v.1.3.0:
- Scooter Warp (Dismount + Ragdoll) doesn't work anymore. The Dude will instead fall OOB while on ragdoll.
- While moving on scooter, doing Weapon Wheel + Dismount + Ragdoll might warp the Dude some distance away. (we're still unsure how this exactly works)
- Starting a cutscene while on Catnip will increase our movement speed after the cutscene.
- Animal Catcher: Increased animal counts (6x dogs & 8x cats), with a new junkyard area nearby where lots of cats & dogs can be found.
- Prison: 969 voice message finishes quicker, which made it harder to do the 969 trick.
- Pay Fine: Bustedwarp to the start of this errand will only load part of the terrain (so we'll fall OOB), and our weapons will still be kept. (without this errand active, regular bustedwarps will still work normally as before)
- In-game Timer can be enabled in the settings (though this won't be used for the leaderboards).
- When loading old saves, the terrain might not be fully loaded, which might cause us to immediately fall OOB.
- Scooter can't bypass The Zag tunnel Zap Zones (it's a temporary bug prevention by the devs)
- The bug where you can get a kill count from NPC falling OOB has been fixed (according to patch notes).
v1.3.1:
- Doesn't seem to have any changes besides the minor fixes listed on the patch notes.
v1.3.2:
- Turning off "Rotate mini map" settings actually works now.
Omnotron with Demon Hunter: https://imgur.com/a/3Ihcgoc
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Based on Gardenia's idea. Use Electron's effect to cast all the spells & draws to kill the enemy hero immediately. Lion's Frenzy is very good as it can easily get 10+ attack. Usually we'll mulligan for card draws or Lion's Frenzy.
Also preferable to kill Toxitron straight away with one of spells, so that the Toxitron doesn't kill Arcanatron which buffs our spells for later.
There's a small chance Omnotron will play his 2/5 Taunt minion, Fel'dorei Warband will spawn Rush minions which can be used to deal with the taunt.
Mindbender also have the same effect as Lion's Frenzy. But I never had issue drawing my weapon on time so I don't think I need this minion in my deck.
I've tried to do timing comparision of this versus the Gadgetzan Auctioneer Rogue deck, and this DH deck is faster overall.
Lord Nefarius with Rivendare + Zerek's Cloning Gallery OTK Priest: https://imgur.com/a/8WfMf4u
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A deck with mostly spells. Creation Protocol made it consistent to tutor the Polkelt. And because Creation Protocol is a Discover effect, it allows me putting one more minion without ruining the tutor ability, so I use this minion slot to put Dragonslayer.
There's a small chance that the AI will get a random spell that ruins your combo (e.g. Silence effects). But this chance is very small overall and usually it's not worth anticipating it. If it's convenient, I'll play SW:D or The Light It Burns on my Rivendare immediately after I played him, but it's fine not doing this.
Tech card choices:
- Devouring Plague: Useful spell to deal with his smaller minions (e.g. Twilight Whelp or Faerie Dragon), which might not get killed by other removals for bigger minions.
- Not using Fight Over Me. A lot of the time, Fight Over Me doesn't let you kill two minions at once in this fight, it doesn't suit this boss's minions.
Ragnaros with Rivendare Hunter OTK + Nine Lives: https://imgur.com/a/ukMCBIB
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Similar to other Rivendare Hunter OTKs, but you need to trigger the OTK a second time using Nine Lives.
Lorekeeper Polkelt will guarantee a Nine Lives draw after the Rivendare, but it might got delayed if you drew Master's Call first instead (I'm not sure if it's a good idea to have 2x Master's Call because of this). Also to be safe, need to make sure Rivendare didn't die before you have Nine Lives on hand, as Rivendare's deathrattle will reshuffle the deck and might prevent you from drawing Nine Lives on time.
Need to make sure that you can tank Ragnaros's 16-damage hero power before you use Nine Lives, but this is usually easy enough since it's easy to control his board.
Maloriak with Spiritsinger Umbra + Recurring Villain / Korrak: https://imgur.com/a/Owjr7yJ
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A Priest deck with mostly spells, and with minion tutor spells that lets us consistently draws the Umbra full board combo later in the game. Meat Wagon is also a viable alternative to Korrak.
