On June 30 2017 19:09 iCanada wrote: I dunno. I ignored hearth because I was told it was a lame top casual game. But today I embraced being an old casual. Had fun.
How many games I gotta win though until people stop seeming like they actively trying to lose? And what kinda deck value I need to play ranked?
Depends.
Do you want to play ranked and soar up to legend? You probably need some considerable value. There'll be "cheap" versions of decks but for someone who literally just stated those will be a ways off.
Do you just want to muck around with decks you enjoy? All that matters is your attitude. You'll probably hover between ranks 20-15 for a long time but as long as you're just enjoying the games and not caring about your rank you'll have fun.
Either way I'd say figure out what kind of deck style you like first (control vs mid-range vs aggro, what kind of gimmicks you enjoy, etc.) and go from there.
Yeah but there's a pretty noticeable lull between them. SC2 you can basically watch a competitive match at any time (of varying degrees of quality, of course), which is great, but I like both.
On July 01 2017 00:02 iCanada wrote: Wait does Rogue have a slow start? Half their class specific cards let you 2 for 1. Must be sine broken ass shit in this game.
Depends on the style of Rogue. Tempo Rogue is very aggressive and uses those 2 for 1 cards to establish board presence and just beat down the opponent. Jade Rogue can be very slow, though there are tempo variants. Mill Rogue is super slow, especially the deathrattle/N'zoth versions running around Wild, but it's a very rare archetype at this point thanks to Jade. Quest Rogue is fast or dead.
what bout Priest, I remember reading lots of Priest=dead stuff, still the case? + Show Spoiler +
I actually have a smart phone, and generally an hour to kill a day at work, all that time I spent saying HS sucks, and here I am starting to play it rip
So... I design gas plants. I work at a company with a name close to a local utility company. Part of my job is doing technical consultations with customers to give budget numbers and such because our salesman are ill-equipped.
last 30 minutes of my life;
Him: Hi I'd like a utility hookup for next week.
Me: We don't do those...
Him: Haha! I live at XXX.
Me: No seriously we don't deal in utilities...
Him: Hahaha! My account is XXX. Here is all my personal information and keys to my identity.
Me: We don't deal in utilities, we fabricate gas plants.
Him: Ok, jokes not reallly funny anymore. So when you think you'll be by?
On July 01 2017 00:54 Sunaj wrote: what bout Priest, I remember reading lots of Priest=dead stuff, still the case? + Show Spoiler +
I actually have a smart phone, and generally an hour to kill a day at work, all that time I spent saying HS sucks, and here I am starting to play it rip
Priest=dead was a meme from two expansions ago. MSG added Drakonid Operative and Kazakus and Priest has been fine ever since.
The biggest problem for Priest in Un'goro has been Quest Rogue, but since that's getting a nerf the less aggressive Priest decks should do a lot better. For more details:
Basically, Quest Rogue is a deck that demands you be able to kill it by turn 6, which is antithetical to most Priest decks. It's for that reason that the successful Priest decks have generally been Silence Priest and Face Priest. Other Priest decks do just fine against everything from Pirate Warrior to Secret Mage, but because they just flat out lose to Quest Rogue except in rare circumstances (even top players will go 2-12 in that matchup) they are functionally dead.
The Quest Rogue nerf eliminates the ultra-cancerous openers for the deck, and on average means there's an extra couple of turns in which to establish a board or draw vital board clears. A couple turns may not sound like much, but ti's probably enough that slower Priest decks can pull the winrate even, assuming there are even many/any Quest Rogues still playing.
I actually suspect that we'll probably see a Quest Rogue evolution, shifting from being about aggression to being a miracle variant. The eventual win condition will be to Prep/Vanish taunts or Eater of Secrets Ice Block, followed by dropping 5-6 charge minions.
Ok, to risk being that guy, my HS experience is 2-4 hours of playing with starter deck + a couple of arena runs like 2-3 years ago. Those are all words that sound cool but I don't have much context for what they mean, outside of the base classes
On July 01 2017 01:21 Sunaj wrote: Ok, to risk being that guy, my HS experience is 2-4 hours of playing with starter deck + a couple of arena runs like 2-3 years ago. Those are all words that sound cool but I don't have much context for what they mean, outside of the base classes
To put it simply, Quest Rogue is a deck that if you don't beat it by or before Turn 6 you probably lose, which most Priest decks can't do. So most Priest decks struggle either because they keep losing to Quest Rogue, or because they're working against what Priest is good at in order to be able to beat Quest Rogue.
Rogue packs a bunch of removal usually. If you end up with backstab and fan in hand it can be pretty sad when your opponent doesn't really play any target, especially in the match-ups you want to be pressuring (mage for a time, for example, now they're the beatdown if they're playing tempo secret mage).
On July 01 2017 00:54 Sunaj wrote: what bout Priest, I remember reading lots of Priest=dead stuff, still the case? + Show Spoiler +
I actually have a smart phone, and generally an hour to kill a day at work, all that time I spent saying HS sucks, and here I am starting to play it rip
Priest=dead was a meme from two expansions ago. MSG added Drakonid Operative and Kazakus and Priest has been fine ever since.
The biggest problem for Priest in Un'goro has been Quest Rogue, but since that's getting a nerf the less aggressive Priest decks should do a lot better. For more details:
Basically, Quest Rogue is a deck that demands you be able to kill it by turn 6, which is antithetical to most Priest decks. It's for that reason that the successful Priest decks have generally been Silence Priest and Face Priest. Other Priest decks do just fine against everything from Pirate Warrior to Secret Mage, but because they just flat out lose to Quest Rogue except in rare circumstances (even top players will go 2-12 in that matchup) they are functionally dead.
The Quest Rogue nerf eliminates the ultra-cancerous openers for the deck, and on average means there's an extra couple of turns in which to establish a board or draw vital board clears. A couple turns may not sound like much, but ti's probably enough that slower Priest decks can pull the winrate even, assuming there are even many/any Quest Rogues still playing.
I actually suspect that we'll probably see a Quest Rogue evolution, shifting from being about aggression to being a miracle variant. The eventual win condition will be to Prep/Vanish taunts or Eater of Secrets Ice Block, followed by dropping 5-6 charge minions.
Yeah, I've been trying to think about what decks I'll want to be running against Priest once Quest Rogue is nerfed. Secret Mage may still be the way to go, but god I hate running into Eater of Secrets.
I'm actually expecting the meta to shift considerably. Taunt Warrior will probably suffer because the primary reason it's the dominant control deck is because it was the only one which wasn't a complete blowout versus Quest Rogue, but against other control decks it doesn't do so well (especially jade decks). We might even see some Dinomancy Hunters because that hero power gets completely out of hand if you run out of removal.