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  1. 6 points
    Meh... That still won't make the talent more appealing. One of the fun things about Stukov is slapping the fuck out of anyone fool enough to think "Oh, he is just a harmless Support".
  2. 6 points
    Greetings. Today, we are pleased to announce the official launch of our Premium subscription service on Icy Veins. Premium enables you to benefit from an ad and tracking-free experience across the entire website, in exchange for a monthly sum (as low as 2 euros or US dollars, although you have the option to give more). The main reason we have put this solution together is to provide you, our readers, with an alternative to seeing ads. While we have been working hard since the start of Icy Veins to make the ad experience as pleasant as possible (see our stance on ads and ad blockers), and while we certainly will continue to do so, ad problems do sometimes occur. It is a cat-and-mouse game and providers of bad ads always manage to sneak in unapproved ad types, no matter how hard we fight against it. Until now, the only two options readers had were to either accept the occasional bad or intrusive ads, or to use an adblocker and in the process deprive Icy Veins of the revenues we depend on to survive and grow. Readers have asked us many times over the years to provide a Premium feature that would enable them to support us in exchange for the removal of ads, and now here it is! For a more detailed explanation of the Premium service, of what Premium revenues will be used for, as well as for details on how exactly to sign up, we encourage you to read the Premium FAQ. If you would like to subscribe right away, please click here or on the Go Premium button at the top of the page Whether you are a free user, an adblock user, or a future Premium user: thank you for your continued support. Enjoy ad-free and tracking-free browsing on Icy Veins with our Premium Memberships! Become a premium member and enjoy ad-free and tracking-free browsing on Icy Veins, as well as a few other perks.
  3. 6 points
    Hey guys, First of all I hope you enjoyed the videos despite the slight audio/video desync issues. Here's my personal take on the individual reworks and my attempt to perhaps analyze why they chose the Heroes they chose. Jaina: Jaina has never been a "bad" Hero per se, it was just the lack of protection and/or mobility that made her vulnerable to many Warriors and melee Assassins. So rather than reworking every single talent and ability Blizzard tackled what needed to be tackled: Make Iceblock available earlier without making it ridiculously broken. The 15.000 damage is a decent obstacle, good players will have Iceblock ready around Level 13, which is totally fine! The few talents that were newly introduced/reworked alll feel well thought of. So overall, Jaina was touched very gently, which was exactly what she needed. My score on this rework is 9/10 (bonus points for the awesome Dreadlord skin) Leoric: The strongest rework definitely went on Leoric. He was actually a fine Hero before the rework in terms of combat performance, however, his talents were often set in stone, furthermore, his playstyle was not very exciting in my opinion. So Leoric's is different from Jaina's. Jaina was tackled because she lacked competitiveness. Leoric was tackled because his playstyle was sort of unspectacular. The new talents on Leoric are all highly competitive, some of them are clearly too strong! Furthermore, the 50 second cooldown on March of the Black King is ridiculous! My personal score on the rework: 8/10 (felt a bit too strong, needs nerf) Lt. Morales: Similarly to Leoric, her playstyle was not very engaging. She's also easier to get into now, as players will no longer have to worry about Mana problems all the time. The grenade build felt very powerful, but is Lt. Morales going to be a top-tier support after the rework? Probably not. Will she be more fun to play? Personally, I do think so. So from a casual point of view the rework is a success, from a competitive one it isn't great but ok, because at least she won't be worse than before. 7/10. Chromie: Out of all the new Heroes I played Chromie the least. Quick summary: felt slightly more powerful than before. Pretty ok rework, but nothing fancy. 6/10.
  4. 5 points
    Nice series idea. Can I suggest a slightly longer pause, maybe with a text overlay at that point but without the drop in audio. I was tapping the screen when the audio dropped so I thought I'd already paused it. I think I'd have found the answer anyway but was certainly easier to spot knowing that you were playing the mountain giant hehe. It's definitely a play worth highlighting to people given that there's an unusually high amount of silence minions being played right now. I'm sure I've missed it at some point. Though had a fun one the other day with two HP left, no way to stop next turn lethal, just a frozen bittertide hydra on board and an opponent with 19 HP saying well played. So I said well played too, silenced my hydra, then played two crackling razormores on it and made it an 11/5 with windfury hehe.
  5. 5 points
    Look at the state of hunter in the last few expansions though. Hunter would definitely play better cards, if he had any. I believe they were referring to the Combo effect, as can be seen on cards like SI:7 Agent or Perdition's Blade. But at the same time, he is implying that players are too stupid to relearn a single card change. I don't see anything wrong with that. Just because they did not provide an example doesn't make it a bad idea by default. No need to be so hostile. What about "Battlecry: Gain 1 Armor." Happy now?
  6. 5 points
    Prince Farondis is an anagram. DROP IS IN FRANCE
  7. 5 points
    Flying in Argus is unnecessary. Yes the mobs are hard and scary but it's the Legion's base of operations for goodness sake!! You go 20 feet up on your Ashes of Alar and see how long it takes them to shoot you down!! I would like it if they actually had that happening in the game though, like when you fly over the druid or hunter order halls and get kicked out. Or even just some flimsy justification that someone mentions somewhere. On the topic of Pathfinder generally, I love the mechanic. It means you are more immersed in the world the first time you run through the content (and it really really is more immersive) and then later in the expansion, when there is more to get done regularly or you want to start on alts, you have the magic of flight to make it faster and easier. That said, I agree with Migol and Ornyx about the difficulty and timing of it this expansion. One of my friends quit because he looked at Pathfinder, Part 2 (before they nerfed it) and realised he just couldn't do the grind anymore.