If you place Villain/Korrak on the board early on before turn 8, without playing the Umbra on the same turn, there's a decent chance that he'll use Polymorph on your minion which could slow down the game quite a lot. Although the payoff from triggering the combo before turn 8 could get you a really fast win.
This seems faster overall compared to other Priest decks such as the old regular deck (with eggs etc) or Big Priest deck, while still have the same (or maybe better) winrate as well.
I've also tried Rivendare OTK Priest. But the combo won't work if Rivendare got Polymorphed.
Gardenia tried a similar deck but with Paladin instead, and he also put Molten Giant as an extra win condition. The recent Paladin cards are good enough to control the board, but there's also a lack of minion tutors which seems to make the deck slower overall compared to Priest.
v1.2.0:
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Loadout & Custom Difficulty options are back, and the Loadouts still enable the Sissy-mode by default as well.
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Ragdoll is back! But with a short jump height, pushup launches can't do high distance jumps any more.
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Any load zone transitions will trigger a checkpoint (whether it's from OOB warps, fast travel platforms, or Zap Zones). This prevents any distant deathwarps strats, such as the old Treasure Hunter OOB deathwarp strats.
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OOB warp on Mall seems to have more chance in giving out visible interiors, without having to QS/QL to fix it. (Dam warp still tends to show invisible interiors)
Highlighting some no-ragdoll strats for any No Sissy/DaySkip runs
Treasure Hunter - OOB warp
QS on Historical fast travel platform, warp to Residential and deathwarp. Then just jump down OOB to the Lost City from the Historical fast travel platform. Can't quickly deathwarp out of the errand though, because we can't skip the forced checkpoint on the temple entrance.
PMS - Cat Rocket QSQL to reach Hardrock quickly
Entering the Mall normally will disable QSQL. So, we can just use Cat Rocket clip to trigger the OOB warp for Mall interior, which allows Cat Rocket QS deathwarp trick to work inside. Note that after doing OOB warp to the Mall, the inside will appear completely dark at first, so need to do a QSQL inside to restore the vision.
Border Smuggler - Not triggering entry checkpoint
Old trick, but this still works. Go inside the errand area through the mountain bridge so we didn't trigger the checkpoint. This allows invisible slingshot exploit, and usage of deathwarp after the errand.
v1.1.2:
Main changes:
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Ragdoll is gone
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Dev room zone warp buttons can't be used without enabling Sissy.
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QS during intro cutscene doesn't warp us into Dev Room anymore
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New Loadout & Custom Difficulty feature. Some of the Loadouts will also enable Sissy by default, which allows usage of speedup keybind or Dev Room buttons without inputting any cheats.
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Crashes during start of Thursday, which made it unreliable to do a full no-skips run. Possible causes: Pressing "End of Day" during end of Wednesday, potential crash after Get Champ. (unconfirmed if this affects everyone)
Minor changes:
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Border Smuggler: New soldier spawns (after 5th and 9th smuggling) will run instead of walk.
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Bully Dog: Softlock bug on missing Spike on save/load is now fixed.
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Treasure Hunter: There's a second entrance/exit of the errand interior near the Bidet compound.
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PMS: There are fences on the elevators, preventing you from crouch jumping to bypass the roadblock.
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Boss: After pressing elevator button, the game will autosaves after you got warped into the boss's room, instead of before the warp. This prevents the usage of deathwarp to exit the boss's room
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After boss fight, the Zag's east/west/north loading zones are now blocked, and we can only exit from the south as the game intended.
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There's a new Zap Zone on the train tracks between West Residential area and Historical area.
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Postal/Impossible's AI now worked as intended.
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When OOB warping into the Mall or Dam interior, the interior tends to be invisible and appears as a black screen. QS/QL will fix the visibility.
v1.1.3:
- Loadout & Custom Difficulty options are removed. Can't do Sissy-enabled runs anymore without cheats.
