I was just posting some help for a new player and it got me thinking: should new players buy the first wing of the two adventures rotating out of standard?
As far as I know, when adventures rotate out, the become unavailable for purchasing, but the cards can be crafted. There are two main arguments for new players buying old adventures:
- The can experience the PVE content. I had good times on some of those, and they can even have a educational effect on new players, especially some Heroic bosses (no, Karazan, I´m not talking about you). My knowledge is that the current policy is that content will not be available by any other means on the future, but I think Blizzard might rethink that some day.
- If they are ever interested on a big/full wild collection, it is cheaper to get those cards on the adventure than crafting. I had a blast playing Control's Egg Druid on wild last season, but I would never craft a couple of Echoing Oozes for it.
The main argument against is the waste of gold if the players happens to not play wild any time soon.
This will not be an issue in 2018, since everyone gets the free intro to Karazan (I believe rotation is a big factor on that design decision). The good think about LoE and BRM is that the first wing has some powerfull and cool cards (Reno, Djinni, Peddler, Scarab / Emperor, Grim Patron, Quick Shot, Gang Up).
Free-to-play players probably shouldn't; it is quite difficult to grind the gold needed to get an entire adventure, even if that adventure is meta-defining like LOE.
I may be a bit biased, but I love the Reno decks. Brann, Reno, and even Finley will never be available in standard again. Renolock and Reno Mage probably will never be tier 1 decks again after the next expansion. With that in mind, it may be fair to just purchase the adventure cards needed for those decks to function optimally.
I could be wrong here, but I vaguely recall when the last adventure rotated out, it gave us all of the cards from the adventure. Is that still the case? (Or did I just imagine that happened? Lol)
If not, does anyone know of a way of getting the adventure cards after rotation?
I think yes on LoE, just for Reno. Any free-to-play / newish player will find it hard to make a GREAT wild Reno deck, but they can at least try it out. For 700 gold you get a legendary with a truly one-of-a-kind effect (haha). For new players, the 1400 dust for Reno is way more than 7 packs of cards.
As a Wild format adventure, Curse of Naxxramas is no longer available for purchase by new players through the Shop. However, players who have already purchased at least one wing can purchase the remaining wings through the adventure itself.
I wouldn't bother. New players can't ever play wild because they can't get naxx ever.
Not true. Crafted Sludge Belcher in order to play N'zoth decks in wild. But they really shouldn't, since you need about 5000 dust to play any deck in wild, as Dr. Boom and Loetheb are absolutely necessary to play those decks.
I think a new player should try other competitors on the market , I personally Recommend Shadowverse , Duelyst is pretty good last time i checked . Hearthstone looks like a sinking ship , don't attach yourself to it by spending money
My advice would be to buy the most recent adventure first, to gain valuable cards that will remain in Standard for at least another year.
Once you own that and have played the single-player encounters, think about whether you actually enjoyed the experience.
If you thought it was fun, then yes, you should buy the other adventures while you still can.
If you found it an annoying chore that you suffered through to unlock the cards, then no. You should just wait and craft single cards as you need them.
If you are an f2p player who cannot afford to spend cash on adventures and think they cost too much gold, you should be out looking for a job instead of playing video games.
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"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
I wouldn't bother. New players can't ever play wild because they can't get naxx ever.
You can craft the cards from naxx if I'm not mistaken, so there's nothing stopping you from using them just like people who bought naxx.
You can, but it's not really worthwhile.
Presumably new players don't even have all the cards they need for standard, doubt it's worthwhile to craft a bunch of wild cards.
New players won't be new forever. I was once a new player, now I have more than enough dust to craft any deck out there. If a new player wants to play wild it wouldn't take that long to gain enough dust to craft a wild deck.
Well, i would get reno/emperor at least, as both have unique effects. With the addition of Chtun, this can make a viable starter deck to begin with. Even considering rotation, buying subsequent wings with gold is somewhat profitable dust-wise.
First wings I'd say yes, just so you have the ability to go buy the other wings later if you want to play in Wild (buying them is much more efficient than crafting the cards). I would say no to buying the entire though, it's just not really worth it until you have enough cards/playtime/experience to be "done" with Standard.
I could be wrong here, but I vaguely recall when the last adventure rotated out, it gave us all of the cards from the adventure. Is that still the case? (Or did I just imagine that happened? Lol)
Yeah, you just imagined everything. What did you smoke, bro? :P
I could be wrong here, but I vaguely recall when the last adventure rotated out, it gave us all of the cards from the adventure. Is that still the case? (Or did I just imagine that happened? Lol)
Yeah, you just imagined everything. What did you smoke, bro? :P
Lol I don't know. But I just remember coming back after a long hiatus a while back and watching as it "revealed" a whole load of cards from an adventure I had missed.
Of course, I wasn't complaining - its how I got most of the legendaries from that set. :-)
I think new player should invest in a different card game. This one has a very cool selection of cards, but a design philosophy which makes almost all of them pointless.
I think new player should invest in a different card game. This one has a very cool selection of cards, but a design philosophy which makes almost all of them pointless.
