Author Archives: Azuriel
I have spent the past few days gorging myself on Battlefield 4, and feel it’s time to come up for some air and reflect on my self-abuse. As you might recall, I dabbled in the BF4 beta for a hot minute and was none too impressed. That opinion is… mostly still intact, although there are some definite surprises.
Right off the bat, the game does not feel materially different from BF3 in any way, shape, or form. The environments are detailed, geography diverse, the physics palpable, and actually seeing people to shoot without an over-reliance on Q-spam is a study in #firstworldproblem frustration. “The game is too beautiful to notice the bad guys.” All of this existed in BF3 to an indistinguishable degree. The “levolution” upgrade to the engine makes for some nicely-done scripted destruction, but that appears to be it. Well, the weather effects are pretty damn amazing too.
Indeed, about the only thing that became immediately apparent in terms of differences between BF3 and BF4 is how DICE continues to lurch further away from anything resembling intelligible UI design. The Battlelog fiasco is fine, whatever. What I’m talking about is how convoluted the menus and unlocks and the rest happen to be. Back in BF2, you earned ranks via XP and received an upgrade of your choice for any class (occasionally there were prerequisites). In BF3, all this was shook up with the introduction of assignments/etc, which had you to unlock weapons/items via the completion of what, in retrospect, closely resemble MMO quests: getting 20 kills with gun X and doing Y twice to unlock Z.
For the most part, BF4 does away with that unlock scheme. Instead, weapons are unlocked linearly based on XP earned using any particular weapon in that class, e.g. using any LMG eventually unlocks more LMGs. The “problem” is that there is (still) really no incentive to use the newer weapons because you’ll likely be stuck with iron sights and no other accessories (bipod, laser sight, etc). The workaround appears to be via “Battlechests,” which are basically briefcases you earn via leveling up (and sometimes randomly in a match) that contain XP boosts, attachments, cosmetic items, and so on. Unfortunately, the accessories you earn can be for any weapon, including ones you haven’t even unlocked yet, so it’s too random to be useful for assuaging the new weapon issue.
One of the worst parts of BF3 was that feeling of utter uselessness that came with being a brand new player with zero unlocks; not only were you likely bumbling around getting no kills, even if you were in a position to be useful, you couldn’t really pull any of it off with the tools available to you. Even the DICE developers came out and said they “should be slapped” for it.
Well, the devs must have been talking about their BSDM preferences because BF4 proudly continues in that hazing tradition. The default Engineer anti-vehicle tool, for example, is a dumbfire rocket launcher that sometimes-maybe veers towards the roof of vehicles if it passes nearby. Which sounds neat, except this rocket hits like a dry pool noodle. You get stocked with five of them, and all five rockets are required to kill a single tank, assuming the driver is dumb enough to just let you launch five rockets at him. Or smart enough, I guess, because he’ll likely live past the barrage via passive vehicle repair and meanwhile you’ve just spent a full minute accomplishing nothing. Thankfully, the later weapons are significantly better in every possible fashion, but it’s still a ridiculous way to handle the new player experience, IMO.
It would not be a DICE game review without mentioning the bugs. I would say in the ~25 hours of play time I’ve racked up this far, I have to Ctrl-Alt-Del my way to the Task Manager and End Process about once every 2-3 hours; the Ctrl-Shift-Esc shortcut is apparently not powerful enough to break through whatever memory hole BF4 generates. Rubberbanding is occasionally an issue, although it mainly appears to be a server-specific problem. I have not encountered any obvious hackers, but I’m sure that’s inevitable. I still get in a full round of Candy Crush before the level will load when starting a session for the first time, but that’s been the case since BF3. DICE is saying they’re putting future expansions on hold until they sober up enough to fix the problems, which has to start sounding embarrassing to someone over at EA since that seems to be the case with every game they release.
