That is insane. I’m retired, and no way I would spend my day doing that.
I cant imagine working and still be able to do that.
I don’t know what the real hour is, but that’s what I imagine it has to be. Or at least when you reach top500 you would need to just invest so much time to not lose rank. You can go to sleep at rank 400 and wake up at rank 600. It’s gotta be exhausting.
Even if I had 12 hours, I’d be exhausted and mentally tired of HS. I can play for like 5 hours at most and I just lose interest.
You can’t blame rogue, because it’s not easy to play. The best example is pocket train calling himself a deck he was playing “crap rogue” a couple of months ago; it wasn’t crap in reality because he was winning a lot with it; it was just it needed high APM that only few at the very top can handle (most lethals were literally at the point of running out of time and he was not taking his time).
Nah, bro, with 60% winrate (borderline impossible, lol), you’re cruising to top 100 in a few hours
The thing is, you can only have 60% winrate for couple of hours, while you’re in the middle of a highroll streak, or if you’re smurfing in dumpster ranks with much better skill
I hit it constantly with my Warlock decks, and then it balances out to 51-52%, and it keeps me floating between 200 and 500
I should have been a bit more specific. I meant if you had a 60% win rate deck going from bronze to legend on a good run, even that deck will struggle to get to top legend simply because 60% win rate up there just doesn’t really exist. You get normalized to 50-53% fairly quickly.
How many hours a day do you play to maintain 200-500 area?
You are kidding, right? idk what Standard is like, but I can guarantee my class will never see a card that says : “destroy a minion”, especially when it has more than one effect.
Rogue has more advantages than I can count.
In the last 2 months, I’ve played like 2 hours per day on average, which is a big change from 12+ hours a day I’ve played before, lol
It cost me 100-150 ranks, as I used to finish seasons between 150 and 250, now my average is around 400
It’s true, the higher you go, the longer you have to play to progress
Oh yeah, absolutely true, lol
If you have the skill to hit top legend, your winrate bronze through legend wll be 80% +, sometimes 90%+
Been there, done that xD Although, that was before the last matchmaking patch
Well, maybe in the past. But remember, your bronze-legend run is still MMR based. I have faced people in the top1000 while I was in bronze. I started playing my games middle of the month and the people I played against were way high up in Legend already. You aren’t getting an 80% win rate against them at bronze because you wouldn’t get it at top1k either.
Yeah, no, that’s not bronze through legend according to my definition, then xD
That’s “promotional ranks”, or something along those lines
I thought we were talking fresh account, bronze through legend
If you have 10-11 stars, you’re not really bronze even when you’re bronze
But yeah, technically, you are in bronze, so I guess my definition is a bit off
Yeah, it’ll be around 50%, same as when you play against them once you’re in Legend
Give or take a few % depending on highroll/lowroll
If they notice winning more even though the MMR should keep the difficulty high, it might be a psychological effect of defeatism (or the inverse). I have noticed it on myself in the past.
If you know the MMR is there even at chicken rank 10 next month, you might more easily notice you don’t always win easily there; it’s just that you get so many stars that you may not even bother to think about it; what’s a loss if the next win will just steamroll you through those ranks?
In fact in many cases you might lose your first game if you ended the last month on a high point because you might get THE most difficult opponent possible.
I mean, Dane is playing it on his streams with around 60-70% WR so I am sure people are aware.
Yeah, I just played a few practice games. I don’t think the deck is as hard to pilot as they say, but it’s likely that most people can’t pilot it correctly because you have to pick the right combination of armor/damage spells to get it to go off correctly and when to deal damage or armor up.
Now that I’ve seen the deck and played with it, there are a few takeaways I have.
First, when people call it infinite rogue, it’s not really infinite. To me, infinite is you can do it infinitely in 1 turn and you’re somehow gaining mana. There is no mana gain that I have seen. The infinite comes from the part that you always have the combo in hand each turn and you never run out. You just keep pupil and shadowdancer in hand at end of your turn if you couldn’t end the game with damage before and do it all again. So it is infinite in that regard.
Unless there is some mana gain I’m not aware of. Thus, the combo can get completely destroyed by a dirty rat. So if they armor up a lot and you can’t lethal, they can play rat.
