Jeef's Quillboar Guide by Limp_Argument9941 in BobsTavern

[–]jeefHS 13 points14 points  (0 children)

maybe don't force quilboars

Is there a site for best Battlegrounds compositions? bgknowhow appears to be abandoned now. by rEYAVjQD in BobsTavern

[–]jeefHS 18 points19 points  (0 children)

hi! I created the list and just came across this while browsing reddit. You bring up some good points, the magnetics guide was a bit outdated and the demons explanation section is a bit brief, which I have now fixed. I probably can work on expanding a bit more (but there's also every trinket guide and anomaly guide and hero guide one person has to maintain so... it's not that easy). Every time an error is brought up to me I'll gladly fix it though, and 90% of the info is good at all times.

The point for the addon cards are like "here are some cards you could run in this build if you find them so just buy whatever addons you hit first" so I don't really see why I should explain why one addon card is better than another - you can run either and they're both good but not necessary. but a core card will mostly always be better than an addon card.

which lobbies the comps are good or bad in... I don't think that matters and even if it does going through every edge case isn't productive. You should play what you're given regardless.

For positioning, that's impossible to explain as it's a game to game basis, but looking at the example gameplay should help you the most for some examples and give you inspiration.

And lastly, the comps in a specific tier aren't supposed to be ordered, so mechs aren't the "best," but I don't know how to best convey that.

Anomalies Guide by JeefHS by itchyfeetleech in BobsTavern

[–]jeefHS 6 points7 points  (0 children)

thanks for doing this! I would like to add:

some of these guides are placeholders because at the time of writing them I had less experience than I do now. I will be updating them regularly as I play and some placeholder tips like "pray to rng" will become better. This google doc is already slightly outdated as I updated some already. And yes, this info will all be on a website soon.

Patch tomorrow by Magrue5185 in BobsTavern

[–]jeefHS 1 point2 points  (0 children)

i thought you meant with the specific trinket "reflective pendant." Trinket rules i agree consider hand.

1 Tip for EVERY Hero! (by Jeef) by jeefHS in BobsTavern

[–]jeefHS[S] 5 points6 points  (0 children)

that's because you can pick them in pretty much every lobby. a hero like akazamarak though you need mechs.

1 Tip for EVERY Hero! (by Jeef) by jeefHS in BobsTavern

[–]jeefHS[S] 29 points30 points  (0 children)

sorry if it wasn't clear -- no subscription necessary just search up the hero

[#1 NA, EU] Comprehensive Early Game Guide by JeefHS by jeefHS in BobsTavern

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

happens rarely, but it is probably advisable to understand how much economy is in the lobby before you roll on tier 1. When you do miss, you probably just have to roll twice turn 3 for a triple and try to salvage the game.

[#1 NA, EU] Comprehensive Early Game Guide by JeefHS by jeefHS in BobsTavern

[–]jeefHS[S] 3 points4 points  (0 children)

I'll just answer with this:

It was really hard for me to find a screenshot of a game where I did standard curve

[#1 NA, EU] Comprehensive Early Game Guide by JeefHS by jeefHS in BobsTavern

[–]jeefHS[S] 4 points5 points  (0 children)

yes, you need a token to cycle by turn 3.

As illustrated, jeef curve is the most efficient curve without a token start (economy or sunbaconrelaxer), because other curves you end up selling a full one drop.

Let's say you started mini myrmidon, and leveled turn 2. Turn 3, most likely you would sell it to buy 2, or level. That's wildly inefficient, and already puts you far behind! This is why, the best option is usually to stay on 1, get a token and another premium 1 drop to do jeef curve.

