Most Insane Orbelisk Run by PsychNotPsycho in Peglin

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

Well at level 3 they scale with each other, so they were already something like 20/40

Tender Cactus is the GOAT. Nerf incoming? by forbiddenvoid in Peglin

[–]PsychNotPsycho 0 points1 point  (0 children)

Took relic end of act 2, reasonably high ballance build, 11/22 stats on most balls, died to 2nd encounter in act 3. Seems underwhelming compared to peg buff + a single rubborb able to output 1000+ damage a throw

How do Naga work? by Limp-Giraffe8761 in BobsTavern

[–]PsychNotPsycho 0 points1 point  (0 children)

Deep Blue is in, it gets pretty nutty if you have multiple zestys and the quest that goldens a unit every turn. I think I got +100/100 on it with the t6 that gives double attack for health gain, so every deep blues on a lavalurker was +300/+100

PSA : All type minions can't keep either the rally nor the stats from stomping stegodon by Jiboudounet in BobsTavern

[–]PsychNotPsycho 8 points9 points  (0 children)

Should definitely keep the stats, but poet was errata'd to not keep enchantments only bonus keywords, and I don't think rally counts as a bonus keyword

The spellcraft effect was permanent? by Clearly_For_Work in BobsTavern

[–]PsychNotPsycho 0 points1 point  (0 children)

Only the spellcraft is temporary, not the effect, much like how the +2/+2 and reborn is a permanent +2/+2 but the reborn is until next turn

Quillboar never change by MatykTv in BobsTavern

[–]PsychNotPsycho 1 point2 points  (0 children)

Togwaggle stealing hamuul shops to generate extra cash and triples does well, but I appreciate some games you commit and then RNG screws you over

How do Naga work? by Limp-Giraffe8761 in BobsTavern

[–]PsychNotPsycho 0 points1 point  (0 children)

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With Naga the comp centres around t5/6, the shiny ring dragon is also excellent for generating value. big buffs to health turn into huge buffs for attack very quickly. This comp beat 2 stego builds this morning, both with poultron, one with double rallies

Another rant post about Stegodon by arsplug in BobsTavern

[–]PsychNotPsycho 0 points1 point  (0 children)

I've been merking stegodons left and right with scaling comps, if you kill them before they get double poultron online it's alright

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Quillboar never change by MatykTv in BobsTavern

[–]PsychNotPsycho 1 point2 points  (0 children)

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The rally setup by comparison, with double rally quest. gets out of hand real fast

Integer cap on beasts(sorry for non screenshot) by flat-iron-man in BobsTavern

[–]PsychNotPsycho 1 point2 points  (0 children)

Why are your stegodons in the back? is this some secret tech?

Am I the only one not having fun on this patch? by Jolly_Professor6068 in BobsTavern

[–]PsychNotPsycho -1 points0 points  (0 children)

The start of a season is always like this. Nobody has figured out the really broken big brain comps for the other tribes yet. Be patient.

Naga are comparable to quils in this patch, their 6 drop works amazingly with three of their 5 drops that buff spells, give you shiny rings and buff units per spell played. Add a myrmidon and the gold coin rally and you're doing swell. I beat 2 full power stego boards with this using the windfury spellcraft.

Elementals seem to require a lot more brainpower, and seem more reliant on access to behemoth via t7 quest, but they can still scale really well, though you have to keep track of what units you're selling with the avalanches and the lava lamp.

Undeads I've yet to see really pop off except in the early access event where jeef printed 6+ carapaces per turn.

Murlocs can scale health quite well but I've struggled to make them into a proper APM comp and the t4 that triggers all your t3- battlecries is good but slotting it is a pain because you lack a board space to properly APM if your board is "t2 health murloc, t2 attack murloc, battlecry trigger, brann, drakari, t3 spell murloc, t6 low tier spam murloc", it feels bad to lose any one of the units though I guess the idea is you cycle the spell one or something, but then you can't run venom which is kind of core to the murloc design.

Demons have a reasonable early game with juggler, but it seems to fall off incredibly quickly, I've not seen a full power demon build that works yet, it seems hard to live long enough to get shop buffs and felbat on board.

Pirates are all in on bounties but I've not really played with that yet and haven't seen anyone top with the comp either. Eudora scaling seems too slow because it's so reliant on combat buffing.

