Wednesday, March 11, 2015

Hearthstone Goblins vs Gnomes: Paladin Guide Arena

 Wow Paladin,,got a lot of shit. Its like 1 common card that you see a lot and everyone hates and the rest are almost non existing. Paladin had a lot of strong class cards, a lot. So will say right away here, spoiler alert Paladin are worse of now. 

File:Seal of Light(12305) Gold.png

 Seal of light got really low value. Its a Claw (druid card) which gives you 2 more life. Its damage is the same 2. But it cost 1 more mana. Making it be one of the worst removal in the game, 2 mana for 2 damage. Were arcane shoot, holy smite etc do 2 for 1 and are not stopped by taunt. The heal is completely insignificant in 99.9% of the game in arena. So its horrible removal card. 
That being said I pick it a lot anyway as you need removal. But its bad, really bad. You are forced to pick it if you have no removal late in a draft and the otehr cards are bad anyway. I would never in my life pick this card early in a draft unless the 2 other card are epically useless  cards e.g a wisp.


File:Shielded Minibot(12257) Gold.png 

This is the jewel of the new paladin cards.  This pretty much the only card that as increased the paladin ratio, the epic weapon is good as well but its epic so hardly effects the game in several runs. Its an extremely solid 2 drop. Much better then the argent who gives shield as she requires another card already on board to be good. This card is great for the classic divine shield + blessing of kings. One of the best 2 drops in the game by far. This card is extremely common to face in the arena from Paladin, always something to keep in mind. I would recommend not playing 3.2 if you can play a 2.3 instead as 2.3 can trade with it twice. 

File:Scarlet Purifier(12240) Gold.png 

This is a pretty bad card, its stats are fine a 4.3 for 3. Shared with other rares like injured blademaster. But its ability its pretty bad in arena. Its anti deathrattle, and I like concept, who is not tired of al the deathrattle decks in constructed. Or it can be used to triggers your own deathrattle like nerubian egg. But in arena...just wow is so annoying to play with this card. What are value cards in arena?

Deathrattle, cards which are common to pick because they are great as classic cards like Harvest Golem but now with GG expansion cards like Shredder has huge value and then other less value but still good cards like haunted spider, loot hoarder etc.  

This card just fucks you over if you pick it as much as it help you, + the effect in itself is not even that good vs all the summoning deathrattle effect, its great o clear away a Loot Hoarder but to damage a Shredder, that hardly gives anything. 
 To have this card be good it has to affect several cards on your opponent side and preferably not the summon x new minion. A very bad pick in arena unless its the last pick in the draft.



 File:Muster for Battle(12223) Gold.png


This card is extremely popular in constructed but its really poor in arena. Its played to combo with the quartermaster card which you likely wont have in the arena deck. Or other buffs, w.e etc. Its hard to get any value from it except being able to kill weakened minions with the weapon. And the weapon got a really bad spot in arena as it cost 3 mana then for 4 mana you can get the Truesilver out, a weapon that is highly picked and amazing value in arena. I have countless time seen someone turn 3 Muster for Battle to later turn 4 play Truesilver only getting 1 attack out of the 1/4 weapon. It really depends on the board and what you are facing some classes can have a hard time removing a lot of small minions like Priest, but a Rouge can easily just get rid of them in multiply ways.


File:Cobalt Guardian(12222) Gold.png

 I found this card actually much stronger then muster for battle. It do have pretty crazy stats, 6.3 for 5... thats weird stats. But it only do cost 5 so its easy to play it on turn 7-8 with a mech. And giving it the divine shield right way. And the massive attack on it makes it really strong as long as it can be protected, as I say in all my guides GG do have a lot of solid neutral mechs so getting this ability off at least once shoulden't be to hard. 

That being said it is not that good of a card, mage, paladin, rouges, druid etc can easily remove a divine shield and just kill it with small minion. Its not amazing or anything like that, and its not a solid card as it requires a type of minion in arena, its half decent at best. 

File:Coghammer(12228) Gold.png


This is the other only good card in this expasnion for Paladin. Its really good in arena as its so minion heavy. It will make an minion be able to trade and survive and usually you can kill one other minion with the weapon itself if not 2, so its a 2+ value of a card. Very strong. And even if your minion cant trade with anything as you just killed the only 3.2 they had it leaves a very annoying ability combo, divine shield and taunt on it so it surely will later be able to kill something. Or you can hit with it and the weapon to kill a Yeti etc.

