How about upgrading the class ranks from 60 to 100?
The idea behind this is, that people get rewards for reaching specific milestones like e.g. rank 75 with every class or just every 10 ranks.
It comes along with 2 main adventages for me:
1. People need to play all the different classes to gain the rewards which maybe results in a wider range of decks played in the meta.
2. People who play for a very long time get something they can go for instead of just playing the ladder month after month without a real aim (apart from getting legend maybe).
And even if none of these 2 count for you, everyone likes rewards :)
So here is how it coud work:
Every 5 wins or 10 losses you reach a new rank until rank 75.
Every 10 wins or 20 losses you reach a new rank until rank 90.
Every 15 wins or 30 losses you reach a new rank until rank 100.
With a winrate of 50% you need to play 100 games to reach rank 75 with one class.
With a winrate of 50% you need to play 1000 games to reach rank 75 with all classes.
With a winrate of 50% you need to play 300 games to reach rank 90 with one class.
With a winrate of 50% you need to play 3000 games to reach rank 90 with all classes.
With a winrate of 50% you need to play 500 games to reach rank 100 with one class.
With a winrate of 50% you need to play 5000 games to reach rank 100 with all classes.
For me who played about 15000 games in the last 6 years it sounds like a fair challenge which takes a bit of time.
The rewards i thought about are the following:
100 gold for every 10 ranks which leads to a maximum of 4000 gold.
It may sound a lot, but separated over 5000 games that´s not even 1 gold per game.
- reaching rank 60 with every class: 3 packs of the current set + 1 random legendary (people who already achieved this get their reward, when the update goes live)
- reaching rank 75 with every class: 5 packs of the current set
- reaching rank 90 with every class: 1 random golden legendary
- reaching rank 100 with every class: 1 tavern pass
And last but not least for every 5 ranks you will get a new basic card (that doesn´t exist so far) for the class you reached it with( makes a total of 8 new cards per class).
Interesting idea but I'm not sure this is the right place for it. Regardless, let's talk about it !
So while I wouldn't be against more free ressources, I'm firmly against forcing players to play every class and to play a lot of games. We play to have fun and/or to win so there will always be classes that are played less because they are less popular and/or powerful. Forcing players who would otherwise never play, say Priest, just for the rewards will make most of them enjoy the game less because they have to play something they hate. It's already annoying when you log in and daily quests force you to play something you don't like for 3 games, let's not go to 500. And since your model requiers playing ALL classes, you are sure to make most players miserable.
You might say it's just an added incentive but to a free-to-play player who wants to maximize their options, these kinds of quest are kinda mendatory. And when it comes to pay-to-play players, they don't really care about so little gold and packs. Sure, it makes the game cost less but not that much and poeple don't pay to grind, they pay to avoid/reduce the grind.
Rewards and free ressources are great but they should come as you play the game naturaly. If players feel like they have to play in a way they don't like or play longer than they would like to in order to get those rewards, it's not fun anymore, it's work, it's grinding. Whenever you open the game, look at your daily quests and think "let's make a Hunter deck with only cards that cost 5 or more and hopefully be done with this in an hour", you are not having fun playing the game you want to play.
The thing is, grinding is not content. It's not challenging nor fun. It's just time consuming. Grinding for tiny rewards is even worse. In the current system, you get 10 gold/3 wins which is about 2 gold/game with a 50% winrate. It's not much and I don't think very many players rely on that. It's better than nothing of course but once you've done your daily quests you basicaly just play for fun, the gold is a little added bonus. But you can play however you want and 3 game are often enough to get almost all the rewards available for the day.
Also let's talk about the idea that encouraging players to play all classes would diversify the meta. So the first problem is that a more diverse meta isn't always a more enjoyable meta. Having to play certain classes makes you vulnerable to top meta decks that you could counter if you choose you class. Then their is the fact that players who grind tend to play fast decks. As long as your win rate is above 50%, you "progress" so what's important is to play as many games as possible in the shortest time possible. Finally, each player's collection is different. I happen to hate Warrior, only played Pirate Warrior way-back-when, and so now I only own 1 Brawl and almost non of this class' legendaries. If I was to play 500 games with this class, my deck options would be very limited and I don't want to spend dust on cards that I'm never going to play with "for real". So while such a system might encourage more diversity, it's not a great way of improving the meta.
In conclusion, I don't think that's a great idea. At best, most players would ignore it and only those who already play a lot would see a change. At worse, players would feel like they have to play to game in a way that they don't enjoy. I think having cosmetic rewards attached to classe levels and number of wins with a class is better. It give something to those who want to put in this kind of effort but it's easy to ignore for those who wouldn't enjoy the way to get their.
Hey Ben, Dean Ayala here. How about you stop commenting on forums and get back to work? Don’t make me remind you again WHO is the senior game designer now. Oh, by the way, you promised me to help with card balancing for the future expansion, didn’t you? I feel like “deal 15 damage to 15 random targets and summon 7 C’thuns” is a little bit too random. Maybe decreasing damage to 10 will do the trick?
Hey Ben, Dean Ayala here. How about you stop commenting on forums and get back to work? Don’t make me remind you again WHO is the senior game designer now. Oh, by the way, you promised me to help with card balancing for the future expansion, didn’t you? I feel like “deal 15 damage to 15 random targets and summon 7 C’thuns” is a little bit too random. Maybe decreasing damage to 10 will do the trick?
Hey Dean, it’s C’Thun. Don’t make me remind you WHO is the Old God. How about you stop replying to pityful mortals’ comments and make it “deal 30 damage”? Twice, please.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hey guys (how´s it going? Kripparian here).