- Crashes on Thursday start are fixed.
not showing the "empty" makes it even more confusing than before
there are games with multiple empty categories, that you won't waste time clicking on if you can see the "empty" label straight away
@PimpUigi huh alright never seen other boards actually made a 3-dimensional board like that game previously, normally it's only 2-dimension.
Still, the current IL layout is much more cumbersome for a 2-dimensional board. Previously, you can just instantly see all the times without any extra clicks, which can't be done anymore with the current layout.
@PimpUigi I can't see how that's an upgrade at all. Now you need to click a bunch more times to view the records for each categories, instead of viewing them all at once on the old layout.
IL leadeboard is a lot more cumbersome to use now. Some games have plenty of categories which will now be a pain to look at.
- IL leaderboards not letting you view multiple categories at once, forces you to click a lot more to view the times, completely ruining the point of IL boards
In case anyone still hasn't realised the obvious obvious flaws of this new UI...
- Can't see full names, box art format won't match a lot of game covers, can't see all games at once
Latest Heroic Naxx decks for now: Decklists: https://postimg.cc/gLqns33C Deckcodes: https://pastebin.com/SatfnRqU
Faerlina:
- Can't find a better way than to use Mech Paladin again. This deck still often get a turn 6-7 kill.
- Recent AI likes to use their face to hit your taunts, no matter how big your taunt is. This helps the fight even more.
Maexxna:
- Mechathunlock. Needs those self-kill cards to kill your own Bonelord.
- Obviously you'll want to have the board clears on your opening hand.
- I tried Quest Rogue a bit (like what Tsubaki done back in 2017) but can't make it consistent or quick enough.
Noth:
- Rivendare Hunter. Weak tempo from the boss so Hunter can easily survive.
- Note that he have 2x Counterspell in his deck.
Heigan:
- It's just a slightly modified deck from my old Warlock deck.
- Can't find a better consistent deck for now. I tried Mechathunlock or Marrowgar DK and both of them aren't more consistent or faster.
Loatheb:
- I used Mechathunlock for the consistency.
- Aim to kill Fen Creeper ASAP from opening hand (Corruption, Final Gasp, Doomsayer, Unstable Shadow Blast)
- I've put some self-kill cards as well because sometimes it's hard to kill your own Bonelord without it. Dark Pact also provides good healing.
- The old regular token decks could be faster with lucky highrolls, but could easily be slower as well if he didn't play his Spore cards. And it's also not as safe.
Razuvious:
- Stickyfinger Mage similar to my old deck.
- But I've added Depth Charge / Doomsayer because recent AI tend to have better board control somehow compared to 3 years ago.
- Using Priest (like Mipha's PB) could be faster if you highrolled, but I can't make it consistent enough.
Gothik:
- Using Marrowgar DK. Not the fastest deck, but it's the safest one I could find that doesn't go that slow.
- I can't make Quest Rogue consistent enough, and it's not always faster either if you don't get to finish the quest quickly.
- Tried Mechathunlock as well, but his Spectral minions could disrupt your Mechathun combo.
Four Horsemen:
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Use Sigil of Silence or Showstopper at the start. This DH deck isn't 100% safe because we need one of those within the first two turns.
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After silencing the horsemen, just keep playing taunts and attacking enemy's face. Usually will kill in turn 4 or 5.
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This deck is helped by how AI tend to use his weapon to attack any taunts on our board, no matter how low his health is.
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A safer alternative is to use the old 14-damage Priest combo AAEBAa0GAtYKw50DDpwC+AfRCrW7Are7AtHBAtLBAtD+AtGsA5nrA+jvA4f3A62KBIqjBAAA
Patchwerk:
- Stickyfinger Druid where the aim is to use Stickyfinger on turn 3.
- If can't play Stickyfinger on turn 3, can stall one more turn by using your armor cards (Claw, Gnash, Feral Rage) to get above 32 total health.
- Consistent deck, and is faster than the old mage deck.
Grobbulus:
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Mechathunlock works well. Normally you want to prioritise in clearing any minions to prevent him buffing it on the next turn.