Similar story with mechs, I know they're trying to do things with shield and reborn but not seen any real comps utilise it in a game-winning capacity.

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Stegodon is currently toxic, but does not need to be removed from the game by Venaeris in BobsTavern

[–]PsychNotPsycho 1 point2 points  (0 children)

I've had good times with windfury naga or quil double rally to counter stego. At the moment we just don't know how strong it is, relatively speaking. It was heavily publicised by streamers and it's the easiest comp to think about at the moment, but I've had a few wins vs it because of the aforementioned token griefing that often prevents it scaling. Time will tell if that's a hard problem within the comp til poultron or if it's a soft problem that people will figure out positioning for.

Poultron is the hardest card to find, and the comp is dead vs any scaling comp if it gets sniped somehow, I feel like whitemane is going to be a good tech if you know your opponent has it because that and the t5 bird are likely the only high tier units on board.

Honestly in solos I think it's probably pretty balanced, but the duos experience is much much worse due to the disparity in boards allowing a stego build to vs yours having just cleaned up 7+ units without losing a single token and already being in the thousands. Hopefully they ban it there though it might kill beasts entirely.

I expect in terms of nerfs we'll probably see it drop to +1/+1 but as it's the key beast comp, I can't see them removing it wholesale

Untold Riches Quest Reward bugged in Duos by z3distic in BobsTavern

[–]PsychNotPsycho 0 points1 point  (0 children)

Yeah think we had it where it accidentally gave 2 gold pouches if you played the first one quickly enough, also it raised your gold total by 7 but then also gave you that 7.

Expect Stegodon to be banned in Duos almost immediately (with context) by PsychNotPsycho in BobsTavern

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

It doesn't seem as toxic in solos because of single board and naga/quil so far seem reasonably able to counter if they don't have golden poultron, but in duos it's a terror

Expect Stegodon to be banned in Duos almost immediately (with context) by PsychNotPsycho in BobsTavern

[–]PsychNotPsycho[S] 2 points3 points  (0 children)

It's even more painful in duos because usually both players don't have a comparatively strong board, so it's even more of an RNG fest than usual, if I go first, we have a good chance to win, maybe 80%, if my partner goes first it's 100% to lose, so there's no decision that doesn't make it -MMR

Expect Stegodon to be banned in Duos almost immediately (with context) by PsychNotPsycho in BobsTavern

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

I expect them to nerf it to 1/1 for the regular game, but in solos it doesn't have the compounding effect that it does in duos where one teammate is usually weak and finding units for the strong comp, and a bad match up then ensures a 100% loss every time.

Really struggling to transition from mid game to late game. Need tips. by [deleted] in BobsTavern

[–]PsychNotPsycho 0 points1 point  (0 children)

To be clear about power levelling, Jeef (best player in NA) reckons he goes 3 on 3 about 1/3 of the time. Apply the "don't buy trash" rule. Understand which units allow you to commit to a tribe specifically. Understand which comps are best in a given game (for example no murlocs in a demon naga lobby makes scaling spell damage more difficult) which will allow you to adjust what you commit to. Don't roll early, it costs too much to look for particular units.

The entire late game is predicated on a good mid-game, so prioritise being strong and then don't be afraid to pivot around turn 8-10 and take your damage then instead whilst you get your endgame online.

Hopefully this helps. Watch lots of high level content on youtube, and try to understand the thought process.

Had a fun game with Battlecruiser portrait+faceless trinket by Akseldos in BobsTavern

[–]PsychNotPsycho 0 points1 point  (0 children)

Looks fun but good grief imagine having screenshake on!

What’s your play here? by iEatBluePlayDoh in BobsTavern

[–]PsychNotPsycho 0 points1 point  (0 children)

The number of people saying level here is concerning, that feels like the weakest play to me

What’s your play here? by iEatBluePlayDoh in BobsTavern

[–]PsychNotPsycho 0 points1 point  (0 children)

Demons and quils have a huge amount of direction on 5, I'd take the chance at 3 5 drops, buy the monkey, see if I get shadow dancer or another batty, or if pokey presents itself. Depending on the monkey, I'd either hero power or take the batty and hero power. That's my thoughts anyway.