i don’t know if i’m just unlucky , or if this boss seriously needs a nerf , but so far ive crafted two decks , one warlock and one mage deck , both capable of clearing the first 9 bosses before turn 10 with ease , constantly keeping board control , high HP , good board clear etc. and then when that 10th boss card over turns and its archmage vargoth , i just accept defeat , he starts with 4 mana , and by turn 6 hes got 5-6 minions to my zero , insanely high spell damage , and a hero power that gives him a free arcane spell thats super buffed to the max with his minions.
and by turn 7-8 i’m dead , every time.
this boss just levels anything i try to put forward , even if the deck can clear the previous 9 bosses with its eyes closed.
is anyone else experiencing this extremely difficult boss?
I reached vargoth 3 times fairly easily and 3 times got absolutely and hopelessly crushed with pretty much nothing I can do all my stuff would instantly die every turn. Either the earlier bosses are too easy or he is way overtuned. I read that the next 2 bosses are even harder so I dread to think of those using a “normal” deck. I must be missing some trick on how to craft OP adventure decks.
The secrets Nozdormu boss before him - one of the 4 “end bosses” - is laughably easy in comparison.
Vargoth on heroic might be so hilarious.
I appreciate the challenge I’m just quite surprised by the huge difference in difficulty. I’ll get through it eventually.
I’m a regular legend player so it’s not like I’m terrible… o.O
PS. the last 4 bosses are always the same, in the same order. They’re not random.
well i’m glad to know i’m not the only one with this issue. its just a slap in the face when you have such a good adventure deck that wipes the floor with the first 9 bosses for a joke. than vargoth appears and just deletes you within 6 turns.
The whole last chapter is straight horseshi.t. I was finally able to beat it with perma stealth but now Getting past boss 1 or 2 on heroic is dumber than ever.
Beating Vargoth (and Kalec, for that matter) is considerably easier if you have mana-cheating treasures, or Rocket Backpacks. Since they start with extra Mana, you need ways to catch up.
with my mage deck i had start with an extra mana crystal , i also had the mage hero power that costs one and reduces the cost of a card in my hand by two , i also have the buff that gives a random minion +1/+1 in my hand at the start of my turn , and i had the anomoly that gives all minions +1/+1 at the end of their owners turns.
i don’t think i had time to play 4 minutes before i was below 10 hp praying to every god in the book for a board clear of any kind in my deck to appear but non did.
I imagine by the time Boss 10 Turn 6 rolls around you should have a bunch of Ragnaros on the field if you exploit all the buffs the game gives you, albeit subject to RNG.
beat it 3 times so far in heroic. Not imposible. Just gotta choose your treasures wisely.
Yep, he’s an irritation for sure. The first time I saw that he had extra mana to start with, I thought surely this wasn’t the entirety of the boss design - give him some decent minions and a head start in mana - but that’s exactly what they did. I don’t know if this guy maybe had some actual thought put into him, which they then scrapped and replaced, or if they just ran out of ideas.
I’ve beat him, too. It’s not impossible. However, the boss is still incredibly lazy and stupid in design, with no actual mechanic other than having more mana than you, and often any deck you have that can beat him will die the next turn because it has no stamina. If they’re expecting us to design our decks as we go, boss designs should’ve kept that in mind. Instead, they seem to want to punish us for having balanced decks by blatantly unbalancing some of the bosses as a mechanic.
…awww cripes. Now that I took the time to write all of this out and edit in corrections, I now realize after post 2 that you meant the boss, not the actual card LOL.
Do’h!!
Against popular opinion I disagree that Archmage is the problem because it really is the only viable counter against some of the more ridiculously OP cards that would have no counter otherwise.
I personally take more issue with cards like Jepetto Joybuzz. In the hands of a hunter whose deck is primarily low cost to begin with is pretty silly. Between the secrets and the low cost, high powered spells he already has, his deck is powerful enough without him being able to drop a 1 cost Malygos. I mean, not only do they have no issue clearing and dominating the board but adding Malygos with a combo rapid fire or kill command is just stupid.
Lets also talk about the Warrior’s never ending bombs that saturate your deck. There are no counters to bombs dealing 5 damage a pop and that’s not even taking into consideration that he has an entire board filled with more bombs.
Lets talk about The Power of Creation, a TWIN SPELL that with or without sorcerers apprentice pretty much ends the game every time.
Regarding Sorcerers Apprentice, why was this card kept in the Mage deck this xpac when the Priests Radiant Elemental was eliminated?
There are other cards I find equally nerf worthy but Archmage is not one of them. I honestly think Archmage should be a Priest class card and not available to all of the classes. I say this because Priest does not have direct damage spells like the Mages and Warlocks do. Priest spells only target minions with the exception of Mind Blast and Smite. Smite can’t be used with Archmage effectively though because it targets its own self. The only other class I feel should have access to it is Warlock, a class that seems equally as nonviable as Priest this xpac.
The other thing I feel needs fixing is 0 cost cards being able to attack. If I’m forcing each minion to attack other minions with Mass Hysteria, how can a card that has no attack, attack?
–edited to correct misspellings. My autocorrect is driving me insane!
If you boss is set up that only two or three very specific decks can beat him, the problem isn’t the players, it’s you.
Beaten by Archmage Vargoth in two turns with his lethal playing discard warlock. Again, you failed to remove zero cost hero powers from adventure bosses and forgot to balance this boss encounter. I have got a degree in programming and I am horrified by your pitiful careless incompetence as programmers…I am not allowed to fix the code myself, that’s one job I leave for you to do
You just need a cheaty deck too. Beat him the second time i faced him now with reduced minion cost to 5 and reduced cost of left most card by 2. So all my big minions i drafted cost just 3. But If its a matter of luck or you need to draft all the run to fight this boss, its a bad design I guess. His power should cost 1.
Except balance and programming are two different things