Basically it has a huge early board impact and can easily lead to victory. But it don't improve the Paladin ratio much, its epic so like I talked about in previous guide articles that don't bring much %. And Paladin had only great epics so having 1 more don't gain as much. However, this is one the best epic to pick for many arena decks so it is a pretty good boost.
File:Quartermaster(12280) Gold.png
Quartermaster is another combo/synergy card for constructed. Clearly its great combined with muster for battle. But rarely do anything worthwhile in arena. First issue is taht all the other Paladin epics are very strong, making this one a weak pick.  
 Its not horrible as its 2.5 + 2.2 (11 stats for 5 which is a good value 2n+1) at least in most cases, however thats if its being played late. At turn 5 it definitely can be no silver hand recruits on the field. But its not a better pick then any other epic, except sword of judgment at when that weapon card cant really be utilized (lack of minion spawning) or then when you got a massive muster deck (e.g constructed deck).
File:Bolvar Fordragon(12244) Gold.png 
Bolvar Fordragon was actually the first golden legendary I got this expansion. And I like his design as it utilizes that the game is digital and only digital his effect cant be done in like magic the gathering or yu-gi-oh. Yes both of those games got cards with almost the exact same effect, counting cards in the graveyard. But neither can take into account Token, minion who aren't one stand alone card, either created by cards like muster or the paladins class ability.
 And thats basically Bolvar's main play, you wait with him and then you play your other cards in the mean time or rather you don't play your cards and get a lot of death from mainly your class ability. 
 That does not work in Arena, mainly because you don't have the strong removal you have in a well constructed deck, nor you necessary have the minion card support lime muster and quartermaster.

He is still ok as he can easily get 3-4 kills in at turn 5 and thats a 4.7 for a 5 which is an ok card or be played later with something else as big one. But the main issue is more that he is so bad compared to Tirion Fordring. Tirion being the strongest class legendary. So yeah.. you don't want to see this and 2 neutral if it could been Tirion.

Judgment Paladin: Goblins vs Gnomes

Paladin is much worse of now. Paladin always had an issue with having some really strong class card and some really shitty ones like Eye for an eye. And now all the new paladin card are also pretty bad. Only 2 new cards are good, the bot and the weapon. While both of them are actually quite good. Other cards like Seal of light is really, really bad. Paladin is more and more, you can get a really strong overpowered arena deck your can get utter shit. 

Tuesday, March 10, 2015

Hearthstone Goblins vs Gnomes: Mage Guide Arena

Mage as always just got a load of good stuff. I think that is actually a balance problem, I was never one of this that said mage was the strongest in arena in vanilla but now they are just getting better and better as almost all of their class cards are great.

Not a single of these cards are bad, yes fireball is still better then all the common ones for example but it still means that every mage class card that pops up except mirror image and ice block/barrier are at least good if not a great card.
 Which means Mage got a good average win ratio, which also means mage is still overly represented in arena...so getting kinda bored of 1.5 years of always facing mages.


File:Flamecannon(12192) Gold.png

Flamecannon as with Bomb lobber (best neutral 5 drop) is a great card as its not so much random. Yes in some situation is a lucky based play but for the most time its a safe investment as its so much minion trading in Arena, the result is that its very easy aiming the flame cannon at the given target. Its really a good card basically its a Frost bolt but it deals one more damage, but it cant target opponents face. This makes it be able to kill any 1-3 drop and with only 1 spell damage you can  get almost all 4 drop as well, which is huge!. So its a fantastic card really another super good removal card for mage. And the random effect is even more of a bonus if anything in my opinion as that means you can hit stealth and elusive minions which is as often as when you cant aim it at least. 

File:Snowchugger(12230) Gold.png


 This is another broken anti class card really, water elemental was already super good vs rogue, warrior and partly shaman and hunter. Snowchugger just adds in another card who also just do the same thing, freeze the other player. Its a great effect and it really does mean the win ratio for mage is clearly better vs those classes mentioned, especially warrior. Being able to freeze is also just really annoying even if you can kill this card with a bigger minion that minion loses its next turn. 

