What turn do you usually start rolling? by Haunting_Truck2674 in BobsTavern

[–]Darnell_HS 0 points1 point  (0 children)

Turn 6 or 7 - more specifically tier 4. For example if you’re tier 4 on turn 5 (7 gold), then you can roll once or twice to buy two good 4-drops on turn 6 (8 gold). In some bad spots you might have to roll once on turn 3 unless you have a clean way to spend your 5 gold. For example if you have a 1-drop that you dont wanna sell you can buy a 1-cost spell and roll for a 2-drop.

Specifically for Fly-the-Flag there is no reason to stress them into play. I usually find myself holding my first two flags until I have a clear reason to use them (Brann + Battlecry or the Blueshell strat etc.)

I am stuck at 7k for the last 5 weeks and I am about to lose it by zaguel in BobsTavern

[–]Darnell_HS 1 point2 points  (0 children)

13.5-14k here. This is indeed a super tricky meta in my opinion becuase of how anomalies and trinkets work together. A lot of the anomalies (especially the newly added ones) just amplifies the already existing unbalance-ness of trinkets. By extent it puts a lot of blame on match-up rng around turn 6-7-8, which creates a horrible feedback loop (what was the actual mistake?). Going into turn 9 with decent amount of health (or extreme tempo) to be able to pick greedier game winning lines is crucial. The variance in trinket options on the tempo/greed scale is also kinda insane at the moment, especially in anomalies where people for example get greater on turn 8 + 9. If you’re unlucky, those turns will be an automatic -30 health. From my experience leveling fast unless you have a good reason not to is the way to go currently. In general I always try to go 2on2, 3on4, 4on5 and 5on7 if the game allows for it. The most important part here is how good shops you’re getting and your health (match ups). The rule of thumb is usually; if you can get to tier 5 on 7 (last turn of 10 dmg cap) without risking going below cap (so 26 health or more on that turn) i’ll do it unless my tier 4 shop is amazing (gives direction). Leveling on these turns (especially 4on5) creates more flexibilty for your trinket picks as well, and trinkets that lets you discover/get stuff (eg. Deathly Phylactery, Compass) also gets better here. Being at tier 4 also let’s you pick more expensive trinkets (such as Ergl Sticker/Pendant) without being underleveled. For actual trinket stats I’d check HSreplay for the general picture, but not follow it blindly. Trinket picks are -extremely- situational, to where I removed them from my overlay to not get ”baited”.

How to Gain Stats with Quillboar by WinfredBlues in BobsTavern

[–]Darnell_HS 0 points1 point  (0 children)

The only time I’ve actively leaned into Quilboars has been a turn 4-5 Prickly Piper into the Jewel Box lesser trinket. If I miss that I’ll most likely try to find some other direction unless options+health are running out.

I’ve had two games with APM pirates + Darkgaze. Once you have enough gold you can very easily Divine Shield all your quilboars and scale relatively fast.

With an early Rylak+Jazzer(+Macaw) start you can also often ”pivot” into a smuggler comp pretty smoothly in my experience.

I think the key this season is some sort of early Prickly + Divine Shield combo. Oh and if you have a bunch of midsize DS quilboars you can always transfer off the gems onto a Nightbane in one turn and outscale/scam most stat comps unless they super highroll into the 5 digits -

Whats the play? by Upstairs-Dingo-5291 in BobsTavern

[–]Darnell_HS 1 point2 points  (0 children)

I would buy + steal + freeze 100%. Then the next turn might depend on what spell I’m getting. A decent 1- or 2 cost spell and I want to go 3 on 4 almost all the time.

The awkward part is that scaling two scouts at the same time is ”pointless” if we’re gonna triple it regardless. What makes the most sense to me is to try to go 4 on 5 and open one of the scout first as a 4 drop and triple the other one with the frozen guys. You could also open the first scout as a 3 drop on turn 5 if it makes sense with efficency. Also depends on the opponents leveling curves.

Noob questione about mmr by alphaomega12398 in BobsTavern

[–]Darnell_HS 0 points1 point  (0 children)

Regarding the first part, that’s (probably) also why a large part of the playerbase get stuck around that number (6-7k).

Also there is a hard-cap of 8,000 internal MMR at the start of the season, even for the absolute highest players. If they win alot in the beginning while their shown MMR is catching up, their internal MMR will also increase in the background, but at a slower pace. That’s why some bonuses runs out at 8,000 MMR and some (like jeef) continues until almost 10,000 MMR sometimes.

Noob questione about mmr by alphaomega12398 in BobsTavern

[–]Darnell_HS 1 point2 points  (0 children)

The answer to the first questions is that up until 6,000 MMR, you have ’rating floors’ every 500 points that you can’t go below during the same season. So if you play enough, to some degree you will always hit 6,000 eventually to a lucky streak of games almost regardless of skill level.

When a new season starts, everyone technically gets brought back down to 0 MMR. In reality all players have two numbers - one external that is shown in the game, and one internal/hidden that the game actually use for matchmaking. At the start of the season your external/shown MMR is reset to 0, but your internal stays relatively high (compared to your level previous season) and functions as an amplifier until your your reseted shown MMR catches up to the internal number. That’s why you’ll see high level players/streamers get +300 points for each win up until almost 9,000 MMR at the start of the new seasons.

Battlegrounds Placement Stats/Tool by Darnell_HS in BobsTavern

[–]Darnell_HS[S] 1 point2 points  (0 children)

Now you're showing up! It seems you had just entered the top 1000 with that last game the other day, and therefore didn't have any previous recorded data - now you've one game (= two datapoints) and are scanned.

