Have watched a few videos of the pre-release dungeon runs and they are insanely easy. (Like "practically impossible to lose" difficulty!)
I don't get it. Why make it that little of a challenge to beat? Perhaps it is just for testing purposes and the real runs will be a lot more challenging, but I sat there and watched some dude complete the first 4-5 bosses with virtually nothing to do other than play a card and hit face. (More or less)
Most of the boss's cards seem designed to screw himself over and help you out.
What gives? (Granted, I may have missed something important that makes the whole thing go: Aaaaaah, right!)
Has PvE ever been truly challenging? Sometimes you had to redo it because RNG was against you, but most content gets cleared within a day for me, if time allows it.
The lich king was promoted as difficult and I beat him with priest on the first go but the rest was difficult. Maybe the guy you watched just got really lucky with the easiest encounters. Remember, theres 48 of them.
As far as i know they only were allowed to play the first 3 enounters with each class, so we don't know how everything after that looks.
For now it seems that you can easily smorc the bosses down but they also only had 30hp max, assuming that they gain +10 max hp every boss i don't think this strategy will be very viable later on.
Because a PVE challenge that had really strong AI playing a normal meta deck would be pointless. You might as well just go and play ladder vs a human.
A PVE challenge that had a really strong AI playing a randomly drafted deck would be pointless. You might as well just go and play Arena vs a human.
A PVE challenge that has a weak, predicable AI but overpowered cards offers a different kind of experience to the existing PVP modes: it's a deck building challenge. That's the point. If you don't want a deckbuilding challenge, then don't play it. If you expect to be able to beat it using your current meta ladder deck, you're going to be disappointed. Literally the only reason it exists is for the fun in trying it, getting stomped, learning about its weaknesses, adapting your deck, and then coming back and winning because you have adapted and it, a mere machine, hasn't. It's a puzzle. It's problem solving. It's fun, if you like that sort of thing.
A PVE challenge that has a weak, predicable AI but overpowered cards offers a different kind of experience to the existing PVP modes: it's a deck building challenge. That's the point. If you don't want a deckbuilding challenge, then don't play it.
That's a pretty weak argument - The Lich King was a good challenge and didn't require much in the way of deckbuilding (most decks basically played Viscious Feledgeling and beat face before turn 7 to win). But they required some clever play and a wedge of good RNG at the start to win. But not much deckbuilding required really. Should people therefore have not bothered to play against him, because of that?
Now I like deckbuilding myself - but the point of this thread was the fact that (from the state of the bosses played in the video), deckbuilding was pretty minor in terms of usefulness. Obcviously you want to have "a deck" of some sort with some sort of synergy perhaps. But even a deck full of Magma Ragers would probably have won against some of the bosses I watched, who effectively blew themselves up with little help from the player...
The encounters become more and more hard while you progress further into the dungeon, the first ones will be easy but than the difficult increase. Or at last so they said.
Anyway, as someone already stated, PvE in a card game will always be something just RNG-driven: if you draw good then you win, otherwise just restart and try again. That's because it will be pointless to make a PvE system where the AI just play meta decks, since then you'll probably want to go against humans at that point.
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For what profit is it to a man, if he gains the world and loses his own soul?
If you saw the ones played by the Trio Teams; then you would have seen how incredibly flawed the Ai still is.
It defeats the purpose of releasing this type of new mode.
I absolute love the philosophy and idea of the new mode; they can design it as perfect as they want, but when the Ai plays like they're rank 50, then what's the point.
Those are the first 3 guys. There are EIGHT damn bosses in Dungeon Runs, and they're supposed to get ball crushingly hard. The first three are like the entrance of a dungeon, cake-walks, then you go deeper and it suddenly massively ramps in growth.
My guess is that this is will be a tester of the new mode by Blizzard. Once thousands of people have played it, they will probably make adjustments. I doubt that this will be the only version of Dungeon mode that they will do - my assumption is that they may make more raids in the future, similar to Tavern Brawl, but probably not as quickly changed as tavern brawl (months in between). This is just my guess.
It defeats the purpose of releasing this type of new mode.
