Enhanced PvE (single player). Something like Towers in Mortal Kombat would be interesting. Or a single-player Arena, with less/limited rewards in order not to be abused.
A new meta, in addition to the 2 we have right now (wild and standard) - "Time Warp meta": choose any past expansion and play with cards available at that time only. A lot of people feel nostalgic about HS, so why not give them the possibility to go back in time?
I don't think HS can be "fixed" at this stage, but I believe it can be made more interesting with new modes. Right now HS is not bad at all, but it can be boring sometimes.
I understand that some people still enjoy this RNG to maximum. But why make sth that most players dont enjoy? At first it was fun and all but this is just too much now and thats it.
Why is there no option to pick all the poll choises?
Because I was wanting to find if people could identify a particular area of the game instead of just citing the game as a whole. This is why you always reserve an option for "Other - Leave a comment below" because when you have a topic that could have many problems, elaboration is appreciated more than "All of the above".
h) charge is an unhealthy mechanic if it comes with OTK from hand. We learned that time and time again with Miracle Rogue nd the Leeroy Combo, the Grim Patron Warrior and the Leeroy PO+Faceless Combo from Warlock and yet they empowere the same playstyle again with Quest Rogue. Did they expect that people dont abuse this fact? People abuse everything what they can and they will, always! They even abuse bugs if they have to in this game, which is a shame but people would do that, which tells a lot.
Would a mechanic like this help? Something I made for my set. I also have something similar for weapons.
Too much RNG is definitely main reason some people cant get themselves to play more.
2nd reason, in my opinion, would be non-fair, noninteractive, frustrating cards. Those would be ice block, caverns below, jade idol, warriors quest, vicious fledgling, upgrade, fiery war axe and prolly many more.
I've seen a lot of people cite RNG as a problem, and I've been taking a pulse with streamers on this "problem", and it seems relevant enough of a problem that it took a single nerf of Yogg to change every deck that had been running it before the nerf. But as someone had previously mentioned, Gwent is almost completely void of RNG, and it gets to feeling somewhat bland (my words, not theirs).
Monthly balance adjustements before every new season would help. I could live with one month of Jade Idol and Quest Rogue if I new it fixed next month.
If I had to cite an issue that goes hand in hand with this, it'd be netdecking. Decks would be constantly changed, and the scene would feel different every month if we didn't spam paste everything that netted results. Some people, myself included, thought it'd be cool if the community were celebrated by bringing cards every month that people outside the dev team created. Maybe even use the idea of Treasure Goblins with the wheel at the loading screen to bring rare cards that don't dominate the scene entirely, but help shake up every match up, for a time to come.
Couldn´t choose any of the pool options: The big point regarding RNG is a designsolution, so every game feels unique. I play Gwent (loving it), but without the RNG, many match ups ending quite similar, so RNG by itself is not that bad.
The only big point I dislike within Hearthstone is still the ranking system: Even a weak aggro deck will go quicker up the ladder than a Tier-1-Control deck, just because of the way the ranking works.
If there would be a difference in rewarding a 5turn and a 15turn-game, there would definitely be less aggressive decks and therefore, a much more interesting meta.
It seems odd to cite the ranking system as a problem you have. If a cheap aggro deck is strong enough to kill the Tier 1 Deck, that's more an imbalance in power, bad draws, or the Tier 1 Deck is being piloted by a moron.
I haven't played Gwent, so it's nice to hear people can play a digital game that's mostly without RNG. Thanks for the heads up.
Should people who finish a game before turn 5 be rewarded differently? How could that work?
To be honest, I really can't think of anything design-wise that's really been super problematic. There are flaws with Un'Goro, like with any set, but at this point stuff is in a pretty good spot and if they do this most expansions I think they're doing well.
I do think there's a lack of options outside of the established game modes, and for a long time I've wanted them to implement something like a custom game lobby. I also think the one area design is slowly getting more and more problematic is really just that as more and more interesting designs (see: Living Mana) become viable, the cost of crafting decks slowly rises. Un'Goro has Midrange Hunter which is really budget-friendly, but for the most part there isn't a wide variety of cheap decks to counterbalance that you need be obtaining class-specific epics and legendaries from the new set to have an optimal list.
If you're looking to avoid pain points from past designs though, it seems like the community really doesn't like an overabundance of pushed themes (Jade, Dragons, Reno/Kazakus decks being the bulk of MSoG was one reason it was kind of awful). High variance RNG is certainly no good; Discover in a small pool is popular when it comes to something like Adapt or Rafaam, and something like Ysera is apparently just fine because it's got a small pool of cards to randomly chuck into your hand. Keep in mind I think neither of these are as rampant or terrible as the people in this thread probably do, but if you're building sets to show off to fansites the general opinion is still probably going to reflect those two points more than the people that do appreciate them existing.
