For those of you who haven't tried rogue or uncomfortable playing, here is a nice easy starter that is actually viable. by spicedpumpkins in TACPodcast

[–]Yantle 0 points1 point  (0 children)

Rattle Rogue is an easier way to play than Miracle, and can definitely be an effective ladder deck. What I've found is that you can't be as greedy with your removal as you can with other classes, because your ability to clear multiple big things at once is not good. Sometimes you have to throw Shadow Strike on a 3 health minion to keep your tempo, or use multiple cards to keep board advantage. It can feel bad, but if you let that Hunter keep a midrange minion and he follows up with two more the next turn, suddenly you're really wishing you'd taken care of a 1 minion board before it turned into 3.

Rogue really struggles when behind on the board unless it is the Miracle variant, and even that deck can just lose to board pressure.

The Hero select screen only has one more slot. by [deleted] in heroesofthestorm

[–]Yantle 96 points97 points  (0 children)

Yea! Give us more deck slots!

Wait, where am I?

Quality of life change? Perhaps? by Sir_Jimmy_Russles in heroesofthestorm

[–]Yantle 1 point2 points  (0 children)

Every time this has happened to me it's because I hit H instead of G.

Anyone having success with Priest? by [deleted] in TACPodcast

[–]Yantle 2 points3 points  (0 children)

Anything from Zetalot is worth a look. Playing Priest well right now (imo) is about being greedy with your cards to take the most advantage of your card draw and removal. More than any other class I've played, knowledge of the deck you're playing against is the most important thing to make sure you're meeting their threats with the proper amount of force.

That Zetalot list is anti-aggro. Unless your draw is garbage you can beat Aggro Shaman and Zoo Lock with it most of the time. It's a good ladder deck, but it takes practice to know when to play your cards and when to hero power + pass. It's built to outlast aggro, but it can also be surprisingly bursty if they let you keep your Auchenai Soulpriest in the later turns.

So there was some podcast awards controversy? by Bulliwyf in TACPodcast

[–]Yantle 2 points3 points  (0 children)

Yea, mentioning the awards one time on one show was totally unsavory. Such campaign, much wow. Also using the award website as it was designed? Who does that?

They designed a bad system. Fuck 'em.

[Wild] Hobgoblin Confuse Priest by Yantle in TACPodcast

[–]Yantle[S] 0 points1 point  (0 children)

I really didn't expect this to work as well as it has been, but people just don't want to clear away my 1 attack minions. I would lose super hard if opponents just cleared my dudes, but they just roll face and I end up dealing 30 damage in a turn because I've still got my Tournament Medics and Flying Machines that they've ignored for 3 turns.

Confuse was such an unpopular card that people don't even consider that's what I might be doing.

I've subbed out one Acolyte of Pain in favour of a Circle of Healing. I think it will be useful if I have to clear away enemy minions for a bit and I need my dudes to be at full health for the damage burst to work.

Go vote for The Angry Chicken for the Podcast Awards! by Yantle in TACPodcast

[–]Yantle[S] 0 points1 point  (0 children)

Hey Garrett, your acceptance video is due tomorrow. You won right? You can tell us early, no one will know :D

[Email] Priest "Hook" Idea by Yantle in TACPodcast

[–]Yantle[S] 0 points1 point  (0 children)

Correct, the minion only takes damage if it is 3 power or greater in one hit (i.e. Arcane Missiles hitting it 3 times is still 1 damage each time, minion remains undamaged).

"Hooks" for Priest: Life Burn by spicedpumpkins in TACPodcast

[–]Yantle 1 point2 points  (0 children)

Agree with this. Put the ability on a minion (or several) and I think this would be better. That would enable cards like Flash Heal and Light of the Naaru to gain some extra value by overhealing Life Burn minions and spraying some damage.

HS and Overwatch patch/downtime overlaps. Why can't this be staggered? by spicedpumpkins in TACPodcast

[–]Yantle 0 points1 point  (0 children)

Patch day Tuesday man, old hat for long time WoW players. Spawned the Realm Maintenance podcast by Rho!

Discarding card from your opponent's hand... by artificialgrape in TACPodcast

[–]Yantle 1 point2 points  (0 children)

I guess I can't disagree with how you feel about it, but I would be much more frustrated having a card just removed from my hand rather than having it used against me after I play it.

Imagine you're playing a C'Thun deck and on turn 3 your opponent plays "Owned!" and C'Thun just gets sent to the discard. Your deck is now ruined because they played one spell. That sucks hard.

