While this will probably never ever happen, I think it would be neat if HS had a Testing Mode, where you could test a deck with any card, regardless of whether you owned it or not.
Now, obviously, the first reaction is this would seriously impede Blizzard's ability to earn money from people buying packs... except it wouldn't, if done correctly.
The goal of a Testing Mode would be to see if actually like using cards X, Y, and Z... will they help my deck? Should I craft X over Y? That sort of thing. It's a lot to ask a player to spend 1600 dust on a card that may ultimately turn out to be trash. But if a player tests a card, and finds it is helpful, they are going to spend their dust, and possibly spend more money (to get more packs/dust) to get the cards they want from the play-testing.
The key to making it work would be the following restrictions:
You cannot earn gold or complete quests from matches in Testing Mode.
You would only be able to play Testing Mode a certain number of times in a day or week. (We can debate what those exact numbers should be.)
These restrictions would, I think, keep things balanced and avoid abuse of the "free" use of any card in HS. Opinions?
I think it's a great idea (though I'd prefer more alternate play versions pvp first), and I'd love to experience any card I want at any time! It could be great fun, and an excellent way of letting players try cards out in an active setting. I would also add that players cannot level up heroes in Testing Mode to further remove incentive for players to grind for golden basics.
Ultimately, guess is Blizzard would rather encourage players to seek cards that they've never had because - whether or not it's a good card - the human mind can create a strong desire for something it's never had, so when people saw cards like Kalimos, Primal Lord, they saw bit turn 7 swings and awesome control potential, but got hit with the reality of the meta. Same goes for weird cards like the Hemet in Un'Goro.
It's a good marketing strategy: allow players to build up a desire for your product on their own, based on their desires, so they don't feel pressured by the company, but by their own selves and their desire to succeed based on what they don't have.
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Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
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While this will probably never ever happen, I think it would be neat if HS had a Testing Mode, where you could test a deck with any card, regardless of whether you owned it or not.
Now, obviously, the first reaction is this would seriously impede Blizzard's ability to earn money from people buying packs... except it wouldn't, if done correctly.
The goal of a Testing Mode would be to see if actually like using cards X, Y, and Z... will they help my deck? Should I craft X over Y? That sort of thing. It's a lot to ask a player to spend 1600 dust on a card that may ultimately turn out to be trash. But if a player tests a card, and finds it is helpful, they are going to spend their dust, and possibly spend more money (to get more packs/dust) to get the cards they want from the play-testing.
The key to making it work would be the following restrictions:
These restrictions would, I think, keep things balanced and avoid abuse of the "free" use of any card in HS. Opinions?
I think it's a great idea (though I'd prefer more alternate play versions pvp first), and I'd love to experience any card I want at any time! It could be great fun, and an excellent way of letting players try cards out in an active setting. I would also add that players cannot level up heroes in Testing Mode to further remove incentive for players to grind for golden basics.
Ultimately, guess is Blizzard would rather encourage players to seek cards that they've never had because - whether or not it's a good card - the human mind can create a strong desire for something it's never had, so when people saw cards like Kalimos, Primal Lord, they saw bit turn 7 swings and awesome control potential, but got hit with the reality of the meta. Same goes for weird cards like the Hemet in Un'Goro.
It's a good marketing strategy: allow players to build up a desire for your product on their own, based on their desires, so they don't feel pressured by the company, but by their own selves and their desire to succeed based on what they don't have.
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.