Its not as strong as the water elemental as water elemental also got that but with its massive 3.6 body its hard to remove without using 2 cards so even if those cards don't die they both get froozen. So snowchugger is a little worse of in that regard, buts its a only a 2 mana cost, still a really good card. For many deck this card is better then sorcerers apprentice but regardless they are both 2 really good 2 drops and mage got the best 1 drop (mana wyrm) and...mage is great if they can get a good early lead. So yeah another really solid mage card.
File:Soot Spewer(12306) Gold.png

And again here then, mage gets another solid minion drop at early game. I found this card, very, very strong actually. Mainly as looking at dalaran mage, who is a 1.4 with spell damage, he used to be 2.4 with spell damage but was "to strong" to stay like that for mage decks...so now mage instead got an exclusive better stats 3.3 with spell damage. Yeah that is great. Its just a very solid card a 3.3 for 3 with + spell damage. Ogre magi for example is not that viable as it cost 4 mana which makes it harder to combo cards with, kobold geomancer is a ok as its easy to combo cards with but its 2.2 body makes it vulnerable to a lot, like a lot! And it cant trade so well. So the 3.3 body for 3 with spell damage really fits in good. It avoids a lot of aoe not that easy to kill for 1-2 drops and it can trade with most 2-3 drops. 







File:Unstable Portal(12178) Gold.png

This is a card I am very iffy about, I hate random effects which you cannot control. I think that a lot of people overestimate this card, a classic play its to coin it at turn 1, which often is a horrible play. Not only do you have to draw a 3 drop or less to play but many people are so eager to chance for this that they don't even have a 100% sure play at turn 2. Thats' a really bad play. It can be anything, and giving how your arena deck can be completely shitty -_- it is better then far sight and cost 1 less for the most time. But all the other Mage rare cards are great, so why pick this one?

It has a lot Mind control technician over it, some games its amazing but for the most part it stinks. I would not pick it unless all the other picks were bad neutral rares. 
File:Goblin Blastmage(12195) Gold.png

Here instead is another amazing mage rare card, and also a minions. Mage really got a lot of better mininons. This card on the other hand is easy to control but even so, its a fuking 5.4 for 4. Thats a greats stats even with no ability and the ability is a mad bomber +1 at only your enemies. This card is amazing. 

Mech is a common to pick, as many neutral mechs are very excellent cards and even some older mechs like Harvest golem is still one of the best value cards and mage got its new snowchugger as I mentioned its often the best 2 drop, then you can coin this card if its alive etc. Basically you probably end up with a lot of mechs in your arena deck. And even without mech this is in worst case a 9 stats for 4, which is like  panda or tall strider etc a little worse then yeti as its vulnerable to swipes and trusesilver. But still a good stat for a 4 drop. And if you can coin it its effect is usually completely board broken. I would have to have 29 cards with no mechs to pick unstable portal over this.





File:Echo of Medivh(12300) Gold.png


This is a very interesting card, I love in constructed. But I would say its obvious that its pretty bad in Arena, it takes way, way to long time to get its effect. Its cost to much for the tempo in arena and first and foremost. Your cards usually suck so it cant copy anything good anyway. In rare cases its very strong late game, where you are out of cards and you can copy your few guys out there. And that can give really strong card advantage or board, usually both. But that is a really bad place to have any card being strong at. This card is good if the game should already have ended, that means its ratio is horrendously low. Worst mage epic for arena by far. 
File:Wee Spellstopper(12261) Gold.png

Wee Spellstopper is a win more card I would say both for constructed and arena. Its also especially true for arena as what you wanna protect are often strong legendaries which you wont have in arena. Its ok to keep your tempo in arena for some mage decks. Not that great of a card as it requires the rest of your deck to be strong or at least that you already got a strong board control.

File:Flame Leviathan(12290) Gold.png

 Lastly, the legendary Sucks. Its a war golem with an completely uncontrollable effect and the effect is horrible in arena for yourself, while it can be really good in constructed. Yes in a  few case you can completely turn a game drawing this and clearing the opponents board. But as arena is based around having strong minion presence for any class, drawing this when you are ahead means you lose your advantage. Its good in a spell focused deck, which you might have in arena but likely wont have. Archmage is a much better legendary for arena even tough he is quite weak as well. 