  8. 5 points
    In the final part of "Legend in the Making", we discuss tricks for optimizing your climb to Legend and the art of reading your opponent. The decisions we make outside of games are often just as impactful as the ones me make inside them. In the final installment of "Legend in the Making", we cover the meta-skills you'll need to conquer the most difficult stretch of the ladder. Legend in the Making: Part 4 Ranks 5 to Legend - Tools for the Climb and the Art of the Read I’d like to start off the fourth and final installment of “Legend in the Making” by letting you know that I most certainly have not saved the best for last. In fact, I’ve done quite the opposite. The concepts I’ll discuss in part four aren’t necessary for reaching Legend at all, I know this to be true from of all the comments and messages I've received from readers who were able to reach Legend for the first time after reading just the first three parts of this series. Part four doesn’t set out to reinvent anyone’s approach to the game of Hearthstone, if you’re capable of reaching rank five then I believe you already have the knowledge you need to reach Legend. The first section of this article aims to help players who are struggling with the final push to Legend get the most out of their laddering sessions. Sometimes the biggest challenge isn’t knowing the right thing to do, but having the ability to keep your composure and put together the things you already know while maintaining a winning mindset. We’ll wrap up this series by covering “reads”, or the art of analyzing the human element of Hearthstone. Once we have a thorough grasp on the fundamentals we can look beyond the X’s and O’s and begin analyze the subtle things our opponent’s do which reveal their true intentions. Let's get started. Section 1 - Tools for Optimizing Your Climb It’s obvious that the decisions we make throughout the course each game are important, but have you ever thought about the impact of the decisions you make outside of them? In-game decisions affect the outcome of the game they’re made in, while the decisions we make outside of games have the ability to affect the outcome of an entire ladder session. Let’s take a look at the things we can do between games to avoid losing streaks and to prepare ourselves for tough decisions. Avoiding Tilt I’ll be honest you, I struggle with tilt. I nearly always get a bit angry after losing a game which was completely out of my control. I can happily accept a loss which came as the result of a mistake I made, but I absolutely hate it when I lose a match where there was nothing I could do and there were no lessons to learned. Card games can be uniquely frustrating as they are one of the few competitive outlets where it is possible to do everything right and still lose. The worst thing about tilt is that it is self-perpetuating. Tilting causes mistakes, mistakes cause losses, and losses cause more tilt. Playing on tilt can dramatically drop your win percentage and lead to a string of losses which put you even further away from your goal of reaching Legend. It could very well be that your win percentage while you maintain composure is more than enough to carry you to Legend, but that the losses you accumulate while on tilt are dragging your overall win percentage down low enough to keep you from the promised land. So what can you do to prevent tilt? The solution is incredibly simple, and I’m almost embarrassed that it took me so long to do it myself: Stop playing! That’s really all there is to it. Whenever you find yourself on tilt, the best thing you can do is take a break, even if it’s just for a short time. What works best for me is to fully close the program and take a break until I’ve fully calmed down. If that’s simply not an option, the absolute minimum you should do is stand up to stretch your legs, get some water or going to the bathroom, take a few deep breaths, and consider changing decks before jumping back on the ladder. Slamming the “play” button as fast as you possibly can is a recipe for disaster. For some, the trickiest part will be convincing yourself that it’s the right idea to stop playing. How could not playing Hearthstone be the best way to rank up? If you ever feel this way while on tilt, try to remind yourself that every loss puts you one step further away from your goal, and that stopping yourself before an impending stretch of losses is functionally identical to going on a win streak. For others (and I include myself in this category), the tricky part isn’t stopping but recognizing when tilt is starting to become a problem. How can you know when to stop if you don’t even recognize that you’re angry? Self-awareness is the best tool you can have for avoiding to tilt, but it's also one of the most difficult meta-skills to cultivate in life, let alone in Hearthstone. The trick I’ve taught myself for catching tilt before it becomes a problem is “three loss” rule. Every time I lose three consecutive games I ask myself if I am starting to go on tilt before hitting the play button again. I found it to be a bit excessive and self-patronizing to check myself after every single loss, and that I was almost always starting to go on tilt after losing three consecutive games. If you find a better trigger for yourself to check if you're going on tilt then I encourage you to use it, the three loss rule is just something which worked for me. I’m far from an expert at dealing with tilt, so I would highly recommend that you seek alternative resources for dealing with tilt if it’s a problem you deeply struggle with. Tilt isn’t unique to Hearthstone, it’s a problem which is shared by nearly all competitive online games. There are thousands of articles and videos on the internet which are written by people far more qualified than myself to give advice on the topic, so if you need help (and you know who you are!) I encourage you to go out and find these resources before proceeding any further in your quest for Legend. Your biggest obstacle for reaching Legend may not be your ability, but your mindset. Local Metagames One of the very first things I discussed in part one of this series was the importance of deck selection, where I encouraged readers to ditch their homebrews and play popular decks for a variety of reasons. One of biggest reasons to play a popular deck is the vast amount of data which you’ll gain access to about your matchups. Thousands of matches between top tier decks are logged by deck trackers and uploaded to various Hearthstone sites for statistical analysis on a daily basis, providing us with a powerful tool we can use to avoid unfavored matchups. Now that we’ve reached the stretch of our climb to Legend where the tiniest margins make the biggest differences, we should be very interested in any tool which could potentially increase our win percentage by multiple points over the span of multiple matches. One peculiar phenomena of the Hearthstone ladder is the “local metagame”. If we use the term “metagame” to refer to all of the decks which are popular at a given time, the term “local metagame” refers to a group of decks which are likely to be encountered at a specific rank. Especially between ranks 5 and Legend, I’ve found that it is quite common to play a stretch of games against the same two or three decks for the span of an entire rank. I won’t pretend to understand why this phenomenon occurs, but I’ve encountered it more than enough to be confident that it exists. Let’s take a look at a recent screenshot from my deck tracker: This nice run of wins began in the middle of rank 3, where almost every deck I encountered on ladder was either Jade Druid or Kazakus Priest. Playing as Pirate Warrior, a deck which is favored against both, I was able to go 7-1 and climb all the way up to the the top of rank two! Not bad, eh? Let’s see what happens next: Same deck, new local meta, and I’m right back where I started. Four of the five Druid games you see above were against Aggro Druid, a deck which is massively favored against Pirate Warrior but was nowhere to be found in rank 3. After losing to two Aggro Druids in three games, what I should have done was switch to a deck which wasn’t so unfavored against it. Switching decks at this point could have prevented two future losses, which is absolutely massive! The best tool I’ve found for battling local metagames is the Data Reaper Live Report. To use the report, scroll down to the bottom of the screen and select “Top Archetype Matchups”. This will reveal a chart with matchup winrates for all of the most popular decks in the format, which should allow you to select the best deck from your collection for conquering whichever local metagame you are up against. I understand that most of you won’t have the cards you need to play every deck on that list (I certainly don’t), but you probably have the cards to play at least two or three of them. Even if you don’t have access to the best deck for your local meta, you can still use the report to select the best from the ones you have access to. Are you facing 90% Jade Druids? Play one of the three aggressive decks which have favorable matchups against it. Are you seeing only Murloc Paladin and Aggro Druids? Token Shaman would be a solid choice for this local meta. The same tool I use for preventing tilt, the “three loss” rule, is the very same tool I use for detecting local metas. Any time I lose three games in a row I check to see if my deck choice may be a part of that reason (in addition to checking if I’m starting to tilt). If I ever find that I lost the same unfavorable matchup more than once during a stretch of three games I’ll probably change decks to something more favored against the local meta. I’m sure there are some experts out there who will vehemently disagree with my suggestion to regularly switch decks. The counterargument for why you should stick with one deck through thick and thin is that by frequently changing decks you will never master a deck well to the point where you can play it at a high level. This is a fair point, but I wholeheartedly disagree with it. From a competitive perspective, I believe that you stand to improve more as a player by playing multiple decks. Having a thorough understanding of a deck certainly provides you with an advantage when you play with or against it, but this advantage is predicated entirely on the effectiveness of that specific deck being effective in the meta. If you only ever play Pirate Warrior, will your advanced deck knowledge be able to make up for the massive disadvantage you’ll have in each game against a local meta of Aggro Druids and Golakka Crawlers? I find it highly unlikely that you’ll be able to string together wins from your advanced deck knowledge alone if the metagame becomes toxic towards the deck you've planted your flag in. The other reason I advocate for switching decks is that it’s more fun! After an hour or so with the same deck I frequently find myself wanting to play something else, local meta be damned. I enjoy winning as much as the next guy, but even I will get bored of winning if it means that I have to play the same matchup over and over. I enjoy Hearthstone the most when I’m able to play a wide variety of decks and strategies, something I’ll never be able to do if I only play one deck on my climb to Legend. The Winning Formula The number of variables which can factor into a single decision in Hearthstone is staggering. Even if you only take into account the tools I’ve discussed in series, you’ll still need to evaluate up to five highly nuanced and loosely related concepts to reach a single conclusion: “Who’s the beatdown?” and knowing your role. Data from the past, present, and future of the current game. Having a plan. Playing to outs. Line-up theory. Collectively mastering each of these concepts should be more than enough to carry you to Legend, but it’s no easy feat to keep track of them in the middle of a game. Even if you understand each concept individually, finding the thinking time to thoroughly evaluate and weigh them against each other before each decision is no easy feat. I discussed the topic of “making smaller circles” from The Art of Learning in part three, which is the process of internalizing complex topics on an instinctual level. Through this process it is possible to greatly reduce the amount of mental throughput it takes to evaluate each of the concepts I’ve discussed, but even this doesn’t account for the varying importance of each concept in different matchups. Knowing your role might be the most important concept by far in one matchup but the least important another. Certain decisions might require you to weigh all five against each other at once, while other matchups might demand to be approached from another angle entirely. Attempting to factor each concept into our decision making process at all times is a fool’s errand, as it is neither the most effective use our limited thinking time nor the most efficient way to arrive at smart conclusions. Instead of trying to balance the importance of everything we’ve learned at all times, we can frontload this entire process into something I like to call “the winning formula”. Within the context of a specific matchup but outside the context of a specific game, we have all the time in the world to weigh the factors and data against each other to determine what the keys to victory are. Let’s explore an example from my own past where I was able to overcome my instincts to determine the winning formula for a specific matchup. When I first played Midrange Murloc Paladin my approach to the deck was the same as most other midrange decks. Against Control decks I played aggressively and flooded the board with early murlocs, and against Aggro decks I attempted to control the board early so I could stall out the game until my heavy hitters could take over. Unfortunately, the mirror matchup completely baffled me. “Knowing your role” told me that Midrange mirrors tended to be won by outvaluing the opponent and trading two-for-one as often as possible, so I originally approached the matchup by keeping cards like Finja, the Flying Star and Stonehill Defender in my mulligans. These cards have “value” written all over them, and they fit perfectly into my initial plan of accruing card advantage over the course of a long game. This sounded like a nice idea in theory, but in practice it got completely destroyed. It took me four or five losses in the mirror match before I realized that the matchup wasn’t about value at all, but tempo. I noticed that the player who got control of the board first was frequently able to snowball their early lead into a massive tempo advantage. The vast majority of Midrange Murloc Paladin decks simply lacked the tools to catch up from behind once they were already behind on board. Even Sunkeeper Tarim, an all-star against other aggressively slanted decks, was often too little too late. When it comes to formulating a gameplan in the Midrange Murloc Paladin mirror, locking on to concepts like “who’s the beatdown?” was actually doing me more harm than good. Understanding “who’s the beatdown?” still helped me out on a decision by decision basis, but the big picture formula for victory was dictated by something else entirely. Regardless of the past, present, and future, mulliganing aggressively for one and two drops and playing to establish early control over the board is the plan. In this matchup, the “winning formula” is to grab control over the board early and never let go of it. The goal with a winning formula is to be able to be able to enter each matchup with a solid understanding of the specific factors which contribute most towards victory and defeat. By front-loading