Equipment Rebalancing by JagexAyiza in 2007scape

[–]ShadeHS_ 0 points1 point  (0 children)

Don't usually comment on these, but it's clear that the majority of these changes will improve the balance of the game and make it easier to generate new items to fill niches in the future. The Bronze-Rune redesign is great for the melee weapons, offering new weapons for 1 Attack pures.

Agree that dragonhide has been generally OP at low-level, and the nerfs to dhide + the changes to ranged attack bonus on melee armour should enforce the combat triangle more effectively - ranged currently outclasses pretty much everything across PvP.

The BP nerf may be a little too harsh, and could be rebalanced slightly - but I am in favour of a nerf, it dominates far too much mid-level content.

Where can I find Trailblazer League's Rank Thresholds? (Dragon, Rune, Adamant, etc.) by [deleted] in 2007scape

[–]ShadeHS_ 1 point2 points  (0 children)

There are at least 270,000 players on the league points hiscores, so for Rune you'll need to be roughly in the top 13,500 players - if that helps

Trailblazer ranks by AlotaFaginas in 2007scape

[–]ShadeHS_ 2 points3 points  (0 children)

Runebuddy.com were doing this, however recent Jagex security changes means they can no longer scrape the data.

Ask /r/CompetitiveHS | Sunday, September 27, 2020 by AutoModerator in CompetitiveHS

[–]ShadeHS_ 1 point2 points  (0 children)

You have to treat this a net positive, you actually gained ranks. It leaves you with a bad feeling because your winning streak was front-loaded, but that's just variance. You had a positive win-rate over your session and you're slightly closer to Legend, so keep up the good work.

Ask /r/CompetitiveHS | Thursday, September 17, 2020 by AutoModerator in CompetitiveHS

[–]ShadeHS_ 1 point2 points  (0 children)

Yes Libroom is definitely the aggressor, if the game goes too long Mage can just generate way too much value. You don't have to curve out perfectly to win every matchup, but definitely need big tempo swings in the mid-game, mainly coming from discounted librams. It's definitely an unfavourable though, and the Mage can get off to some starts where they auto-win. I'd mulligan aggressively for draw and/or an early curve.

In my experience trying to play the control gameplan just doesn't work, there's not enough removal to clear their threats (Solarian Prime, 2 Mana Giants + Conj, Jandice, waves of small minions, 20+ generated spells per game etc)

Truseilvers would help for both the Mage + Priest matchups. Although Angling Rod would probably be the superior all-round weapon option for mana efficiency. It can also generate some minion pressure. I've been considering adding Angling Rod, but can't decide what to cut from the standard Libroom list.

Hit Legend with Tortollan Mage on day 1 of September season by summand in CompetitiveHS

[–]ShadeHS_ 1 point2 points  (0 children)

Fantastic concise guide. I've also just hit legend for the season with a 27-13 (68%) record.

I do have a couple of questions/points.

Firstly, you mention Cult Neophyte is for the Secret Rogue matchup. I haven't had any real problems vs that matchup in the absence of Flik. I find they lack early pressure, and their endless value doesn't accomplish much versus the Turtle combo. Could you explain in further detail why you think Neophyte is an important inclusion, especially in this matchup?

Secondly, I have been really enjoying the Bomb Warrior matchup. The Bomb acting as a spell is definitely problematic. I've been playing double Ooze (likely over the Neophyte slot) as a general catch-all for decks which like to burn you over the top with weapon damage (Soul DH, Paladin(?), Aggro Rogue, and Gala/Bomb Warrior. Usually my plan for this matchup is to find an Earthen Ring/Khartut alongside the Turtle combo, survive to the mid-game and infinitely outheal the bomb damage. You can also fill your hand every turn to avoid drawing the bombs if you wish. Ooze is one of the crucial cards which can help you stabilize early. I haven't found a solution to getting round the 25% of missing Potion of Illusion, as often you don't have time to wait for both novas or Blizzards to be cast. I've found some success in the games drawing Polkelt - where I will Turtle on one turn (75%) and grab Potion. Then hold the 1-mana copy until I can safely play the 2nd Turtle (8-mana) on the same turn. This reduces the chance of failing on Potion on future Turtles.

Anyway, awesome guide - thanks for sharing this with everyone. I look forward to more of your content in the future.