Overall though? I’m having a lot of fun for my $26 thus far. I’m extremely burnt-out on PlanetSide 2, and BF4 scratches an itch in the way only someone slightly resembling your long-gone ex can. “Remember when you played Battlefield 2 for four years in college?” Yes, yes I do, BF4. You’re not BF2, but you’ll do. For now.
In the comments for Unleash the Rage, Rohan and I had a little back and forth on whether or not I could have handled the Unleash the Hounds situation differently. While I am still rather certain that the game would not have materially changed, Rohan is correct in stating that a different sequence of actions would have resulted in a better board position.
Namely, using Wrath to kill Shieldbearer, using the Novice Engineer to kill the Stonetusk Boar, and then using the Druid Hero Power to kill the Owl. The Snake Trap still would have triggered, Mishra would (presumably) still have come down, and I would be eating 11 immediate damage to the face with no board position. A single Swipe would have turned the situation around next turn, had I the opportunity to draft one, but the point remains that things could have been better handled.
I was not playing an aggressive deck. Indeed, this was the deck I drafted:
That’s right, two Legendaries, one of which was Ysera. I ended up going 3-3, losing to a Paladin and Mage the turn after I cast Ysera. So, pretty much from the start, I played the deck as Control (minus much control) seeing as how I had an extremely strong late-game presence.
The interesting thing to note though, is an article Rohan referenced in the comments: Who’s the Beatdown. This was an article written the in ancient days of 1999 concerning Hearthstone’s progenitor, Magic: the Gathering, but like most things written about Magic strategy, it is still quite relevant. Fundamentally, the article asserts that in any given match, the player that wins is the one who correctly understands the role he/she is playing: control vs beatdown. If you think you are control but are really supposed to be beatdown (or vice versa), then you will lose. This seems fairly straight-forward until you start thinking about what happens when two aggressive decks go head-to-head.
The Unleash the Hounds game was not a good example of misappropriation of roles, but look at this scenario:
I drafted a fairly aggressive Shaman deck that had some mid-range direct damage to try and seal the deal before my opponents realized that I had no Bloodlusts. Encountering a 2/1 Loot Hoarder coined onto turn 1, however, and suddenly my Beatdown deck must shift gears into Control. So instead of casting a creature that will likely die immediately, I cast a totem (it ended up being a Healing totem) and pass the turn. My opponent then… kills the totem with the Loot Hoarder. Okay then. Who’s the Beatdown? I shift mental gears again and go on to play aggressively and win.
Arena is not quite like Constructed, and Hearthstone is not quite like Magic. Coining into Loot Hoarder on Turn 1 isn’t necessarily a sign of anything beyond perhaps being presented other choices that were even worse. The key point here is that you can play a Beatdown deck in a controlling manner, or a Control deck aggressively. Once you recognize those situations in which you should shift gears, your odds of winning will increase along with the odds your opponent will screw up. You might not always have a choice given what is in your hand or your deck, but that only makes it all the more important to recognize and act on it when you do.
I had half a mind to forgo any videogame purchases this Black Cyber Fronday, because sometimes a 50+ game backlog just becomes ridiculous to consider adding to. (Un)Fortunately, the half of my mind that controlled the credit card was the other one. I picked up:
- Battlefield 4 Digital Deluxe version ($26)
- The Last of Us ($30)
- 12-month PlayStation Plus subscription ($30)
It could have been worse, of course. I did exercise restraint in not picking up Shadowrun Returns and State of Decay; not because they might not be worth it, but because I have no particular reason to have them right now. Perhaps after, I dunno, I get around to finishing The Witcher 2. And Crysis. And the half-dozen indie games I started but not finished. And…
Greg Street is stepping down from Lead Systems Designer at Blizzard to “pursue an amazing opportunity.” It is hard to imagine that there is a better opportunity out there to pursue than being a Lead System Designer for a billion-dollar MMO, but I suppose we’ll see what exactly that could be soon enough. My money is on it not being a switch back to marine biology.
