After a few runs I have made my opinion about Rumble Runs. The huge problem IMO is the lack of any real balance. Certain shrines/deck types are too strong vs certain other shrines/deck types. This does not only occur in the later stages (e. g. that Armor warrior card clearing your entire board + armor gain), but also in the earlier stages. I encountered high value deck types as of round 1/2/3 while you have little to no synergy with your shrine and likely little to no good cards yourself. This draft and encounter RNG feels unsatisfying in comparison to Dungeon Runs and Monster Hunt. It feels like that the RNG elements are much more punishing than before.
A huge downside is that Blizzard fails to present an incentive to actually play Rumble Runs. There are no entry quests to actually make you play. Monster Hunt and Dungeon Runs had event quests that made playing the first runs more enjoyable. On the one hand you wanted to see the mode, on the other hand you gained something for your first runs. After doing your quests, you knew whether you liked the mode, or if you don't. In Rumble Run you might just breeze through your first round, get your cardback as the single possible reward, and never touch the mode again. This kind of RNG heavy PvE content wears on you over time.
Also, adding shrines/deck types and some new broken cards that 'increase the fun' doesn't distinguish this mode much from the previous Monster Hunt and Dungeon Run modes. Dungeon Runs felt new and fresh because it was the first PvE content with replayability potential. Monster Hunt already lacked a similar drive but it brought in new cards, deck types, new hero powers and completely new synergies alien to those of Standard/Wild Constructed while also striving for a bigger 'goal' by defeating Hagatha. This was also relevant for the earlier received Quests - which made it sort of a mission, an incentive. Rumble Run fails on that point completely, it just reuses (few new) deck types and gives you the general 'quest' of winning all rounds. Doesn't feel like pull to actually do that. RNG heavy gameplay with highly polarized matchs up that are randomly chosen rather pushes you away to other modes.
Blizzard would best change their strategy for adding PvE content. With KfT we had adventure-like content. With K&C and Monster Hunt we had rogue-like elements. With TBP we had puzzles - non-competitive content. While some prefer one over the other, I guess we can all agree, that the right mix would serve all of us right - and not focussing on Dungeon-Rush-ish content in the last 3 of 5 expansions.
I agree on most of your points, Rumble Run did not have any motive for players to play. You do not get any more rewards for completing with all classes/shrines or you do not get any quests or packs with it. Thats a big reason why it's a failure. The other one indeed is the balancing options. Some shrines and cards are CLEARLY more powerful than any other. For example rogue shrine Pirate's Mark is significantly better than Bottled Terror and Treasure from Below. Since its +3 HP and the ability to cast spells twice is a really big advantage for it. Other shrines however are great too but anyone would pick Pirate's Mark if they had to choose. Or Halazzi's Hunt and Halazzi's Trap, which you can figure which one to pick easily. But shouldn't all the shrines have same power level but different archetypes? Then what are these power level differences? They also introduced assitants, like the hunter card 4 mana 7/7 taunt, whenever a minion dies add a spell to your hand. This minion becomes the most fucking brutal thing in this run when combined with Halazzi's Trap.
I really like the rogue-like type games. And when they showed us Dungeon Run it was a blast for me. Lots of treasures, bosses, strategies, weirdness etc. It gave HS a freshness that I needed. Till this day, I still play Dungeon Run to get Quel'Delar. Witchwood was pretty bad compared to Dungeon Run but it was playable and Tess was really fun to play as. Puzzles were interesting but had 0 replayability. And now we have this. I was looking forward with this new shrine mechanic but it looks like I was expecting too much. If they plan to make Run type games like this, its better for them to not. Even a new adventure like we had in KoFT would be better.
Well the major complaints about Dungeon run and Mosnter hunt were Europeans whining that they didnt want to be forced to play a mode they didnt like just to get some packs, and that's why we didn't get the packs quests this time so you guys can thank Europeans for that.