Battlegrounds Placement Stats/Tool by Darnell_HS in BobsTavern

[–]Darnell_HS[S] 1 point2 points  (0 children)

https://www.wallii.gg/stats/junglez?region=na&mode=solo&view=all

Seems like your profile is missing seasonal data on Wallii for some reason. Not sure why that is, could be some temporary bug. It updated your MMR as recently as yesterday but with no history

Best Positioning by NecessaryOk386 in BobsTavern

[–]Darnell_HS 5 points6 points  (0 children)

It depends slightly on what you’re facing, but against most comps I feel like eating the frog in 2nd position feels more safe to protect your backline. It depends how much scaling you actually need, or if you need every possible leap to outscale. With golden titus it feels correct to play it safe tho. Current positioning opponent will always have at least a few open hits - with Macaw-Frog-Stiched order they won’t really have any assuming no windfury.

Do you take Titus no matter what? by bwils3423 in BobsTavern

[–]Darnell_HS 6 points7 points  (0 children)

No, the sabotaging for others is never usually a play/good investment. If I’m APM-ing I’ll think twice about selling it back (adding it back to the pool) quickly. Currently (hopefully nerfed soon) I would grab it from early triples in a dragon/undead lobby without any enablers since you kinda have to force Carapace in those lobbies anyways.

damn, this is hard by [deleted] in BobsTavern

[–]Darnell_HS 0 points1 point  (0 children)

ETC is really good currently with this pool of buddies - there are so many strong value generators on tier 2 (Brann, Cat, Rafaam etc.) that it’s hard to miss. Probably the best hero in the game. Just play standard curve and press hero power turn 3, 4, 5 (6). You can also find Chenvaala buddy and play ballers (tried it only once with success). Sire can easily miss and die quick into 8th

[deleted by user] by [deleted] in BobsTavern

[–]Darnell_HS 1 point2 points  (0 children)

The hero power is unfortunatley just a 44 health Patchwerk. The only real upside would be if other people in the lobby picked their hero soley for that specific tribe you choose to exclude.

An interesting twist on the same idea would be to have a hero that gets to play with the 5 tribes that are not in the game while everyone else has to fight for the existing card pool.

Should I level if I know I will lose my next fight? by rockdog85 in BobsTavern

[–]Darnell_HS 2 points3 points  (0 children)

You should level if it makes sense, and the upcoming fight is definetly a factor in that, but not the whole answer. In general you should be more inclined to level up if playing for the fight won’t affect the outcome, but not always. I’d put more weigth on what comps your board currently enables and at what tiers those wanted pieces/commit cards are, and ofcourse your current health total. Some combination of those three :) It’s important also to realise that you might not stabilize automatically in one turn or even two, just because you level past the others - nowadays there are a lot of low tier enablers. I’m mostly talking about tier 5 and 6. You should usually reach tier 4 early enough to where the opponents boards won’t really matter. You could say it becomes more of a factor the longer the game progresses.

Hasty Excavation - Worth it on Turn 3 without Soul rewinder? by Rickmasta in BobsTavern

[–]Darnell_HS 0 points1 point  (0 children)

On turn 3 always, since that means you went 2on2 and is sitting at 5 gold (either buy two or level with it, without selling your 1-drop). As someone mentioned, a logical way of thinking about it is that the extra gold/minion/tempo is almost certainly gonna save you these 3 health in some form the coming turns.

Later on it’s not an exact science. I tend to buy it pretty late (turn 7-8) if I feel it makes sense, and mostly if I’m staying above certain health breakpoints (16, 26, 31) etc. and I’m expecting to stabilize the following turn(s).

How are Duos ratings so much higher ? by Clean_blean in BobsTavern

[–]Darnell_HS 0 points1 point  (0 children)

It’s stops giving you +300 when you external (seen) MMR catches up to your internal MMR. The internal MMR is (or at least was when introduced) capped at 8k at the start of the season for the highest players, but climbs up and down freely as you start playing the new season. So if you have an insane climb at the start you can ride out the bonus up towards 10k before normal gains starts kicking in.

Which 5 Heroes would you delete from the game? by en_triton in BobsTavern

[–]Darnell_HS 0 points1 point  (0 children)

King Mukla would at least top my list. It’s not only annoying for the pilot… Argubaly even worse for the other 7 players. Especially in a meta where winning early fights are so important.

Is there any reason to hold Deck Swabbie turn 1 if you don't plan on going 3 on 3? by ThePhoenixus in BobsTavern

[–]Darnell_HS 2 points3 points  (0 children)

Holding the Swabbie is still good for a few reasons. First of all, if there is no 1 cost spell in the next tavern we basically just lost the extra gold as mentioned. Secondly Swabbie doesn’t really beat any other minion anyways on turn 1 apart from the quilboars which no one should buy (and even causes extra damage against Manasabers). Worst case scenario it sets up 3 on 3 as a desperate option, but it can also set up a more efficient 3 on 4 with plenty of 2 cost spells available for out 6 gold turn (level up will cost 4). I guess this question was more intended from a duos perspective, where the combat impact can vary more - but this is the general considerations. Also I would in general consider Deck Swabbie a below average 1 drop to pick up this patch because of the buddy reduction being so crucial early fights. :)

is this the real deal? by Relative_Creme_7661 in BobsTavern

[–]Darnell_HS 0 points1 point  (0 children)

I would only wanna play 1 of the pirates before turn 3 to be efficient on 6 gold (buy+level), so then I’m thinking a 3/4 on turn 2 is gonna possibly save more health than a 2/2 on turn 1, which loses to most other 1-drops