So today an idea came to my mind.
How about upgrading the class ranks from 60 to 100?
The idea behind this is, that people get rewards for reaching specific milestones like e.g. rank 75 with every class or just every 10 ranks.
It comes along with 2 main adventages for me:
1. People need to play all the different classes to gain the rewards which maybe results in a wider range of decks played in the meta.
2. People who play for a very long time get something they can go for instead of just playing the ladder month after month without a real aim (apart from getting legend maybe).
And even if none of these 2 count for you, everyone likes rewards :)
So here is how it coud work:
Every 5 wins or 10 losses you reach a new rank until rank 75.
Every 10 wins or 20 losses you reach a new rank until rank 90.
Every 15 wins or 30 losses you reach a new rank until rank 100.
With a winrate of 50% you need to play 100 games to reach rank 75 with one class.
With a winrate of 50% you need to play 1000 games to reach rank 75 with all classes.
With a winrate of 50% you need to play 300 games to reach rank 90 with one class.
With a winrate of 50% you need to play 3000 games to reach rank 90 with all classes.
With a winrate of 50% you need to play 500 games to reach rank 100 with one class.
With a winrate of 50% you need to play 5000 games to reach rank 100 with all classes.
For me who played about 15000 games in the last 6 years it sounds like a fair challenge which takes a bit of time.
The rewards i thought about are the following:
100 gold for every 10 ranks which leads to a maximum of 4000 gold.
It may sound a lot, but separated over 5000 games that´s not even 1 gold per game.
- reaching rank 60 with every class: 3 packs of the current set + 1 random legendary (people who already achieved this get their reward, when the update goes live)
- reaching rank 75 with every class: 5 packs of the current set
- reaching rank 90 with every class: 1 random golden legendary
- reaching rank 100 with every class: 1 tavern pass
And last but not least for every 5 ranks you will get a new basic card (that doesn´t exist so far) for the class you reached it with( makes a total of 8 new cards per class).
Please share your thoughts about the idea.
Interesting idea but I'm not sure this is the right place for it. Regardless, let's talk about it !
So while I wouldn't be against more free ressources, I'm firmly against forcing players to play every class and to play a lot of games. We play to have fun and/or to win so there will always be classes that are played less because they are less popular and/or powerful. Forcing players who would otherwise never play, say Priest, just for the rewards will make most of them enjoy the game less because they have to play something they hate. It's already annoying when you log in and daily quests force you to play something you don't like for 3 games, let's not go to 500. And since your model requiers playing ALL classes, you are sure to make most players miserable.
You might say it's just an added incentive but to a free-to-play player who wants to maximize their options, these kinds of quest are kinda mendatory. And when it comes to pay-to-play players, they don't really care about so little gold and packs. Sure, it makes the game cost less but not that much and poeple don't pay to grind, they pay to avoid/reduce the grind.
Rewards and free ressources are great but they should come as you play the game naturaly. If players feel like they have to play in a way they don't like or play longer than they would like to in order to get those rewards, it's not fun anymore, it's work, it's grinding. Whenever you open the game, look at your daily quests and think "let's make a Hunter deck with only cards that cost 5 or more and hopefully be done with this in an hour", you are not having fun playing the game you want to play.
The thing is, grinding is not content. It's not challenging nor fun. It's just time consuming. Grinding for tiny rewards is even worse. In the current system, you get 10 gold/3 wins which is about 2 gold/game with a 50% winrate. It's not much and I don't think very many players rely on that. It's better than nothing of course but once you've done your daily quests you basicaly just play for fun, the gold is a little added bonus. But you can play however you want and 3 game are often enough to get almost all the rewards available for the day.
Also let's talk about the idea that encouraging players to play all classes would diversify the meta. So the first problem is that a more diverse meta isn't always a more enjoyable meta. Having to play certain classes makes you vulnerable to top meta decks that you could counter if you choose you class. Then their is the fact that players who grind tend to play fast decks. As long as your win rate is above 50%, you "progress" so what's important is to play as many games as possible in the shortest time possible. Finally, each player's collection is different. I happen to hate Warrior, only played Pirate Warrior way-back-when, and so now I only own 1 Brawl and almost non of this class' legendaries. If I was to play 500 games with this class, my deck options would be very limited and I don't want to spend dust on cards that I'm never going to play with "for real". So while such a system might encourage more diversity, it's not a great way of improving the meta.
In conclusion, I don't think that's a great idea. At best, most players would ignore it and only those who already play a lot would see a change. At worse, players would feel like they have to play to game in a way that they don't enjoy. I think having cosmetic rewards attached to classe levels and number of wins with a class is better. It give something to those who want to put in this kind of effort but it's easy to ignore for those who wouldn't enjoy the way to get their.
Hi Kripp, Ben Brode here. We won't be going with your plan, but thanks for the feedback.
Hey Ben, Dean Ayala here. How about you stop commenting on forums and get back to work? Don’t make me remind you again WHO is the senior game designer now. Oh, by the way, you promised me to help with card balancing for the future expansion, didn’t you? I feel like “deal 15 damage to 15 random targets and summon 7 C’thuns” is a little bit too random. Maybe decreasing damage to 10 will do the trick?
If it's a demon hunter card then it might need a buff. Make the mana cost 0.
Hey Dean, it’s C’Thun. Don’t make me remind you WHO is the Old God. How about you stop replying to pityful mortals’ comments and make it “deal 30 damage”? Twice, please.