To be honest the only real problem with Rumble Run is giving the A.I. additional mana crystals. Compared to previous PvE content, the opponent has identical decks / the player is given no major advantage other than the additional loa trait in the final rounds. Perfectly crafted decks can be countered by the players as long as they aren't 2 turns behind / dead before turn 4 (for instance the shaman battlecry gets Keleseth turn 1 whereas Kel isn't even an option for a player with that deck due to have 2x 2 drops by default).
Well the major complaints about Dungeon run and Mosnter hunt were Europeans whining that they didnt want to be forced to play a mode they didnt like just to get some packs, and that's why we didn't get the packs quests this time so you guys can thank Europeans for that.
We got more packs straight away just from logging in, so your point is?... We should thank Europeans for gaining some time in case we didn't want to test what the Rumble is all about?
This being said, I fully agree with you that whining to be "forced to play" a certain game mode is pointless, no one forces anyone to do anything, if you don't want to play you don't, you just don't get the rewards. Rewards being, by definition, something you get from doing something... It may be a bore to some, but come on playing a few games of a mode you don't appreciate isn't going to kill you either, and if it is too much to ask, just don't do it and don't get the reward. Many people feel so entitled to everything nowadays...
The biggest problem for me is the total unbalance of this... I'm perfectly fine with buckets and RNG, however I've experiences huge game swings like never before, and never in my favour. The one time I won, I lucked out like crazy on my treasure (two Water Spirits and an Everlasting Devotion that allowed me to start my last game with a 0/3, a 1/4 and 2 4/3 on turn one, plus an additional 4/4 because I drew into an Enchanted Raven). All the other runs ended in utter disaster, because as consistent as I could build my deck I would get completely smashed because of one or two cards/combos coming out of nowhere.
God knows I usually love PVE, but I don't think I'll ever touch this one again (a shame because I just LOVE the shrine mechanic), whereas I will continue playing Dungeon Runs and even some Monster Hunts, mainly as Tess...
But then again, it takes all sorts to make a world and I understand why some would still like this; it's simply too much for me to bear...
PvE Hearthstone reminds me a lot of PvP in Diablo 3. The game is just not the right vehicle for it. The devs put in a massive and impressive effort and the cards in the mode are really cool, but one has to question if the effort would be directed by releasing an expansion with 200 cards instead of 135.
Rollback Post to RevisionRollBack
Free to try and find a game, dealing cards for sorrow, cards for pain.
Well the major complaints about Dungeon run and Mosnter hunt were Europeans whining that they didnt want to be forced to play a mode they didnt like just to get some packs, and that's why we didn't get the packs quests this time so you guys can thank Europeans for that.
It's a card game stop crying about rng. Also this mode would be even more boring if the buckets were not rng based. It'd be horrible
Where did I cry about RNG? It's not like I want it to be removed, I even compared it to the previous amounts of RNG which I deem fitting. Your post has not a single point except for pointless offense directed at me. If you are not willing to discuss then why post in the first place?
PvE Hearthstone reminds me a lot of PvP in Diablo 3. The game is just not the right vehicle for it. The devs put in a massive and impressive effort and the cards in the mode are really cool, but one has to question if the effort would be directed by releasing an expansion with 200 cards instead of 135.
IMO the PvE content is pretty good while on varying degrees of difficulty. Other CCGs have good PvE content, with Thronebreaker we even have a highly acclaimed pure PvE CCG, so I don't see why PvE shouldn't work in HS. IMO 130 card expansions already have enough fillers. 200 cards would increase the card pool but not increase card use in the meta.
Well the major complaints about Dungeon run and Mosnter hunt were Europeans whining that they didnt want to be forced to play a mode they didnt like just to get some packs, and that's why we didn't get the packs quests this time so you guys can thank Europeans for that.
How in the world is this about Europeans? Or are you trolling?
On the other hand, it would be quite interestign if there is any proof for such a claim. A statistic, which quests get re-rolled and which get completed, region-specific (NA/Europe/asia). Just for the academic curiosity.
