I would say I like the idea of shrines, but given you keep the same shrine throughout a run, picking the buckets seems pretty forced by what shrine you got. Also, a common complaint for all of the PVE dungeon runs, difficult should ramp up incrementally, not easy and then suddenly unwinnable- which happens typically in bosses 5-8 at random.
Weekly quest that revards a card pack for 8 wins in dungueon/monster hunt/rumble would ve good fix instead of stupid quests that giving you CLASSIC pack for 3 bosses
The people who worked on the treasures, shrines, art, and sound did a good job. However, and maybe its just me, but getting real tired of the "Free PvE Rogue-Like Content #52684".
I liked the Dungeon Run, I liked pretty much every PVE focused thing Blizzard has ever released and I must admit that the Rumble Run is the most unfair bullshit I have ever played. Last time I'm trying to win this Rumble clownfest and then I'm done for good. Thanks for this RNG based shitfest.
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Add me up if you're looking for someone to play friendly matches with! I play on EU. LuckyScrub#2745
I don't hate it but it's definitely sub par. After a couple try I want to play it less rather than more, contrary to dungeon run. Also the fact that you can't chose a class but just discover a random shrine is kinda disappointing, but I guess they knew they didn't have enough content to justify running 9 classes.
It is fine but I'd rather have an updated dungeon run with few new bosses, new cards included and some starting deck tweaks (like a 1 drop for mages...)
I think the difficulty is very volatile, on my first run I was easily able to beat everyone because the shaman spell cost reduction shrine + unstable evolution is honestly just silly, I consistently had 4+ 10-drops on turn 4. I went for another run with hunter with a very subpar shrine and eventually got rekt by a druid with the mana reset upon armor gain shrine. That second run genuinely felt unbeatable, which is not a good thing. I didn't go for another run because I already had the card back from my first run, anyways. I'm not gonna say that they didn't try hard with this one, as the opposite is evident in all the emotes/possible outcomes, but I think they put too much work into things that finally don't matter as much (to me at least) while ignoring major aspects such as balance and an actual sense of accomplishment. It's no fun obtaining everything there is to get from just a single run.
Finally, I also feel like they should come up with a new main concept for every one of these PVE adventures. We had very similar PVE content in CnC/Witchwood, and after the puzzles this one kind of felt like recycled content when it comes to the actual gameplay.
Flavour wise this is the best thing in a long long time. The Loa/Team concept is really fun and Rikkar has more personality than any other Hero.
Gameplay wise this is absolute trash. You just get RNG'd out of existence on a regular basis making for very varied experiences. On my last run the first 6 bosses were incredibly easy and the seventh just fucking rekt me in the first 2 or 3 turns. It feels like they tried to make it easier whilst keeping the RNG high which resulted in absolutly polarized games. Either bosses are way too easy or way too hard because they have the right cards/shrine to counter your strategy.
Also, I hate that they only give you 3 shrines to pick in the beginning. I have not been offered Mage or Hunter at all yet. Yes, you can keep conceding the the first game and restart your run but it would have been a lot better to just let players pick out of the 9 classes.
I've now played the mode a half-dozen times, clearing the mode on the sixth try. The most obvious difference between this, and the two previous Run-modes is the power-level of the decks. More specifically, I suppose, the Shrines. Thus far, they've proven to be very snow-bally. With each of the matches I've lost, there honestly wasn't much I could have done - beginning about match 5, if you queue into a champion with a Shrine you can't deal with fairly quickly, you tend to lose the board, lose your Shrine, and lose all the synergies in-hand that you might have had with your Shrine. A lot of cards you draft into your deck are either unplayable, or sub-optimal, when your Shrine is de-activated - so you tend to fall further behind. And so on.
Once the early, intentionally easy-to-beat matches are over, the later difficult-to-beat matches often appear to boil down to whether you drafted a deck that can deal with the particular enemy Shrines you happen to queue into. There really haven't been many interesting decisions to be made, given the persistent presence of the Shrines . . .
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I can't win more than 1-2 matches per run... It's 100% RNG mode and not fun for sure.
