It's not fun, it's not challenging, it's just a pain in the butt.
Everything is so random, you have no control over building a deck with good synergy.
But even if you manage to do so and had the pleasure to start with a decent shrine, you just know that the final boss will be a counter match up or/and will draw godly and you will draw complete shit.
At least that's my experience so far. Either I die at the first or second boss due to simply not having a chance with the given deck, or I have no problems up to the final boss where I never had the slightest chance due to bad draw or unholy draw by the boss.
I'm playing Hearthstone for over 4 years now, played every possible single player mode to completion and have achieved anything a normal hs player can think of (rank Legend, several 12 win arena runs, but not every hero golden), so i think my opinion is not complete waste.
This mode is utter shit. Nonstop frustration due to unfair matchups or bad starts plus boredom and random cards offers who can ruin a decent run just don't form an amazing single player experience. For some it may sound salty, but i like hard and challenging, it's just that the Rumble Run is completely bad design from start to finish and should not exist in this form.
I hope Blizzard will do much better next time, it's sad to have this Rumble Run experience where something awesome could have see the day of light.
I actually liked the challenge of Rumble Run. I thought Blizzard did well in making it so that the initial challengers were not complete pushovers and could still beat you if you were not careful. At the same time, the final bosses were made challenging not by giving them ridiculously overpowered hero powers (as with Dungeon Run) but by giving them more well-optimised decks.
I do agree, however, that the Shrines could be better balanced - some are clearly far superior. For example, the Warlock one that summons a random demon for each card discarded is incredibly OP (since discard cards and Jeklik are very common in the Warlock pool).
The problem is just that there are some shrines that are waaay waaaaay better than others and also very frustraiting cause the way most late game champions have of beating you is just straight up bullshit ridiculous unrealistic tempo swing that can only be done cause of artifical difficulty bs that Blizzard implemented on their deck so they could not just be beaten every single game but it's the kind of play that's just ridiculously unfair and that wins the game for them immediatly, like the one Voone has that's like a 5/10 minion that kills all your board and gives him 2 armor for each minion it killed... Like really? WTF is that, how can you even comeback from that.
The main issue is that it's just artificially difficult and they didn't bother trying to give the opponents good deck and tune their AI so they don't make stupid and inefficient plays but they only have that one cards that read: No matter how fucked you are, play this card and win cause there's just no way your opponent can comeback from this bullshit. This same applies to shrines, like the gain armor recover all mana crystals loti has is just impossible to beat if you get get at like 7-8 or 9, it's just too stupid.
from my perspective (youtube content, friends, topics like this) it seems people didn't really play Rumble that much after they saw what's up. to me there are several factors that make this, as I would agree, a very poor singleplayer experience.
- unable to choose freely the shrines, some shrines I've barely ever seen. sometimes you want to play a specific shrine but the only way to secure the option is to encounter the shrine and surrender.
- spiking difficulty (you can easily lose on your first game because of insane shrines, like if Hooktusk steals some early drop and you get overrun in cards and board control)
- no reward for exploring content (this is at the same time subtle and huge)
- wild unbalance of power cards
- no great incentive to 'help' our troll champ. I don't care for this tournament, what's at stake?
I think the best reward for a singleplayer like this would be to reward something for each class win and wrap it up with a enticing reward at the end. (perhaps a skin?) if you add the ability to play whatever class you want (and its 3 shrines) then you got a winner for me.
I only played 1 run because I beat it without fail and I still think the mode was utter shit. Lazy fucking design. Took me about half an hour or so just casually playing it and I got my card back. No point in playing it ever again. There isn't even a quest that gives you a classic pack like the other expansion single player content. I feel like Blizzard just tried to milk the Dungeon Run for as long as they could but this time it fell flat on it's face.
Though I still like rumble run because it allows for some pretty crazy moments and synergies, I completely agree that it's the worst designed single player mode in Hearthstone. Some shrines feel completely hopeless, while the strong ones still require you to get lucky with the offered buckets and which enemy shrines you face. It also doesn't help that the later bosses have some completely unfair synergies in their deck and that your chance of winning largely depends on wether they draw these cards or not. I remember that Zentimo with the triple battlecry shrine played Keleseth on turn two the first three times I faced him (and because of that I thought that was something that was guaranteed to happen, and naturally that made me belief that boss was utter bullshit), but since then I've faced him probably atleast 5 times and he hasn't done that anymore. Other examples of cards that are completely unfair if the boss draws them early are the Warrior one which destroys all minions and gains 2 armor for each and the druid one that has rush and overkill: 'recruit the highest attack minion from your deck', which is Tyrantus 80% of the time or that 6 mana 10/10 one the other 20% of the time, and is then followed up by atleast one menagerie warden because that druid armor gain shrine is so fair.
Basically every time I play Rumble Run I either get very few cards that syngerize well with my shrine, and I know that my run is pretty much doomed, or I do get good syngeries but there's that one boss that highrolls and still completely destroys me. It's fun until you lose, and the problem in Rumble run is that your chance of losing is much higher than it should be.
I was also quiet frustrated since there were no synergies and some losses late are totally random. I lost like 4 times when druid was my last Opponent (get all mana back when you get armor) and everything went fine until suddenly from a empty board he played 5 mins alone and gg...wtf...
I beat it aftre maybe 80 bossfights and wasa Little disapointed thats already all...
Then again if you compare it to the last Adventure...you could build synergies but you always went up to 6 while sleeping and then lost to total bullshit. So in this way it was similar.
What makes it so frustrating is, that if you don't find good synergy cards to your shrine in the "rewards" you actually make your deck worse. Sometimes you have to choose between 3 rewards you don't want to have, but you can't refuse to take it. Like the three 9mana+ legendarys, which will all appear on your starting hand in the next game- or 3 "if target is frozen" cards, while you don't have anything to freeze. Your opponent on the otherside has the right synergy with his shrine in the whole deck.
I think it's fine because it's challenging, but it's not always challenging in a good way. Those times are when I think it starts to fall apart.
Bosses 1-6 are pretty reasonable, and most of the times, fair. I think people can get to this point without much difficultly. You can have some mismatched deck parts and still play your way here.
The final two battles require incredible drafts, full of synergies, the right totems, a good mulligan, and some bad RNG from your opponent (i.e. Shaman guy not opening with Keleseth). Combined with the Bosses' extra health AND extra mana, this is the type of "feels bad" challenge. As the player, there's not much for you to do but hope coinflips are in your favor.
It's also sort of a bummer that I don't think all of the totems can make it through until the end. There are some that are just blatantly bad/useless.
It is extremely luck based. I found that to win you need
1)An OP shrine
2)Good Card pools
3)One of the weaker final bosses.
When I won, I had the rogue shrine that stole cards every turn, the shrine buff where it would only be down for 2 turns, and built my deck around early game removal like vilespine. Also got lucky to get a few buff cards for the immune monkey. Final boss was the divine shield pally which was easy to keep under control due to this deck, but if you get something harder like the heal to damage priest or armor = mana refresh druid or turn 1 triple battlecry Keleseth, you're screwed due to all the board clears and control