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Suffocating Shadows is effective in clearing his Spectral Knights (he have 4 copies of it)
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Note that Arson Accusation will instakill any enemy because of Grobbulus' hero power.
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An alternative list is the BEES+Linecracker Druid combo (based on Hess's idea). Current AI tend to ignore your Linecracker, so it's easy to setup the combo. From my timing tests, this deck is faster if we got the combo done before turn-8 by using Biology Project. But a turn-8 win is slower than a turn-8/9 Mechathun combo. AAEBAZICAq+ABMmeBg7pAb/yAo/2AvCJA7mUA6+iA9WgBLClBK7ABJ3UBITvBI3vBOScBaueBgAA
Gluth:
- Two possible decks: Mechathunlock or the old Stickyfinger Mage
- A turn-7 Mage kill is about 20s faster than a turn-8 Mechathunlock kill. But Mechathun is usually safer as Gluth isn't guaranteed to draw his Jaws weapon.
- I'll use Stickyfinger Mage on the list above. Look at my 42:20 run for a Mechathunlock list.
Thaddius:
- Using the recent Warlock resurrect cards, the win condition is by summoning multiple Thaddiuses on turn 6+.
- Usually get a turn-9 kill, can get turn 8 with some luck.
- The deck contains mostly spells, so that Free Admission will guarantee a Feugen/Stalagg draw.
- I tried Mechathunlock and it's not so effective. Can't play the 4-mana board clear spells on Mechathun deck, and sometimes I can't kill my own Bonelord quickly.
Sapphiron:
- Rivendare Hunter. Weak tempo from the boss so Hunter can easily survive.
Kel'thuzad:
- Mechathunlock deck, with plenty of heals (such as Dark Pact) to counter his hero power.
- Hunter isn't consistent enough because there's no healing against Kelthuzad's hero power, even though this boss have a weak tempo.
All of my latest Heroic Galakrond (League of Explorers) decklists Decklist: https://imgur.com/a/jIRca63 Deckcodes: https://pastebin.com/ePqGX8aR
Most of the decks are OTK decks. If Rivendare Hunter isn't safe enough for a boss, then I normally just use Mechathun Warlock for a more consistent deck.
Kriziki: Note that the area spells (Shriek & Defile) isn't for early game. It's more for late game, to clear the Reborns or 1-hp minions from Volazj / Vivid Nightmare. Shriek is also useful to dump spells from your hand, for the Cataclysm spell at the end.
Slipstream: Linecracker + BEES seems to be faster than Mechathun Warlock. Druid have newer Discover/Dredge cards that increases the chance of getting the Linecracker & BEES combo by turn-7. A riskier strat is to use mana ramp cards and do the combo before turn-7. But these cards will be useless if we don't get the combo pieces quickly, so I decided not to use this strat.
Togwaggle: I'm using Big Priest, which isn't the fastest deck (usually turn 10-12), but has been the most consistent on my testing. Other alternatives I've tried:
- Stickyfinger Mage (similar to my old deck): AAEBAf0EAvbWA/yeBA5NigGSBMsEhLsCtPwCv6QD9KsD+7ADhLEDiLED1OoD7O0En6QFAAA= Will be fast if we got Platebreaker early and enemy have a strong weapon. But sometimes could go really slow as well, and isn't as safe as Big Priest.
- Mechathun Warlock: AAEBAcn1AgidxwLO6QLx+wLrrAOIsQP21gOa1AStogULigGSBJfBAo/HAufLAsfTAsPzAoSxA5XeA5PkA7LtBAAA Not as safe as Big Priest as well. Recent Cataclysm nerf also made it harder to get a turn-8 win, which slowed down the deck even more.
- Rivendare Priest: Can't get this to work. Hard to deal with the candles if you play a spell-only deck. And playing the Rivendare + Zerek's Cloning Gallery is unsafe.
Rafaam: This boss is not completely safe if we want to play a fast OTK deck. Because once he turned into Galakrond, he'll easily spawn multiple 8/8s which can't be easily cleared. We'll die quickly if we don't get the key combo pieces on time before the Galakrond phase.
I added Urchin Spikes in case we'll need to clear his huge board during the Galakrond phase.
