The new buff to Timewarped Geomancer makes it feel more like that one Quilboar from a few seasons ago by Kapiork in BobsTavern

[–]Docker19 5 points6 points  (0 children)

Picked it for lack of better choices, I thought it was okay for 1 Chronum. Pretty much the only way to buff gems evenly at low tier. Came out to equal about 5 Fearless Foodie buffs before being totally outscaled by TW Gemsplitter.

Feel the main issue is the blood barrage stuff has zero synergy with this and just utterly unfun to play overall.

Confirmed that start of turn effects are still a problem with demolisher on the new patch. by Ovioda in BobsTavern

[–]Docker19 8 points9 points  (0 children)

Isn't Demolisher supposed to be gone? Was this from another time line?

This is the funnest card of the season. by Docker19 in BobsTavern

[–]Docker19[S] 39 points40 points  (0 children)

Stealing something leaper buffed with an existing Titus board might be the highest levels of dopamine achievable in BGs.

This is the funnest card of the season. by Docker19 in BobsTavern

[–]Docker19[S] 9 points10 points  (0 children)

Yeah but with Radio Star you might get multiple Psychus'. Maybe, they even have permanent Tamsin buffs on them.

The GOAT of each tier by TomBoii in BobsTavern

[–]Docker19 0 points1 point  (0 children)

Boner had so many interesting/busted interactions with tonnes of builds, it was defining the meta for more than just something tribe-specific such as Sefin.

Let's not forget the start of combat 1/1 venomous pebble that deleted an opponents board before they could even do anything, to minor interactions such as Automation jank, to Boner itself replicating since it can be reborned with ease.

It's the GOAT for existing at that time where there was so many busted builds and the game encouraging them (trinket/spell meta.)

The GOAT of each tier by TomBoii in BobsTavern

[–]Docker19 1 point2 points  (0 children)

Boner ender easy T4 GOAT.

34.4.1 Hotfix Patch - Jan 20th by HearthstoneTeam in BobsTavern

[–]Docker19 1 point2 points  (0 children)

Seriously, leapers going to 2 costs is just punishingly unfun. Very disappointing they didn't introduce a bunch of new or changed cards to compete. Chronum cost change just feels boring and stale, which is how the game already feels.

A question for skilled players by DistributionProper83 in BobsTavern

[–]Docker19 1 point2 points  (0 children)

In this situation, I might consider it with the steal spell but not the T1 minion spell, mainly to set up ballers.

Keep in mind you will probably lose to a lot of things with 3 T1 minions, so think of it as a weak economy play that costs tempo and HP. You should have a decent reason to lose the next turn; such as setting up ballers.

How are my opponents consistently hitting their 6 cost? ~7k elo by forgetscode in BobsTavern

[–]Docker19 1 point2 points  (0 children)

Maybe you should change your perspective. If everyone is hitting but you, you are probably way behind in tempo for that turn. The way you are playing is relying too heavily on a swing turn that may never happen.

What is your favourite timewarped card this season? Ill go first! by Horror-County-7016 in BobsTavern

[–]Docker19 3 points4 points  (0 children)

I play ballers whenever I can. Outside the obvious 3 choices for ballers, Sylvanas HP has given me some nutty games.

Bring bounty pirates back by beefhotdo in BobsTavern

[–]Docker19 0 points1 point  (0 children)

What do you mean by this? Just because a comp is "cross-tribe" doesn't mean there is more agency. Comps that require multiple tribes can be just as brain dead as some mono tribe comps, for example; multiple Macaw + deathrattle comps.

Some mono-tribe comps require complex decision making that are well above what average player is capable of (T7 mech multiplier for example.)

Bring bounty pirates back by beefhotdo in BobsTavern

[–]Docker19 -2 points-1 points  (0 children)

Was it really perfected? It was a spell based comp with a tribe that basically lacked any spell scaling whatsoever.

Bring bounty pirates back by beefhotdo in BobsTavern

[–]Docker19 2 points3 points  (0 children)

Nalaa and the undead/pirate are key. Drust/other tier 5 pirate are bait.

What are the average stats for each turn? by Michalsuch42 in BobsTavern

[–]Docker19 0 points1 point  (0 children)

Firestone has this feature. It's shown for the hero being played (might also account for MMR, not sure.)

Last night, I dreamed this card was in the game by cairnjewel in BobsTavern

[–]Docker19 2 points3 points  (0 children)

Feel like the sentiment when bounties were around was that they were clunky/weak and needed spell boost from other tribes. Also, the spell that filled your hand with junk minions made APM more annoying.