Your point is still quite "surpising", I must say.
this reminds me of wow. they gave us something that we do in around 2 days and then we have no reason to bother with it. they should give some rewards to this and other mods otherwise they spending resources for mod that no1 plays
i keep losing to the 3rd boss the last 10 times I tried it, they have such a fucking stupid OP deck, it's not funny anymore ... Malacrass having a Reno Deck with ice Block for example
At the 3rd or 4th boss, they have 10 cards more and have a constructed deck with so good synergistic cards, it's almost impossible to win if you don't snowball out of control at the start and even then, the AI has so much removal and youself have nothing ...
Having not only super synergistic cards + mana advantage is so fucking stupid, I have no idea who made those decks, even the starter deck have the most idiotic card combos, e.g. the Battle Cry Shrine has fucking Murlocs ... (Jade would have been great, but only Shaman AI gets that..)
DR and MH have way better AI and less OP decks, especially at the start. If you can barely make it killing the 2nd boss, than there is something fundamentally wrong with the Rumble Run in general. I completed over 300 DR and MH Runs and killed over 3000 Bosses and I've never been so frustrated with Rumble Run as I've ever been with DR and MH.. The AIs deck is waaay too strong and the Bucket Lists suck ass ..
They had so much potential, but not only can you not choose the classes but also it's way overtuned for repeating it It's just artifical difficulty, I could create an AI with 10 Mana at start and call it a challange by making it almost unbeatable, but yeah Rumble Run will be the first one I won't bother to play anymore, got all Cardbacks on my 2 Battlenet Accounts on all 3 regions ..
After a few unsuccessful attempts, I decided to try the rogue shrine that steals cards thinking it wss just a fun meme and I actually rolled through everything without any difficulties - it was THAT easy. After taking the treasure that lowers the cost of all cards in hand by 2 as shrine's deathrattle you literally swim in all kinds of cheap cards including opponent's OP ones (and break their combos as well). It was super easy.
I agree that Blizzard missed the mark on Rumble Run.
Blizzard had to do something to differentiate RR from the previous two rogue-like games (DR and MH). DR was vanilla. MH added a little spice to it with the hero abilities/cannons/etc. The thing about the added flavors to MH was that they were unique abilities that changed the game slightly, but were not the focus of winning the game. You could easily win the game without firing a cannon or using Tess's ability, but you also could sometimes get cards that synergized with the ability to make it strong enough to help you win games you wouldn't normally would win. The balance was perfect, where you deck quality/synergy mattered as much or more than how it synergized with your special ability.
In RR, though, it's all about the shrines. The shrines are so insanely powerful, the entire game/deck revolves around them. Thus, games and entire runs are dictated by the shrines, and the fun is lost. There's four specific points where the game falls apart:
1. Initial Shrine Selection: This is pretty straightfoward. Some shrines are better than others, sometimes immensely so. You can just concede until you get a good shrine.
2. Card Reward Selection: Your run is entirely dependent on whether you actually get cards that synergize with your shrine. For instance, I took the priest shrine where healing always hurts the opponent. The first two rewards screens had 0 healing cards (it had inner fire stuff, deathrattle stuff and a bunch of legends). My run was effectively over at that point because I had a useless shrine. In DH/MR, your deck is what mattered, so you could pick cards that synergized with your deck and previous selections, and most worked. Now, you are forced to pick cards that synergize with your shrine, which effectively removes the whole decision process from the game. Did you get a selection that works with your shrine? Yes, then pick it. No? You're likely done. There's no decision to make here, and it's no fun trying to come up with a really cool deck of your own.
