Then those stats are calculated wrong. The total drawn win rate must average to the true win rate. It is impossible to have a drawn win rate of all your cards higher than the overall win rate.
It seems really counterintuitive but he has a point. Consider the following simplyfied example: One game you draw 15 cards and win and the following game you draw all 30 games and lose. Now half of your deck has 50% winrate, while the other half has 0%, averaging out at 25% winrate, even though you're total winrate is 50%.
The thing is that drawing more cards in a game means that the game is weighted way more for the drawn winrate. This weighting is completely irrelevant though, as it doesn't matter with how many cards you win, it's still a win.
A way to counteract this could be to divide the winrate of a card by cards drawn that game. You won't really get meaningful numbers on their own this way, but at least it'd be comparable (unless this has some other problem we're overlooking).
Your example still has a weighted averaged of 50%.
Well, if it's weighted, yes, but this is not what drawn winrate is. This is merely a manipulation of the actual drawn winrate, which, unmanipulated, as demonstrated, does not necessarily have to average out to the decks winrate.
Is there a reason to run Topsy-turvy priest when Mecha’thun priest requires less cards for the combo and doesn’t need 600 APM (albeit you have to play all your cards)? I haven’t played the decks, genuinely asking.
Mecha'thun priest doesn't necessarily require less cards, you need to draw your whole deck for it when you don't get Hemet.
More like meta snackshot
Reading meme as a verb makes this even worse.
So basically a interactive, less "win more" Manatide Totem? Good stuff!
For the rest of the game, your minions have 6 attack and 0 health
For the rest of the game, your minions have 6 attack and 0 health
Last time I checked it was ALL MINIONS
A couple of notes.
1. This is not a strict counter to Kingsbane, if you play Master while your opponent still has a bunch of weapon enhancements he only counters the anti-fatigue part of Kingsbane.
2. This is not only a counter to Kingsbane. You can run a bunch of cards like upgrade and bloodsail cultist and use Master as a build around when you aren't playing against Kingsbane.
3. This is not neutral because of the Twig of the World Tree/Aluneth problem where all neutral weapon creators become much stronger than they would otherwise be.
This also can get bounced by Doomerang, so in a sense it arguably is slightly worse than Geist against Kingsbane even, as Geist gets rid of both copies as well as deadly poisons.
[[skulking geist]] what? that isnt even a good cpunter
Kinda goes to show how ineffective this card as a counter is really, particularily since you can't use weapons yourself either in a weapon class.
I wonder if emeriss would actually be viable if you could run multiple copies and hunter had better control tools to stay alive until turn 10+.
As for the first part, that isn't that hard to do right now. Stitched Tracker will create copies, meaning that if you draw it before Emeriss, you can get multiples. With 2 copies of this fella and only one other minion (besides Emeriss and this) you have a bit less than 2/3 odds of creating a copy of your dragon.
But honestly I doubt you could possibly give Hunter control tools good enough to really make this work (not coutning ways to cheat it out). Skipping an entire 10 mana turn by merely playing an 8/8 is something hardly any decks can really afford in this meta, let alone doing this multiple times.
What bugs me the most about this is how they probably didn't account for the rings altering thickness when going from left to right like that, assuming this works just like a regular loading bar with only this ring visible. So when you're at 25% way more than 25% of the circle is filled. And even if they did account for it, it would be really awkward to watch this load, it's a lose-lose-situation
It looks like a picture of a model home. They do this because the subdivision office is in the garage. Usually it's the last one to sell and they make the driveway clear and ready for the new homeowner.
Still makes no sense to me. I mean eventually a driveway is built anyways, so why make an effort and plant plants and make a sidewalk? It doesn't even look good for the time being, just impractical.
It’s a show home. Usually the garage isn’t needed, so they block it off. When someone buys the home, the builder will clear the path.
Just read what a show home is even and I'm still confused as for why you wouldn't make a path in the first place. I mean this room is obviously a predetermined garage, so why not make it usable from the get go?
Also, according to wikipedia, the garage is often utilized for the salespeople as an office.
Seeing how big the kitchen seems, you probably wouldn't be able to open the fridge there anyways.
Our fridge is in the hallway -_- The kitchen is too small for it, so we had to place it there.
My mother owns a small house on the countryside and there she has it in the built-on shed. Though that's not a big distance you still pass through 2 rooms getting there from the kitchen. At least it's energy efficient in the winter, as it doesn't heat there.
don't nerf hp, just remove it cause it's a shit mechanic
I partially agree. On some maps it really is A+ bullshit, particulary with hardrock. But on other maps the challenge of passing a map can be quite fun. My main issue with it is just how screwed over you get when you screw up a stream compared to how little life you lose when you fail a few consecutive jumps, despite missing like 5 consecutive single circles often means that you probably don't deserve that pass anyways, while a failed stream can happen even when you hit the stream before perfectly. I lost count of how many stream maps I failed at just one hard stream, despite holding full combo until that point, just because I couldn't find back in.
