I'm speaking without much evidence after a few beers, but I've concluded that Blizzard tanked Dungeon Run on purpose. They made it even harder, with ridiculous imbalances for certain bosses, and still offer only one lame cardback for this stupidly time-consuming feat. They refuse to offer any other rewards for spending time this way, on this mode their own people put a lot of great work into.
Why? It takes away players queuing into other game modes, which may be struggling due to eroding player base. Not to mention, what's the incentive to spend money on cards if you don't need to in order to have fun in Dungeon Run.
I'm speaking without much evidence after a few beers, but I've concluded that Blizzard tanked Dungeon Run on purpose. They made it even harder, with ridiculous imbalances for certain bosses, and still offer only one lame cardback for this stupidly time-consuming feat. They refuse to offer any other rewards for spending time this way, on this mode their own people put a lot of great work into.
Why? It takes away players queuing into other game modes, which may be struggling due to eroding player base. Not to mention, what's the incentive to spend money on cards if you don't need to in order to have fun in Dungeon Run.
Ok, commence hammering me for why I'm wrong.
I agree that the Dungeon Run could've been done better, but for completionists like me and much of the HS playerbase, I would not stop playing Dungeon Run until I beat the 9 bosses and acquired the cardback.
The reward may not be much, but it's a symbol of dedication and at least decent deckbuilding.
I hope they do expand on PvE content in the future though. because it can provide for fantastic alternatives to the normal game mode(s).
Dungeon run could and should be better and more rewarding. I really enjoyed playing it, even if there was a ton of luck in drafting a good archetype and simultaneously getting a the final bosses that did not directly counter that archetype. They should just add a little to it each expansion- another boss, another round, another card back or something. Change it up. Maybe even make a heroic mode with arena type rewards?
Side note, I have never seen the dungeon run quest since it first came out, and I play every day mostly, so maybe they have axed it? Has anyone got a dungeon quest recently?
I've after a few tries got 6 of the bosses down but some of the bosses are just impossible to beat taken one down to 5 (final boss) then bang hit me for over 30 in one turn. other bosses if you get them just give up they are impossible to beat even with a brilliant deck and excellent buffs
good fun trying though and eventually will get the last 3 bosses !! oh and if you get the win 7 games in any class daily quest easily done with a dungeon run and thee levelling up of classes is slow but an added bonus
I'm speaking without much evidence after a few beers, but I've concluded that Blizzard tanked Dungeon Run on purpose. They made it even harder, with ridiculous imbalances for certain bosses, and still offer only one lame cardback for this stupidly time-consuming feat. They refuse to offer any other rewards for spending time this way, on this mode their own people put a lot of great work into.
Why? It takes away players queuing into other game modes, which may be struggling due to eroding player base. Not to mention, what's the incentive to spend money on cards if you don't need to in order to have fun in Dungeon Run.
Ok, commence hammering me for why I'm wrong.
I think Dungeon Runs in general are great for new players, simply because it allows them to explore and use so much cards that can't possibly be part of their starting collection. You might think "Yeah, but Arena does the same", however Arena runs cost 150 gold which kinda takes away the fun factor for newcomers.
As for the "tanked" part - well it wouldn't be much a of a fun and exciting challenge if you simply aced all 9 bosses and then forget about the whole Dungeon Run idea. The fact that you get to play so many cards that you might not have could serve as an incentive for some people to buy some packs or the other adventures.
This conspiracy might have been true... if not for the fact that getting the cardback is neither hard nor ridiculously imbalanced
Curious when you completed it? For a couple weeks after launch I was winning maybe 1 in 7 tries. Since revisiting in last two weeks it's closer to 1 in 20 and I'm noticing opponent power levels I didn't see before. I think they made it harder. I could be unlucky or bad, but it doesn't feel like it, feels like they just made it harder.
Problem is I really just love it. I could care less about the card-back. But rewards, or fewer ridiculous stompings, would allow me to have pure fun with it. Instead it's love/hate and it feels designed for me to quit doing it.
