. I never feel like an Ironbark Protector is an 8/8 that makes my board presence very scary. Rather, it's a generic 'threat' and my opponent needs to spend a card to deal with it. You often don't need to think about how to deal with a particularly scary card - you have your 'threats' and 'answers' in separate bags and decide whether you need to spend one from the latter or save it for something worse.
aka Siyko
Ambrosia_
Profile Joined October 2013
20 Posts
November 01 2013 20:02 GMT
#292
If you are crying about priests in arena, sure, they're rigged as hell. All they really need to be fixed is a bump in rarity on Mind Control though.

If you are crying about priests in constructed, they arent even that good. Tons of the top decks have great matchups against them, specifically unleash combo hunter, aggro mage, even something like a murloc deck. If you are losing to priest, odds are your deck just isn't competitive.
Glacierz
Profile Blog Joined May 2010
United States1244 Posts
Last Edited: 2013-11-01 20:47:09
November 01 2013 20:43 GMT
#293
On November 02 2013 05:00 fdsdfg wrote:
Show nested quote +
On November 02 2013 04:46 Glacierz wrote:
On November 02 2013 04:23 fdsdfg wrote:
I really wish you started with 5 cards instead of 3.

- Getting a 2-or-3 mana minion is so incredibly important to the tempo of the rest of the game
- This means you need to have a lot of 2/3 cards in your deck to ensure you'll hit those marks
- This means you won't have too many large creatures or they'll mess with your curve, and not too much synergy/combos other than what comes free with cheap minions
- Naturally you'll have a limited supply of large threats, so someone like Priest who traditionally runs 2x SW:D and MC will always have more answers to large creatures than you have large creatures.

I feel like this encourages every constructed deck to be mostly the same, and the game has a huge luck component around the first three turns. If you run a standard curve (~1/3 are <= 3 mana), then there's a decent chance you can mulligan your entire hand and still have no plays the first three turns, and spiral down to a loss.

Starting with 5 cards in your hand would allow you to experiment a lot more with decks instead of relying on the same 2-drops we've all seen a million times.


So you are saying we should start with 20% of the deck already drawn (5+1 draw before turn 1)? If this ever happens you will see nothing BUT combo decks.


We'd see nothing but decks where the cards have synergy with each other, rather. There are some gimmicky 'all-in'ish type cards where you put three buffs on a minion to make it a 10/10, but that's a gimmicky play that I don't like either. You're just gambling the entire game on whether or not the opponent has an answer.

Rather, with more synergy amongst a deck, we might see cards working together in interesting ways that don't always use the same metrics of 'board presence vs card advantage' applied to every situation

In the same vein, I think there's too many cards that just neutralize a single threat. Every class has at least one of these cards (except Druid), and I think it takes a lot away from the theme of the deck. I never feel like an Ironbark Protector is an 8/8 that makes my board presence very scary. Rather, it's a generic 'threat' and my opponent needs to spend a card to deal with it. You often don't need to think about how to deal with a particularly scary card - you have your 'threats' and 'answers' in separate bags and decide whether you need to spend one from the latter or save it for something worse.


What you call "gimmicky" all-in decks will be made a lot more consistent with that kind of opening. The reason you call them gimmicky is because they tend to fizzle, and it's because you can't dig deep enough into your deck before dying (the hunter 1TK tend to end up a card short before dying on turn 7 after over 2/3 of the deck is drawn). Don't forget having 2 extra cards in opening makes the entire mulligan math different too. Unlike MtG, you have the choice on what to mulligan, not just tossing away the whole hand to get a new one.

Take a look at this guy's post on my thread:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=433703#11
Glacierz
Profile Blog Joined May 2010
United States1244 Posts
Last Edited: 2013-11-01 20:58:07
November 01 2013 20:56 GMT
#294
On November 02 2013 05:02 Ambrosia_ wrote:
If you are crying about priests in arena, sure, they're rigged as hell. All they really need to be fixed is a bump in rarity on Mind Control though.

If you are crying about priests in constructed, they arent even that good. Tons of the top decks have great matchups against them, specifically unleash combo hunter, aggro mage, even something like a murloc deck. If you are losing to priest, odds are your deck just isn't competitive.