No doubt there will be a lot of people out there whose alternate post title would be “Christmas Comes Early” or somesuch. Certainly, the small corner of my gaming soul that remains a paladin is cheering vindictively. “Hybrid tax my ass!” But before the rest of the internet drowns itself in schadenfreude [edit: too late], I think it’s important to look back on what Ghostcrawler actually accomplished. Namely, if not actually throwing the doors open to the Ivory Towers of game development, at least coming to balcony and engaging with us rabble down below. As I mentioned early last year:
I am not sure if I mentioned it before, but I genuinely enjoy having Ghostcrawler around. He may be the face of the B Team, he may be a straight-up design troll in some respects, but hey… at least he has a face, yeah? In a world of Bobby Koticks and David Reids and faceless community managers, I am all for more Greg Streets and Curt Schillings, even if they get things wrong.
People seem to forget how WoW actually was back in 2008. “Back when it was good, you mean?” Yeah, back when designers thought a 25%-30% DPS difference between pure and hybrid classes was the epitome of balance. You can point to TBC as some golden age of pre-LFD design, but you can’t tell me some of that shit wasn’t dumb, arbitrary, and had nothing to do with why WoW was “better” back then.
And, worse, it was so often opaque and unexplained. The devs would come down from the mountain with patch notes written on clay tablets and that was that. Ghostcrawler literally changed all that. Even when he was getting it so wrong it hurts, the fact remains he has pretty much been the sole voice on the other end of the table regarding design and direction of pretty much any MMO then and since. Or maybe I’m mistaken? Does Guild Wars 2 or SWTOR or The Secret World or any of the rest have a lead designer come out and explain their thinking damn near every patch?
So as the confetti settles on the remnants of your Thanksgiving plate, I hope you’re sober enough to take stock of what we’re likely losing. Love him or hate him, Ghostcrawler was at least willing to get out there and tank the entire community (even as a Holy Priest, apparently) in an age of PR weasels like David Reid. If you think someone like Rob Pardo would have been better (to stay) in that hotseat, keep in mind that Pardo wanted LFD in WoW at launch. Hell, that interview from 2009 pretty much confirms that the exact same steps would have been taken no matter who was Lead Systems Designs. Could we have gotten someone better? Maybe. Or we might have ended up with Jay “and double it!” Wilson.
So as you’re soaking up the last of the gravy with a dinner roll, I recommend pouring yourself a cup of gin and raising it in the simple thanks of the common man: it could have been worse. I’ll miss your face Ghostcrawler… even if I could never tell you and Tom Chilton apart.
This is post number 500. And we’re six days away from my three-year blogging anniversary: December 1st, 2010.
Included in these figures are the posts I imported from Player Vs Auction House, which was my initial foray into the world of internet punditry. If you want to count only those posts from In An Age for some bizarre, technical reason, then the starting point would be the Culpability of Questionable Design post on 8/25/2011. Which, incidentally, still feels like forever ago… probably because there are 419 posts between then and now.
In any case, thanks for sticking around. I don’t plan on going anywhere, so see you at post number 1,000 and all the ones inbetween.
How was my Hearthstone weekend? I’m glad you asked. See, I was playing a 3-star Masters game when this happened:
…nah, just playing. This was in my last Arena game. I wish I would have taken more screenshots of the setup, but how the fuck was I supposed to know there would be 16 damage on the field on Turn 4? Well, now I will. And in the off-chance you think you might have a better series of plays, let’s recreate it at home:
- Turn 1 (me): Nothing.
- Turn 1 (him): Shieldbearer (0/4 with Taunt).
- Turn 2 (me): Hero power, hit Shieldbearer for 1.
- Turn 2 (him): Secret (i.e. Snake Trap)
- Turn 3 (me): Draw and play Novice Engineer.
- Turn 3 (him): Stonetusk Boar + Ironbeak Owl.
