Now THATS An Elemental Highroll!

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  • Опубликовано: 18 сен 2024
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Комментарии • 9

  • @brofessorhemlock4817
    @brofessorhemlock4817 3 дня назад +9

    Love your vids, miss the time spent into the intros. GL on keeping it up; I'm rooting for the game to make a come back.
    Even I haven't pushed past 10k this year like I used to every season. Even with new content the disparity between blow out board and "I hit 6 triples into fun builds that make hundreds of stats yet never win" is just too large. Doesn't feel enjoyable to play as much as it did pre-spells. Don't get me wrong, I love spells, but they have added to the mess that is high roll boards. Too much ability to min/max and create outlier conditions each game that odds are, 50% of games have someone blow out and those games that don't are just tempo games where you get hit for 15 on turn 6. Feast or famine isn't healthy, and the player count shows that.

    • @Lovyxia
      @Lovyxia 3 дня назад +1

      I think a lot of these things have grown over time with scaling scalers being introduced which can uncap most old limitations to scaling. Things like Blood Gem or Tavern scaling (with demons eating) which create 2 ways of scaling that interact multiplicatively with eachother that have historically been the cause of balance issues and outlier comps are extremely common but also limited in their synergy, making the difference between highrolling the right things or merely highrolling good things the difference between multiplicative and additive scalability which ends up being quite insane.
      I hope they address these things and bring us back to older power levels that gives more flexible comp building with less scaling, cause I doubt trying to balance around the high top ends of scaling interactions isn't that worth it and doesn't promote variety as well.

  • @Lewis_Standing
    @Lewis_Standing 3 дня назад +3

    I would have been tempted to buy the consume spells to free board spaces but keep the stats. I'm assuming you skipped them because they are too expensive and worth losing the stats because of that?

  • @michalrehacek3462
    @michalrehacek3462 3 дня назад

    I don't feel like I figured out ellies in this meta yet. Very intersting video, thank you sir!

  • @bodhisfattva7462
    @bodhisfattva7462 3 дня назад

    some people pay good money for chafing.

  • @juicylasaga8694
    @juicylasaga8694 3 дня назад

    Jesus, this game definitely rubbed me the wrong way. Why such disregard for spell scaling? I reckon it's higher than tour group, which does not prok every time. And that azurite sell, with eat in hand, smh. Like it doesn't matter, you're popping off regardless with or without azurite, but damn...

    • @juicylasaga8694
      @juicylasaga8694 3 дня назад

      Ok, you explained it in the video. But my poor greedy heart can't handle all that missed value.

    • @astrsychev9333
      @astrsychev9333 3 дня назад +1

      ​@@juicylasaga8694eh, you can say the same about graymaine - he could have had two 500/500 cards instead!
      But sometimes greed is not the answer, and in this game - he would've lost 100 percent of battles against leapers without graymaine

    • @bofur
      @bofur  3 дня назад +2

      yeah theres a lot to these scenarios, but I don't think it's ever azurite there anyway. You're not to a point of generating positive value from spells w/ like lubbers + quest or lubbers + trinket. And w/o Brann + print positive money you'll just dwindle in resources over 6-8 boards on 1 line, vs nearly infinite on the other. Less stats but dozens of played cards ends up being way better than fewer cards and more stats. That way we get the counter cards we need and are still insurmountable stats vs anyone where stats are relevant. Keep Brann + Azerites would have to drop so many stats to regain the advantage that we already have by dropping 2-3 for lubbers and mb a golden tavern tempest.
      If we were going the azerite way, we'd much rather play without brann + positive gold and just settle for +30/30 per turn per azerite. Get lucky and find whitemanes anyway and I'm sure it's still the same result. Bigger numbers but lack of tech cards.
      But then again... that get lucky part. Infinite gold is pretty good to negate that "get lucky" component.
      Plus we've played Azerite 100 times. This time looked different and it's fun to do different. :)