Murlocs are surprisingly strong... I think my record against it is 1-4 or something on Masters 3. Probably because I never mulligan for it. Blood imp, blood imp, murloc flood, all of them with 4+hp before turn 5. Makes me wish I was mage everytime this happens.
RagequitBM
Profile Joined November 2011
Canada2270 Posts
November 01 2013 20:57 GMT
#295
Arcane missiles are lame hahah.
+1 spellpower, hits my 1 health minion, and my 3 health minion 3 times. If it didn't do that I would have won. Lost because it did. Oh well, at least it's exciting I guess.
Twitch.tv/Ragequitbm for all the fans
Aceace
Profile Joined June 2011
Turkey1305 Posts
November 02 2013 00:29 GMT
#296
On November 02 2013 05:56 Glacierz wrote:
Show nested quote +
On November 02 2013 05:02 Ambrosia_ wrote:
If you are crying about priests in arena, sure, they're rigged as hell. All they really need to be fixed is a bump in rarity on Mind Control though.

If you are crying about priests in constructed, they arent even that good. Tons of the top decks have great matchups against them, specifically unleash combo hunter, aggro mage, even something like a murloc deck. If you are losing to priest, odds are your deck just isn't competitive.


Murlocs are surprisingly strong... I think my record against it is 1-4 or something on Masters 3. Probably because I never mulligan for it. Blood imp, blood imp, murloc flood, all of them with 4+hp before turn 5. Makes me wish I was mage everytime this happens.


2nd turn warlocks are amazing. Not only murloc decks. They are generally extremely benefits from getting +1 card and coin.

Voidwalker + coin + blood imp > demonfire = welcome turn 2 3/6 taunt minion. That really sucks. They immediatly get a huge tempo and big presence on board at turn 2.

My qq. Blizzard should limit legendary count to something like 2 or 3. Its a pain playing top masters with only rares and epics. Last guy used Sylvanas, Black Knight, Ysera and Rag. How am i supposed to stop that?
Dün dündür, bugün bugündür. (Yesterday was yesterday, today is today)
WaveofShadow
Profile Blog Joined April 2010
Canada31494 Posts
November 02 2013 07:30 GMT
#297
My first 0-3 ever.
Fuck this game.
I just don't know what I'm doing apparently.
twitch.tv/waveofshadow ||| Winner of AHGL's So You Think You Can Cast! ||| Juicy Dad for lyfe ||| 'idk i get a kick out of stupid things' - Jarms Yarng
Goibon
Profile Joined May 2010
New Zealand8185 Posts
November 02 2013 07:48 GMT
#298
I'm in a huge arena slump it's amazing. I drafted an awesome beast deck today. Had a heap of buzzards, animal companions, plenty of traps. Curve looked sweet. But it clearly lacked something because my opponents just killed everythin i played and i got compeletely out card advantaged. Was awful.

I usally don't feel good about the decks i draft. The ones which feel bad tend to go well, and the ones i feel really good about tend to just suck hard. This deck looked awesome but didn't deliver on anything. I'm not gonna blame going up against 3 Priests.

Clearly i have no idea what i'm doing either.
Leenock =^_^= Ryung =^_^= Parting =^_^= herO =^_^= Guilty
Goibon
Profile Joined May 2010
New Zealand8185 Posts
Last Edited: 2013-11-02 09:11:11
November 02 2013 08:20 GMT
#299
+ Show Spoiler +
this isn't a QQ but i was sitting there watching my opponent do nothing for several minutes, thinking he was hacking or something.

i was never getting a turn, but i could see him doing things like targetting different cards but never playing anything i thought he just had some weird 'infinite turn length' hack going on. i thought bro, you're messing with the wrong no lifer if you think you can get me to quit

then all of a sudden the game speeds through a dozen turns, mine and his, with him playing cards and attacking and me just drawing my card every turn. took about 20 seconds for him to 'beat' me.

i want to say it was some kind of lag thing but there was no indication whatsoever that i was lagging. the game just never actually gave me a turn. odd.


edit: ok sounds like it's this, except the game only 'halted' for me, not him
http://us.battle.net/hearthstone/en/forum/topic/9948104738
i will turn this back into a QQ now
Leenock =^_^= Ryung =^_^= Parting =^_^= herO =^_^= Guilty
NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
November 02 2013 08:45 GMT
#300
On November 02 2013 16:30 WaveofShadow wrote:
My first 0-3 ever.
Fuck this game.
I just don't know what I'm doing apparently.

wot? plz
msg me tmr
ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
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