Judgment Mage: Goblins vs Gnomes
 
Mage is better now because it got some extra strong common cards and some strong rare cards. Mage actually got pretty bad epics and legendary addition but the backbone of the arena mage deck will be cards like snowchugger. Flame-cannon and soot spewer are both strong solid cards and together are quite amazing.  Mage keep having a very, very solid early plays. And as I went over they really hard counter the weapon decks very often. Thats a lot of extra win ratio to gain from that. What remains mage weakness is the epic cards none of the new ones are particularly good with the old ones being good sometimes, pyroblast can finish games but can also be completely dead and cost max mana in the game. Ice block is of course often completely useless, so well both new cards are better then that one. Spellbender remains as the best epic to pick for most decks otherwise its pyroblast if you got a lot of face damage and know you can strive for so long.

Monday, March 9, 2015

Hearthstone Goblins vs Gnomes: Hunter Guide Arena

(judgment for hunter in the bottom - TL.DR - better)

Hunter good pretty good cards in this expansions.

File:Glaivezooka(12267) Gold.png 

So Glaivezooka is by now most have seen in the face hunter decks were they buff a minion and keep slapping you in the face with it. Its a really good card for arena, the + 1 attack gives a lot of trade potential, the 2 weapon for yourself can often mean you can remove their 2 drop, buffing your own and getting a huge lead in board. 
 But the best thing with it is that is its uncommon, Constructed player usually don't see it like this, its the math for drafting which a lot of people have issues with really. 

This card, getting this card into the mix is so much better then getting a new epic bow into the mix. That does not mean a lot as your chance of drafting it is low. So in constructed decks that does not matter at all. But getting a great uncommon card in arena means the chance of getting is high, so its overall +to the hunter ratio is actually quite significant.

I had 3 of this card my last Hunter run and I went 11 its a really good card. Worst case scenario its a 4 dmg for 2 mana, thats completely fine i an hunter deck in the end of game as well if you cant buff any minions. But almost always it will buff 1 minion and do 5 damage I would say not 6 or more as the minion likely dies the next turn. And you do got a lot of charge in Hunter deck so, getting that +1 for 5 damage for 2 mana its really easy. A Very, very solid card. There is not really any uncommon card that is better then this card to pick as a hunter. Potentially UTH with the right type of deck for it, but in a void. I would take this weapon every time for UTH as it will give you that trade + for your minions, in early game Glavizeoka almost always gives board control and in late game its extra damage to finish them off. So its always good card. 

File:Cobra Shot(12304) Gold.png 

Cobra shot is like 2 Dark bombs (3 dmg) but one has to go in their face..and while its 2 cards in one it cost 5 were 2 dark bomb or 2 frost botl etc would cost 4 mana, its not that good. 

As a board contro lcard it sucks, its a really bad multishot really. You cant really use multishot at any scanrio but its really strong when you can, that this damage has to go to the face. ITs horrible. YES you want to be a face hunter for the most time but Arena is still a lot about board control and hten in the end you can still win as a hunter by going for face and ingoringf bard. This card really dont help you come ther if you have to use it for board contriol, which is likely what will happen in 90% of the games its horrenouds cost for doing 3 damage, thats 5 mana its like the worst removal in the game but OK if you got a really agressive face hunter deck.

So its very situonal if you wanna pick this card, Its good, it can be really good if the deck works with it. But picking it early its just stupid. You have to see that your deck will work or well almost work so can gamble to pick it for pure damage to their face. And even then I don't think its good, I would say it if that it costed 4 mana. It would be much more viable. 

File:Call Pet(12224) Gold.png

Call Pet is another of those cards which is really good in a constructed beast card but likely end up being near useless in Arena. Not much to say here its value obviously increases drastically if you have a lot of beast. And I mean a lot, I wouldent pick this card unless I have at least 7+ Beat. And the problem with that is that most of those beast you will have are CHEAP. OK note this, very important on why not picking this card. The most common Beast cards to fill up the deck is not Savannah Highmanes etc its crocolisk and Raptors, these card wont get that -4 effect so its just like playing a Raptor. But with the added chance you don't draw a Raptor and instead just paid 2 mana to draw 1 card for 1 card, which means you deck thinned yourself for 2 mana,,and lost board severely most games.

