Is anyone playing this?
http://us.battle.net/hearthstone/en/
Free-to-play collectible card game inspired by M:tG and set in WoW :)
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Is anyone playing this?
http://us.battle.net/hearthstone/en/
Free-to-play collectible card game inspired by M:tG and set in WoW :)
No but they've put it on the same servers as Diablo III so had login difficulties for a week or so with that because of this.
Wasn't interested at first since I was already established in magic online. But the recent announcement of a single player campaign has put it back on my radar for after summer.
Yeah I'm enjoying the game. My favorite mode is the Arena (Draft).
To my surprise I've been snared by this game again after a long hiatus. It's a bit of a grind at first and I've been having some horrible runs in the Arena (not being offered the heroes I prefer, bad drafts, also crappy playing :o) but when things go right it's a lot of fun :) the strategic elements remain challenging and entertaining.
The humor in the campaign modes is good too.
I've been playing regularly since shortly before Christmas.
I'm having a lot of fun with Naxxramas but I don't believe I'll spend too much energy on going through it again on expert difficulty :)
http://i.imgur.com/E5ziigI.png
I downloaded the game, it's kind of fun.
Playing it now. Getting my ass whooped by half the opponents. Kicking the ass of the other half. Not many close games.
They really need to provide additional reasons for playing. :noob:
Constructed (ranked in particular) above level 18 is more challenging, as is arena. Tavern Brawl is hella fun :o
They're more challenging, but you get nothing for winning (other than 10 gold per 3 wins...).
I keep on losing at rank 19. Not enough special cards. Especially secrets. They're overpowered.
Edit: Just lost to someone whose strategy was to force me to use up my entire deck and then suffer massive penalties for attempting to draw cards that I no longer had. WTF. :bulb:
Hehe yes fatigue :o in addition to the 10 gold you can complete your quests, usually 40 or 60 gold per quest, occasionally 100.Re-roll 40-gold quests unless they can be easily combined with 60-gold ones. You can re-roll one per day. Once you have unlocked all basic cards you can keep an eye out for rarer cards you might need to craft. With your gold you can either buy packs or keys to the arena. In arena you usually need 3 wins to break even ie so that you get both a card pack and an extra reward worth the extra cost of admission. However it's also more fun and you learn from playing, also you don't need to have any cards yourself since you get to choose from random cards :o extra or entirely useless cards can be disenchanted for dust and you also get dust in arena. The dust can be used to craft cards and I'd recommend crafting the most useful neutral rares first unless you already have a strong preference for a particular class. Also check out suggestions for basic decks, at early stages variations on "face hunter" and "zoolock" may be extra effective. Secrets are tricky. You have to learn to play around them by there's also a card called Kezan Mystic that's not v good as a minion but that can steal a secret for you.
Better than buying card packs may be to buy the naxxramas expansion wings because they include guaranteed card rewards that are v useful in general and esp in the current metagame. More rational to buy the expansion with real money but may be more satisfying to stick to your guns and buy it with gold :o
I do those things (and did all "secret quests" to get some extra money). But that means getting maybe 60-70 gold per day. I tried arena twice, but only won 5 matches total. I also disenchanted a bunch of useless cards and got enoughcocainedust for crafting a few useful cards.
Didn't realize you can pay for the adventure with gold. Would have saved up more of it. :o But anywho, as things stand, I can only get 60-70 gold a day. And that means not much of a potential of getting good new cards.
So.... the same strategies as Magic the Gathering.
Many similarities but simpler and more focused
Ah, the rogue/druid mill deck. I can actually beat that most of the time with mostly basic decks. It's mostly a matter of figuring out early that it's what they're playing and emphasizing getting your cards out and keeping both boards mostly clear, for your side as well as theirs.
They didn't do it until quite late in the game. Then they got 2 minions that require both players to get 2 cards each. And they cast a card that let them resummon those minions once they died. That meant drawing an extra 4 cards per turn. :o I ended up losing once I got hit by fatigue -5 (I was a priest, so managed to keep the lesser damage in check).
Yes, I know how it works. Using that, brewmasters to bring them back into the hand, the gang-up spell to make copies and put them back in their deck, etc. But you play enough and you get a feel for how the different classes play, and the mill decks don't play the way less meta decks do for those classes which can pull it off. They're typically designed to just keep you in check, to control you, until they can pull off the repeated draw combos. And they have a hard time doing so if you figure out what's going on and start playing to it quickly enough. Some decks are still going to have a very hard time with a mill deck (a typical ramp druid deck is almost certainly hard-countered by a mill deck, for instance, and a mage spell deck is also going to have a very hard time if the mill isn't putting down many creatures to burn) and of course every deck can be screwed by bad drawing, but most decks with a decent mana curve can avoid the trap or leave the miller to die from fatigue first.
This week's tavern brawl is a little stupid but def. fun if you're playing mage or priest :o
Yeah, I lost twice before I figured it out and created a mage with pretty much all spells. Kicked ass after that. :o
What's your tag aimless we can a play a few games if you like. also if you don't midn me asking what your best arena run/highest contructed rank?
Haven't played in a while now. Creating 3 courses out of scratch was more time-consuming than I thought they would be. :o I might try to get back into it in December. I think I got to rank 19, and had cards from one of the "adventures".
Just DL'd this yesterday and am now hooked. Seem to be playing hunter for some reason.
Is it best to spend gold on packs? Or Arena? Or save it for summink else?