3. Opponent: As people have found out, some of the opponents have insane decks. It looks like Blizzard balanced it around you having the best possible deck, so they had to give the opponents the same. Every card in the opponent's deck synergizes with their shrine, to a point where it feels like the game was impossible from the start. A Druid pulls out a Tyrantus on turn 6. Great. I faced the Paladin with the shrine that puts a Divine Shield on any minion that survives damage, and then he played the 3/5 taunt that only takes one damage at a time. My deck had no silence, so that was GG. How was I supposed to deal with that? In DR/MH, you faced strong decks towards the end, but you generally always felt you had a chance. There was no way I'd win a game against a turn 6 Tyrantus, or that minion.
4. Board Control: Game basically comes down to who controls the board by turn 3 or 4, and therefore, the shrines. Since everything is about shrine synergy, if one player loses their shrine, their deck sucks, and meanwhile, the other player can exploit their own shrine to make it even more unfair. This is why some people find the game stupid easy, and some find it impossible. It's easy if you get board control early and the opponent has only cards that work with their defunct shrine. If you lose board control and thus, your shrine, your can't do jack S*** about it. That priest shrine with the healing hurting the enemy? Guess how strong your hand is full of healing spells and Circle of Healings and the opponent has knocked down your shrine?
Quite simply, the game is too imbalanced with the shrines being way too important and overpowered. It's not fun when you go into a game, you deck has only some synergy with your shrine because you didn't get good card selections, and then the opponent has a triple battecry shrine and a deck full of battlecries. You can't look back and said "maybe I made a mistake there" or "maybe I should have picked X bundle". You had no chance. Concede the game and try again.
Also, people complain about replayability. The mode is replayable if it is fun. I still play DR/MH even though I've finished them god knows how many times, because they are fun. RR is not fun. Your decisions don't matter, you win if you get the right shrine/cards/opponents. You lose if you don't. That's not fun.
Blizzard should come up with a brand new PvE content. As much as I loved DR/MH, I think it's run its course.
My only complaint is that it feels really bad to have an otherwise good run completely ruined by a bad dice roll of an end boss. Some matches are just completely unwinnable in the later stages and there is literally nothing you can do about it.
Rollback Post to RevisionRollBack
Life before death. Strength before weakness. Journey before destination.
I don't know why they give bosses perfect versions of their shrine, extra health, and extra mana. All three seem a bit much, especially when you're deck is going to contain some awful jank.
Also, is it just me, or do the end bosses always start with the same opening hand (i.e. Keleseth in the frog one).
After a few runs I have made my opinion about Rumble Runs. The huge problem IMO is the lack of any real balance. Certain shrines/deck types are too strong vs certain other shrines/deck types. This does not only occur in the later stages (e. g. that Armor warrior card clearing your entire board + armor gain), but also in the earlier stages. I encountered high value deck types as of round 1/2/3 while you have little to no synergy with your shrine and likely little to no good cards yourself. This draft and encounter RNG feels unsatisfying in comparison to Dungeon Runs and Monster Hunt. It feels like that the RNG elements are much more punishing than before.
A huge downside is that Blizzard fails to present an incentive to actually play Rumble Runs. There are no entry quests to actually make you play. Monster Hunt and Dungeon Runs had event quests that made playing the first runs more enjoyable. On the one hand you wanted to see the mode, on the other hand you gained something for your first runs. After doing your quests, you knew whether you liked the mode, or if you don't. In Rumble Run you might just breeze through your first round, get your cardback as the single possible reward, and never touch the mode again. This kind of RNG heavy PvE content wears on you over time.
Also, adding shrines/deck types and some new broken cards that 'increase the fun' doesn't distinguish this mode much from the previous Monster Hunt and Dungeon Run modes. Dungeon Runs felt new and fresh because it was the first PvE content with replayability potential. Monster Hunt already lacked a similar drive but it brought in new cards, deck types, new hero powers and completely new synergies alien to those of Standard/Wild Constructed while also striving for a bigger 'goal' by defeating Hagatha. This was also relevant for the earlier received Quests - which made it sort of a mission, an incentive. Rumble Run fails on that point completely, it just reuses (few new) deck types and gives you the general 'quest' of winning all rounds. Doesn't feel like pull to actually do that. RNG heavy gameplay with highly polarized matchs up that are randomly chosen rather pushes you away to other modes.