So what I would suggest that hp-loss for misses which are less than 1/10 of a second (equivalent to a 150 bpm stream) apart to count cosiderably less, like for instance each one losing you half of the hp the previous one did.
Multiplayer handles failing maps well. Add in 10% loss in PP if you fail, and you have to revive to score PP/record a score. It's not like your score or pp will be any good without a full combo anyway.
Then again I actually like the way jubeat handles failing and scoring a map.
Kinda takes away from the challenge of passing a map that I appreciate, but besides that, this would be a pretty cool feature. I'd even reduce the score itself a bit, but once the new scoring system becomes the norm, this would probably become redundant anyways.
Does Australia by any chance do consider this some form of gambling and thus slam a lot of tax onto these bundles? Would've been my first guess.
I wonder why everyone and their mom designs cards with Boom Bots. Anyone who played before Old Gods should still have PTSD from their boom bots going face for a total of 2, while their enemies' cleared both their Azure Drakes. These guys form, after Implosion, the pinnacle of unfun RNG and I don't think a crazy expansion justifies crazy cards to a point where they're unhealthy to the game.
So schnell hab ich auch noch niemand mitm Preis runtergehen gesehen.
I do see where you're coming from, though I'm not sure how big of an issue this actually is while playing. I mean the only reason why this color is important is so that you know what card you can put in what deck, but this is made somewhat redundant by your collection being ordered by classes anyways.
Only issue I could imagine is your opponent getting a random rouge card and you considered this to be in the druid pool, thus not playing around it. However even then you need to know the whole rogue card pool anyways, so it's fair to assume you know just by heart what class this card is.
I don’t get it. The rogue cards look the same. Is the issue the position of health/attack on minions and legendary dragon on spells? Maybe hiding the brown on all cards creates the confusion.
I think the main problem stems from the fact that the elements on the spells are just so dense that there's way too little space left for the background color. The simplest fix would probably be making the text box an actual rectangle, allowing for more color to be seen above it, but I'm not sure how good that would look.
How exactly would double gold encourage people to pay cash for more packs when they wouldn't have before? Wouldn't it be the opposite? I guess that doesn't fit the "Blizzard is greedy and incompetent" narrative people are always pushing.
It's pretty basic psychology actually. When you receive a gift, you will feel like you owe them and need to return the favor. It's partially the reason why we have giveaway or why business partners will pay for each others lunch/coffee.
It's amazing that people think like this in the case of hearthstone. this game's pricing model is anything but a gift.
Well, they're used to it. If they'd be constantly mad about it they probably wouldn't be playing in the first place. Another thing to keep in mind is that many people are either f2p or spend relatively little. To them spending 59€ once on this game is completely justified by these events.
I mean on the other hand this joke has been so overused that it didn't need me to finish reading the first line to know what it says, so it probably doesn't even matter at all.
I honestly cannot see where you're coming from exactly... I mean in the end even though the 50 packs bundle is kind of a downgrade from the 20 bonus packs we got for Witchwood (if you get less than 80 dust/pack it's an upgrade even) it's still is a considerable upgrade from literally every preorder we had before that, yet you complain about it being too expensive this time in particular.
I mean sure the 80 pack bundle might be less appealing in its value to you, but since the 50 pack bundle is still around I don't see why you would care.
Maybe make it remove it from all mechs just so that it's playable when there are no mechs. Just cycling for 1 does seem a bit strong though, particularily in Rogue.
That's exactly why it's not playable when there are no mechs.
It'd be broken if it was
Well, that's just shitty design then. Nothing worse than a card that is literally unplayable when you're not in that one very specific situation, but broken af when you are.
He was banking on the toggwaggle
Into OP ignoring the Ransom for a turn into Azalina.
Would this just do nothing on a clear board or rather Meteor someone in the face once?
Because if the later is the case, you might want to reword this to read similar to Defile and Spreading Plague.
Is there a YouTube link, anyone?
Only saw the the link to the french version on twitter so far.
It’s also for number of times their lyrics have been looked up. Means nothing.
It means that the artist should probably put more emphasis on singing clearly, since apparently nobody can make out what they're saying. /s
How is the performance on Switch? Is it worth a buy?
I've been thinking about getting the game when I get my Switch, but seeing how later this year Nintendo will start charging for Online play, I considered it not worth.
At least I think you're going to need Switch Online for that even, though I'm not 100% sure. It does say that online gameplay will require a subscription once they launch the system, however maybe Psyonix has the game running on their own servers and it wouldn't make sense for me then, if Nintendo would charge you, just so that you can connect to a service that isn't even theirs.