Packs, until you can win at least 2-3 games at the arena.
Got this today. Completed the tutorial (probably unsurprisingly) and won my first online game.
Is there a way to add you guys as friends if anyone wants to be added? If its my username, its my usual of RandBlade (surprise, surprise). It says #2804 if that means anything.
Am I understanding it correctly that the Adventures (Naxxramas etc) can be unlocked with in-game gold and not just real-world cash? If so is it better to unlock them first with in-game gold before unlocking packs? Or should I buy packs first?
(With a current intention of spending 0.00 on this game ;))
Hunter is one of the easiest ones to start with. The Adventure Packs are the best use of gold early on, if you don't want to just shovel real money at Blizzard. A number of cards from them are staples in a lot of decks for one class or other (or for all classes, like the Sludge Belcher). It will seem slow, and it is, but it's worth it if you think you're going to stick with the game. 13-15 of the 30 cards from Naxx are used in decks constantly. Blackrock cards aren't as ubiquitous, I think there are only six or seven that get used constantly but it'll allow you to do a themed deck which will still work reasonably well in low-ranked play.
Whether you spend gold on arena or on packs kinda depends on what you end up liking from the game. You won't do WELL in arena if you're not familiar with the game, but you'll do better than you're likely to in ranked play (and there's basically no reason not to do ranked play rather than unladdered, since ranked can give you rewards now). You won't get as many cards as quickly, and the fact that you don't know which set you'll even get a pack for now is a PITA, but it was my preferred way to spend gold before. But it really depends on your tastes.
Arena runs, once you get practice at the game is the best way to spend your gold for new cards. There are certain cards that are very strong from Naxxarammas such as Sludge Belcher, and are worth getting at some point. That said you can make strong decks without it. I think one of the cheapest decks currently (as far as ease of getting the cards) is Patron Warrior which if I start playing seriously (that's probably what I'd play), but I think you need to get the first two wings of Black Rock 1400g to unlock key cards in the deck.
Doing the quests is best way to make gold, do the Tavern brawls to get your free pack, and play arena (which often you can complete quests in arena/tavern brawl).
Are gold cards any different from the regular version of the card other than being shiny?
Been playing this loads.
Did a full Naxxramas run, got some oranage cards.
Been trying different decks and classes. Druid mostly, but think you can put together better combinations with Shaman so playing that more now.
Essentially now I get gold together to do Arena runs.
Done some crafting but you get so little from disenchantments. Getting dust from Arena runs is a better bet.
Hooked. :up:
The vanity versions, IMO, can't possibly be worth the dust cost until you already have all the cards you might possibly want for your deck(s). Which is going to take a long while.
If he just started playing on the 14th, I think he'd have had to spend cash on it. It costs a total of 3500 gold to unlock, I believe, and with the cap of 100 gold/day on the repeatable win quests, and a top average curve of about 60 gold on the daily missions, he can't have made more than 2200 or so.Quote:
Tim did you pay for Naxxramas or grind the gold for it?
Indeed - paid for the full Naxxramas run.
The Legendary cards you get are:
• Baron Rivendare (Military Quarter): Your minions trigger their Deathrattles twice.
• Loatheb (Plague Quarter): Battlecry: Enemy spells cost (5) more next turn.
• Maexxna (Arachnid Quarter): Destroy any minion damaged by this minion.
• Kel'Thuzad (Frostwyrm Lair): At the end of the turn, summon all friendly minions that died this turn.
• Stalagg (Construct Quarter): If Feugen also died this game, summon Thaddius.
• Feugen (Construct Quarter): If Stalagg also died this game, summon Thaddius.
(From above • Thaddius (Construct Quarter): Summoned when Feugen and Stalagg die. No special abilities of his own, but he has 11 health and 11 attack. )
Only Maexxna and Kel'Thuzad feature regularly in my packs.
Worth £17.49? Value for money? Not sure. I can't imagine grinding enough gold to pay for it, either.
Fatigue is a b###h
Every game like this I've played has a form of fatigue but normally its only one damage per card you can't draw. It escalates in this so just now the fifth card is 5 points of damage (15 total for 5 cards). That makes this far more damaging than it normally is. One point of damage per card is better IMO.
The legendaries aren't the big draw. Kel'thuzad is the only one that gets used outside of niche decks or those who just don't have many cards in the first place. It's the non-legendaries that get used frequently. Haunted Creeper, Webspinner, and Zombie Chow are all constant picks for the first couple of turns, Nerubian Egg features regularly for those that can ping their own cards and as a deterrent to wave-clearing AoE, Duplicate is a go-to mage secret until you get enough rare secrets which are harder to play around. Voidcaller shows up just about every warlock deck, Mad Scientist features prominently in most secret decks, particularly Face Hunter which is very strong and relatively cheap to get going. Shade of Naxxramas is something opponents can't allow to stay on the board and can't target immediately, Death's Bite is probably the best warrior weapon card in the game, and Sludge Belcher is a very valuable draw for everyone, just about always one of the top five most frequently included cards in a deck.
Fatigue should rarely be a factor at all, games are almost always done before then. You usually only deal with fatigue if you're facing a mill deck (which is built around running you out of cards and which will probably kill you even without fatigue because it forced you to discard too much, if you can't beat it before running out of cards in the first place) or when using a long-game Control deck against another long-game Control deck. If fatigue is a factor more often then "very rarely" then you probably need to learn how to play more aggressively.