Quick Tips for Newbies: Road to Legend

None of this is reality. This is your false understanding of it, a simplified version that makes sense to you but is in reality wrong.

link it or it didn’t happen.

Twitch saves only a limited amount of stream replays, so I can’t possibly find it now

Maybe in the future if we end up having this discussion again

But anyway, you do you, I’ll do mine, but it’s clear to me, if noone else, that you lack data and yet you claim to know how it works better than I do, even though i possess the data you’re missing

It’s pointless for me to have this discussion again, especially with someone who stopped playing

Hey, when you scroll through the leaderboards, how many duplicates are there? How many times do players have the same rank?

None. Ranks are unique.

You don’t have data. You have anecdote from the extreme tail that does not reflect the rest of the ladder specifically because of the limits of variance in the system.

You have false assumptions and a massive, massive ego problem and little else.

A masterful projection!

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So you’re going to admit you’ve been pwned and leave it, got it.

To have more people that dont deserve the rank flooding it???
Getting to Legend should be an achivement and it has gotten easier to reach the rank over the years.

And besides many that reach it start playing lower power fun decks.

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The game is ruined anyway

What an achievement, proving you’re not an animal.

Who cares.

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https://postimg.cc/cgpLDJ1R

Would you look at that! Fate wanted me to prove it for you today

I liked the old diamond>legend system more. You needed 25 stars and were matched based on stars. You couldn’t game that or half-bake it. You needed consistent 55%+ performance to reach legend in meaningful time. It took effort and skill.

The new system is way easier and apparently can also be gamed with MMR as of recently…

I’m fine with the changes they made to streamline the rest of the ranks. But Diamond > Legend should have remained as was imo to keep it relevant.

The opening post is like how to cheat at the GED exam.

In Legend, rank and MMR are basically the same thing. 137 Legend literally means “there are exactly 136 players on the server who have higher MMR than you.”

Neon will always perform infinite mental gymnastics to convince himself that he’s a better Hearthstone player than those in Legend, and that he is (or was, whatever) permastuck in Diamond because he’s unlucky. If only we could harness his power to rationalize for good, we’d have solved world hunger by now.

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Didn’t know that MMR ties were possible. Groovy.

He’s gard stiuck in diamond because all d5 players don’t understand tempo at all. I’ve seen multiple games as spectator and it’s qlways the same pattern. They tend to greed out cards trying to save them for max value and floating ungodly amounts of mana despite having full hand with options to plqy. And thus waiting for that perfect scenario to play their card for max possible value they float 5 mana and got killed 3 turns later.

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While it is a possibility, I can imagine alternatives. I tend to believe that there is exactly one way to play perfectly, but that there are infinite ways to screw things up.

You’re not contradicting what you quoted. They may not understand “tempo”(whatever that is(it’s the most vague term in the history of TCGs)), and the reason that happens is that they didn’t correctly put down the probabilities to find the correct course of action you mentioned.

Correct. I’m merely expressing some mild skepticism.

It’s when you dictate and thus limit your oppponent’s plays by putting enough pressure that mustn’t be ignored, because ignoring it will provide maximum value for you

Usually you have to sacrifice something to gain tempo (value, health, anything, really). One of the easiest examples is discarding a spell with Trolley problem to summon 2x 3/3 rush minions on turn 3 - you lose a card, but you gain a lot of pressure early

The play which loses tempo is called “a tempo play” (you lose tempo now to set up a tempo swing turn later), while the play which gains it is called “a tempo swing”. One example of a tempo play is playing 2x Baritone Imps instead of 1x Crazed Conductor and 1 Miracle Salesman on turn 5 in preparation for Popgar + stronger crescendo (tempo swing). By playing 2x Baritone imps, you lose pressure (less attack dmg on the board) and float one mana (hence, a sacrifice has been made), but you prepare a stronger tempo swing play (crescendo doing 3 dmg to all instead of 2 to all, and healing you for that much more).

The benefit of having a tempo is that you can pick a turn when you go all in with your highest value cards and that’s called “tempo-ing down”. Those cards are powerful, but very slow, and unless you win the same turn you play them, the lack of pressure they exert will cause you to lose the game. Examples include playing Pyroblast face or Popgar + barrells of sludge to hit face.

If those plays do not end the game immediately, they will usually be losing plays (playing pyroblast face without killing the opponent is akin to skipping a turn, and playing Popgar and not killing the opponent only leaves a 2/6 body on the board, which isn’t enough pressure and can probably be safely ignored), but not always. When you have the tempo, you can play those value cards knowing that the opponent will need to respond to your threats instead of playing their own, which is akin to playing Zarimi and having two turns in a row.

I hope you understand now, why that word is used a lot, seemingly without consistency. It’s because it’s very complicated and far-reaching.

You were already told why that’s wrong.

I asked you to scroll through the posted leaderboard and show me duplicates.

And I’ve already told you math wise rank and MMR aren’t the same expect at the ends of the distribution.

My senses, my logic, my feelings, my experience, everything is wrong when they disagree with you

It’s a miracle I’m still alive, being so delusional

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