File:Metaltooth Leaper(12254) Gold.png 

AS with Call of the pack, this card ++ when you have mechs, its obvious. But this card is fine, its a classic "worst case you get a 3.3 for 3". A lot of cards like that. This is a card that is definitely pick able. Its a not the best Hunter card on rare by  far as you got a Savannah Highmane which is like 10 times better of rare. But its fine as its better then many neutrals. Mainly because, its into like pirate lord, or murloc etc. You actually likely will get a few mechs, mechs are good, its a lot of great neutral mechs. Because of this, the card can be picked without knowing rest of the deck. Given that the other rares are not the great Hunter rares. 

File:King of Beasts(12285) Gold.png
King of the Beasts I think its fine, its not Savannah (becasue that card is broken as hell in arena) but its an OK card. Comparing it to Fen Creeper who is a 3.6 taunt for 5. King of the beats needs 1 beast to be as good as Fen Creeper, and thats easy to get even in Arena. That being said, Fen Creeper in itself si a bad card--- King of Beasts is nto fanstic but its often lands at 4.6 if you have a decent beast deck going on, just like the 2 previous cards its as well better per minion you have. Which also means its another card which is nor particularly good for arena as its agamble picking it. BUt I would say, 

Taunt - GOOD in Hunter deck.

I would go so far and say that Taunt is the best for Hunters of all the classes in Arena, that means they cant kill you will you chip down their last life. Fen Creeper is a card t hat fits the Hunter, this is the main reason this card is good because its often a Fen Creeper or better. And well its a beast so it can get charge, or you can buff etc. It definitely have the potential to be a lot better then Fen Creeper. Still its never better to pick this then Savannah, but they do make a really good combo, this card is better then most neutral rare cards.


File:Feign Death(12238) Gold.png 

So.. another card for Hunter that is better with a type of deck. This is the worst one and really not a good addition for Hunter epics in Arena, takes a lot to make it worth while. Most Deathrattles you will have aren't strong enough to warernt its use in a deck for Arena.  But sure its really, really good if you got like 2 shredders and 2 sky golems with nerubian eggs. Its an amazing card in constructed, it grows a lot in value if  you got a massive deathrattle and get as it a late game card. Maybe I am actually to hard on this card it do only cost 2 mana after all. I think its because its one of those cards you want to pick it but it can really be useless if don't. Its a very risky card to pick early in the draft, but many times you can pick it late I suppose. 
File:Steamwheedle Sniper(12242) Gold.png
 This Badboy, here is the strongest hunter card for this expansion. This card has amazing board potential. Its very comparable to Soulpriest the best priest card for like always but its much better then her, its also of course better then shadow form.
 The reason si mana cost, while soulpriest harder to kill with her 5 life, thats great. She does still also do negative effect on holy nova and plus with stuff like circle of healing etc. Her main asset in Arena, is the 2 daamge to a minion. So for most games she and Steamwheedle sniper got the exact same power.

But he cost 2 less mana, whihc makes him so much more easy to play out and deal damage, playing this card at turn 4 is a common kill for anything, you ether kill something straight of or it can help you trade a 2 drop int oa 4 drop etc.

 Its actually very similar to keeper of the grove a 4 mana drop + 2 damage to something or then a coin at turn 3, which is very good sniper. Sniper of course stays on the field so a good way to comparable its strength its that is a Keeper of the Groove with 1 less health but its ability also then stays (well it cost 2 mana per turn). 

This is a really good card, its the best hunter epic clearly, I think that a good way to look at its that its hunter version of Keeper/soulpriest but better then either of them, of course it is epic so its balanced in that aspect.

File:Gahz'rilla(12232) Gold.png 
Hmm I am kind iffy about this. Because I strongly believe that hunters old legendary is really good. Its like a Pyroblast that stays on the plan and its better for Hunter as they got more face damage then Mage. That baing aid Gahz'rilla is a pretty good legendary. I just want to point out I would probably never take it over King Krush.

But its a lot better then most neutral. First of all it cost 7, which I like it comes out faster then big dragons etc. its still really big, so its hard to remove. Comparing it to for example Malorne its much much better, just that it is health over attack makes it better so its hard to remove it. But obviously it has some really good combos, you can shoot with for example Steamwheedle to double its attack, arcane shot etc. It got like super enrage

You want to win fast as Hunter so the legendaries I could see being better for most arena decks are cards like Cairne, Sylvanas and obviously Leeory for the charge. But none of the expansive dragons etc is better. Nor any of the "shitty" legendaries like gnomes or half shitty like Toshley. A great legendary overall.