This conspiracy might have been true... if not for the fact that getting the cardback is neither hard nor ridiculously imbalanced
Curious when you completed it? For a couple weeks after launch I was winning maybe 1 in 7 tries. Since revisiting in last two weeks it's closer to 1 in 20 and I'm noticing opponent power levels I didn't see before. I think they made it harder. I could be unlucky or bad, but it doesn't feel like it, feels like they just made it harder.
Problem is I really just love it. I could care less about the card-back. But rewards, or fewer ridiculous stompings, would allow me to have pure fun with it. Instead it's love/hate and it feels designed for me to quit doing it.
I finished mine about a week after the expansion hit. I finished it for a friend around the Patches nerf. For the second go, each class took no longer than 3 tries, with a few done in 1. Either they made it easier or I got better. If you're having trouble, I recommend watching some Trump videos. He was the first guy to do a flawless run on any server
I'm speaking without much evidence after a few beers, but I've concluded that Blizzard tanked Dungeon Run on purpose. They made it even harder, with ridiculous imbalances for certain bosses, and still offer only one lame cardback for this stupidly time-consuming feat. They refuse to offer any other rewards for spending time this way, on this mode their own people put a lot of great work into.
Why? It takes away players queuing into other game modes, which may be struggling due to eroding player base. Not to mention, what's the incentive to spend money on cards if you don't need to in order to have fun in Dungeon Run.
Ok, commence hammering me for why I'm wrong.
This conspiracy might have been true... if not for the fact that getting the cardback is neither hard nor ridiculously imbalanced
Legend with : S65 Freeze Mage, S57 Maly Gonk Druid, S57 "Okay" Shaman, S53 Boom-zooka Hunter, S53 Maly Tog Druid, S52 Wild Tog Druid ft.Blingtron, S50 Quest Rogue, S49 Dead Man's Warrior, S41 Wild Clown Fiesta Druid, S41 Hadronox Jade Druid, S40 Wild OTK Dragon Druid, S35 SMOrc Shaman, S33 Jade Druid, S22 Control Priest, S19 Control Priest
Dungeon run could and should be better and more rewarding. I really enjoyed playing it, even if there was a ton of luck in drafting a good archetype and simultaneously getting a the final bosses that did not directly counter that archetype. They should just add a little to it each expansion- another boss, another round, another card back or something. Change it up. Maybe even make a heroic mode with arena type rewards?
Side note, I have never seen the dungeon run quest since it first came out, and I play every day mostly, so maybe they have axed it? Has anyone got a dungeon quest recently?
i had dungeon quest once about two weaks ago
I got 2 of those quests last week. I ended up completing a run with Druid without even trying. LOL
I've after a few tries got 6 of the bosses down but some of the bosses are just impossible to beat taken one down to 5 (final boss) then bang hit me for over 30 in one turn. other bosses if you get them just give up they are impossible to beat even with a brilliant deck and excellent buffs
good fun trying though and eventually will get the last 3 bosses !! oh and if you get the win 7 games in any class daily quest easily done with a dungeon run and thee levelling up of classes is slow but an added bonus
The fact that you get to play so many cards that you might not have could serve as an incentive for some people to buy some packs or the other adventures.
Well, i think the conspiracy part is false.
They simply made it hard and with only vanity rewards on purpose.
That being said, i think a weekly quest in Dungeon would have helped game variety, without stealing too much from PvP modes.
Legend with : S65 Freeze Mage, S57 Maly Gonk Druid, S57 "Okay" Shaman, S53 Boom-zooka Hunter, S53 Maly Tog Druid, S52 Wild Tog Druid ft.Blingtron, S50 Quest Rogue, S49 Dead Man's Warrior, S41 Wild Clown Fiesta Druid, S41 Hadronox Jade Druid, S40 Wild OTK Dragon Druid, S35 SMOrc Shaman, S33 Jade Druid, S22 Control Priest, S19 Control Priest
I think you'd actually be surprised how much Blizzard values just having players in game, in any mode.