- Turn 4 (me): Attack with Engineer, trigger Snake Trap. Cast Mark of Nature (+0/+4 and Taunt).
- Turn 4 (him): Animal Companion (Misha 4/4 and Taunt) + Unleash the Hounds.
The only real decision I had at any point there was on Turn 3, when I drew the Novice Engineer. Ideally, I wanted to play Raging Worgen, but I was concerned that the Secret the Hunter played a turn prior was a Snipe (deal 4 damage to next minion opponent plays). Given that, I figured Engineer was the safer bet, considering the Harvest Golem would have died immediately to a Snipe and wouldn’t have enough attack to kill the Shieldbearer either. Ultimately, none of that mattered.
It just… boggles the mind, you know? Whoever is designing class cards for the Hunter over in Blizzard HQ just really shit the bed when they imagined things like this:
…is anything approaching good design. The +1 Attack is even permanent! The worst part though, is that Unleash the Hounds is literally the only shtick that Hunters even have. Shaman have it pretty ugly too with an over-reliance on Bloodlust (which is itself a “I suddenly win!” card), but theoretically you could go some kind of +Spellpower route and then stack your deck with all the (Rare!) AoE and Lava Bursts and such. Hunters are just
Bears, Bears Bears beasts, beasts, beasts, plus removal and (Common!) Unleash the Hounds. Snake Trap is an Epic (!) “trap” which is exceedingly useless at anything at all other than being Unleash the Hounds bait. And… that’s it. GG.
Blizzard has already committed to “fixing” Unleash the Hounds, but no matter what they do, it will essentially be a completely different card. Unless the devs punt and make it cost 2 mana or something, of course. If they increase the cost any further than that, the Attack boost will need to be higher, which transforms it into Bloodlust-lite. Anyway, the funny part is the explanation for why Blizzard will be changing Unleash the Hounds:
All of our changes are done with the utmost care. We don’t change a card simply because the community says it should be so. In the case of Unleash the Hounds, it was promoting a rather un-fun play environment in this particular type of deck. I believe we touched on this at BlizzCon, but games of Hearthstone should be like a puzzle, where decisions you make are important and have an impact on the game. Even if you made an incorrect choice when deducing the “puzzle”, you still end up learning something in the end and growing as a player by experience. With Unleash the Hounds, it went against that philosophy and left the opponent feeling more or less helpless when suddenly it’s BEASTS, BEASTS EVERYWHERE. While it’s an effective strategy of sorts, that feeling isn’t fun, and we want Hearthstone to be fun for both players.
I agree that the “puzzle” aspect of Hearthstone is by far my favorite part. And while there aren’t always many moving parts, when you hit one of those make-or-break turns, your internal clockwork will be spinning pretty fast indeed. For example:
What’s the right call, here? Arcane Missile and hope 2 or 3 of them hit the Injured Blademaster? If all three missiles hit the Priest, you could hypothetically Coin into the Counterspell and then trade your one lone creature for the Blademaster and then watch as the Lightwell erases all your damage. Or do you Coin into a Fireball targeting… well, it’d have to be the Blademaster unless you wanted to trade right away (the risk of the Priest healing the Blademaster and then just killing your dude is too high) and clear the board. Personally, I went with the Arcane Missiles, two of which did hit the Blademaster, allowing me to ping him dead with my Hero Power.
Of course, next turn, the Priest cast Divine Spirit + Inner Fire, turning his Lightwell into a 10/10 healing monster. But, hey, puzzles!
Incidentally, one of the exciting bits of news out of BlizzCon was that Hearthstone is going to feature Adventures, which are a single-player PvE-style experience against “boss” mobs. This Polygon article gives more details from the panel:
During the Hearthstone Fireside Chat panel, Dodds said an Adventure will be a “focused, single-player, PvE experience” where players will face off against a boss or series of bosses and earn cards associated with the Adventure. He expects there to be 20-30 cards associated with each.