Judgment Hunter: Goblins vs Gnomes
 As mentioned one major thing is that Glaivezooka is a uncommon card that pops up a lot in a draft and its a great, great uncommon card. Definitely makes it easier doing a hunter deck. The epic card Steamwheedle sniper gives hunters their first really good Epic in Arena the old ones are pretty lackluster and feign death can actually often be better then for example snake trap. And the new legendary is better then almost all neutral ones, pretty decent increase in hunter ratio.

The only real bad thing are the cards which are to much based on your deck, e.g all the rare ones. Savannah highmane and explosive shoot are definitely better and misdirection about even with King of the beats, so those cards did not increase the hunter draft. But other rares aren't horrible, actually they do have potential at least for being awesome. Were for example with Druid they just plain suck as their potential is astronomical small to work outside of constructed.

Hearthstone Goblins vs Gnomes: Druid Guide Arena

 (Note I will put a final judgment of the Class in the end, if the class is better now with the new cards to draft or not - Druid is not)


Ok, so a lot of people complain on me taking so long time to write this stuff. Well first of all I am that kind of person that I really want to make sure I have thoroughly tested everything, all type of interactions between the cards and been over 100 of game per class.
 I could write educated guesses before the cards were released like most "big names" does but I truly despise that. Because what that usually bring are ideas like,

   Sylvanas is a better pick then Nozdormu-- you dont say.

Anyone can say that. The real skills is knowing, which one of this shitty legendaries should I pick. And really is not even about legendaries at all, while they can add that extra flare and secure a win of course its about the common cards. Common cards are the one that is the backbone of the deck, and to be able to say what common card is the best as most of them aren't so amazing, that takes a lot of game testing. (Well if I had not gone to Turkey for 2 weeks last month I would have written this then instead)
 So I have played at least 200 arena runs since Goblin vs Gnomes was released now, that runs not games. I would never write any type of guide before doing at least 10 runs per class. Obviously takes a while, one thing I do a lot of helping me friends play. I have one in particular were we almost every day does that he share his screen on Skype while drafting and playing the game. Then I can help him pick cards and play the turns, on the same time I play my own games!

 If you have ever see me play, you would see I do my turns in max 10 seconds all the turns, I take roughly 5 seconds on every turn regardless on what turn is it. So the other time of me waiting for my opponent I can look at his screen. Its quite effective so I can play 2 runs on the same time ;) So I done anther 60 runs with him like that or so with Goblins vs Gnomes.

Lastly I should mention like with Naxxramas card I play to get 7!

I don't play to try and get 12. I always take the safe route and continuously get gold. Thats why I almost never move my gold holdings but I can play infinitive arena runs, while only slowly increasing my gold. I have never been a flashy player I just want to win always. I never try to make combos if I don't already have the combo card etc. Only in rare cases do I value taking a combo card when not having the others and so on. I also almost completely ignore curve until card 20+ Value in cards is what matters. I would never pick an early 2 mana drop just because I want early cards with e.g warrior over a great 5 drop. Unless its the 21 pick and I need to fill that place out.  Of course if I am trying to build Zoolock I take all cheap cards, I have 2 mindset either I play to get back the cost to get a free pack, I was the first one to farm all cards in Europe with the vanilla cards like this so, no issue really. Or I play to not give a fuck and just try and build the deck I want, like taking all murloc cards that pop up because the first card I got was a murloc theme card.

Anyway let start Druid and I like with Naxxramas will work my way down to the most useful Guide, Neutral cards (I should almost start with that one, shouldn't I but I don't like to change my previous order of Druid > Hunter >...Neutral, basically I did wrong the last time but I stick by it so it don't seem planned, this is something I learned from working at Activision Blizzard ;) don't change old mistakes, pretend like they were intentionally)


File:Anodized Robo Cub(12219) Gold.png


So the robo Cub, its a decent addition to the druid chance to get more 2 drops. Thats about it. Its not a fantastic card, its almost always better to place it in 3.2 so it can trade with more cards. A few times, vs e.g rogue it can be good to but it as a 2.3.

Of course its main strength comes from that if a 2.1 is out, you can play it is a 2.3. If its empty board you can instead hope to trade vs a 3.3 and place it as a 3.2. And comparing it to a card like Frostwolf Grunt which is just a 2.2 with taunt this card is much much better then him.(Well Grunt sucks so).