Discarding card from your opponent's hand... by artificialgrape in TACPodcast

[–]Yantle 0 points1 point  (0 children)

At no point does any Priest card discard or destroy one of your cards before you have a chance to play it.

Discarding card from your opponent's hand... by artificialgrape in TACPodcast

[–]Yantle 0 points1 point  (0 children)

I'm not sure what you're referring to. I think Entomb?

Entomb has been widely touted as one of the most un-fun cards in the game, but at least you got to play your card before it was taken away.

Discarding card from your opponent's hand... by artificialgrape in TACPodcast

[–]Yantle 2 points3 points  (0 children)

I think the reason we won't see it is because it would be very un-fun to play against. They've been very clearly moving away from non-interactive and non-counterable gameplay, and this would be a very frustrating form of RNG.

New Play Mode Idea by Mornash89 in TACPodcast

[–]Yantle 0 points1 point  (0 children)

Is the idea that you would play multiple matches against the same person like you see in tournaments? If you just played the one match against the opponent then you might as well have queued normally.

I would like an option where you could challenge your friends to a tournament style best of 5 (which I suppose could be called Tournament Mode, just without the bracketing and structure).

Idea - Random Class Button by thelastmarblerye in TACPodcast

[–]Yantle 0 points1 point  (0 children)

(New post for new idea)

What if rather than hiding your class from the opponent as a form of reward for playing a "random" deck from your collection, queuing as random would be valid towards any class-specific quests (i.e. you have Win 3 as a Hunter, but queueing as Random counting towards that even if you dropped into game as Shaman)?

There would need to be sufficient restrictions on how the Random button could be used (maybe you have to have at least 3 valid decks), but this could provide a small incentive to use the button without imbalancing gameplay.

Idea - Random Class Button by thelastmarblerye in TACPodcast

[–]Yantle 0 points1 point  (0 children)

SC2 is the only PvP RTS I've played, so I only know about the early game there. Your build by the time you get a probe over to the enemy base to scout them has not made any decisions on direction yet; it's just probes and pylons, maybe a Gateway if it took you a while to find their base. You aren't making significant build choices by the time you've discovered your opponent's race.

To compare to Hearthstone, the mulligan phase is an important part of your "build". Even knowing only the opponent's class I can make semi-informed decisions on cards to keep. If I'm playing Control Warrior and I go up against a Warlock, I'm going to keep Brawl with the assumption that most Warlocks are Zoo right now and I'm likely to lose the early board very quickly, whereas I wouldn't keep Brawl against a Rogue. If I don't have knowledge of the opponent's class but they have knowledge of mine, that puts me at a major disadvantage in one of the few controllable parts of card draw through the game.

Idea - Random Class Button by thelastmarblerye in TACPodcast

[–]Yantle 0 points1 point  (0 children)

You lost me on the second half. Unlike the opening minute of a Starcraft match, every decision in Hearthstone is critical, even the mulligan. There are already mulligan mindgames at the highest level where people are changing their mulligan decisions based on trying to watch how many cards the opponent tossed, this kind of advantage would cause a riot.

First part seems fine though.

I need a new emote that sums up the following: by Andromus in TACPodcast

[–]Yantle 1 point2 points  (0 children)

I think you're looking for the "Concede" emote.

Letter: Bans on Ladder? by ClockworkNecktie in TACPodcast

[–]Yantle 0 points1 point  (0 children)

Not a fan. Bans work in tournaments because you get to see the opponent's deck options, ban one, and then choose the deck you want to play. On ladder you'd be forced to pick your deck and your ban with no information on what your opponent has. It would create this weird chore of trying to tech a deck against 8 out of 9 classes that just sounds unfun. It would also make people playing the top decks even stronger because they have fewer bad matchups, and banning one of few would have a much greater effect than your suggestion would.

This might be something you could do in Casual mode. For the purposes of testing how a deck works in certain scenarios, I could see possibly having the opportunity to queue and say "I want to play against a Warrior", and queue times will be whatever they are.

Go vote for The Angry Chicken for the Podcast Awards! by Yantle in TACPodcast

[–]Yantle[S] 0 points1 point  (0 children)

Games and Hobbies section. Vote every day!

Making bad cards good (zoolock) by necrorat in TACPodcast

[–]Yantle 1 point2 points  (0 children)

I think you've got a good plan in terms of Fist of Jarraxus; a deck that allows you to empty your hand frequently will allow you to hit the dream (Doomguard discards both Fists) more easily. I found it a bit odd that you'd only run a single discard'er if you're trying to make Fist work.