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PostPosted: Wed Nov 04, 2015 4:35 am 
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Jack, I will play this co-op tavern brawl with you*.


*Pending update size on hearthstone making me cancel the update. Its...its been a while.


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PostPosted: Wed Nov 04, 2015 11:43 am 
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Just tried it on the Europe server (where it's already on, unlike the US one) and it's quite funny, but as always, RNG plays a huge role in the form of which cards Mechazod plays... which, in turn, makes for some interesting decisions, such as: should I wait before attacking with Lightwarden and/or Holy Champion so that they are buffed even more, or should I "cash them in" before the next Assassinate? I played 3 times and won only the first one (I had the "damage to enemy heroes" quest so I was encouraged to try more), in the 3rd one we would probably have won if I had waited for more buffs.

I'm sure that the results would be better with a friend, because of the possibility to agree on synergy exploits such as keeping as many spells as possible before a Millhouse Manastorm + Burly Rockjaw Trogg from the other player.


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PostPosted: Wed Nov 04, 2015 2:17 pm 
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Have played it four times now, and three times we had Mech dead on the next turn, only to lose to RNG.

The ol' +2 power, +2 power, deal damage to 3 things, deal damage to 3 things, deal damage to 3 things is kinda brutal.
As is the Assasinate for 4 turns in a row

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PostPosted: Wed Nov 04, 2015 3:03 pm 
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I hate secret mechanics. Filling the board apparently plague winds you. Who would have known?
The amount of people I meet that arbitrarily lose their Cho is also pretty obnoxious.
It feels really liberating to express discontent by conceding though.

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PostPosted: Wed Nov 04, 2015 3:35 pm 
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Mown wrote:
The amount of people I meet that arbitrarily lose their Cho is also pretty obnoxious.

If you're hinting at the card that specifically kills Cho, I found it funny, at least. :D


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PostPosted: Wed Nov 04, 2015 6:31 pm 
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Got it on the first try, is it always Priest + Pally?

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PostPosted: Wed Nov 04, 2015 6:57 pm 
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yes

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PostPosted: Wed Nov 04, 2015 7:06 pm 
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I would like it a lot more if overclock wasn't a thing. Surprisingly..... I don't like it.

The rng means that sometimes you just can't win, AND randoms make mistakes. My first game was a loss only because the priest didn't heal us out of range of his dual-zap shenanigans. The second game was just a blow-out that made the first look like a tea party in comparison, by how bad we lost.


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PostPosted: Wed Nov 04, 2015 7:12 pm 
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I think that between the two, the Priest is the one that needs to make the smart moves in order to have a chance to win. I won only when I was the Paladin, that tells a lot about my skills... :sweat:


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PostPosted: Wed Nov 04, 2015 7:45 pm 
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idk, I think the opposite. General strategy thoughts:

Don't attack with your smaller minions, they protect your face and better minions from the arcane missiles++. Don't fill your board though, you'll lose all of it since the guy wants some space. There's also an argument for suiciding other minions if both stalagg and feugan are on the board to try and hit the double thaddius, but that's pretty niche.
Heal the priest when in doubt. The priest has Zombie Chow, and the paladin has Guardian of Kings.

Priest:
Honestly, your main decision points seem to be deciding if you want to heal or not. Most of the time you'll just play dudes. Your partner is probably mentally handicapped, so if possible you should try to wait with Mukla until you get a Trogg into play, or the opponent has Fjola Lightbane in play. Millhouse Manastorm is kind of tricky, but ideally you combo it with your opponent's Chow, or failing that one of your Troggs. It can also be used for some sweet Icehowl turns.
Try to use your PW:S to put a target outside of lethal range from the boss if possible, or hand it over with Lorewalker Cho.

Paladin:
Hero Power is better than Minibot on turn 2. Flood the board so you have excess targets for the rockets.
Sandbag your spells, they're most likely how you will win the game. Lorewalker Cho, Burly Rockjaw Troggs and Troggzor are good incentives to not use them sparingly. Fjola is also a good target for bananas. If you can keep healing effects, especially Refreshment Vendor, for Lightwalker and Holy Champion, then that is also great.
Keep in mind that your partner might want to play Coldlight Oracle.

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PostPosted: Wed Nov 04, 2015 10:07 pm 
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This is actually a pretty fun brawl. I think its interesting to see how nice people are to each other. That being said, i havent won a single game yet out of the ten or so ive played!


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PostPosted: Wed Nov 04, 2015 10:27 pm 
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I want to win this at least once. My tag is mjack33#1883. Start sending requests and let's see if we can kick this thing's robotic keister.


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PostPosted: Thu Nov 05, 2015 2:41 am 
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I beat it with a friend. I'd probably be up for doing it again at some point.

:duel:

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PostPosted: Thu Nov 05, 2015 7:12 am 
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I guess I just got lucky, but after I played Millhouse my opponent played Cho followed by some free spells and we kept doing this back and forth for three or four turns. The two key spells we kept trading were the "restore 6 health" and "give a minion divine shield" so we could recoup our life totals while hitting the Mech without losing our big minions.

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PostPosted: Thu Nov 05, 2015 8:46 am 
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Yeah, I don't really know how you would accomplish that when Cho has been killed after two turns every game I've played.

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PostPosted: Thu Nov 05, 2015 8:57 am 
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won my first two games pretty easily. one with a friend, one with a random.

my guess at the winning strategy based on the two games i played is to stall while assembling a combo to kill him. Paladin has attack raising/doubling spells and priest has lightwardens. Cho and Milhouse help. Flood the board with smaller minions to protect your combo minion. Cast healing and draw cards at every opportunity until you go for the win.

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PostPosted: Thu Nov 05, 2015 10:02 am 
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My first 2 ended in a loss - when my partner quit before playing a single card.
Once I got someone to stay around, it was not that hard to actually win.
I like the format, and hope that something like this comes back in the future.

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PostPosted: Thu Nov 05, 2015 12:25 pm 
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Note that one player conceding will result in a double loss, but disconnecting ("Your opponent left") will count as a win for the other player.

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PostPosted: Thu Nov 05, 2015 1:58 pm 
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After playing it some more, I feel like this sort of thing would be a lot better if we could build our own decks. Granted, it would take your teammate to have quite a bit more skill, but the current implementation is somewhat relying on the boss doing stupid things.


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PostPosted: Thu Nov 05, 2015 2:49 pm 
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No, it would be impossible to take all the cards into account. Humility, Shadow Word: Pain, Equality, Doomsayer, Corruption, Mass Dispel, Brawl. Like, idk how many rules you want to put into place or what kind of encounter you would use to not make that broken. The boss is perfectly beatable on average, he's only really hard if you play with someone incompetent, or he does the nutter butters.

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