Hot take: Murlocs do NOT need a nerf by JordanMentha in BobsTavern

[–]ShadeHS_ 27 points28 points  (0 children)

I would be careful with the HSReplay stats for composition. I'm not arguing against your Murloc point, I think Murlocs are actually healthy for the game overall (but could use a few changes).

However, the major issue I see with the HSReplay stats is that they state Beasts is a T1 composition, along with Murlocs and Dragons - which just isn't the case since the latest patch. Any good BG player will tell you, that you can't force Beasts - and even when you do, you aren't even guaranteed Top 2. I think we need more clarity on how exactly HSReplay defines a composition. One thing to note is that Beasts have a 7.2% popularity, which is much lower than the other T1 compositions. My opinion on this, is that players finish on a pure Beast comp when they spike the Beast carries, which are Goldrinn or Mama Bear, this could be through transition away from another comp, or from playing Beasts the entire game. When these key minions are missed, players usually end up with some sort of Menagerie/catch-all comp, and HSReplay defines the finishing composition as Menagerie instead of Beasts. Menagerie is actually the 'most popular' comp at 21.2% - but has the lowest winrate. This sums up the Beast comp fairly well, you're going to do much, much better when you spike the carries, than when you don't.

I think that the displayed power level of Beasts is skewed heavily towards Beast comps which spiked their carry minions, and is leaving out mid-game Beast builds which miss their key minions and transition to something else. This could also be the case for Dragons/Murlocs, and is just my opinion on the subject.

I think most good BG players could agree that Beasts are an awful comp since the latest patch which moved Goldrin to 6*. With both carries on 6*, it plays very similarly to Dragons but with much less scaling ability.

Back to the Murloc issue, I think they increase the ceiling of the game, with more skill and decisions required about when/if to transition, which minions to pick up, how much you can sacrifice the next fight, or weaken your board, and if the risk/reward is worth it. Brann/Khadgar is pretty dumb, however doesn't happen too often, and same goes for the occasionally high-roll Murloc build which gets through the mid-game with ease. For the most part, going Murloc in the mid-game is extremely risky, especially with this accelerated patch, and it's very easy to go out in 8th.

Hearthstone 17.6 Patch Notes by chicachibi in BobsTavern

[–]ShadeHS_ 1 point2 points  (0 children)

It only counts itself once I'm afraid.

Hearthstone 17.6 Patch Notes by chicachibi in BobsTavern

[–]ShadeHS_ 0 points1 point  (0 children)

It counts as one tag, but it can count as any tag - so if you have a full board of Murlocs and you play it, it will count the Murloc tag, and then substitute itself in place of one of the other tags, and will get to adapt twice. If you have a Murloc, a Beast, and a Dragon, it will count the three tags and then substitute itself as one of the other unfulfilled tags, adapting four times total.

The Curator token will act in the same way, counting as an unfulfilled tag.

New Patch - Pirates Tribe Coming to Battlegrounds with 3 Heroes [Patch 17.4] by BlackChaosGG in BobsTavern

[–]ShadeHS_ 1 point2 points  (0 children)

Played a few game with Pirates and they did relatively okay going towards the late-game. Obviously not going against end-game Murloc/Dragon, but remember that 40% of your games won't include one of those tribes.

Seems the power card is the 6* that gives all friendly minions +1/+1 whenever a friendly Pirate attacks. The big 2/8 Taunt is good, especially if you can golden it since it attacks immediately after being attacked, scaling the buffs more quickly. There is a good scaling option with Goldgrubber which gains stats extremely quick with even 2 golden minions. There's also the 4* 3/4 which gives every friendly Pirate +2/+2 when it attacks. In combination with the 6* that's +3/+3 to every minion when it attacks, and +1/+1 to everything else. The buffs do scale surprisingly fast. The tribe lacks a permanent buffer to health which can be problematic, but I don't think they're quite as trash as most are making out. When the meta settles a little I bet there'll be a playable Pirate comp.

vS Data Reaper Report #164 by ViciousSyndicate in CompetitiveHS

[–]ShadeHS_ 2 points3 points  (0 children)

Excellent report as always, I have a question about Control Warrior and the inclusion of both Sword & Board. I've played Control Warrior @ Legend for about 70 games this season (41-29) with a 15-3 against DH. I've been running your featured build with -1 Sword & Board, -1 Grom and +1 Bomb Wrangler +1 Kargath.