But honestly, who the heck is playing rat? Control? None of the control decks are good enough to be played at high legend so that’s not really a counter.
I’m very familiar with infinite loops since that’s all I play test on in wild AND my main standard deck revolves around looping and keeping spells in tidepool pupil with my Amalgam DK deck, so the deck feels pretty natural to me, but I can see where some people struggle to keep the right spells locked away in their pupil.
Now that I’ve seen the deck, I’m fearful the devs will take the lazy nerf and go with 2 mana pupil. I hate that change because I love the card in other decks and don’t want this deck and insanity be the reason it gets nerfed.
Just nerf Sonya imo. She makes it so deck design in the future is a problem as well. Have to always be careful of every single 1 mana and 3 mana card (because of shadowstep) for every future card you make. Seems ridiculous.
I hate that change because I love the card in other decks and don’t want this deck and insanity be the reason it gets nerfed.
Well, that’s 2 problematic decks causing a nerf of 1 card, that’s fair xD
At least it’s more fair than every class and deck losing a 3 mana lamplighter because of just 1 deck, Rogue’s, or multiple decks seeing concierge nerf because of Concierge Druid
I do think Pupil’s effect is worth more than 1 mana, it’s a better version of Rewind, and instead of costing 2 and getting no body, it costs 1 and gives you 2/1 body
It’s not a balanced card at all
by the way, I’m not done complaining that excavate warlock was nerfed less than a week in to Showdown… despite not having lethal setups until minimum turn 8.
Why wpuld the need to adress sonya? At legend its barely over 50% and if people start to tech against it it will win even less. Outside of legend its winrate is like 12% lower lol.
I think the deck win rate is just low because people are still learning it. It will stay low at lower ranks with bad players, but at high legend it will sky rocket once they learn the ins and outs of the deck.
Sonya IS the problem without a doubt. The problem is they might nerf around it and pupil going to 2 is certainly the way to do it.
And to be honest, the way the deck plays just feels like a cheesy broken way to win. Flinging Fireballs for 0-1 mana to the face isn’t really fair. Mage doing that with infinite fireballs took a whole lot of set up to do, more than this, and it got nerfed. It’s the reason Apprentice is 4 mana and Radiant Elemental is 2.
Also Elemental Mage at tier 4 …another misconception given those same sources told me it was tier 1.
Who would say this after the patch lol
I Just hope they don’t nerf Tidepool because of this and instead address Sonya.
I see close to zero chance this deck sees play outside of top1000 at most. Nerfing a deck that not only is so hard to play it is only good in top100 legend (and even there, is 51% really something we can call broken?), that is also a deck those same people love to play and that on top of that is extremely easy to counter if willing to do so, and also nerfing the only good card in a class that is otherwise doing almost as badly as mage outside of these higher leagues of hearthstone… would be a historically uncalled for thing to do. I am a rogue lover, ofc, so the bias is obvious in me. But I believe I speak objectively here. I simply wouldn’t do anything for now.
Also, they are not exaggerating about the skill testing part. I took a version of this Jalex shared on twitter and I have an impressive 0% rate so far. I am committed to learn the deck tho, so this means I am finally having fun in standard again. Let’s see how much longer until the pitchforks ruin rogues’ fun yet again. I am hearing garrote/excavate/miracle war drums in the distance and it’s giving me ptsd.
Edit: besides, if we talk about nerfing it, pupil is a really problematic card. It was problematic in otk druid, it is problematic in insanity lock, it is problematic in sonya rogue and will probably continue to be problematic time and time again in the future. Sonya has not been problematic till it found a 1-mana deal 6 and pupil to go with it. Are you sure Sonya is the problem card? Lol
I see close to zero chance this deck sees play outside of top1000 at most. Nerfing a deck that not only is so hard to play it is only good in top100 legend (and even there, is 51% really something we can call broken?),
Where did you find that winrate? I’m having troubles finding deck winrate data on VS
All I found is that it’s in the upper tier 2 on Power rankings
Who would say this after the patch lol
The people that keep telling me Paladin is meme tier.
More than half of the classes are S tier and poor Paladin is only better than Hunter.
Or so i have been told.