Blizzard would best change their strategy for adding PvE content. With KfT we had adventure-like content. With K&C and Monster Hunt we had rogue-like elements. With TBP we had puzzles - non-competitive content. While some prefer one over the other, I guess we can all agree, that the right mix would serve all of us right - and not focussing on Dungeon-Rush-ish content in the last 3 of 5 expansions.
I agree on most of your points, Rumble Run did not have any motive for players to play. You do not get any more rewards for completing with all classes/shrines or you do not get any quests or packs with it. Thats a big reason why it's a failure. The other one indeed is the balancing options. Some shrines and cards are CLEARLY more powerful than any other. For example rogue shrine Pirate's Mark is significantly better than Bottled Terror and Treasure from Below. Since its +3 HP and the ability to cast spells twice is a really big advantage for it. Other shrines however are great too but anyone would pick Pirate's Mark if they had to choose. Or Halazzi's Hunt and Halazzi's Trap, which you can figure which one to pick easily. But shouldn't all the shrines have same power level but different archetypes? Then what are these power level differences? They also introduced assitants, like the hunter card 4 mana 7/7 taunt, whenever a minion dies add a spell to your hand. This minion becomes the most fucking brutal thing in this run when combined with Halazzi's Trap.
I really like the rogue-like type games. And when they showed us Dungeon Run it was a blast for me. Lots of treasures, bosses, strategies, weirdness etc. It gave HS a freshness that I needed. Till this day, I still play Dungeon Run to get Quel'Delar. Witchwood was pretty bad compared to Dungeon Run but it was playable and Tess was really fun to play as. Puzzles were interesting but had 0 replayability. And now we have this. I was looking forward with this new shrine mechanic but it looks like I was expecting too much. If they plan to make Run type games like this, its better for them to not. Even a new adventure like we had in KoFT would be better.
Well the major complaints about Dungeon run and Mosnter hunt were Europeans whining that they didnt want to be forced to play a mode they didnt like just to get some packs, and that's why we didn't get the packs quests this time so you guys can thank Europeans for that.
To be honest the only real problem with Rumble Run is giving the A.I. additional mana crystals. Compared to previous PvE content, the opponent has identical decks / the player is given no major advantage other than the additional loa trait in the final rounds. Perfectly crafted decks can be countered by the players as long as they aren't 2 turns behind / dead before turn 4 (for instance the shaman battlecry gets Keleseth turn 1 whereas Kel isn't even an option for a player with that deck due to have 2x 2 drops by default).
We got more packs straight away just from logging in, so your point is?... We should thank Europeans for gaining some time in case we didn't want to test what the Rumble is all about?
This being said, I fully agree with you that whining to be "forced to play" a certain game mode is pointless, no one forces anyone to do anything, if you don't want to play you don't, you just don't get the rewards. Rewards being, by definition, something you get from doing something... It may be a bore to some, but come on playing a few games of a mode you don't appreciate isn't going to kill you either, and if it is too much to ask, just don't do it and don't get the reward. Many people feel so entitled to everything nowadays...
The biggest problem for me is the total unbalance of this... I'm perfectly fine with buckets and RNG, however I've experiences huge game swings like never before, and never in my favour. The one time I won, I lucked out like crazy on my treasure (two Water Spirits and an Everlasting Devotion that allowed me to start my last game with a 0/3, a 1/4 and 2 4/3 on turn one, plus an additional 4/4 because I drew into an Enchanted Raven). All the other runs ended in utter disaster, because as consistent as I could build my deck I would get completely smashed because of one or two cards/combos coming out of nowhere.
God knows I usually love PVE, but I don't think I'll ever touch this one again (a shame because I just LOVE the shrine mechanic), whereas I will continue playing Dungeon Runs and even some Monster Hunts, mainly as Tess...