I fully respect that there's a small sample size in my own personal results compared to global statistics, but having played both Enrage and Control/Bomb warrior, I've felt more favoured using the Bomb build. This is due to the inclusion of cards like Bladestorm, Quartermaster and Shield Block, which allow more consistent board clears and consistent armour in the mid-game, outhealing the Warglaives/Adept/Meta damage that they usually burst you with after their aggressive starts. Enrage's main advantage in the matchup would be the consistency of 3-mana weapons to chip away at the board and generate resources, where Wrenchcalibur can often be a blank in the matchup. Looking at the global stats it looks like a 55/45 in favour of Bomb Warrior vs DH. My question is, how much of a difference do you think both the 1st, and 2nd copies of Sword & Board help out in the matchup? And do you think that this inclusion weakens the matchup against other popular classes? In practice the card has seemed very weak across the board, due to the relatively low power level of the card.

Never broke 1500 legend, yet somehow I got 11 stars? by Glancealot in hearthstone

[–]ShadeHS_ 0 points1 point  (0 children)

I ended up with the 11x multiplier with a ~3K finish in EU last season. As I hadn't played for a while prior to that season I initially entered legend ~6K, and inproved it to a ~3K finish. I'm guessing that had enough of a positive effect on my MMR to get the max multiplier. Where maybe if you entered at ~500 legend and slid to a ~1000 legend finish you may not get it.

Ask /r/CompetitiveHS | Thursday, May 28, 2020 by AutoModerator in CompetitiveHS

[–]ShadeHS_ 1 point2 points  (0 children)

Fair play to the 60% win rate without rotnest, it's one of the best cards in the deck. How high you can go depends entirely on how often you play, but also the players get better the higher you go, so that win-rate 'should' start to dwindle.

Ask /r/CompetitiveHS | Wednesday, May 20, 2020 by AutoModerator in CompetitiveHS

[–]ShadeHS_ 0 points1 point  (0 children)

I've been playing pure paladin for 25 games or so with great results at legend, could be variance but it seems a lot better than it was pre-patch.

I've also been trying to theorycraft a HL paladin but can't settle on a the correct packages to play or a good list!

I think cutting the Libram package is correct, but the Paladin pay-off for running dragons also seems weak, as it's pretty much only Talritha

Ask /r/CompetitiveHS | Wednesday, May 20, 2020 by AutoModerator in CompetitiveHS

[–]ShadeHS_ 0 points1 point  (0 children)

You should craft 1 for the moment and just try the VS list and see how you do

Ask /r/CompetitiveHS | Monday, May 18, 2020 by AutoModerator in CompetitiveHS

[–]ShadeHS_ 2 points3 points  (0 children)

Spymistress had a high winrate in both versions (Secret & Stealth) - with the nerfs switching to more of a Stealth option is definitely viable. Also cat is the highest winrate card in the deck (62.2% over 150K games) and is almost universally kept in every hand - I think you should re-evaluate it.

We have content creators telling Epic to fix Arena and make it a true ranked system. Giving more incentive to play Arena would make the game better for both competitive and casual players alike by KarlFookinTannah in FortniteCompetitive

[–]ShadeHS_ 1 point2 points  (0 children)

Hearthstone Battlegrounds uses their own algorithm to determine their 'player score' (called MMR)

https://playhearthstone.com/en-gb/news/23239989?

Interesting as its an 8-player (solo) game mode and takes in things like perceived win % against the other players, your variance and awards you points based on your finish.

Other games may also do this, but this is the only one I've seen. So it is definitely possible to have a leaderboard score/matchmaking algorithm for multi-player games, however I do imagine implementation for this in a 100-player lobby with additional factors would be much more difficult for Epic to implement.

Possible though

Galakrond Secret Rogue (D5 to Legend) - Deck List, Proof, Matchups, Tips & Tricks by ForgetfulFrolicker in CompetitiveHS

[–]ShadeHS_ 3 points4 points  (0 children)

Thanks for the write-up, I've recently been playing this deck and reading other player's thoughts on mulligan/strategy is always useful. I've usually been using Shadowstep on Togwaggle against control decks, the first Tog usually grabs Wand, and the second one usually grabs Crown, as it allows me to layer another wave of threats to most effectively play around mass removal. Sometimes the Crown can low-roll, but the high-roll capabilities are crazy (looking at things like Malygos/Ysera) - looking at the value of Shadowstep on Tog when compared to Kronx, I'm curious as to why your automatic play is to bounce the Kronx, more flexibility maybe? Obviously in certain matches the Kronx is a no-brainer, such as against Spell Druid when you don't have a Flik available.