Note that the AI will end their turn immediately after the 5th invoke (when turning into Galakrond), and will not bother attacking with any remaining minions on their board.
Using this Mechathun Warlock might be slightly safer than the Rivendare Hunter deck. AAEBAcn1AgadxwLO6QLx+wL21gODoAStogUMigHnywLy0ALShgPtrAOEsQO9vgOV3gOT5AOD+wOxnwSy7QQAAA== The strats is to have Doomsayer / Depth Charge before 5th Invoke. Then, use 0-mana Twisting Nether after triggering the Bonelord, to get rid of his first waves of 8/8s during the Galakrond fight. It's still not completely safe if the combo can't be triggered quick enough, or the 0-mana Twisting Nether isn't useable yet by the time the 8/8s are spawned.
Latest decklists and deckcodes. Decklist: https://imgur.com/a/wbzzRbK Deckcodes: https://pastebin.com/R4dPcXve
Putricide: Rivendare Spell Hunter works really well. Note that Putricide has 1x Counterspell & 1x Freezing Trap. Tech cards for this boss:
- Goblin Prank: Because enemy sometimes have weak board, I might need this on turn 7 to kill my own Rivendare.
- Wound Prey: Good to kill his 1-hp Ooze at the start, and the Rush minion can be used to play around his Freezing Trap.
Minor changes on other decks:
- Saurfang: I've replaced Gorehowl with a smaller weapon (Fiery War Axe) to increase the chance of the deck getting a turn-6 win. I also didn't use Sunfury Smithing as buffing minions on this fight is useless.
- Lana'thel: I've used 2-health minions for my 1-drops, so that they won't get killed by the Hero Power after I buffed them.
Rivendare OTK strats works well for a few bosses. I'll use it on Askaara / Amazing Reno / Wanderer. Decklists: https://imgur.com/a/nTBVyDi
Rivendare Spell-Hunter deck doesn't have as good defensive cards as Mechathunlock, so this deck isn't consistent for quite a lot of other bosses.
Askaara: AAEBAR8EnvwCj84D9tYDxaUFDa4GgAff0gKkiAOU/AOpnwSqnwTjnwTknwTlnwSZrQTB0wSNkgUA
This boss is one of the easier bosses on this adventure, which is why Spell Hunter works.
Amazing Reno: AAEBAR8EnvwCj84D9tYDxaUFDYAH39ICpIgDlPwDqZ8Eqp8E458E5J8E5Z8Eu6AEma0EwdMEjZIFAA==
This boss is one of the hardest heroic bosses ever. One of his main strengths is the crazy late game or bursts that could pop up after turn 7. Fortunately, the Rivendare Hunter OTK often already win on turn 7 or 8. The Hunter deck seems to have about the same (or maybe better) winrate than the Mechathunlock, while also being a bit faster.
Wanderer: AAEBAa0GBI2CA/bWA8isBMWlBQ3XCrcX0cEC0P4CmJsDmakD+98DrYoEiqMEorYEutwE6pQF4KQFAA==
Recent AI change seems to make the boss use the Sharkbait or Bomb Flinger card even more than before, which made it quite a lot harder for Mechathunlock to win. If I want to keep using Mechathunlock, I'll probably add Steamcleaners to clear the bomb, and Wax Elemental to protect my Doomsayer / Depth Charge from his Sharkbaits.
So, I tried an alternate strategy in Rivendare Priest instead. Probably a bit slower than Mechathunlock, but seems to be more consistent. Often get a turn 9 win. Still not fully consistent though, I probably have about 75%-80% winrate. Still unsure if the decklist is optimised or if there's other better strats I haven't thought of yet.
Sewer Debug exploits on v1.1.1: Cat Rocket can't trigger the debug boxes anymore, so the Dude needs to go directly to the debug boxes.
This is done by using Cat Rocket QS to deathwarp on top of the boxes one by one. It's possible (but harder) to do two of the boxes with only one Cat Rocket, by doing the QS in the middle of two boxes.
To exit the sewers, use Cat Rocket QS on top of the entrance tunnel.