I would say I like the idea of shrines, but given you keep the same shrine throughout a run, picking the buckets seems pretty forced by what shrine you got. Also, a common complaint for all of the PVE dungeon runs, difficult should ramp up incrementally, not easy and then suddenly unwinnable- which happens typically in bosses 5-8 at random.
nothing new under the sun
Weekly quest that revards a card pack for 8 wins in dungueon/monster hunt/rumble would ve good fix instead of stupid quests that giving you CLASSIC pack for 3 bosses
The people who worked on the treasures, shrines, art, and sound did a good job. However, and maybe its just me, but getting real tired of the "Free PvE Rogue-Like Content #52684".
I liked the Dungeon Run, I liked pretty much every PVE focused thing Blizzard has ever released and I must admit that the Rumble Run is the most unfair bullshit I have ever played. Last time I'm trying to win this Rumble clownfest and then I'm done for good. Thanks for this RNG based shitfest.
Add me up if you're looking for someone to play friendly matches with! I play on EU. LuckyScrub#2745
I don't hate it but it's definitely sub par. After a couple try I want to play it less rather than more, contrary to dungeon run. Also the fact that you can't chose a class but just discover a random shrine is kinda disappointing, but I guess they knew they didn't have enough content to justify running 9 classes.
Just meh
I think it's pretty cool. the voice lines in this adventure are really well done, and the shrines add a lot of interresting gameplay.
that being said, it's just another dungeon run, which at this point is losing its spark.
Why u hav to be mad? is only card gaem.
It is fine but I'd rather have an updated dungeon run with few new bosses, new cards included and some starting deck tweaks (like a 1 drop for mages...)
God damnit - the druid encounter is just too strong - every single time I get completely smashed unless it is one of the first 3 heroes.
I think the difficulty is very volatile, on my first run I was easily able to beat everyone because the shaman spell cost reduction shrine + unstable evolution is honestly just silly, I consistently had 4+ 10-drops on turn 4. I went for another run with hunter with a very subpar shrine and eventually got rekt by a druid with the mana reset upon armor gain shrine. That second run genuinely felt unbeatable, which is not a good thing. I didn't go for another run because I already had the card back from my first run, anyways. I'm not gonna say that they didn't try hard with this one, as the opposite is evident in all the emotes/possible outcomes, but I think they put too much work into things that finally don't matter as much (to me at least) while ignoring major aspects such as balance and an actual sense of accomplishment. It's no fun obtaining everything there is to get from just a single run.
Finally, I also feel like they should come up with a new main concept for every one of these PVE adventures. We had very similar PVE content in CnC/Witchwood, and after the puzzles this one kind of felt like recycled content when it comes to the actual gameplay.
Dab
The druid armor up-gain crystals is sooo OP. I played against it two times, lost very hard. Played it myself, easiest run ever.
It's a pretty unbalanced joke.
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Flavour wise this is the best thing in a long long time. The Loa/Team concept is really fun and Rikkar has more personality than any other Hero.
Gameplay wise this is absolute trash. You just get RNG'd out of existence on a regular basis making for very varied experiences. On my last run the first 6 bosses were incredibly easy and the seventh just fucking rekt me in the first 2 or 3 turns. It feels like they tried to make it easier whilst keeping the RNG high which resulted in absolutly polarized games. Either bosses are way too easy or way too hard because they have the right cards/shrine to counter your strategy.
Also, I hate that they only give you 3 shrines to pick in the beginning. I have not been offered Mage or Hunter at all yet. Yes, you can keep conceding the the first game and restart your run but it would have been a lot better to just let players pick out of the 9 classes.
I've now played the mode a half-dozen times, clearing the mode on the sixth try. The most obvious difference between this, and the two previous Run-modes is the power-level of the decks. More specifically, I suppose, the Shrines. Thus far, they've proven to be very snow-bally. With each of the matches I've lost, there honestly wasn't much I could have done - beginning about match 5, if you queue into a champion with a Shrine you can't deal with fairly quickly, you tend to lose the board, lose your Shrine, and lose all the synergies in-hand that you might have had with your Shrine. A lot of cards you draft into your deck are either unplayable, or sub-optimal, when your Shrine is de-activated - so you tend to fall further behind. And so on.
Once the early, intentionally easy-to-beat matches are over, the later difficult-to-beat matches often appear to boil down to whether you drafted a deck that can deal with the particular enemy Shrines you happen to queue into. There really haven't been many interesting decisions to be made, given the persistent presence of the Shrines . . .