Personally I think one thing I'd like to see is more interesting ways of forcing your opponent to play in a certain way. Something that isn't Loatheb levels of insane or Bolf levels of useless, but still with that same kind of effect where your opponent has to re-evaluate how they spend their turn and how they win through that kind of interruption. Dirty Rat is a little basic, but it kind of achieves that sort of approach.
Rollback Post to RevisionRollBack
Articles I suggest every player reads to improve at the game;
i would just like a mode, where I write the game requirements and wait for another player to queue in something like casual, but instead of queuing into random decks, we can put stuff like "spell only decks"; "greedy priests, mirror"; "N'Zoth"
or "meta only decks", "looking for a partner to practice for a tournament" and so on
Right now, we can find these opponents only via hearthpwn. But like blizzard recently announced the "deck import" feature, in order not to switch between hearthpwn and our game to build the deck, we can make our lives easier, if we got a mode like this.
There was a discussion here about rewards for game lasting longer than shorter games. Don't know if any of it is a good idea or not. Does feel bad loosing a 20min game though.
Besides that the game seems pretty good right now, card rotation on monthly basis I think is must. More hero rewards or card animation like what was done to DW and Thalnos need to be done to a lot of other legendary cards.
I voted for more diversity. I've said it before but I believe that the class system is the big offender of the weak card diversity. Brewing is really not that fun in Hearthstone, which was what I enjoyed most when playing Magic. The finite number of how many ways you can build a deck is really low in Hearthstone, hence coming up with a new deck is almost impossible.
9 classes are too many and makes the card pool way too narrow. Especially when you can't mix them as you can in other TCGs. I think I'd really enjoy a 3rd Hearthstone format where you get to play with 2 classes, kinda like Elder Scrolls: Legends. It would need a lot of balancing, but would be totally worth it imo.
That's how you get Free to Play players to stop playing your game. Not to mention it takes a lot of time and money to come up with new cards and new expansions.
Interaction/Interactivity to put it shortly. Unless you add your opponent, that is after you finish playing with him, your interaction with him is limited to the emotes...Unlike other blizzard games there is no global/general chat either hence why there are so many players resorting to watching other players streaming the game while they play the game themselves.
The problem with hearthstone is that 90% of the cards focussing on snowballing your opponent. Every turn you play your most powerfull card without much thought. I remember in the old days before all the expansions I needed to spent my entire turn to figure out my best move. These days its all about the snowball. The player who can get the biggest snowball the fastest wins.
What hearthstone needs is more advanced and strategic cards. No more endless buffs or giant minions for no mana cost. If you want to use something powerfull you need to sacrifice something else. C'thun is a perfect example. You need to put in balanced vanilla minions in your deck with no extras. But if you manage to get to turn 10 with C'Thun in hand you will be rewarded. Also what is a huge problem in hearthstone is the power level of some of the early game minions. 2 mana 3/2 vanilla is balanced. A 2 mana 3/2 with an ability is already broken. Powercreep is already a problem in hearthstone. Dr Boom used to be crazy powerfull. But now we have commons who are more powerfull than him... Fel reaver is an example of a well designed card. 8/8 for 5 is really good but it is very risky because of its effect. Jade and quest rogue are the perfect example of terrible design. Low effort and huge reward should not be a thing in a card game. Why do you think quest rogue, jade druid and pirate warrior decks are hated so much. Low effort + huge reward = no fun. I really hope blizzard will release more advanced and strategic cards in the future. I want to sit down and think hard of every move I need to make. No more snowballs blizzard! Please.
Fill the board with tiny minions, and buff them or evolve them or do nothing just go face. As long as those kind of decks rule the meta, the game won't be really fun for me.
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"Sit and come relax, riddle off the mac. It's the patch."
Find out which class is struggling for each expansion and release a card mid expansion for that class. Or even buff a released card for that class to give them a boost.
Just my 2 cents:
I don't think HS can be "fixed" at this stage, but I believe it can be made more interesting with new modes. Right now HS is not bad at all, but it can be boring sometimes.
I understand that some people still enjoy this RNG to maximum. But why make sth that most players dont enjoy? At first it was fun and all but this is just too much now and thats it.
Come visit my Card Emporium. Strange things, you will find inside...
Come take the test, if you're daring. Feel free to show me your results in a message.