“They are going to be cards that absolutely change the meta game, because we’re paying attention to that a lot and will make sure that these cards are going to shift the meta game,” Dodds said, “but they’re not going to be cards that specifically have crazy new mechanics in them just yet. Those we’re saving for the expansion side.”
Though he said Blizzard is “still figuring our way,” he said players could expect to see a series of alternating Adventures and expansions.
Good news for those who finally tire of the #AllSkill wins that frequently occur. Plus, the fact that you can actually keep/use the cards you earn in PvE-mode against other players (and perhaps the existence of PvE mode at all) is likely a dig at the upcoming Hex… whose Alpha test is something I’m going to be talking about soon. Pretty clever of Blizzard though, to give themselves the ability to release cards outside of an expansion in order to stabilize/upset a degenerative metagame. We’ll have to see if they have the gumption and card design chops to pull it off.
Based on Unleash the Hounds and Mind Control though… I dunno.
The “OMFG” patch (seriously… Operation: Make Faster Game) was released for PlanetSide 2 last week, and in the interests of giving the F2P game I have sunk $100+ into one final chance at redemption, I decided to give it a go. My initial re-impressions were… lackluster.
While I have not bothered to post my opinions here, I did not have a particularly charitable view of this design pivot. Basically, the dev team stopped all development other than that which increased frame rates. Whether or not it was necessary (it arguably is), the game mechanically needed the biweekly updates I raved about 6 months ago to maintain any interest from me. I can sympathize with someone who wants to play and cannot due to not having a high-end system. However, as someone who was already playing and stopped because, in part, hitting Instant Action loads me into a drop-pod and rockets me into a base that has seen any action since Higby’s mom left last night is incredibly frustrating. Not that it helps much when some action is found when the opposition evaporates like so much morning dew and the devs seriously expect you to babysit an empty base for 6+ minutes.
Way back when this Ps2 adventure began, I compared it favorably to Battlefield 2 & 3. “It plays just like them except you can get a vehicle anytime you want, and look at all those Galaxies flying by!” Now? I’m longingly gazing at the $48 Battlefield 4 deals I passed up because I would like to be able to actually shoot people in the face when I boot up a FPS. Whatever appeal six minutes of standing around once had is gone; what good is an expansive, open-world battlefield filled with ghosts and dust?
Last night as I scanned Indar looking for the hexes with the magical “Enemies: 48+” tag, I realized that all I was really doing was queuing for FPS server. I care nothing for the resources, the bases, or any of the other metagame nonsense. And in that context, the only real benefit of Ps2 is the ability to pull the equivalent of a fighter jet or tank when you want one. The costs though… the costs are steep. Not just in terms of the F2P payslope, but also in the drudgery of finding people to shoot.
So… good job, SOE. I’m not quite sure whether my (very slight) increase in frames is due to the two months of optimization, or simply because so many people left due to two months of no content updates that there is less character models to render.
So, you’re a little hesitant to step into Hearthstone’s Arena mode, or perhaps you already have and the games did not quite go as planned. I’m going to level with you: I’m not some grandmaster Hearthstone Arena player, although I break even (6+ wins) more times than not. What I can offer you is a collated batch of Arena strategies collected from either personal experience, from streams, and/or random tidbits from players better than myself. So read on, absorb what’s useful, and critique the rest in the comments.
Make Peace with the RNG
You will be screwed right out of the gate on occasion. From a poor selection of Heroes at the beginning, to a drafting process that offers you zero removal cards, to being faced against opponents with 2-3 Legendaries and all the right answers. It happens. So make your peace with its inevitability, and endeavor to learn something useful as you struggle uphill both ways.
Understand Card Advantage
Card Advantage is a concept that came out of Magic: the Gathering theory more than a decade ago, and is a key component in virtually all CCGs since then. The Wikipedia page on the topic is pretty robust, and I recommend taking the time to read through it – the concept of card advantage underpins every other strategy that follows.