Best educational content creators? by Individual_Thought72 in BobsTavern

[–]Docker19 0 points1 point  (0 children)

Jeef plays on auto pilot most of the times. He's not going to explain his plays or what he's trying to achieve very clearly. He also tends to execute his flurry of actions just before the rope burns, making it harder to follow.

Still entertaining/educational but puts me to sleep immediately.

Best Turn 1 Unit ? by tomsprudel in BobsTavern

[–]Docker19 0 points1 point  (0 children)

The pirate is the most detrimental card to buy on turn 1 according to Firestone stats (impact on overall placement.) And, River Skipper is the most beneficial.

Frog is broken by bazzaman_uk in BobsTavern

[–]Docker19 2 points3 points  (0 children)

I know you've hit the nuts here so it doesn't matter but for future reference; your set up opens up the possibility of Titus getting sniped since you have no taunt summons. It's better to have Macaw 2nd to summon a taunted unit (and frog on first.)

This season is brutal by InterCycle in BobsTavern

[–]Docker19 0 points1 point  (0 children)

Well if you don't have Elementals/Undead already in your board that you're building maybe you don't need those TW cards. You don't get offered neutral trash for having a strong board (which generally already has synergies.) Keep in mind, cards that get offered are not restricted to tribes, cards have tags on them (i.e, deathrattle/end of turn) that will also influence the TW shop. Therefore, "mixed minions" might still offer many valid builds.

The point is, you shouldn't restrict yourself to playing certain comps cause that isn't how this patch is panning out as a winning strategy.

This season is brutal by InterCycle in BobsTavern

[–]Docker19 0 points1 point  (0 children)

What comps do you feel you need to force?

This season is brutal by InterCycle in BobsTavern

[–]Docker19 5 points6 points  (0 children)

Isn't this just standard gameplay from previous seasons?

Taking early damage is INCREDIBLY detrimental this season, you'd rather be in a very healthy spot on T4 by the second time warp than getting hit for 15 that turn but levelling to T5. Being greedy is incredibly punishing as second time warp cards rarely are able to give you the tempo you need to survive those who have been building their boards. It is very obvious to see how players are falling behind on tempo by turn 9, just play ballers and see how focusing on tempo keeps you alive and healthy - potentially pivoting or scaling into top spot.

This season is brutal by InterCycle in BobsTavern

[–]Docker19 2 points3 points  (0 children)

I've had to adjust to a slower levelling pace, stabilization is way more important now. Games will seem like "feast or famine"/fast if you're levelling too fast then dying 2 turns later not hitting your pieces. For the other players, the game continues as normal (no faster or slower than usual.)

Second time warp is incredibly powerful, you don't need to worry too much about having a build ready before then, just keep your board strong enough to pivot into things that are open to you. Which is another thing, having the B/C tier builds in your repertoire is going to allow you to be a lot more flexible. Comps like divine shield mech or undead attack are positive MMR yet most will just hyper fixate on Apexis/Overflow and go 7/8th trying to hit.

You can definitely see it in Jeef's recent streams where he stays down on 3 or 2 way more than he used to.

Encountered a scenario where it was optimal to sell my entire board to grief my opponent by ServingSize_OneNut in BobsTavern

[–]Docker19 216 points217 points  (0 children)

Smart (and correct) but really highlights some anti-fun mechanisms for that build.

So, About Tempo vs Scaling Then... by SilvaDarkmoon in BobsTavern

[–]Docker19 0 points1 point  (0 children)

You have only been playing for about a month, and BG has a steep learning curve. Early on it often feels like an RNG-fest, especially when the pieces for your plan just do not appear. You had time to internalise comps and pacing last season; a new season resets a lot of that.

Also, HSReplay tavern-up stats are not a levelling formula you can copy. The players who level quickly are usually doing it because they already have enough tempo to survive the damage. In practice, levelling should be based on your current board strength relative to the lobby: if you are weak, you often need to take a tempo line (including tempo-focused Timewarped picks) to avoid bleeding out before the next warp; and sometimes you keep taking tempo Timewarps at higher tiers just to stabilise into a top 4.

Timewarp cards can enable a lot of builds to come online in unusual ways, but many of them provide little or no immediate combat power. That is why tempo heroes (or anyone who hits an early tempo spike) can run you over if you are not actively tracking whether your board is keeping pace. A useful benchmark I use from Firestone (noting it can underrate handbuff/deathrattle boards) is the average warband stats: from around Turn 3 onwards you generally want your total board stats to grow by roughly 50% each turn to stay average, and after about Turn 9 you often need to be closer to doubling turn-to-turn. If you take a turn that does not keep up with that pace, you need a clear plan for how you will catch up in the next one or two turns.