What defeats any purpose of playing it for me, is there's absolutely no point in playing it whatsoever. No reward, other than a cardback which is superfluous, not a single free pack or some dust for beating it the first time around. And the reasoning of "we don't want players to feel like they're being forced to play it" has to be the stupidest excuse I've heard from Team 5 so far. Then why did you even make this in the first place?
Wow that's such an INCREDIBLY one-minded, biased way of seeing something.
Sure I agree the reward is disappointing, but the main goal is to make a 1st person mode that can be replayed often while feeling like a different dungeon adventure each time-- and clearly they aint gonna keep rewarding you for each time you win all 8 rounds.
And its only a dumb excuse to you since it doesnt cater to you. Its just like the saying: "Just because you're offended by a joke, doesn't mean youre in the rights."
It defeats the purpose of releasing this type of new mode.
What defeats any purpose of playing it for me, is there's absolutely no point in playing it whatsoever. No reward, other than a cardback which is superfluous, not a single free pack or some dust for beating it the first time around. And the reasoning of "we don't want players to feel like they're being forced to play it" has to be the stupidest excuse I've heard from Team 5 so far. Then why did you even make this in the first place?
Wow that's such an INCREDIBLY one-minded, biased way of seeing something.
Sure I agree the reward is disappointing, but the main goal is to make a 1st person mode that can be replayed often while feeling like a different dungeon adventure each time-- and clearly they aint gonna keep rewarding you for each time you win all 8 rounds.
And its only a dumb excuse to you since it doesnt cater to you. Its just like the saying: "Just because you're offended by a joke, doesn't mean youre in the rights."
I agree, PVE content is something loads of people have been crying out for, here it is, (presumably free). The free stuff people seem to want so much is a new gamemode in a game that can legitimately be played f2p.
It defeats the purpose of releasing this type of new mode.
What defeats any purpose of playing it for me, is there's absolutely no point in playing it whatsoever. No reward, other than a cardback which is superfluous, not a single free pack or some dust for beating it the first time around. And the reasoning of "we don't want players to feel like they're being forced to play it" has to be the stupidest excuse I've heard from Team 5 so far. Then why did you even make this in the first place?
Wow that's such an INCREDIBLY one-minded, biased way of seeing something.
Sure I agree the reward is disappointing, but the main goal is to make a 1st person mode that can be replayed often while feeling like a different dungeon adventure each time-- and clearly they aint gonna keep rewarding you for each time you win all 8 rounds.
And its only a dumb excuse to you since it doesnt cater to you. Its just like the saying: "Just because you're offended by a joke, doesn't mean youre in the rights."
I agree, PVE content is something loads of people have been crying out for, here it is, (presumably free). The free stuff people seem to want so much is a new gamemode in a game that can legitimately be played f2p.
Meh! it's like the same reason Tavern Brawl only gets played once or twice a week for most people. (There are a handful of people who apparently like to play for no reason, of course)
Once you get the reward, there's little reason to want to play it any more - that's why they had to force people to play it, by introducing the Tavern Quest.
Now, if there were a co-op mode etc, so you could at least have some fun with a friend, then that would be different... If I wanted mindless single player repetitiveness, I'd go play the Innkeeper over and over. Which is basically what this will be. It's a non-ending glorified Tavern Brawl, basically. :-(
imagine that you are going to fight eight progressively harder bosses, we have only seen the first three. it is highly unlikely that all of a dungeon run will be as easy as the first three. We see in general the health doubling each time for the first 3, so the fourth and on will start to be really difficult.
Have watched a few videos of the pre-release dungeon runs and they are insanely easy.
(Like "practically impossible to lose" difficulty!)
I don't get it. Why make it that little of a challenge to beat?
Perhaps it is just for testing purposes and the real runs will be a lot more challenging, but I sat there and watched some dude complete the first 4-5 bosses with virtually nothing to do other than play a card and hit face. (More or less)
Most of the boss's cards seem designed to screw himself over and help you out.
What gives?
(Granted, I may have missed something important that makes the whole thing go: Aaaaaah, right!)
Has PvE ever been truly challenging? Sometimes you had to redo it because RNG was against you, but most content gets cleared within a day for me, if time allows it.