this thinking before we ever enter into a game we free our minds to ignore unimportant concepts and allow ourselves to hone in on the most critical pieces of information. Here are some examples of what a winning formula might look like for a variety of matchups: As an aggressive deck, kill the opponent before they are able to play their board wipe. If this is not possible, don’t over-commit to the board and attempt play around the board wipe as much as possible while applying pressure. Example: As Evolve Shaman against Kazakus Priest, Dragonfire Potion is the single card which is capable of causing you the most problems. Plan A (obviously) is to kill the Priest before they get the chance to play the card on turn 6, but this isn't always possible. Barring an early kill off Bloodlust, apply pressure while not over-commiting to the board until they use their Dragonfire Potion. Avoid getting beat by a specific card. Conversely, set up a scenario where a specific card dominates the game. Example: As Evolve Shaman against Aggro Druid, Devolve is the most important card in your entire deck. Devolving a board of Mana Treants is often game winning, while Devolving a board of cheap minions which are buffed up by Mark of the Lotus or Power of the Wild can buy you enough time to take over the late game with your superior cards. Understanding that you are the control deck in this matchup is important, but perhaps not quite as important as understanding the value of Devolve. A singular concept from this article series, such as “who’s the beatdown?” or line up theory. Example: In the Pirate Warrior vs Jade Druid matchup there are really no mysteries about the correct plan for either player is. Kill ‘em dead, and don’t get killed. Example: As discussed in part 3, Shaman decks with double Hex and double Devolve can attempt approach threat-light decks such as Miracle Rogue from the perspective of line up theory. Finding a winning formula takes equal parts out-of-game preparation and in-game experimentation. The winning formula might be immediately obvious from the first time you play a matchup, or it might some thought or trial and error to put together. Regardless, if we spend some time outside of the game thinking about the factors, concepts, and circumstances which contribute most to winning or losing a specific matchup, we are able to spend far less time in the middle each game worrying about concepts which might not even matter. The goal isn’t to be able to remember every single concept I’ve discussed in this series at all times, it’s to understand which factors supersede these concepts and which concepts don’t deserve to be considered at all. Section 2 - The Read By paying close attention to the behavioral quirks of our opponents we can occasionally catch a glimpse of their working mind. We have already trained ourselves to consider what our opponent is doing, but there is much to be learned from how our opponent goes about doing those things. By carefully watching the cards our opponents almost play and the moments they choose to pause, we can often use the information we already know about their deck to determine the exact cards in their hand. In this section I will briefly cover a variety of situations where we can take advantage of the mistakes our opponent’s make in sequencing to gain information about the contents of their hand. This list of reads is not intended to be exhaustive. Reads are much more of an art than a skill, and this section is meant to make you aware of the kind of minutia you are free to shift your attention towards once you have hard coded the fundamentals into your play. It bears repeating that being able to read your opponent is a completely unnecessary skill for reaching Legend. It provides you with a small advantage at best, and can even get you into trouble if it takes away focus from more important matters. With that said, once you’ve reached a point in the ladder where both players are able to maintain their focus and have a total understanding of the fundamentals, the information which can be gained from reads is a way to create separation between you and an otherwise evenly matched opponent. Read #1 - The Awkward Pause You should always try to formulate a complete plan before making attacks or playing cards, yet in practice this doesn’t always happen. The reason it’s important to make all of your decisions before taking any actions is because of the information you accidentally reveal when pausing in the middle of a turn. If you start the turn with ten mana, spend six of it to play a minion, then spend the next thirty seconds paused at four mana before making your next play, this unintentionally reveals to your opponent that you had choices to make about how you will spend your final four mana. Pausing with four mana for this long implies that you had at least one cards in your hand which costs four or less. By paying close attention to the amount of mana your opponent pauses at, the cards which your opponent has already played, and what your opponent accomplished with the play they eventually ended up going with, it should often be possible to determine the exact card that your opponent was considering playing. A particularly obvious giveaway is a long pause at 0 mana while the player has The Coin in hand. Especially if you can see your opponent hovering over the coin several times, this should be a pretty clear signal that they have a 1 drop in their hand which they are thinking about playing. The same can be said for Druids who take a long pause at 0 mana with a potential Innervate in their hand. Players at the highest ranks aren’t stupid. If your opponent paused for a long time to eventually make what seems like a totally obvious play it probably isn’t because it took them a long time figure out something obvious. They were most likely considering multiple choices, implying there may have been another play in their hand which costs the same amount of mana and at least deserved some consideration. Read #2 - The Unplayed Card A card is only capable of being dragged out over the battlefield if it is able to be played. Any time a player drags a card out onto the battlefield but doesn’t play it, this guarantees that the card costs equal to or less than the amount of mana they have access to, and implies that the card was being considered as a potential play. On turn 10 it might not reveal a lot of information to you if your opponent accidentally drags a card out onto the battlefield without playing it, but in the earlier turns and at lower amounts of mana it is often just as good as if they revealed the card to you. By taking a look at the situation and using process of elimination, it is frequently possible to deduce the exact card which your opponent elected not to play. Even more damning than a minion or spell which goes unplayed is a targeted minion or spell which goes unplayed. An arrow appears on screen for any spell or minion which requires a target to play, and there are many circumstances where it’s trivially easy to narrow down which card the opponent was considering playing based on their deck. Read #3 - The Hovered Card I try not to read heavily into cards which are merely hovered over but not actually dragged out over the battlefield. It is often just as likely that they are considering playing this card on future turns as they are considering playing it now. They could have simply left their cursor over the card for no particular reason, or could be merely checking out the art. You can sometimes notice behavior which suggests that they are heavily considering a card which is being hovered over (such as when an opponent hovers back and forth between two cards), but I found that I got into trouble a little too often by reading into hovered cards and choose to ignore this read more often than I choose to consider it. Read #4 - Cards in Hand There is a lot information to be gained from paying close attention to how long your opponent holds onto cards in their hand, starting at the beginning of the game with the mulligan. It’s safe to assume that cards which were kept in your opponent’s opening hand but are not played in the first few turns are key cards in their deck or in the matchup. If your opponent kept a card but it still hasn’t been played by the end of the midgame, you should adjust your plans accordingly to expect a heavy hitter. You can also expect that cards which were not kept during the mulligan and remain in the opening hand for a long period of time are likely to have expensive mana costs. The longer a card sits in a player’s hand the more information you can glean as to what it may be. There are a limited number of cards in each player’s deck which are worth holding onto for a long period of time, and as more and more situations arise where these cards could be potentially played you should be able to systematically eliminate cards from contention until you are positive as to which card they are holding. Read #5 - The Card Off the Top Players at rank 5 and above are likely to consider cards which they would be happy to draw the following turn, but sometimes they are a little too eager to play those cards when they are actually drawn. Cards which are drawn and immediately played are likely to be cards which your opponent was quite happy to see. By slamming down a board wipe off the top deck, your opponent signals that they likely don’t have another board wipe in hand, and that coast is clear to dump your hand into play the following turn. Reversing the Reads Using this knowledge to your advantage, it is sometimes possible to construct a scenario where you can send a false signal to your opponent about the content of your own hand. Though this might sound tempting, the advantages you gain by attempting to trick your opponent with intentionally misleading behavior are so small that they are rarely worth pursuing. The majority of opponent’s might not notice your misleading actions as at all, and the thinking power which is required to construct these false reads is likely better spent elsewhere. I suggest that you use your knowledge of reads not to mislead your opponent's but to avoid giving away information. Try to always formulate your plans completely before taking any game actions so that you can avoid pauses mid-turn. This will hopefully also prevent you from dragging cards out onto the battlefield which you won’t actually play. Lastly, be aware that slamming cards down immediately after they are drawn is a signal to your opponent that you were happy to draw the card, so try to exercise some patience before playing lucky topdecks. Conclusion For those of you who have stuck with me through all four parts of “Legend in the Making”, it is my sincerest hope that I have imparted you everything you’ll need to reach Legend. The fundamental card gaming concepts which I discuss in this series are hardly rocket science - the true challenge of the climb to Legend is overcoming the frustrations and setbacks of the competitive Hearthstone ladder. This too is far from an impossible obstacle to overcome, and the formula for battling adversity in a competitive environment is to embrace your mistakes and adopting the mindset of a constant learner, but you don't have to take my word for it. These are ideas from Josh Waitzkin's wonderful book The Art of Learning, which I've recommended throughout this series to anyone who is interested in the learning methodologies of a world champion competitor. If you were able to reach Legend after reading this series, you have my sincerest congratulations. Reaching Legend is a tremendous accomplishment which you deserve to be proud of. Not many people can claim they’re in the top .25% in the world at something which millions of people of do on a daily basis, but you can! Enjoy the climb, Aleco Part 1 - Ranks 25 to 15 - Knowing your Role and Embracing Mistakes Part 2 - Ranks 15 to 10 - Having a Plan and Playing to Outs Part 3 - Ranks 10 to 5 - Line Up Theory and Mulligans
  9. 5 points
    Maybe it's not important to many people of this community,but to me it is and i would like to share my thoughts about it.When i started playing HS some months ago i never thought i would be climbing the ladder,hoping to achieve Legend.Now i at last i have found a deck i feel comfy with and start reaping results of dedicated play and continuous learning.Yesterday i achieved for the first time time Rank 15 with extreme ease and i am currently on the move for 10.I want to thank all of you who give to us newer players the opportunity to improve and rise to higher ranks.This is for you people! P.S. Next post will be on rank Legend,hopefully!
  10. 5 points
    Oh man, I'm loving this. I can't believe we're finally getting Kel'thuzad. Oh, and Blizzard also released a video regarding Kel'thuzad's Behind-the-Scenes, which I think it's worth mentioning. I think they should make a Candy-themed skin for Kel'Thuzad, similarly to Muradin's Kandy King. Could be Kel'Thuzad, Ruler of Snaxxramas!
  11. 4 points
    Hey everyone, I am following icy-veins.com for quite some while now and have today decided to create an account. Since i just registered i wanted my first post to be something meaningful, and so i want to say to you: Thank You! Thank you for running this awesome page. It has become my primary source of information regarding Blizzard games. Thank you for providing so much more content like guides and deck recipies besides just news. Thank you for the new formats like "What's the Move?", i really appreciate those and find them very entertaining. I know that providing content and always keeping it up to date is a lot of work, and so maybe if you read this it gives you an encouragement and even more motivation to press forward. I think you have created a wonderful page and i am glad and proud to be now (finally) part of it. Keep it up! (i know you will :-) Breadd
  12. 4 points
    The key to improvement is to understand depth, not breadth. In "What's the Move?", a brand new series of Hearthstone videos here on Icy Veins, I'll attempt to teach players how to improve at the game by diving deep into difficult situations I encounter on the ladder. Some episodes will present open-ended scenarios which don't have a clear answer. I'll end these episodes before the play is made to give players time to discuss the pros and cons of the various plays available, then begin the next episode by sharing the best answer available to the previous one. Other episodes, such as this first one, will present a scenario with a single correct answer and task the viewer with finding it. As this is a brand new series with lots of room to improve, we would love to hear your suggestions in the comment section below. Enjoy! - Aleco In the first installment of our new video series, Aleco presents a tricky Hearthstone situation and asks a simple question: what's the move? In the first installment of our new video series, "What's the Move?", Aleco presents a tricky Hearthstone situation and asks a simple question: what's the move?
  13. 4 points
    I have mixed feelings about the crucible. It sounded super awesome fun times but in the end is the final implementation of double trait relics. It's certainly strong, I got 2 additional stacks of my BIS relic slots which is great, it just feels a tad underwhelming compared to the other boosts the weapon got. Plus I can see it sort of being a pain for more hardcore players as now you need not only a good relic but a good relic with good traits on it well. There is a very deep diablo feel to this for me, where its not enough to get a good thing you need good rolls on your good thing. So, i'm not completely sure where I stand on it. It was fun unlocking it thought.