But then again, it takes all sorts to make a world and I understand why some would still like this; it's simply too much for me to bear...
PvE Hearthstone reminds me a lot of PvP in Diablo 3. The game is just not the right vehicle for it. The devs put in a massive and impressive effort and the cards in the mode are really cool, but one has to question if the effort would be directed by releasing an expansion with 200 cards instead of 135.
Free to try and find a game, dealing cards for sorrow, cards for pain.
WTF :D
Where did I cry about RNG? It's not like I want it to be removed, I even compared it to the previous amounts of RNG which I deem fitting. Your post has not a single point except for pointless offense directed at me. If you are not willing to discuss then why post in the first place?
If you think that every card game should be so heavy with RNG like HS, then you've probably not played any other card game.
The only real RNG that must be there in every card game, is the RNG about what you'll draw each turn. Everything else is just a design choce.
For what profit is it to a man, if he gains the world and loses his own soul?
IMO the PvE content is pretty good while on varying degrees of difficulty. Other CCGs have good PvE content, with Thronebreaker we even have a highly acclaimed pure PvE CCG, so I don't see why PvE shouldn't work in HS. IMO 130 card expansions already have enough fillers. 200 cards would increase the card pool but not increase card use in the meta.
How in the world is this about Europeans? Or are you trolling?
On the other hand, it would be quite interestign if there is any proof for such a claim. A statistic, which quests get re-rolled and which get completed, region-specific (NA/Europe/asia). Just for the academic curiosity.
Your point is still quite "surpising", I must say.
this reminds me of wow. they gave us something that we do in around 2 days and then we have no reason to bother with it. they should give some rewards to this and other mods otherwise they spending resources for mod that no1 plays
That's not the only problem.
i keep losing to the 3rd boss the last 10 times I tried it, they have such a fucking stupid OP deck, it's not funny anymore ...
Malacrass having a Reno Deck with ice Block for example
At the 3rd or 4th boss, they have 10 cards more and have a constructed deck with so good synergistic cards, it's almost impossible to win if you don't snowball out of control at the start and even then, the AI has so much removal and youself have nothing ...
Having not only super synergistic cards + mana advantage is so fucking stupid, I have no idea who made those decks, even the starter deck have the most idiotic card combos, e.g. the Battle Cry Shrine has fucking Murlocs ... (Jade would have been great, but only Shaman AI gets that..)
DR and MH have way better AI and less OP decks, especially at the start. If you can barely make it killing the 2nd boss, than there is something fundamentally wrong with the Rumble Run in general.
I completed over 300 DR and MH Runs and killed over 3000 Bosses and I've never been so frustrated with Rumble Run as I've ever been with DR and MH.. The AIs deck is waaay too strong and the Bucket Lists suck ass ..
They had so much potential, but not only can you not choose the classes but also it's way overtuned for repeating it
It's just artifical difficulty, I could create an AI with 10 Mana at start and call it a challange by making it almost unbeatable, but yeah
Rumble Run will be the first one I won't bother to play anymore, got all Cardbacks on my 2 Battlenet Accounts on all 3 regions ..
- My Channel AngryBen -
Yee, it's pretty bad and polarised. Just like the meta. Maybe this is what blizzard wants their game to be.
I´m glad RR pve content doesn´t reward any cards, otherwise i´d had to spend time playing solitare vs AI
Strive for constant improvement and achieve your full potential.
After a few unsuccessful attempts, I decided to try the rogue shrine that steals cards thinking it wss just a fun meme and I actually rolled through everything without any difficulties - it was THAT easy. After taking the treasure that lowers the cost of all cards in hand by 2 as shrine's deathrattle you literally swim in all kinds of cheap cards including opponent's OP ones (and break their combos as well). It was super easy.
'crying' = instant ignore of the whole post.
I agree that Blizzard missed the mark on Rumble Run.