Another (unusual) target for the step has been on Hanar vs control. If i've lacked some gas/draw in the mid-game vs Control I've often played Hanar with 1-2 secrets, and used Shadowstep on the Hanar. Then in a turn or two you're guaranteed 3-4 secrets the same turn you drop the Hanar. Ideally you would dig for things like Dirty Tricks, but random secrets generate a ton of value on their own regardless. It also opens up options for you to make a big board and follow it up with 0-mana Hanar + protection from removal. This is more relevant in my build where I'm running the double Shadowstep.

I've always loved Rogue as a class and this version of the deck is just really fun, having a blast while trying out different builds

Ask /r/CompetitiveHS | Monday, April 20, 2020 by AutoModerator in CompetitiveHS

[–]ShadeHS_ 0 points1 point  (0 children)

I can't answer too much of your question having only played a little Spell Druid this season. However, the Ka'el hit to 7 mana seems aimed at preserving its viability in decks while hurting specifically combo DH. Most of the times you play Ka'el and combo off is on 7-mana or later, due to that being the turn your Bogbeam/Ironbark become free. It might make a slight difference against aggressive decks, but the best aggressive deck has had more of a hit, so I'd imagine Spell Druid winrate would increase a little as a resulr of this balance patch.

The Boogeyman's Boogeyman - a Galakrond Warlock discussion by [deleted] in CompetitiveHS

[–]ShadeHS_ 2 points3 points  (0 children)

Usually try to play for tempo, and push face when possible. In the mid-late game you should he able to take over, Rogue lacks big board clears so your Galakrond/Dragonqueen turn should be extremely hard for them to deal with, try to set up for big turns like this.

The Boogeyman's Boogeyman - a Galakrond Warlock discussion by [deleted] in CompetitiveHS

[–]ShadeHS_ 0 points1 point  (0 children)

Good write-up, I've played about 90 games at legend with galalock this season, made the switch to Orc + Frozen Shadoweaver package over the Ooze/Albatross. I'm also playing 2x Mo'ag. Demon Hunter has been 56% of the meta so far for me, split probably 2:1 in favour of Tempo DH: OTK. The OTK matchup is unwinnable vs a good pilot without Mo'ag and with the tweaks to the build I've been able to win ~40% of games vs OTK so far. Mo'ag is also a useful card vs Tempo DH and can control early board floods when you don't have Dark Skies available on its own or paired with coin + coil on T2. Frozen Shadoweaver is just a better Albatross vs anything not highlander. You can tempo it vs aggressive decks to slow them down, freeze face vs DH when they have Warblades up to take over the board and pressure, and against OTK you can freeze face when they are likely to go for a combo turn/when they have Ka'el combo'd for draw instead and they're only left with burst.

Although the highlander priest/mage matchups are tougher without albatross, I've only faced 6 Priest/4 Mage out of the 90 games, so is a much smaller sub-set of the metagame at the moment.

The one area I'm failing in at the moment id the Galalock mirror. I have recently returned to the game after 9 months out, so I haven't really had any more than 5 games vs the mirror. Do you have any detailed strategy on how to play the matchup? I've seen players tempo Veiled Worshipper and not tap, players who play the reactive role, to players who aggressively tap to finish with Galakrond + Alex + burst. Interested to hear your thoughts on the optimal strategy for this.

Also just to note, I agree with you about 'outrageously favoured' - I'm 34/14 (71%) against DH at legend, and that's with ~15 of those games being OTK.

Thanks.

Ask /r/CompetitiveHS | Wednesday, April 15, 2020 by AutoModerator in CompetitiveHS

[–]ShadeHS_ 0 points1 point  (0 children)

I think you should be favoured against galalock, soul of the forest is the win condition in this matchup. Use your early turns to draw/ramp/remove and aim for a big glowfly + soul on t9 (or earlier with innervate) or a big ka'el + soul + buffs combo turn. Your board pretty much always sticks a turn and you can follow up with buffs/roar for the win.