  14. 4 points
    In Patch 7.3, all players start at Artifact Knowledge level 41 with no further research required, because you now automatically gain 1 level per week. Ahead of tomorrow's maintenance, all players now have Artifact Knowledge level 42. Artifact Knowledge level 42 increases Artifact Power gains by 20,800,000%. Patch 7.3 is live in Americas for 6 days (5 in Europe). The change was not intended, and we should get a new level of Artifact Knowledge after the usual maintenance. Placeholder for tweet 905104821429997569 In Patch 7.3, you no longer need to complete Order Hall quests to unlock the third relic slot. If you're a returning player looking for more information, feel free to read our guide for returning players.
  15. 4 points
    Never speak to me or my water elemental ever again.
  16. 4 points
    I kind of agree and disagree at the same time, and it's heavily dependent on what I am playing. As a Blood DK, I couldn't care less. Honestly, not in the slightest. I can pull an entire zone and survive, no questions asked. As an Arcane Mage, navigating the zones to try grab an elite at the end is hell. I guess it's all part of class fantasy, one is a walking corpse in armour and one is wearing a dress, but yeah.
  17. 4 points
    Kel'Thuzad, Archlich of Naxxramas, esteemed Lich Lord of the Plaguelands, Commander of the Dread Necropolis, Master and Founder of the Cult of the Damned, formerly of the Council of Six, Creator of the Abomination, Summoner of Archimonde the Defiler, Betrayer of Humanity, Hearthstone Enthusiast, and Majordomo to the Lich King is here! Rejoice! For the Scourge!
  18. 4 points
    Took the time to put together a list of what the Lich King does on his first turn against every class Shaman - All Minions in hand and deck turn into 1/1 Paladin - All minions killed go to LK Rogue - All spells in hand and deck destroyed Priest - Can't emote Warrior - Lich King gains 100 armor Druid - Destroy all minions that cost 3 or less Mage - Set health to 1 Hunter - Deal 2 damage for each minion in their deck Warlock - Deal 2 damage for each duplicate in deck
  19. 4 points
    Cool stuff, great move. I have to be honest. I hate ads and ad blocker is my go to solution. But if I can support a site I regularly use (even if I don't write a lot) in a way like this I am happy to. I do it for hotslogs and this will be my second non-blizzard heroes of the storm support subscription. So: Done
  20. 4 points
    Hope this doesn't end up like WoWHead....I can't even get on that site because of how many ads they have on there. Although I'm ok with "premium" subs...I shouldn't feel forced to have to pay as I do on that site. It's so annoying that it makes you want to pay so you can load a page. Please don't let this amazing site be like that.
  21. 4 points
    We're releasing tomorrow ;)
  22. 3 points
    In episode two of "What's the Move?" Aleco discusses an open-ended situation which doesn't have a clear answer. In episode two of "What's the Move?" Aleco discusses an open-ended situation which doesn't have a clear answer. We kicked off this new series by analyzing a tricky situation which had only one optimal line of play. In episode two we'll take a look at a very different kind of situation, one where there might not be a perfect move at all. Please let us know in the comments what you would have done in this situation! One of the primary goals of this series is to foster improvement at Hearthstone by generating discussions. We would also love to hear your feedback on the video itself, as the series is still very new and has plenty room to improve on its format. - Aleco
  23. 3 points
    Redditor Spazzo965 datamined a bunch of changes coming to the game in the latest patch, ranging from Junkrat's release date to new voice chat icons. Datamining Ana and the patch should go live on September 26. D.Va the Destroyer skin should be available on October 3 (Splash Screen). You can try out the skin on PTR, just type battlenet://heroes/skin/98/DVatheDestroyer into chat and click the link. Junkrat is due for release on October 27. Voice chat is coming soon. New icons have been found in the latest version of the client. (Source, Credits: r/ahli). You can view Spazzo's screenshot of game files here. Undocumented Changes Auriel's Energized Cord increases the amount of energy she gains from attacking enemy Heroes by 115% (up from 110%). Mana cost of Malfurion's Regrowth has been reduced to 40 (down from 45). Many abilities now reveal the area where they hit, for example Kel'Thuzad's Shadow Fissure. Stacking effect markers have been added to many abilities, e.g. Valla's Manticore (Image), Murky's Slime. They are only visible to the Hero causing them, so enemies or teammates won't be able to see that Kharazim's next hit will cause his trait to proc. A list of all Heroes can be found here. (Source, Credits: Spazzo965, ahli)
  24. 3 points
  25. 3 points
    A few turns? :D then you are pretty much dead :D
  26. 3 points
    It's either 1112345 or wwwwwww... Pic related. :D
  27. 3 points
    It was shown in the reveal video that they do interact, and that the buff triggers before the damage.
  28. 3 points
  29. 3 points
    Patch 7.3 added two new types of tokens to the game. Unsullied tokens are BoA and a great way to gear up your alts, while Relinquished tokens had their item level bumped and cost Veiled Argunite. In this article, we're explaining differences between them. Unsullied Tokens Have a base item level of 880, the same as pre-7.3 Relinquished items. Can be earned from Argus world quests, Invasion Points, they drop from rare elites and you can find them in emissary bags or Argus caches. They work exactly the same way as old Timeless Isle (Timeless Curio) tokens or Dauntless tokens from the Broken Shore, but these are Bind-to-Account (Unsullied Cloth Cap), so it's possible to mail them over to your alts. Cannot yield a Legendary item. Neck, back, relics, rings & trinkets can be used with no requirements Unsullied Cloak Unsullied Necklace Unsullied Relic Unsullied Ring Unsullied Trinket Other Unsullied tokens are divided into Cloth (Mage, Priest Warlock) tokens, Leather (Demon Hunter, Druid, Monk, Rogue) tokens, Mail (Hunter, Shaman) tokens and Plate (Death Knight, Paladin, Warrior) tokens. Here's a full list of Unsullied tokens. Relinquished Items Argus Relinquished items have a base item level of 910. The old Broken Shore vendor moved to Argus and you can no longer purchase Relinquished gear with Nethershards. Instead, they cost 650 Veiled Argunite each. Veiled Argunite is gained from world quests, weekly quests, rare elites or Argus caches. You can now target specific Relic types e.g. Relinquished Arcane Relic, Relinquished Blood Relic, Relinquished Fel Relic and so forth. Relinquished items can turn into Tomb of Sargeras and even Legion Season 5 PvP gear. Relinquished items can turn into Legendary items (even 7.2.5 Legendary items) Previously, Broken Shore Relinquished gear wouldn't drop 7.2.5 Legendaries. Here's a full list of Relinquished tokens.