To be honest, I really can't think of anything design-wise that's really been super problematic. There are flaws with Un'Goro, like with any set, but at this point stuff is in a pretty good spot and if they do this most expansions I think they're doing well.
I do think there's a lack of options outside of the established game modes, and for a long time I've wanted them to implement something like a custom game lobby. I also think the one area design is slowly getting more and more problematic is really just that as more and more interesting designs (see: Living Mana) become viable, the cost of crafting decks slowly rises. Un'Goro has Midrange Hunter which is really budget-friendly, but for the most part there isn't a wide variety of cheap decks to counterbalance that you need be obtaining class-specific epics and legendaries from the new set to have an optimal list.
If you're looking to avoid pain points from past designs though, it seems like the community really doesn't like an overabundance of pushed themes (Jade, Dragons, Reno/Kazakus decks being the bulk of MSoG was one reason it was kind of awful). High variance RNG is certainly no good; Discover in a small pool is popular when it comes to something like Adapt or Rafaam, and something like Ysera is apparently just fine because it's got a small pool of cards to randomly chuck into your hand. Keep in mind I think neither of these are as rampant or terrible as the people in this thread probably do, but if you're building sets to show off to fansites the general opinion is still probably going to reflect those two points more than the people that do appreciate them existing.
Personally I think one thing I'd like to see is more interesting ways of forcing your opponent to play in a certain way. Something that isn't Loatheb levels of insane or Bolf levels of useless, but still with that same kind of effect where your opponent has to re-evaluate how they spend their turn and how they win through that kind of interruption. Dirty Rat is a little basic, but it kind of achieves that sort of approach.
Articles I suggest every player reads to improve at the game;
MTG/Hearthstone biases to avoid
Reframing negative Hearthstone experiences to improve at the game
Who's the Beatdown?
Warlocks
I voted other
There should be a non-constructed ladder mode.
There should be less work getting to legend (its a game therefore should be fun).
i would just like a mode, where I write the game requirements and wait for another player to queue in
something like casual, but instead of queuing into random decks, we can put stuff like "spell only decks"; "greedy priests, mirror"; "N'Zoth"
or
"meta only decks", "looking for a partner to practice for a tournament" and so on
Right now, we can find these opponents only via hearthpwn. But like blizzard recently announced the "deck import" feature, in order not to switch between hearthpwn and our game to build the deck, we can make our lives easier, if we got a mode like this.
There was a discussion here about rewards for game lasting longer than shorter games. Don't know if any of it is a good idea or not. Does feel bad loosing a 20min game though.
http://www.hearthpwn.com/forums/hearthstone-general/general-discussion/194602-hearthstone-2-0-idea
Besides that the game seems pretty good right now, card rotation on monthly basis I think is must. More hero rewards or card animation like what was done to DW and Thalnos need to be done to a lot of other legendary cards.
I voted for more diversity. I've said it before but I believe that the class system is the big offender of the weak card diversity. Brewing is really not that fun in Hearthstone, which was what I enjoyed most when playing Magic. The finite number of how many ways you can build a deck is really low in Hearthstone, hence coming up with a new deck is almost impossible.
9 classes are too many and makes the card pool way too narrow. Especially when you can't mix them as you can in other TCGs. I think I'd really enjoy a 3rd Hearthstone format where you get to play with 2 classes, kinda like Elder Scrolls: Legends. It would need a lot of balancing, but would be totally worth it imo.
One word: Skill
Go check out my amazing wild Ozruk > Winrate deck!
That's how you get Free to Play players to stop playing your game. Not to mention it takes a lot of time and money to come up with new cards and new expansions.
You shall not pass!
But I have cookies...
Ok, you shall pass.
colorblind mode?
A lighter overall interface design.
A lighter graphic engine.
A cool "black wind" entrance for Sylvanas.
Achievements.
Interaction/Interactivity to put it shortly. Unless you add your opponent, that is after you finish playing with him, your interaction with him is limited to the emotes...Unlike other blizzard games there is no global/general chat either hence why there are so many players resorting to watching other players streaming the game while they play the game themselves.
So you thought only Mage had an exodia combo eh
"Sit and come relax, riddle off the mac. It's the patch."
Articles I suggest every player reads to improve at the game;
MTG/Hearthstone biases to avoid
Reframing negative Hearthstone experiences to improve at the game
Who's the Beatdown?
Planeswalkers
Articles I suggest every player reads to improve at the game;
MTG/Hearthstone biases to avoid
Reframing negative Hearthstone experiences to improve at the game
Who's the Beatdown?
Find out which class is struggling for each expansion and release a card mid expansion for that class. Or even buff a released card for that class to give them a boost.