I have been thinking a lot about how Arena could be fixed from its current form. Arena, as it is now, is extremely reliant upon luck. It really hurts when you craft your custom deck with that powerful epic, then go against someone blessed with a legendary or 2 by the RNG gods.
It also doesnt help that currently the standard best decks are decks that can use the most powerful common cards avaiable to their class. (Shaman, Mage, Warlock, Etc..)
And last of all, the reward tiers are not stable enough to encourage players to try to go that extra mile. Hitting 7 wins and geting 45 dust instead of that Golden common really hurts the incentive to play arena for new players.
I believe that all of this can be fixed. And here are the changes that I believe can help fix arena.
1. Each players deck will ALWAYS consistent of the following amount of rarities:
- 2 Legendarys (1 Class, 1 Neutral)
- 4 Epics (2 Class, 2 Neutral)
- 8 Rares (4 Class, 4 Neutral)
- 16 Commons (8 Class, 8 Neutral)
2. The player can choose if they want to selcet their cards from Legendary to Common(Choose Legendary, Epic, Rare, Then Common) Or Vice Versa. (Highest rarity to lowers, or Lower to Higher
3. There are 4 Solid Reward Tiers:
- 0-2 Wins = Latest Expansion Pack, And 25 Gold
- 3 - 5 Wins = Latest Expansion Pack, 50 Gold, and a Golden Common
- 6 - 8 Wins = Latest Expansion Pack, 150 Gold, And a Golden Rare
- 9 -11 wins = Latest Expansion, 200 Gold, and a Golden Epic
12 wins = Latest Expansion, 300 gold, and a Golden Legendary
My reasonings.
1. Fixed Rarites:
- This is simple. Instead of relying on luck to get a legendary card, you already know what rarites you are getting, all you have to worry about is choosing which cards to choose from and how to build your deck.
- This also fixes the problem of overpowered commons. By having a fixed rarity and seperating the rarites by class and netural, you ensure there is a lower chance to get Overpowered commons, and you must use some of the different rares and epics.
2. Order in which to selcet your cards:
- This is for a more skillful choice of selecting. You can either choose your commons and rares then pick your high rarity cards to support those cards. OR you can choose your legendary and epics and your commons and rares will support those cards. It adds another level of choice and skill to Arena.
3. Fixed Reward Tiers:
- Players can now know exactly what they want to aim for. and how much value they will be getting.
- It hurts when you get to 8 wins then get 45 dust... less then a golden common. Its just not a fun reward to get. This will motivate players to go higher.
Well thats it. I would love to hear your thoughts on these suggested changes. I believe they could really help Arena become a fun and skillful game mode next to Ranked. Thanks!
I like the idea of making Arena more skillful, but I don't like this implementation.
Part of Arena's charm is the randomness, it really feels awesome when you get a good legendary and knowing every other deck has one also will detract from that. Some of the most fun arena experiences are when you get a bunch of Epic rarity picks, as these cards usually don't have good stats and have unusual effects so they differ from the simple Curvestone style of play, finding the best way to utilize these can be rewarding and that variety enhances the arena experience.
I just want non-golden commons/rares removed from the reward pool once you get past 7 wins, that is a lame feeling.
I rip off 12 win runs semi-frequently so as much as I'd love all those golden Legendaries it would devalue them too much, everyone and their dog would be running around with golden Legendaries in no time at all. Keep golden Legendaries special.
I agree with Raidlos. I think my win rate with a legendary is worse than my win rate without. I had one draft with like 2 legendaries and 4 epics, and my curve was so bad, that I barely scrapped out 3 wins.
The skill in arena is maximizing the value of sub-optimal cards. If anything, you are taking skill out of it by pushing the game to a matter of deck-building and who is able to draft their synergy. To me, there's far less skill in arena in drafting than there is to playing cards. You may get a good deck, you may get a bad deck, but that's mainly RNG, and all but 5 choices are easy ones. And those 5 choices may buy you one win, but probably won't matter in the end.
The power level on legendaries and epics also varies drastically. Many legendaries and epics are total garbage, but then a handful are some of the best cards in the game. It comes down to whether your class legendary is Tirion or Bolvar, in your example. That's not adding skill, that's adding RNG.
The skill in arena, what makes players 6+ average wins or less than 3, is how you play your cards. The difference between a skillful drafter and one who follows the basic rules (or heartharena) is at most one win. Futzing with the draft isn't going to make arena more skillful, if anything, it'll make it less.
