I never did, because you never know when you might want to see KT again, but if you’re strapped for dust and you don’t care about brawls/wild, go ahead and dust everything.
Majordomo is so cool tho… =( I loved Majordomo Mage.
Started doing arenas again because I’m sick of all the pirate aggro in ladder. Thought this Warlock draft was pretty meh (despite the one Abyssal; I know he’s great and all. Ditto Blastcrystal Potion). Got off to a pitiful start with it, losing my 2nd and 3rd games, putting me at 1-2. Yet I managed to squeeze 10 wins out of it, by some miracle.
I too am fed up with ladder play. So I’ve been trying Arena a lot more. But I apparently suck at it. I use HearthArena’s tier list, pay attention to the mana curve, and try to balance spells and minions, but I still can’t get more than 5 wins at all. Is there anyone here who has some good advice for excelling at Arena?
And, while you’re at it, could you explain how someone not only draws N’Zoth (I think I’ve seen one legendary choice in roughly 30 games), but also two deathrattle minions that synergize too?
Well, there are a lot of deathrattles in arena draft, and many of them are cards you want to take anyway (eg. zomb chow, mistress of mixtures, loot hoarder, sludge belcher, the 2/3 taunt that leaves a 2/2 behind). So even if they get the NZoth pretty late they’re likely to already have a few, and once you get him it’s easy to prioritize rattles.
We’re continuously looking for ways to refine the Ranked Play experience. One thing we can do immediately to help the Ranked Play experience is to make the overall climb from rank to rank feel like more an accomplishment once you hit a certain milestone. In order to promote deck experimentation and reduce some of the feelings of ladder anxiety some players may face, we’re introducing additional Ranked Play floors.
Once a player hits Rank 15, 10, or 5, they will no longer be able to de-rank past that rank once it is achieved within a season, similar to the existing floors at Rank 20 and Legend. For example, when a player achieves Rank 15, regardless of how many losses a player accumulates within the season, that player will not de-rank back to 16. We hope this promotes additional deck experimentation between ranks, and that any losses that may occur feel less punishing.
Update 7.1 Balance Changes
With the upcoming update, we will be making balance changes to the following two cards: Small-Time Buccaneer and Spirit Claws.
Small-Time Buccaneer now has 1 Health (Down from 2)
The combination of Small Time Buccaneer and Patches the Pirate has been showing up too often in the meta. Weapon-utilizing classes have been heavily utilizing this combination of cards, especially Shaman, and we’d like to see more diversity in the meta overall. Small Time Buccaneer’s Health will be reduced to 1 to make it easier for additional classes to remove from the board.
Spirit Claws now costs 2 Mana (Up from 1)
Spirit Claws has been a notably powerful Shaman weapon. At one mana, Spirit Claws has been able to capitalize on cards such as Bloodmage Thalnos or the Shaman Hero power to provide extremely efficient minion removal on curve. Increasing its mana by one will slow down Spirit Claws’ ability to curve out as efficiently.
These changes will occur in an upcoming update near the end of February. We’ll see you in the Tavern!
Patches is still good though. STB is still way good. Turn 1 STB + Patches is 2/2 (1/1 with charge) of stats for 1 mana, and more stats if you can weapon T2. Maybe it’s because I play Rogue so much, but every Rogue deck will have Patches. Every warrior deck will have Patches. It makes any aggressive or midrange deck better, and even combo decks.
Sure, take away charge. I would even consider that a minor nerf, if anything - the main benefits of Patches is the free 1/1 on turn 1, and deck thinning.
Is this how it is with Hearthstone? They introduce expansions with clearly overpowered cards, and then nerf them later after the miserable experience of playing the same decks over and over again?
Yeah, this has been the fastest nerf in… Hearthstone history, I think. I don’t think ANY card has been nerfed a month after release, at least not since beta. Undertaker was around for months, they never nerfed patron, they never nerfed mid-shaman…
It seems to me the floors at Rank 5, 10, and 15 are rarely going to make much of a difference – been playing since the game was released and I only recall one time when I deranked through multiple ranks from 5 to 8.
Never letting players lose a rank would probably be too much – maybe something like floors at 2, 4, 6, 8 … or 3, 6, 9 … might be a more meaningful change.
I also think the meta is going to get stale even faster after the upcoming rotation when the card pool is going to get smaller (we lose all cards released year before last and only get one expansion to replace them.) The new “best decks” will emerge very quickly.
And the way the announcements read, instead of alternating Expansion / Adventure they are changing to Expansion / Adventure / Expansion each year, so we will always lose three card sets and only gain one expansion at the beginning of each year. I don’t understand at all why they are removing an entire year of cards rather than removing the oldest expansion or adventure each time a new one is released.
They did a sideways nerf on Patron. They nerfed the card that was giving them charge, (I’m blanking on the name), which severely weakened the most common Patron Warrior decks.