Know Your Enemy
There are nine classes in Hearthstone, each with very specific Hero abilities and class-specific cards. Just like in any PvP situation in WoW or other games, the more you know about your opponent’s repertoire, the better your chance of predicting his/her moves and playing around them.
For example: when facing a Rogue or Mage, the positioning of your creatures matters. Betrayal is a potentially devastating Rogue card whose power is entirely dependent on how you order the creatures on your board – if you have a high-attack power minion inbetween two other creatures, bam, that Rogue just got a 2-for-1 because you got careless. Cone of Cold is more difficult to play around, but you can do funny things by placing your strongest creatures on the outside (forcing the Mage to choose which to become Frozen) or even mucking up the math by playing a Faerie Dragon intelligently. For example, if I had been facing a Mage in the picture above, the Cone of Cold could only ever hit two creatures since the Faerie Dragon couldn’t itself be targeted.
If you haven’t taken the opportunity to look up all the class-specific cards already, go ahead and click My Collection and then Crafting Mode (and make sure All Sets is on at the bottom). This will show you all the non-Basic cards for every class. As far as I can tell, the only way to see all the Basic cards is to earn them by leveling each class up to 10 yourself… which is a good idea anyway.
Assume the Removal
This is a subset of the previous point. Know what kind of removal that your opponent may have access to, assume that they have it in hand, then force them to use it. It’s Turn 7, and the Mage will likely devastate your board with a Flamestrike. Can you do anything about it? Yes, actually: force them to use it. Worst case scenario is that they generate a lot of card advantage by crippling your offense. But they were going to do that anyway. Best case is that you had enough threats on the table to force them to use it when you were expecting them to, and not at their leisure.
If you play conservatively and they don’t use the Flamestrike, all you’ve done is given up damage in exchange for nothing.
Here is a rough guide:
- Hunter: Multi-Shot at Turn 4. If it’s a Secret, assume it’s a Fire Trap.
- Mage: Sheep on Turn 4, Blizzard on Turn 5, Flamestrike on Turn 7. If you are at 11 HP or 7 HP, assume you will die next turn from Pryoblast or Fireball.
- Paladin: Consecration on Turn 4. Blessing of Kings on Turn 4.
- Rogue: Betrayal any time you have 3 creatures. Assassinate on Turn 5.
- Shaman: Bloodlust whenever they have more than 3 creatures out. Lightning Storm at the worst possible moment.
- Warrior: Assume a 2 or 3-power weapon the next turn, and/or creatures with Charge. Any useful creature that has taken damage will die.
- Priest: You will likely lose after Turn 8. Win before then.
- Druid: Swipe starting on Turn 4. Starfall on Turn 5 (it’s a rare card though). Assume 8/8 or 5/10 Taunt creatures after Turn 8.
- Warlock: Assume Hellfire whenever they don’t have a creature out.
A Drafting environment is worlds different than Constructed. You might be able to play around one Mind Control, but can you play around three? Ever face a Warlock with four Hellfires before? This is not meant to discourage you from doing Arena, but to recognize that you will encounter all sorts of outlandish situations. The only real thing you can do is draft the strongest possible cards you can, play them intelligently, and hope for the best.
What are the strongest possible cards? Good question. I suggest starting with Trump’s Arena Card Rankings as a jumping off point, as it covers all Basic/Common cards. The fundamental take-away though, is asking yourself how any given card you play stacks up with other cards for the same cost. Does it trade favorably? While a Kobold Geomancer can turn an Arcane Explosion into a Consecration, it will have its lunch eaten by a vanilla 2/3 River Crocolisk who will still be a hungry 2/1 creature after the trade. Chillwind Yeti is the least interesting creature ever that turns entire games around with his big, dumb 4/5 for 4 self (bonus points for immunity to most Priest removal).
