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Author Topic: Dungeon Run  (Read 926 times)

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blueblimp

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Re: Dungeon Run
« Reply #25 on: December 18, 2017, 07:40:03 pm »
+1

Of my 17 runs so far, 5 are wins, and 5 are losses to Candlebeard. That guy's OP, I swear.
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markusin

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Re: Dungeon Run
« Reply #26 on: December 18, 2017, 08:33:51 pm »
0

Of my 17 runs so far, 5 are wins, and 5 are losses to Candlebeard. That guy's OP, I swear.

He beats me when I have perma-stealth, then says "hoisted by your own petard" or something as a taunt. I strongly suspect that was intentional. Though, he's only tough when you encounter him as the 6th or 7th boss I find.

Edit: Candlebeard is the guy that gives his minions Charge as a hero power.

You can fight that evolve guy as the 6th or 7th boss, where his hero power costs 1 mana and upgrades a minion by 3 mana. Somehow it ends up being easier than when you encounter him earlier, where his hero power costs 0 mana and upgrades a minion by 1 mana. What makes that guy unfair is that he can curve out perfectly and use the hero power to play around his negative deathrattles and understatted battlecry minions. When his hero power costs 1 mana, he just misplays horribly by dropping stuff on curve without synergy e.g. playing Doppelgangster when he only has 5 mana or playing Dalaran Aspirant (Druid 2/3 Ramp minion) when he only has 2 mana.
« Last Edit: December 18, 2017, 08:41:50 pm by markusin »
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Lekkit

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Re: Dungeon Run
« Reply #27 on: December 22, 2017, 09:33:48 am »
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Canlebeard and that silly end boss dragon is what usually gets me. :( Not a fan of those two bosses. Managed to beat it with all classes yesterday. Priest took like... 100 tries or something.
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Re: Dungeon Run
« Reply #28 on: December 22, 2017, 02:15:13 pm »
0

I finally won got the dragon.
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popsofctown

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Re: Dungeon Run
« Reply #29 on: December 26, 2017, 02:42:11 am »
0

Wow, priest was my one and done run.

I think the foe matters than your side. 
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Drab Emordnilap

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Re: Dungeon Run
« Reply #30 on: December 26, 2017, 08:54:13 am »
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I don't think I've lost to candlebeard yet. I also don't think I'm beaten the evolve guy yet. Does someone want to trade with me?
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popsofctown

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Re: Dungeon Run
« Reply #31 on: December 26, 2017, 10:59:56 am »
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No, because your runs take slightly longer I'd guess
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Galzria

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Re: Dungeon Run
« Reply #32 on: December 26, 2017, 06:41:57 pm »
+1

I cannot beat Priest. Over 80 bosses faced.
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Blitz:
TOWN Wins: ZM11, ZM13
TOWN Losses: ZM3, ZM5, ZM6, ZM8, ZM9, ZM10
SCUM Wins: ZM1
SCUM Losses: ZM4

Total Wins: 3
Total Losses: 7

Normal Games:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31
SCUM Wins: M2, M19, M23, M100
SCUM Losses: M15 (SK), M102 (Traitor)

Total Wins: 13
Total Losses: 10

Other:
TOWN Wins: DM1, BM4, BM4, BM5, BM8, BM13, DoM1, OZ2, RM45
TOWN Losses: BM1, BM2, BM3, BM6, BM11, RM3, RM4
SCUM Wins: DM3, BM7, RM1, RM2
SCUM Losses: BM9, OZ1

Total Wins: 13
Total Losses: 9

popsofctown

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Re: Dungeon Run
« Reply #33 on: December 26, 2017, 08:56:56 pm »
0

:(

I won by getting the Double your Battlecries boon and drafting Cthun.
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Galzria

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Re: Dungeon Run
« Reply #34 on: December 26, 2017, 09:27:38 pm »
0

:(

I won by getting the Double your Battlecries boon and drafting Cthun.

I've attempted that on two of my runs to this point with no success.  :-\
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.


Blitz:
TOWN Wins: ZM11, ZM13
TOWN Losses: ZM3, ZM5, ZM6, ZM8, ZM9, ZM10
SCUM Wins: ZM1
SCUM Losses: ZM4

Total Wins: 3
Total Losses: 7

Normal Games:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31
SCUM Wins: M2, M19, M23, M100
SCUM Losses: M15 (SK), M102 (Traitor)

Total Wins: 13
Total Losses: 10

Other:
TOWN Wins: DM1, BM4, BM4, BM5, BM8, BM13, DoM1, OZ2, RM45
TOWN Losses: BM1, BM2, BM3, BM6, BM11, RM3, RM4
SCUM Wins: DM3, BM7, RM1, RM2
SCUM Losses: BM9, OZ1

Total Wins: 13
Total Losses: 9

markusin

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Re: Dungeon Run
« Reply #35 on: December 27, 2017, 12:17:42 pm »
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My successful Priest run was a messy highlander deck with Reno/Kazakus where I had the artifact that makes no minions cost more than 5 and this 1-mana weapon that gives you a random Mage spell every turn. Managed to eke out a win against the demon mill final boss who wasted Doooom! on a single minion and played Mal'ghanis into the Frozen Clone secret (gained from the Mage spell weapon).

So uh, I can't really give you much advice.
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blueblimp

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Re: Dungeon Run
« Reply #36 on: December 28, 2017, 11:41:42 pm »
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Rogue is giving me issues. I don't know if I'm playing the class wrong or just getting unlucky.

My current status:

Completed:

Hunter: 1 run
Shaman: 1 run
Warlock: 1 run
Druid: 2 runs
Paladin: 2 runs
Priest: 3 runs
Mage: 4 runs

Unfinished:

Warrior: 3 runs
Rogue: 9 runs
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Haddock

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Re: Dungeon Run
« Reply #37 on: January 11, 2018, 07:07:02 am »
+2

Turns out getting +1/+1 minions and the upgraded Paladin hero power that costs 1 is just TOTALLY broken.

After that I beat every remaining boss with less than 5 damage taken.
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blueblimp

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Re: Dungeon Run
« Reply #38 on: February 08, 2018, 06:00:15 am »
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I finished my remaining classes then played more runs until seeing all the rare bosses, then some more with some tips from a guide to see if I can up my win rate. My all-time win rate is 30.7%, which apparently is terrible. Strong players win almost every run: https://www.reddit.com/r/hearthstone/comments/7i3bbq/twitch_30000_dungeon_run_challenge_announcement/. Dunno why I'm so bad at it. Might be that I didn't quite realize that when you pick a package once, it greatly increases the chances to see that package again. Since some of the packages are way better than others, you can help yourself out by making early picks that promote being offered good picks later. It also seems to be important to anticipate certain bosses as you build your deck.

Overall I found dungeon run to be a fun mode. It falls into the genre of tactical encounters held together by a strategic glue (e.g. X-Com, FTL), and for me, whether such a game is fun depends on how interesting the tactical encounters are. Blizzard must have done a lot of play-testing and tuning, because the boss encounters managed to be non-trivial yet usually winnable, which is hard to do. The places where this didn't quite work out (mostly King Togwaggle) just highlight how well most of the bosses are designed.

Strategically, I apparently missed the point in several ways, but still enjoyed it. It seems as though at a high-level you're a bit railroaded into certain approaches, because many packages are terrible, and to avoid getting hard countered by certain bosses (such as Gutmook). Even so, it's still more flexible than arena deck-building.
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