Blizzard had to do something to differentiate RR from the previous two rogue-like games (DR and MH). DR was vanilla. MH added a little spice to it with the hero abilities/cannons/etc. The thing about the added flavors to MH was that they were unique abilities that changed the game slightly, but were not the focus of winning the game. You could easily win the game without firing a cannon or using Tess's ability, but you also could sometimes get cards that synergized with the ability to make it strong enough to help you win games you wouldn't normally would win. The balance was perfect, where you deck quality/synergy mattered as much or more than how it synergized with your special ability.
In RR, though, it's all about the shrines. The shrines are so insanely powerful, the entire game/deck revolves around them. Thus, games and entire runs are dictated by the shrines, and the fun is lost. There's four specific points where the game falls apart:
1. Initial Shrine Selection: This is pretty straightfoward. Some shrines are better than others, sometimes immensely so. You can just concede until you get a good shrine.
2. Card Reward Selection: Your run is entirely dependent on whether you actually get cards that synergize with your shrine. For instance, I took the priest shrine where healing always hurts the opponent. The first two rewards screens had 0 healing cards (it had inner fire stuff, deathrattle stuff and a bunch of legends). My run was effectively over at that point because I had a useless shrine. In DH/MR, your deck is what mattered, so you could pick cards that synergized with your deck and previous selections, and most worked. Now, you are forced to pick cards that synergize with your shrine, which effectively removes the whole decision process from the game. Did you get a selection that works with your shrine? Yes, then pick it. No? You're likely done. There's no decision to make here, and it's no fun trying to come up with a really cool deck of your own.
3. Opponent: As people have found out, some of the opponents have insane decks. It looks like Blizzard balanced it around you having the best possible deck, so they had to give the opponents the same. Every card in the opponent's deck synergizes with their shrine, to a point where it feels like the game was impossible from the start. A Druid pulls out a Tyrantus on turn 6. Great. I faced the Paladin with the shrine that puts a Divine Shield on any minion that survives damage, and then he played the 3/5 taunt that only takes one damage at a time. My deck had no silence, so that was GG. How was I supposed to deal with that? In DR/MH, you faced strong decks towards the end, but you generally always felt you had a chance. There was no way I'd win a game against a turn 6 Tyrantus, or that minion.
4. Board Control: Game basically comes down to who controls the board by turn 3 or 4, and therefore, the shrines. Since everything is about shrine synergy, if one player loses their shrine, their deck sucks, and meanwhile, the other player can exploit their own shrine to make it even more unfair. This is why some people find the game stupid easy, and some find it impossible. It's easy if you get board control early and the opponent has only cards that work with their defunct shrine. If you lose board control and thus, your shrine, your can't do jack S*** about it. That priest shrine with the healing hurting the enemy? Guess how strong your hand is full of healing spells and Circle of Healings and the opponent has knocked down your shrine?
Quite simply, the game is too imbalanced with the shrines being way too important and overpowered. It's not fun when you go into a game, you deck has only some synergy with your shrine because you didn't get good card selections, and then the opponent has a triple battecry shrine and a deck full of battlecries. You can't look back and said "maybe I made a mistake there" or "maybe I should have picked X bundle". You had no chance. Concede the game and try again.
Also, people complain about replayability. The mode is replayable if it is fun. I still play DR/MH even though I've finished them god knows how many times, because they are fun. RR is not fun. Your decisions don't matter, you win if you get the right shrine/cards/opponents. You lose if you don't. That's not fun.
Blizzard should come up with a brand new PvE content. As much as I loved DR/MH, I think it's run its course.
My only complaint is that it feels really bad to have an otherwise good run completely ruined by a bad dice roll of an end boss. Some matches are just completely unwinnable in the later stages and there is literally nothing you can do about it.
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I don't know why they give bosses perfect versions of their shrine, extra health, and extra mana. All three seem a bit much, especially when you're deck is going to contain some awful jank.
Also, is it just me, or do the end bosses always start with the same opening hand (i.e. Keleseth in the frog one).