Of course, given the choice, I would take Amani Berserker over the River Crocolisk every day of the week. Point is: don’t discount efficient creatures. Considering it is entirely possible to have no opportunity to draft any removal, you may have to make due with what you have on the board.
Know When to Race, and When to Coast
It’s your turn 4 and you have two 3/2 creatures compared to your opponent’s lone 1/1 creature. What do you do?
If you said “It depends on what class your opponent is,” you win.
The difference between dealing 6 damage this turn and a Paladin casting Blessing of Kings on his 1/1 and taking out one of your creatures (and likely forcing you to trade next turn) is huge. If you manage to keep that Paladin’s board clear each turn, the Blessing of Kings is a dead card until at least Turn 6, and by then you’ll either have this game wrapped up or have something to deal with a 5/5. There have been more than one game where I lost simply because Dark Iron Dwarf was stranded in my hand (unlike the Shattered Sun Cleric, the dwarf has to target a creature if one exists, even your opponent’s).
At the same time, a commitment to killing everything your opponent plays every turn means that every creature they cast gains the text “and gain X life, where X is the HP of this creature.” At the end of the day, you win by reducing your opponent’s HP to zero, not keeping his board empty. Sure, there are many times in which I was trying my best to Jedi Mind Trick my opponent into attacking my face rather than killing creatures I had plans for, but giving a Control deck room to breathe is exactly what they want you to do.
Get Ahead, Stay Ahead… But the Long Game is Good Too
I once lost a match where the only creature that survived more than one turn was my opponent’s Faerie Dragon, which he/she had coined out on Turn 1. Every turn thereafter consisted of us trading cards and creatures. Which might have been okay, if it were not for the fact that trading one-for-one favors the person who played first. In other words, the early game matters. A lot.
At the same time, what you don’t want to do when drafting is neglect your late game. The vast majority of the Arena games I play end long after Turn 10. Having a front-loaded mana curve is great for punishing slower decks, but what are all your 2/2 and 3/3 creatures going to do when faced with a 8/8 or 5/10 meatwall with defender? Or a Flamestrike? There is nothing more frustrating in Hearthstone than running out of steam and watching your shot at victory slowly erode under the tremors of Stormwind Champions.
When I drafted a Paladin Aggro deck (e.g. zerg with cheap creatures) I about conceded on Turn 1 when the Mage I was fighting dropped a Mirror Image. I had a fist full of creatures, but many of them were 2/1s which would have died to a ping by the Mage’s Hero power before they could even attack once. If you mostly stick with the highest-value cards you can, you’re likely to walk out with a mid-range deck that can handle most situations. Specifically trying to shoehorn in a “theme” in an Arena environment is just asking for trouble.
Play Smart… Play S-Mart
While the exact depth of Hearthstone strategy is up for debate, there is absolutely opportunity to miss game-changing plays and/or epically screw yourself over by poor decision-making. For example, I am still facepalming over this scenario:
My Turn 2, opponent had played a Novice Engineer. Staring at a hand with a Sword of Justice and four cheap creatures, I got greedy by using the Coin to power out the SoJ and passed the turn. And that’s when this happened:
I pretty much lost the game right there. My opponent’s 3/2 and/or 1/2 would eat any creature I played or eat my face if I delayed long enough to cast the Knife Juggler + Argent Protector. Indeed, it did not really matter what I played, because my opponent got a 2-for-1 just by playing the Ooze, and arguably a 3-for-1 since I had to deal with the creature eventually. That was not a fun game.
There are times when you may need to go all-in to win. If my opponent didn’t have the Ooze, my card advantage would keep ticking higher each turn the Sword survived. A smarter play would have been to cast my own Novice Engineer and then see what kind of creature he played in response. Depending on what he/she played, I could have coined into a Knife Juggler + Argent Protector, or dropped a Dire Wolf Alpha and killed his Novice Engineer, or boosted my Engineer to take out a x/5 creature or whatever. Point being, playing Sword of Justice and passing the turn is the dumbest possible move you can make. Sometimes it’s the only move you can make, but it’s still dumb.
