[phpBB Debug] PHP Warning: in file [ROOT]/ext/alfredoramos/seometadata/event/listener.php on line 114: Undefined array key 5434987 [phpBB Debug] PHP Warning: in file [ROOT]/ext/alfredoramos/seometadata/event/listener.php on line 114: Trying to access array offset on value of type null Hearthstone- Heroes of Warcraft (Enter Your ID!) - Mafiascum.net
Post
Post #643 (isolation #2) » Fri Jul 25, 2014 2:37 am
Postby chamber »
I understand the value of the cards in the general, they seem terrible in this deck to me still.
Most of the time I win its by flooding the board early with creatures and then burning them out once they stabilize. They don't help with that plan at all, and actively impede it when I mulligan into them.
Post
Post #820 (isolation #25) » Sun Aug 17, 2014 10:00 am
Postby chamber »
Your zoo list is card for card the same as mine. I like it a fair bit.
Your hunter deck is quite similar to mine, though not exact. I agree that face hunter is the better hunter deck atm, so I stopped working on/playing it until I can get a leeroy.
Post
Post #846 (isolation #27) » Fri Aug 22, 2014 1:07 pm
Postby chamber »
They could easily give mage a set of 4 mana secrets and tweak one or 2 of the existing ones to be at that cost instead. This would likely be a future expansion idea. right now it might be 1 for paladin 2 for hunter and 3 for mage, but there is no reason mage/hunter couldn't get a wider range of secret costs as long as their are multiple options at each.
Post
Post #865 (isolation #30) » Mon Aug 25, 2014 5:27 pm
Postby chamber »
HS is a fairly simple game, so once you are at like rank 10- it's probably best just to assume the other person did what they did for a reason, and figure out what card(s) make it make sense.
Post
Post #887 (isolation #31) » Mon Sep 01, 2014 9:32 pm
Postby chamber »
If you consider that the arena games could be regular games, where 6 wins gets you 20 gold, you don't actually turn any profit until 7 wins, you are often losing gold with less than 6.
Post
Post #897 (isolation #32) » Tue Sep 02, 2014 1:34 pm
Postby chamber »
I really like warlock in arena. And I think paladin has the best class ability for arena. everything else looks about right though. I suspect they were just stating personal preferences though.
Post
Post #954 (isolation #37) » Thu Sep 11, 2014 8:57 am
Postby chamber »
I know that nerfing buzzard helps fix uth, but buzzard was fine at 2 mana, the problem was its interaction with UTH, and in that pairing UTH is the broken card, just get rid of or completely rework it.
Post
Post #997 (isolation #40) » Mon Sep 15, 2014 1:22 pm
Postby chamber »
The main point is that it wouldn't really nerf the combo with UTH at all (which was the issue) while possibly situationally making it weaker or stronger outside of that.
Post
Post #1139 (isolation #47) » Tue Oct 14, 2014 9:20 pm
Postby chamber »
rogues hero power being shit is probably the biggest downside, it's waaaay weaker than mages, possibly the weakest hero power in arena imo (warriors is also poop).
Post
Post #1144 (isolation #49) » Wed Oct 15, 2014 12:54 am
Postby chamber »
In post 1143, Siveure DtTrikyp wrote:The thing with anubar ambusher is it's slow as hell, so if you have a tempo advantage you dont want to play the ambusher turn 4.
If you have a tempo advantage and play it, whats the worst that can happen? They waste a hard removal spell on your 4 drop and bounce a 3 drop? And that's pretty rare. More likely you can trade off your lower drops and abuse the fact that your 4 mana 5/5 eats every other 4 drop.
Post
Post #1166 (isolation #52) » Tue Oct 21, 2014 2:35 am
Postby chamber »
I really think in arena your emphasis should be on card quality first and curve 2nd. Curve still matters but making sure the 3 drops you get are the good three drops tends to matter more than how many you get (Imo) if you are picking between two shitty cards just take the cheap one as long as it does something is my rule to stop my curve from getting unruly.
In post 1201, AngryPidgeon wrote:My extremely official prediction is madder bomber will be in its own top tier in arena.
Mad Bomber is hard enough to use. Madder Bomber is just going to be utter chaos.
Actually there wre recent stats posted on reddit indicating that Mad Bomber appears proportionately more in 12 win arena decks than any other card.
Maybe (read: probably) I'm just still bad at this game, but I feel like the risk of Mad Bomber killing your 1HP minion or putting it in range of something nasty (Tazdingo in range of Flamestrike, Ooze in range of Mage Hero Power, etc.) is too high to justify playing it, so when I draft it, it often sits in my hand. How do you use it well/why is it so strong?
?
It's just as good as any other 3/2 on turn 2 (which is to say, quite good). Play it when the opponent has minions at 1 Hp or that you can trade with if they lose 1 hp. If you have 1hp guys trade them off first. helps if you are someone like mage to enable killing 2hp guys etc.
Edit: the main points are that it's a good 2 drop on turn 2 and not useless on turn 5-6 if you sculpt the board a bit which you should have control to do. Lots of 2 drops aren't so hot by then.
Post
Post #1302 (isolation #55) » Tue Dec 23, 2014 4:00 am
Postby chamber »
In post 1301, zoraster wrote:I assume arena uses matchmaking, so presumably if it's got your true matchmaking value 3/3 is the most likely result
I can basically guarantee arena doesn't use any player based match making. Record based for sure though. The average is still 3-3 but if you are good you can do consistently better than that.
seventh win in arena. Last game was the only one where I felt the guy was actually kind of good. Are you sure there isn't some behind the scenes mmr?
I do consistently better than 3/3. Thats my only actual evidence. (my average is probably like 5 wins, though I know of some streamers that always seem to break 7).
Post
Post #1425 (isolation #57) » Thu Jan 08, 2015 8:02 pm
Postby chamber »
You probably played like shit. I do that all the time. I think I have a monster so I play like shit round 1 because I don't think I need to take my opponent seriously.
Post
Post #1443 (isolation #59) » Mon Jan 12, 2015 11:40 pm
Postby chamber »
In post 1442, hasdgfas wrote:Blessing of Might is fine as a way to make your hero power dudes work as a removal spell. It's nothing special, but it does a job if it needs to.
The card he picked it over is better at doing that in most instances.