Its an ok card, but it exist a lot better 2 drops and on the uncommon level of cards the picks can be much better 4-5 drops like a Spectral Knight.



File:Druid of the Fang(12243) Gold.png 

This is a pretty good card, clearly it goes up in worth per beast.  Its quite strong for a 5 drop and druid got beast with the druid of the fang and the power of the wild + your random crocolisk etc. This is actually one of the better new cards for the arena play. Second best. But its not much to say about it, I can take it even having no beast if its very early as I hope to get e.g Druid of the claws which are always a high pick, also the Power of the wild to get a 3.2 or a 1.1+ to all minions is much better then the Cub btw. So you should get some beast. And this card is not horrible if you cant buff it.

File:Grove Tender(12273) Gold.png

Grove Tender, kinda sucks. Its a minion with a wild growth for both players. But your opponent gets it first? I can be used for mill decks in constructed or heavy minion dropping faster etc. The card in itself is not horrible designed or anything but its completely useless in arena. Mainly because you will likely just help your opponent more then yourself as he/she will take advantage first of this effect a lot more in arena as its mainly just minion spamming. Worst Druid Rare card and especially compared to Keeper of the Grove which is amazing. There is no deck in arena ever that want this card over Keeper.



File:Mech-Bear-Cat(12226) Gold.png
Mech-Bear-Cat is the only good new card for druids!

Fang is ok, and cub is decent. But this is the only real new powerful card and its not actually that great either but its better then other ones. Comparing it to the classic Ogre, a plain 6.7. This got the same stats, but 7.6 same value for the mana and with a pretty good ability. Of course it would be better as a 6.7 for 2 reasons. harder to kill and its ability as it triggers from taking damage = better with more health. 
 But still its hard to kill at 6. It can kill almost anything with 7 in attack, it will take 1-2 attacks to get down likely, so a high chance for trading +1 in cards just like the ogre and if it does you also get 2 spare parts.
 Its not better then Keeper of the Grove, which as mentioned is by far the best Rare Card for the Druid. Its also not better then Starfall as AoE is awesome to have, but after this is for many decks the 3d strongest rare to get.

I see it as an ogre that will at least also give a spare part and that says a lot as Ogres are really good. 


File:Recycle(12279) Gold.png 
So this card is horrible, like the rest of the new druid cards. But this is probably the worst one. Druid needed a good single target removal this is not it. A Hex is great as it does not trigger Deathrattle, this also don't trigger it but it cost 3 more mana,.,and the card can later be played anyway. This effect is horrible, temporarily removing their 1 legendary card so it can be played latter and stuff. I mean I love it as a Mill Druid player one of my my stay decks in Constructed were you can lock  their next draw with Recycle in the end or do it and then mill so it gets discarded etc. Thats pretty interesting. In arena, just like Grove Tender its really bad. Its a super expansive bad removal.  Better then Naturalize for the most time but t hat don't say a lot.

File:Dark Wispers(12298) Gold.png 

This is another bad card its actually so bad that it lowers the Druid Win ratio, I talk about that a little further down. 
First of all, no one is ever gonna be able to utilize the 5 minions in a good way. SO no one never does summon them. Meaning this is just 5.5+ and taunt for 6. And  that is bad, really bad.

Comparable to Blessing of kings which gives 4.4+ for 4 and this then give 1.1+ more and taunt, which is kinda in line with taunt being worth 1 mana in the game in general, just that 1 mana is not at all worth taunt in value wise. 
 But the main issue is that, Blessing of Kings is awesome, it gives you great trades, it gives you a bomb early game and you can remove their guys or you can finish someone etc.


This card is expansive so it can affect the game as much as BoK just from that, but worse is that 4.4 is enough to be able to survive a trade, while 5.5 is just overall. So the extra 2 mana for that is completely wasted and that taunt almost never does anything. As you will mainly use this for trading leaving your buffed bomb at low health so people are gonna kill it anyway that makes the taunt redundant in almost every game. Worst epic Druid has by far.

File:Tree of Life(12270) Gold.png 

Actually Scratch that this is the worst Druid card by far, not even just Epic. I forgot it existed. WHO will ever pick this in Arena, its horrible and lowers the Druid Ratio.