Beyond that scenario, there are all sorts of little things to keep in mind. Knowing how powerful Silence can be, for example, especially against opponents who spent their whole turn casting that 6/5 with Taunt creature only to see your full board go right for their face. Faerie Dragon placement, as mentioned earlier. Knowing that mass removal like Consecration and Hellfire will not trigger Cult Master’s card-drawing power as long as it dies at the same time as other creatures. Facing the tough choices like this one, and realizing that the obvious plays are not always the best ones:
I don’t remember what sort of nonsense the Druid played after I killed the Cult Master with my Water Elemental, pinged the imp, and then played Ogre Magi. All I remember is that I was quite happy saving the Flamestrike for the following turn when he dumped his hand and then later using the Coin with Archmage Antonidas to jump-start the Fireball cascade.
Hopefully this guide has been of some use for you. The very bottom line when it comes to improving your Arena match outcomes is simple: learning from your mistakes. Did you really get screwed by the RNG, or was it the RNG + a bad early play on your part? Fix what you can and then try again.
Have fun… and maybe I’ll see you out there.
- Tanking gear will have Armor as a tanking stat after Dodge and Parry are gone.
How I am interpreting that quote is that there will still be tanking gear in WoD, as there wouldn’t be a point in mentioning +Armor as a replacement stat for Parry/Dodge on gear. This then further calls into question my earlier assumption that a paladin wearing DPS plate will get +Spirit when he/she switches to Holy. So… will there be no Intellect plate but still Spirit plate? It makes no sense, but then neither does DPS gear turning into healer gear but not tanking gear.
Maybe +Armor will still be a tanking stat, but relegated to non-armor slots like rings and trinkets. In that case, it sort of makes sense for the +Spirit dilemma to behave likewise. Some dynamic gearing is better than none, but I can’t help but feel that the end result is a bit too half-assed than it has any reason to be. On the other hand, even with full dynamic gearing you will likely run into a scenario where +Crit is better for DPS than +Haste or whatever, and thus end up with what amounts to two (or more) different suits anyway.
I suppose as long as the delta between the hypothetical +Crit vs +Haste pieces is reasonable enough for normal raiding, it shouldn’t really matter. And even if it’s ridiculous, having only one tier set for each class is pretty huge by itself. Hmm. Something to keep an eye on in the months ahead.
Has it occurred to anyone else that the free level 90 character Blizzard is handing out in Warlords of Draenor can be used as a ghetto faction/server transfer? If not, well, consider it. My old crew transferred away from Auchindoun to a PvE server during the half-off sale, so the possibility of server mergers “Connected Realms” bringing us back together is nil. I mean, we could still do some cross-realm things, but it’s not quite the same.
But I was thinking the other day about what would stop me from just straight-up rolling a new level 90 paladin on their server come expansion release. Other than the monk, all my other alts are level 85 at a minimum, so boosting any of them would be a waste. Achievements, mounts, pets, most titles, and even heirlooms are account-wide now or will soon be. About the only thing I “lose” is the ability to transfer 50,000g and my old-world mats. And, I guess, my transmog gear. Since I ran Black Temple long enough to get the Bulwark of Azzinoth (and a hopeless dream), that would suck to lose.
For other people though, the level 90 thing could provide value in all sorts of surprising ways.
Also! After the frustration of not being able to relate my awesomeness in Hearthstone the moment it occurs (e.g. all the goddamn time), I have dusted off my Twitter account:
I’ll keep it over in the sidebar, but I make no promises as to its updating schedule or value of its contents. So… basically it’ll be like every Twitter account ever. But if you want to know how #AllSkill it felt dropping an Alexstraza against a Druid at full HP and then killing him next turn when I gave her Windfury, well, you just might be prepared.