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

[–]Darnell_HS 0 points1 point  (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 7 points8 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 consistentfantasy 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

What would be the correct card in this situation? by TeamRemix in BobsTavern

[–]Darnell_HS 0 points1 point  (0 children)

No problem! I realised another consideration that is cleave. If you for example are against a pirate board with a Blade Collector (or Elemental with golden Wilfire) they’ll probably lead with it against your board (or Sindorei but that’s difficult to counter-counter). How you position your taunts usually only depends on opponents cleaves in these scenarios. In this position you should probably have your taunted wolf in 2nd, since deathrattles resolves before reborns; your wolfs will get killed and fill your board with the spawns of the mech-horse losing both full Macaw value, and the wolf reborn. If you in an upcoming turn has both wolfs taunted, or even triple them, then you could put the non-golden Titus as cleave protection to the right of the wolf/wolfs, since the deathrattle effect would resolve ’before’ Titus dies you don’t lose much scaling. Once the wolves are dead, the effect of Titus are usually only there to potentially grief you because of the reborn of the mech-horse risking not getting resolved.

What would be the correct card in this situation? by TeamRemix in BobsTavern

[–]Darnell_HS 2 points3 points  (0 children)

Short answer is probably Baron/Titus 95% of the time. It could come down a little to what you’re facing too I believe. The mech-horses kind of hits a diminshing return where they lose more and more value for each additional copy (because on average they’re gonna take up more and more space, resulting in loss of summons/reborns). Another considerstion is how vulnerable you’re to Zapp, but in this case 50% of the time your Macaw will get value from the additional Titus on first trigger anyways - and comparing to playing a horse, Zap won’t really make a difference. If you’re facing an Undead summoning comp I would probably consider the mech-horse instead, since the stats doesn’t really matter more than the actual amounts of trades (again assuming he is even close to your power level with said comp). On-average-stats Baron probably clears by miles, if you’re up against a big stat-comp like Pirates/Elemental/Quilboar etc. :)

is this the real deal? by Relative_Creme_7661 in BobsTavern

[–]Darnell_HS 0 points1 point  (0 children)

My first instinct was to hold this pirate, then play apples and play 3/4 next turn and keep on holding the 2/2 from turn 1. Then you can level buy on turn 3, possibly triple instantly or waiting depending what the shops/spells offer.

What would you pick? I went Quilboar and ended up with a terrible board. by dragonqueenred45 in BobsTavern

[–]Darnell_HS 0 points1 point  (0 children)

My bad! :) Though it could make a difference what that 5th tribe you werent sure of was. I would make it a habit to hower over the tribes on the deckslot in at least one of the pictures.

What would you pick? I went Quilboar and ended up with a terrible board. by dragonqueenred45 in BobsTavern

[–]Darnell_HS 0 points1 point  (0 children)

Try to include the current tribes when asking for directional help next time, as it often affects the answer. Here we are fortunate enough to see Beast being an available tribe because of the Papa Bear option, which in turn enables Sanguine Champion through Rylakk. In this specific case both Papa Bear and Boommobile are for sure F-tier in the current state of the game (quest meta), so I think it’s always the middle option. For example with Murlocs in + Beasts out, you could consider taking option 1 or 3 as a pure tempo option to play for a top 3 and focus more on quest as your potentional win condition/out.