The lich king was promoted as difficult and I beat him with priest on the first go but the rest was difficult. Maybe the guy you watched just got really lucky with the easiest encounters. Remember, theres 48 of them.
That's Incredible!
As far as i know they only were allowed to play the first 3 enounters with each class, so we don't know how everything after that looks.
For now it seems that you can easily smorc the bosses down but they also only had 30hp max, assuming that they gain +10 max hp every boss i don't think this strategy will be very viable later on.
They also said that they'll keep tweaking Dungeons until release date.
Because they are bad in programming AI.
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Because a PVE challenge that had really strong AI playing a normal meta deck would be pointless. You might as well just go and play ladder vs a human.
A PVE challenge that had a really strong AI playing a randomly drafted deck would be pointless. You might as well just go and play Arena vs a human.
A PVE challenge that has a weak, predicable AI but overpowered cards offers a different kind of experience to the existing PVP modes: it's a deck building challenge. That's the point. If you don't want a deckbuilding challenge, then don't play it. If you expect to be able to beat it using your current meta ladder deck, you're going to be disappointed. Literally the only reason it exists is for the fun in trying it, getting stomped, learning about its weaknesses, adapting your deck, and then coming back and winning because you have adapted and it, a mere machine, hasn't. It's a puzzle. It's problem solving. It's fun, if you like that sort of thing.
That's a pretty weak argument - The Lich King was a good challenge and didn't require much in the way of deckbuilding (most decks basically played Viscious Feledgeling and beat face before turn 7 to win).
But they required some clever play and a wedge of good RNG at the start to win. But not much deckbuilding required really.
Should people therefore have not bothered to play against him, because of that?
Now I like deckbuilding myself - but the point of this thread was the fact that (from the state of the bosses played in the video), deckbuilding was pretty minor in terms of usefulness. Obcviously you want to have "a deck" of some sort with some sort of synergy perhaps. But even a deck full of Magma Ragers would probably have won against some of the bosses I watched, who effectively blew themselves up with little help from the player...
They only played the first 3 bosses on BlizzCon! I don't think the whole run will be as easy as you suggest :)
Lemme just topdeck that real quick.
If its easy some will complain its easy.
If its difficult all will complain its difficult.
Guess which one is the smartest to pick.
The encounters become more and more hard while you progress further into the dungeon, the first ones will be easy but than the difficult increase. Or at last so they said.
Anyway, as someone already stated, PvE in a card game will always be something just RNG-driven: if you draw good then you win, otherwise just restart and try again. That's because it will be pointless to make a PvE system where the AI just play meta decks, since then you'll probably want to go against humans at that point.
For what profit is it to a man, if he gains the world and loses his own soul?
If you saw the ones played by the Trio Teams; then you would have seen how incredibly flawed the Ai still is.
It defeats the purpose of releasing this type of new mode.
I absolute love the philosophy and idea of the new mode; they can design it as perfect as they want, but when the Ai plays like they're rank 50, then what's the point.
God, everyone is making these posts.
Those are the first 3 guys. There are EIGHT damn bosses in Dungeon Runs, and they're supposed to get ball crushingly hard. The first three are like the entrance of a dungeon, cake-walks, then you go deeper and it suddenly massively ramps in growth.
(V) (;,,;) (V)
My guess is that this is will be a tester of the new mode by Blizzard. Once thousands of people have played it, they will probably make adjustments. I doubt that this will be the only version of Dungeon mode that they will do - my assumption is that they may make more raids in the future, similar to Tavern Brawl, but probably not as quickly changed as tavern brawl (months in between). This is just my guess.
Wait till release to formulate opinion, remember No Mans Sky pre release vs actual release. It’s too early to tell
If I wanted mindless single player repetitiveness, I'd go play the Innkeeper over and over. Which is basically what this will be. It's a non-ending glorified Tavern Brawl, basically. :-(
imagine that you are going to fight eight progressively harder bosses, we have only seen the first three. it is highly unlikely that all of a dungeon run will be as easy as the first three. We see in general the health doubling each time for the first 3, so the fourth and on will start to be really difficult.
Just fill your deck with one drops, that is creative deck design, right?
How about wait until it's released and we can discuss about it?
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