  30. 3 points
  31. 3 points
  32. 3 points
    I am going to attempt to throw people, mess up, probably lob a full powered enemy at a teammate, and then people will say terrible things to me in chat.
  33. 3 points
    Blizzard has successfully hidden a trailer on PTR from us and now that Patch 7.3 is live, you can find out what fate befell the naaru Xe'ra. Obviously, the trailer contains spoilers and you should watch it only if you don't mind that. Video was uploaded by MMO-Champion.
  34. 3 points
  35. 3 points
    He keeps talking about complexity being a bad thing, even though we are talking about Pot-of-Greed level of complexity. Also, just because it is more difficult, it doesn't necessarily mean it's hard. Both relearning the card from the text/stats point of view, and relearning it from curve point of view (curvestone, after all) should be fairly easy for everyone. But hey, if the card is dead, no one has to relearn anything.
  36. 3 points
    The weapon was fine for 4 years. It wasn't OP, just a very good card. Now, instead of nerfing pirates, they decided to nerf another classic card into the ground. Has anyone ever used King's Defender? Well, Fiery War Axe is now much worse. I also find it pretty funny that rogue now has a more versatile 3 mana 3/2 weapon (hero ability + Deadly Poison). On the same note, rogue now also has a more versatile innervate (Counterfeit Coin) since the class, unlike druid, has combo synergy.
  37. 3 points
    I read everything topic and comment; and i REALLY hope they will never allow people to fly on Argus. Like all the content is fine and you can easely find path where you don't find youself surrended by 20 mobs. And about the difficulty, Argus is hard, ofc ! Seeing some DPS crying because they can't solo a elite like what did u expect ?? I love argus rn because you have to play with other people, WoW is not a solo player game. About pathfinder, i love this kind of stuff. It make flying a goal to reach and not just something "normal". Flying already made so many WQ too easy (like kirin tor's one). I more than happy with no fly in argus. Ornyx is right when he speak of the Timeless island, it's a great exemple of a farm zone where you don't need flying at all. Yes Argus is bigger, but thanks god it's bigger, it's a new planet ! And we only seen a part of it. For me, people don't know how to enjoy WoW anymore, they just want content they can rush in two day with some cinematics and lore. Grinding is suppose to be hard enougth so it's not totally boring. By putting a lot of density and big mob, they giving us challenge, with reward at the end. Legion is, since the release, bringing back the "old way" and i loving it. Harder to farm, path to find, strategy to solo elite and stuff. And yeah people saying you "lost" something: you can still fly everywhere else. You never lost anything with 7.3. you even win stuff: This is more than enougth, before flying was unlocked in the Broken isles, whistle allowed us to easly farm all the WQ. For me, as long as they don't create area where flying is fully required, like a city in sky, no ground or very little platform, better stay on the ground. I wish , but it will never happen ofc, the next expansion will be a totally no-flying area. Flying make everything more empty. Players are now too lazy. I love the pathfinder, give us a goal, and i don't care if i can't fly on Argus. I'm a mage and warlock player, and after a week of Argus, i didn't find myself in a situation where i was gonna die because of density or "fel lava".. Just pls players: Use your brain and stop waiting for a game to totally guide you. (sorry for the big answer ~ was pretty triggered by this topic)
  38. 3 points
    Seems clunky to me. I think you'd go with a Kings Defender or two instead of the second reaper. With Ship's Cannon shenanigans the wild deck has more strong early game options. But I feel it's too big a nerf for there not to be a better aggro alternative that becomes stronger. It's not just a nerf to the weapon, it's also a nerf to your tempo tools like bloodsail raider and dread corsair. And typically with 6 good 3-drop minions to play, having to run a 3 mana weapon is far from ideal.
  39. 3 points
    I enjoy the fact that flying is disabled in Argus. It makes the zone feel larger and more dangerous (as intended). This is enemy territory; flying would be quite hazardous, if not impossible (or maybe you should watch the cinematic again, for reference). Pathfinder flying is meant to make the Broken Isles feel less threatening and less intimidating because we are now taking the fight to them (the isles are no longer a threat).
  40. 3 points
    Time to obey the call, boys!
  41. 3 points
    After all this time I still don't understand Blizzard's design decisions on both artifact traits and knowledge. In the past they condemned their own leveling talent system, replacing it with what we have now (a talent every 15 levels) And now, with Legion, they simply brought it back (Even though they condemned it in the first place), but instead of gating it behind player levels, they hide it behind artifact levels. Then they decided that it was a mistake, based on feedback from pro raiders feeling it was mandatory to max out artifact traits on your main and 4 alts (7.1.5 dev talk) . They still added in new traits and AK at 7.2.0, then they decided to cap AK at 40 and thought it didn't need to go any higher. And now with 7.3.0 we get ak automatically each week. I just can't keep track of Blizzard's design philosophy anymore. Remove a system because they say it's bad (Old level talents), add it back in (Artifact levels), agree that it's too much of a grind for mythic players, add in new traits anyway, keep AK at a certain level because they deem it high enough, "ok we'll increase it again in 7.3.0" Do they even know what they want anymore? Is anything they say actually worth some value, or will they go back on their word in... 1 patch, or 3 expansions? I don't think even Blizzard themselves can answer that question anymore.
  42. 3 points
  43. 3 points
    I couldn't resist the call of the Lich King...
  44. 3 points
    I use an adblocker as much to make sure I don't get hacked as I do to prevent seeing ads so I don't whitelist any sites...which is why it's nice having an alternative way to support these folks.