File:Malorne(12293) Gold.png 

So Malorne is also pretty bad. Its like a better war golem, 2 more attack. So its not horrible but probably one of the least impacttul Legendaries in the game, far worse then Cenarius.Its another Druid card that does not belong in Arena.



 Judgment Druid: Goblins vs Gnomes

Druid is far worse off with these shit cards. The thing why Druid was so, so strong in the beginning was because all their class cards are bonkers in Arena, especially their 3 original epic cards are all very, very good. 

Here instead both epic cards are shit, especially tree of life. And that actually decreases the chance for the player to draw them, because instead of getting 2 neutral epic and 1 awesome epic druid card. You can get 2 neutral epics and 1 horrible epic card. SO its more random now, in the old vanilla arena play, many neutral epic sucks in arena so Druid would always take their class card instead, were for example Rogue got horrible class epics instead and would always have to take some neutral card. Here druid is going that way instead, so this expasnion just makes getting good Druid cards lower. Malorne as well is much worse then Cenarius in almost any situation because he is still expansive at 7 and does nothing in the game really. So you much rather g et 2 random neutral and to Druid card were the card only can be Cenarius. And of course Groove Keeper and Recycle are also card you do not want....so yeah, its only the common cards which are decent and Mech-Bear-Cat that you should consider. Were the common ones are often worse then the neutral commons.

Looking at chance to get good class cards fat minus for Druid.


Wednesday, February 25, 2015

Quality Maniac: World of Warcraft Garrison Work Orders

So, I planned for this bug.

Before going to Turkey (as I mentioned I would do in a previous article). (this trip it itself was also horrendous on so many parts, working all day with boring bureaucracy in Turkey were no on speaks English, well that part was interesting but it was a lot of idle time banks and government buildings. But I had no Internet were I lived and while the constant reminding of not being able to answer mails etc was very annoying(and I ad like 100+ to write back to and similar stuff when getting back and why this article took some time to write) the most frustrating thing was that I meet this women the day  just before traveling...so I was sitting everyday getting annoyed that I couldn't call her on skype or something similar, we had just spend talking for like 4+ hours Sunday there--. Anyway I wouldent call myself Internet addicted but its all the things Internet brings.)

Anyway this  issue also has then to do with the Garrison in World of Warcraft, as mentioned in the garrison the player can get valuable game resources by placing work orders at different buildings, these orders takes time and the player can stack up different amount of max orders based on the level of the building.

I have seen a bug that I have suspected for a quite a while if the player let the stack goods(the actual item the player clicks to collect the resources) to grow to a large number of work orders. And by going away for over a week I knew I was gonna max all my work order per buildings easily so I also built the storehouse to level 3 which adds another 15 work orders(level 1 adds 5, +10 more for level)
 To Truly maximize the garrison goods.

So bascily its gonna be a lot of images here now.

But first I want to go over why I dont like this kind of things, obviously its a clear graphical bug when stuff are out of boundary(code joke;)



Clearly these boxes are growing through the roof.



That being said, most players probably go and get their resource way quicker, its 3 or 4 hour per order(depending on building) so its 6 per day. And I probably don't eves get to 6 I go an get them more then once a day, well I used to the first months and started doing it less frequently even if I am in my garrison a lot. But still most players probably wont see this.

No my beef is more in the inconsistency, you know I am all about being annoyed at unnecessary issues. Because some of the work orders other type of stacked-boxes, which will not go into any buildings. They could easily use that model for e.g the mine. While the mine model can be used else where. Were the boxes are placed outside a building, like the Dwarwen Bunker.
 So all the solution is there, its just not getting used.


Here the boxes are growing on the outside with no roof but the game uses a model that grows more on the width instead of height, swap this one with the mine one would be my suggestion.

There is also the Barn version were its just one sack that becomes bigger.


Other images of the mine boxes.





This the herb Garden I suspected it would also be to big and it really forced me to stack a lot of unique resource for the herbs, its actually quite weird in the game. For the mine you get draenic stones like no tomorrow and can easily always max it. While for the garden you barely get any Draenic Seeds it never gets maxed. But I saw the location of the boxes and stored up a lot of seeds to get this bug. (Which is a design flaw in itself)




Here is the worst offender. The garrison resource box outside of the town hall. Now these are all bad images really as they are with the max of 500 resources because this box grows into the other boxes in like 1 day. So its easily wrongful placed/model grows to big.