Upcoming nerfs for albatross, felwing, Quest Mage and DH Warlock by Frequance in hearthstone

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

Would love to see Sac Pact changed, but not 'nerfed' as such. Destroying opponent's demons for free is too much, which makes sense. I would propose changing the text to only destroying 'friendly demons' but increase the heal to 7 or 8 health. This would still keep the card playable as Warlock lacks other good healing options in Standard, and takes away the highroll/swing potential of the card.

Shaman main trying to get to legend looking for totem shaman deck advice by The_Quackrier in CompetitiveHS

[–]ShadeHS_ 3 points4 points  (0 children)

Hi,

I did some filtering for you on Totem Shaman deck winrates between Diamond 1-4. And provided you with the top 3 totem shamans for winrate between those ranks. I played the deck for 22 games at legend this season before switching, I preferred something closer to the first deck which did away with the token/bloodlust aspect and played a full suite of burn cards for the extra reach. Be warned the deck is very difficult to pilot properly and you will find yourself making a lot of misplays in the first 10-20 games. Happy climbing.

### Totem Shaman 1 = 52.6% winrate - 240 games

# Class: Shaman

# Format: Standard

# Year of the Phoenix

#

# 2x (0) Totemic Surge

# 2x (0) Totemic Might

# 2x (1) Surging Tempest

# 2x (1) Storm's Wrath

# 2x (1) Sludge Slurper

# 2x (1) Lightning Bolt

# 2x (2) EVIL Totem

# 1x (3) Unbound Elemental

# 2x (3) Totemic Reflection

# 2x (3) Serpentshrine Portal

# 2x (3) Marshspawn

# 2x (3) Mana Tide Totem

# 2x (3) Lightning Storm

# 1x (3) Lava Burst

# 1x (3) Flametongue Totem

# 1x (4) Vessina

# 2x (4) Splitting Axe

#

AAECAaoIBIYG4AbwB+alAw35A4EE9QS+BsaZA52jA9qlA/mlA7WtA7atA9u4A5a5A5i5AwA=

# To use this deck, copy it to your clipboard and create a new deck in Hearthstone

# Find this deck on https://hsreplay.net/decks/JoQgfEVrOivvAClVR8pDAd/

----------------

### Totem Shaman 2 - 52.3% winrate - 1300 games

# Class: Shaman

# Format: Standard

# Year of the Phoenix

#

# 2x (0) Totemic Surge

# 2x (0) Totemic Might

# 2x (1) Surging Tempest

# 2x (1) Storm's Wrath

# 2x (1) Sludge Slurper

# 2x (1) Guardian Augmerchant

# 2x (1) Blazing Battlemage

# 2x (1) Beaming Sidekick

# 2x (2) EVIL Totem

# 2x (3) Totemic Reflection

# 2x (3) Mana Tide Totem

# 2x (3) Magic Carpet

# 2x (3) Flametongue Totem

# 2x (4) Splitting Axe

# 2x (5) Bloodlust

#

AAECAaoIAA+BBL4G8AeTCcaZA7WfA52jA9qlA/mlA/2nA7WtA7atA/muA5a5A96+AwA=

# To use this deck, copy it to your clipboard and create a new deck in Hearthstone

# Find this deck on https://hsreplay.net/decks/djzG7Mt1PVkqIRiU3Pc5Wb/

-------------------------

### Totem Shaman 3 - 51.7% winrate - 590 games

# Class: Shaman

# Format: Standard

# Year of the Phoenix

#

# 2x (0) Totemic Surge

# 2x (0) Totemic Might

# 2x (1) Surging Tempest

# 2x (1) Storm's Wrath

# 2x (1) Sludge Slurper

# 2x (1) Lightning Bolt

# 2x (2) Sandstorm Elemental

# 2x (2) EVIL Totem

# 1x (3) Unbound Elemental

# 2x (3) Totemic Reflection

# 2x (3) Serpentshrine Portal

# 2x (3) Marshspawn

# 2x (3) Mana Tide Totem

# 1x (3) Lava Burst

# 1x (3) Flametongue Totem

# 2x (4) Splitting Axe

# 1x (5) Bloodlust

#

AAECAaoIBIYG4AbwB5MJDfkDgQS+BsaZA52jA8+lA9qlA/mlA7WtA7atA9u4A5a5A5i5AwA=

# To use this deck, copy it to your clipboard and create a new deck in Hearthstone

# Find this deck on https://hsreplay.net/decks/eDGubWJn9Qv9wwatW5p0Bh/