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I have been thinking a lot about how Arena could be fixed from its current form. Arena, as it is now, is extremely reliant upon luck. It really hurts when you craft your custom deck with that powerful epic, then go against someone blessed with a legendary or 2 by the RNG gods.
It also doesnt help that currently the standard best decks are decks that can use the most powerful common cards avaiable to their class. (Shaman, Mage, Warlock, Etc..)
And last of all, the reward tiers are not stable enough to encourage players to try to go that extra mile. Hitting 7 wins and geting 45 dust instead of that Golden common really hurts the incentive to play arena for new players.
I believe that all of this can be fixed. And here are the changes that I believe can help fix arena.
1. Each players deck will ALWAYS consistent of the following amount of rarities:
- 2 Legendarys (1 Class, 1 Neutral)
- 4 Epics (2 Class, 2 Neutral)
- 8 Rares (4 Class, 4 Neutral)
- 16 Commons (8 Class, 8 Neutral)
2. The player can choose if they want to selcet their cards from Legendary to Common (Choose Legendary, Epic, Rare, Then Common) Or Vice Versa. (Highest rarity to lowers, or Lower to Higher
3. There are 4 Solid Reward Tiers:
- 0-2 Wins = Latest Expansion Pack, And 25 Gold
- 3 - 5 Wins = Latest Expansion Pack, 50 Gold, and a Golden Common
- 6 - 8 Wins = Latest Expansion Pack, 150 Gold, And a Golden Rare
- 9 -11 wins = Latest Expansion, 200 Gold, and a Golden Epic
12 wins = Latest Expansion, 300 gold, and a Golden Legendary
My reasonings.
1. Fixed Rarites:
- This is simple. Instead of relying on luck to get a legendary card, you already know what rarites you are getting, all you have to worry about is choosing which cards to choose from and how to build your deck.
- This also fixes the problem of overpowered commons. By having a fixed rarity and seperating the rarites by class and netural, you ensure there is a lower chance to get Overpowered commons, and you must use some of the different rares and epics.
2. Order in which to selcet your cards:
- This is for a more skillful choice of selecting. You can either choose your commons and rares then pick your high rarity cards to support those cards. OR you can choose your legendary and epics and your commons and rares will support those cards. It adds another level of choice and skill to Arena.
3. Fixed Reward Tiers:
- Players can now know exactly what they want to aim for. and how much value they will be getting.
- It hurts when you get to 8 wins then get 45 dust... less then a golden common. Its just not a fun reward to get. This will motivate players to go higher.
Well thats it. I would love to hear your thoughts on these suggested changes. I believe they could really help Arena become a fun and skillful game mode next to Ranked. Thanks!
I like the idea of making Arena more skillful, but I don't like this implementation.
Part of Arena's charm is the randomness, it really feels awesome when you get a good legendary and knowing every other deck has one also will detract from that. Some of the most fun arena experiences are when you get a bunch of Epic rarity picks, as these cards usually don't have good stats and have unusual effects so they differ from the simple Curvestone style of play, finding the best way to utilize these can be rewarding and that variety enhances the arena experience.
I just want non-golden commons/rares removed from the reward pool once you get past 7 wins, that is a lame feeling.
I rip off 12 win runs semi-frequently so as much as I'd love all those golden Legendaries it would devalue them too much, everyone and their dog would be running around with golden Legendaries in no time at all. Keep golden Legendaries special.
Keep Calm and RAG FACE
I agree with Raidlos. I think my win rate with a legendary is worse than my win rate without. I had one draft with like 2 legendaries and 4 epics, and my curve was so bad, that I barely scrapped out 3 wins.
The skill in arena is maximizing the value of sub-optimal cards. If anything, you are taking skill out of it by pushing the game to a matter of deck-building and who is able to draft their synergy. To me, there's far less skill in arena in drafting than there is to playing cards. You may get a good deck, you may get a bad deck, but that's mainly RNG, and all but 5 choices are easy ones. And those 5 choices may buy you one win, but probably won't matter in the end.
The power level on legendaries and epics also varies drastically. Many legendaries and epics are total garbage, but then a handful are some of the best cards in the game. It comes down to whether your class legendary is Tirion or Bolvar, in your example. That's not adding skill, that's adding RNG.
The skill in arena, what makes players 6+ average wins or less than 3, is how you play your cards. The difference between a skillful drafter and one who follows the basic rules (or heartharena) is at most one win. Futzing with the draft isn't going to make arena more skillful, if anything, it'll make it less.