Telling new players to go find a different game isn't really that productive for this one. On top of that, it's a sure fire way to stagnate the player base if you turn new players away - as they are part of what keeps the game fresh (injecting new money and input into the game to keep development moving).
In its infancy, Magic: The Gathering was actually pretty abysmal with some terrible designs and completely broken mechanics. But that didn't do it any harm in the long run and it is now considered one of (if not THE) most accomplished and well designed card-battling games in existence.
Hearthstone is still developing and I can say with experience that it is currently at least ten times better than it was when it first came out - originally it was diabolically over-simple and dull. Every deck was practically the same with the only "strategies" appearing to be: Hit with something or sit back, wipe the board, then hit with something. :-)
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I was just posting some help for a new player and it got me thinking: should new players buy the first wing of the two adventures rotating out of standard?
As far as I know, when adventures rotate out, the become unavailable for purchasing, but the cards can be crafted. There are two main arguments for new players buying old adventures:
- The can experience the PVE content. I had good times on some of those, and they can even have a educational effect on new players, especially some Heroic bosses (no, Karazan, I´m not talking about you). My knowledge is that the current policy is that content will not be available by any other means on the future, but I think Blizzard might rethink that some day.
- If they are ever interested on a big/full wild collection, it is cheaper to get those cards on the adventure than crafting. I had a blast playing Control's Egg Druid on wild last season, but I would never craft a couple of Echoing Oozes for it.
The main argument against is the waste of gold if the players happens to not play wild any time soon.
This will not be an issue in 2018, since everyone gets the free intro to Karazan (I believe rotation is a big factor on that design decision). The good think about LoE and BRM is that the first wing has some powerfull and cool cards (Reno, Djinni, Peddler, Scarab / Emperor, Grim Patron, Quick Shot, Gang Up).
What do you guys think?
Free-to-play players probably shouldn't; it is quite difficult to grind the gold needed to get an entire adventure, even if that adventure is meta-defining like LOE.
I may be a bit biased, but I love the Reno decks. Brann, Reno, and even Finley will never be available in standard again. Renolock and Reno Mage probably will never be tier 1 decks again after the next expansion. With that in mind, it may be fair to just purchase the adventure cards needed for those decks to function optimally.
Achieved Gold Priest- April 2017
I could be wrong here, but I vaguely recall when the last adventure rotated out, it gave us all of the cards from the adventure.
Is that still the case? (Or did I just imagine that happened? Lol)
If not, does anyone know of a way of getting the adventure cards after rotation?
I think yes on LoE, just for Reno. Any free-to-play / newish player will find it hard to make a GREAT wild Reno deck, but they can at least try it out. For 700 gold you get a legendary with a truly one-of-a-kind effect (haha). For new players, the 1400 dust for Reno is way more than 7 packs of cards.
I don´t think that is the case.
Source: http://hearthstone.gamepedia.com/Curse_of_Naxxramas#Patch_changes
As a Wild format adventure, Curse of Naxxramas is no longer available for purchase by new players through the Shop. However, players who have already purchased at least one wing can purchase the remaining wings through the adventure itself.
I wouldn't bother. New players can't ever play wild because they can't get naxx ever.
S39 Legend - Quest Rogue, S38 Legend - Murloc Paladin, S37 Legend - Miracle Rogue, S36 Top 200 Legend - Aggro Shaman, S35 - Finished Rank 51 Legend - Aggro Shaman, S34 Legend - Aggro Shaman
Achieved Gold Priest- April 2017
I think a new player should try other competitors on the market , I personally Recommend Shadowverse , Duelyst is pretty good last time i checked . Hearthstone looks like a sinking ship , don't attach yourself to it by spending money
S39 Legend - Quest Rogue, S38 Legend - Murloc Paladin, S37 Legend - Miracle Rogue, S36 Top 200 Legend - Aggro Shaman, S35 - Finished Rank 51 Legend - Aggro Shaman, S34 Legend - Aggro Shaman
My advice would be to buy the most recent adventure first, to gain valuable cards that will remain in Standard for at least another year.
Once you own that and have played the single-player encounters, think about whether you actually enjoyed the experience.
If you thought it was fun, then yes, you should buy the other adventures while you still can.
If you found it an annoying chore that you suffered through to unlock the cards, then no. You should just wait and craft single cards as you need them.
If you are an f2p player who cannot afford to spend cash on adventures and think they cost too much gold, you should be out looking for a job instead of playing video games.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Well, i would get reno/emperor at least, as both have unique effects. With the addition of Chtun, this can make a viable starter deck to begin with. Even considering rotation, buying subsequent wings with gold is somewhat profitable dust-wise.
First wings I'd say yes, just so you have the ability to go buy the other wings later if you want to play in Wild (buying them is much more efficient than crafting the cards). I would say no to buying the entire though, it's just not really worth it until you have enough cards/playtime/experience to be "done" with Standard.
Same here, buy the first wing, it would cheaper in the long run if you want to play wild one day
I think new player should invest in a different card game. This one has a very cool selection of cards, but a design philosophy which makes almost all of them pointless.
On top of that, it's a sure fire way to stagnate the player base if you turn new players away - as they are part of what keeps the game fresh (injecting new money and input into the game to keep development moving).