  45. 3 points
    While slightly difficult to describe in the title, this "Walking around Azeroth's zones to a sweet tune" video is the work of aJRedi and is quite impressive. Seeing all these zones that we all know slide by so quickly really gives you a better idea of the width and breadth of WoW's art and zone design. Now, sure, not all the zones in the video are technically on Azeroth, but we can let that one slide! The video took 2 months to make and "Each clip was frame by frame edited to fit each other. Yes it took forever and yes was it the biggest pain in the arse when you realize you missed a clip and it was right in the middle of the video lol." If you're looking for even more info on it from the author himself, check out the reddit thread.
  46. 3 points
  47. 3 points
    I'm in shock, but I'm gonna say something anyway! Thank you for giving the video this attention. I'm glad its entertaining and bringing back so many good memories for people, as well as showing people a new Musical Artist to listen to. Also forgive me for the Outland clips and Names above Npcs! I will be more meticulous my work from here on out as i know the details are what matters. :) -AJ Aka aJRedi or Lucky13.
  48. 3 points
    Congrats on 15 and thank you for the post. This is why we do what we do, because of posts like this. :D
  49. 3 points
    Kendric got a chance to play the Archlich of Naxxramas at Gamescom 2017 and shared his thoughts and impressions in our latest review. Role & Playstyle Kel’thuzad has been a fan favorite for a long time now and Blizzard has finally answered the call of thousands of Heroes of the Storm community members by introducing him at Gamescom 2017. The Archlich of Naxxramas is a ranged Assassin who is capable of dishing out a respectable amount of burst damage from long distance range. He also excels at dealing large amounts of AoE damage to clear Minion Waves very efficiently. Trait, Abilities & Talents First and foremost it is worth mentioning that Kel’thuzad feels like a very skill-based Hero who relies greatly on the player’s skill to time, predict, and aim his abilities carefully in order to be rewarded. (Source) That reflects itself especially well in Kel’thuzad’s Trait called Master of the Cold Dark, which requires the player to land crowd control effects - provided by Frost Nova and Chains of Kel’thuzad - on enemy Heroes in order to gain so-called Blight stacks. After acquiring 15 Blight, all the cooldowns of Kel’thuzad’s Basic Abilities are lowered by 2 seconds, after reaching 30 Blight, his Spell Power is increased by 75% which causes all of his abilities, Heroic Abilities included, to deal significantly more damage. (Source) Kel’thuzad’s bread and butter damage ability is Death and Decay, which is a relatively easy to land projectile, that expands into a circular damage zone upon impact on the first enemy hit. The impact itself deals a considerable amount of damage, while it also leaves behind a void zone that deals damage over time to enemy Heroes staying inside. Frost Nova, on the other hand, is a little bit trickier to get value from. Similar to Chromie’s Sand Blast or Dragon's Breath, Frost Nova comes with a 1-second delay, which makes predicting your target’s movement path very important. After the delay, Kel’thuzad unleashes a large circle of Frost, which deals heavy damage and slows all enemies inside. Enemies in the center of the ability also find themselves rooted for 1 second, which makes this ability extremely powerful if aimed properly. Last but not least, Chains of Kel’thuzad introduces a new mechanic to Heroes of the Storm, which allows the Lich to chain two enemy Heroes together, pulling them both closer to each other and stunning them for 0.5 seconds. What’s particularly interesting about this ability is the fact that it can also be landed on Structures, which makes it quite sneaky for enemy Heroes who think themselves safe behind a Wall or a Keep for instance. Both Frost Nova’s root effect and Chains of Kel’thuzad’s stun effects count towards his Trait Master of the Cold Dark, which makes them very important for his overall combat performance. (Source) Both of Kel’thuzad’s Heroic Abilities looked quite powerful without feeling broken or overpowered. While Frost Blast is targeted at one enemy Hero, it unleashes a huge amount of AoE damage and crowd control around the target upon impact making it a deadly ability for team fighting. However, it felt like dodging Frost Blast was fairly simple to do and as such, the true strength of this Heroic Ability remains yet to be seen after his release. Shadow Fissure, on the other hand, can be described as a very safe Heroic Ability, as there are hardly any drawbacks when picking it. After a short delay, Kel’thuzad summons a large fissure on the targeted location from anywhere on the map (making it a global Heroic Ability similar to Nova’s Precision Strike), which deals a respectable amount of damage to any enemy Hero standing inside. Keep in mind, however, that it does not deal any damage to non-Heroic sources, which means it can neither be used to clear Minion Waves (and soak experience), nor to siege enemy Structures from afar. A bonus especially for newer Kel’thuzad players is its 15-second cooldown, which makes missing the ability quite forgiving.
  50. 3 points
    I see that I should have written "most other large websites" in my FAQ, which should have been corrected by the time you read my reply. Verifying that Icy Veins is independent is easy. Vlad and I reside in France and run Icy Veins through a French-registered company called VEDATIS (as stated in our about page, in compliance with French laws). One can find more information on our company on infogreffe, a state-sponsored repository that maintains a page about each company registered in France. Of interest is the tab called "Actes déposés" which lists the modifications we did to the company and the last one is from August 2012 when Vlad was made "Directeur Général". Anyone can order every document we ever submitted to the state for VEDATIS. It costs a bit of money, but there lies the proof that Vlad and I are the only owners of Icy Veins and that we each own 50% of it. The second proposition about the premium money going directly towards the site is impossible to prove because we have not yet received any money from premium. As for the quote about our pay rates, let's take a simple example to put some perspective. We use reviewers for all our class guides and in average since the Legion's prepatch, we've spent 450 euros per spec, which I know is more than what the average Wowhead class writer has gotten per spec. And that's just review work, we're not even talking of the actual work of writing and editing the guides, which is paid more. I also have a Skype quote from a Curse exec (which I won't produce here because I want us to remain friends) who is half-jokingly asking me at the time not to tell the staff on a Curse website how much we pay our own staff on our corresponding section.