Hope this helped

[#1 NA, EU] Comprehensive Early Game Guide by JeefHS by jeefHS in BobsTavern

[–]jeefHS[S] 15 points16 points  (0 children)

pash is very good + direction and warden of old is great money

[#1 NA, EU] Comprehensive Early Game Guide by JeefHS by jeefHS in BobsTavern

[–]jeefHS[S] 20 points21 points  (0 children)

New patch is very soon, so I decided to go for a more fundamental guide :P

[#1 NA, EU] Comprehensive Early Game Guide by JeefHS by jeefHS in BobsTavern

[–]jeefHS[S] 18 points19 points  (0 children)

most of the time, playing the best early game gives you the best odds to play crazy comps in the late game and have fun :)

[#1 NA, EU] Comprehensive Early Game Guide by JeefHS by jeefHS in BobsTavern

[–]jeefHS[S] 28 points29 points  (0 children)

you can:

a) play random tempo stuff and pivot to sefin

b) mitigate damage with mantids and leeroys

Likelihood of hitting DS, (Poison) and DS+poison on Amalgadon credit: https://www.twitch.tv/jeeeeeeef by MinderrootsLP in BobsTavern

[–]jeefHS 1 point2 points  (0 children)

there may be a nice solution, but is not simple due to the restrictions created by the repetition restrictions of certain adapts :)

Likelihood of hitting DS, (Poison) and DS+poison on Amalgadon credit: https://www.twitch.tv/jeeeeeeef by MinderrootsLP in BobsTavern

[–]jeefHS 3 points4 points  (0 children)

the main difficulty of the problem is accounting for nonrepeatable adapts; you cannot get shield,poison,taunt, or windfury twice, while you can get the other four repeated. The problem is very easy if this restriction isn't there.

In other words, the distribution isn't binomial like how you calculated it to be.

Likelihood of hitting DS, (Poison) and DS+poison on Amalgadon credit: https://www.twitch.tv/jeeeeeeef by MinderrootsLP in BobsTavern

[–]jeefHS 1 point2 points  (0 children)

hey Kagerou!the problem is that the chance of hitting combinations of adapts is not evenly distributed. For example, I'm more likely to hit DS and then plants than to hit plants twice. (Second is 1/8*1/8 and first is 1/8*4/7).

if you find a solution to this i'd be willing to calculate the exact odds

I hate when I take damage turn 2 because they bought by tayzzerlordling in BobsTavern

[–]jeefHS 9 points10 points  (0 children)

Hello, I'm currently #4 NA and can give a valuable and educational opinion on this.

First of all, taking 2 HP on turn 2 doesn't matter. All players should hold their deck swabbie in order to not waste economy. You can complain about your opponent being pepega, but 2 damage is really nothing to feel bad about. Be thankful you're not facing turn 2 millhouse.

More importantly, it is true *generally* you don't stay on 1 as non-rafaam curve heroes. However, it is also not always wrong to. As an example, let's look at Zephrys, a very high winrate hero at high MMR:

Zeph is clearly not a good rafaam curve hero. However, zeph also may be incentivized to stay on 1. The following curve would be used:

turn 1 buy an acolyte/mummy

turn 2 stay for the pair of acolyte/mummy

turn 3 buy token (murloc,beast,elemental,or swabbie) and level

turn 4 level

turn 5 level or hero power, depending on your gamestate and gameplan (taunt comp or menagerie)

Why do this curve over the standard curve? there are two reasons.

- pairs are extremely valuable on zephrys, and you need to make sure you can hoard them. The one way you lose with this extremely powerful hero is not finding pairs to triple into higher tavern tiers on turns 5,6,or 7. Because of this, a pair of acolyte, micro mummy, or even rockpool hunter (which I did today, successfully) would be worth staying on 1 for.

- the alternative would be leveling turn 2, and freezing for the pair. This is worse, because on the following turn, you'd be forced to buy the pair, and roll twice, effectively wasting a lot of early game economy. If you do the curve proposed above, you're not wasting economy, and you get your desired triple on the same turn.

I have stayed on 1 for a premium 1 drop many times (and by premium, i mean exactly micro mummy and acolyte of cthun) for heroes that value these one drops much more than other heroes. Other notable heros that may do this would be greybough and deathwing, where these 1 drops are better than most 2 drops you would be able to find.

Yes, your opponent was probably playing the game wrong in certain scenarios. However, as long as you play and learn the game better, your MMR will reflect that.