I haven't bought the adventure yet, but having played the first chapter, I think it's very well made and fun. It is definitely not a "dungeon run 2.0", lol.
It brings some new cool stuff to the table, like having a chance to edit your deck in the tavern which we haven't seen before. Saying that there is little innovation is absurd! The things that have been added, do justify the cost of the adventure in my opinion. With the stuff that were added to this adventure, putting it out for free would be charity...
What's the point of complaining about this adventure? It is just plain silly. You don't have to buy it or play it. You can just skip it and forget that it has ever been released and you will not find yourself in a disadvantage on ladder, like it was the case with Blackrock Mountain or Naxxramas.
Lastly, you guys must know that not everything the developers make should satisfy the neckbeards that only care about the competitive side of the game. There are plenty of players who play this game for fun and don't put as many hours into the game. That being said, the legendary is great for many players who want to try the competitive decks, so don't call it trash because youdon't find it useful.
Anyway, I think this content is an improvement on all sides to everything else we've had thus far.
Putting an interlude in your Dungeon run that allow you to edit your deck is still a Dungeon run.
I don't agree. The mode is fun to play. And every round feels different because you can choose from a lot of content. For 20$ you get 15 packs and a golden classic one. Also golden Legendary(not dissenchantable, but why would you want to dissenchant it anyway). Not bad for me. For 2800 gold you get almost the same, but without the golden Zayle(only a normal one) and the golden pack. The adventure is better than the old ones for sure.
no it is not.... you are just a whiner, I haven´t had so much fun in a while like now playing this adventure, yeah normal mode is a little bit easy, but I will definitelly touch heroic (that card back is sick <3) after gaining all decks and hero powers and PS: Golden Candle with Bartenders perk, that it always starts in your hand and + 1 mana discount on your minions turns out to be pretty good, on turn 3 you play 7/7 with taunt that replace ALL cards for golden legendaries it replaces also minions, :D Lady Wagtoggle didn´t see it coming when she buffed her Kingsbane as f**k :D and then it was transformed into legendary :D :D I Have destroyed all bosses with ease :D :D it was an amazing run :)
So if you like it, someone else can't like it? Makes you also a whiner in my perspective. Played the free chapter to check it out, but the lack of effort my first run needed was a sign for me to not spend money on this. Had great fun with the kobolds run (finished every champ), but I don't feel like its time for a do over already. Could've been good, but feels underwhelming to me.
Putting an interlude in your Dungeon run that allow you to edit your deck is still a Dungeon run.
This was just an example... lol. Previous dungeon runs were boring as hell. This adventure has a lot more interactions and tons of ways to play it.
Your lack of objectivity is just appalling.
The first Dungeon run was amazing as free content. This is Dungeon run with more bosses and options so It is Dungeon run 2.0. There is nothing wrong with that concept but dont try to sell It as a new and refreshing mode.
I’m enjoying it more than I have Dungeon Run or the WW/RR dungeon run reskins, but I would have liked something fresher. It still ultimately plays no differently than dungeon run, except for the new tavern interaction (which is cool, but not meaningful enough over the course of the run). It’s still same same. And certainly not any more deserving of a price tag than the previous dungeon run iterations.
Maybe something more persistent and RPG-like, where you build and refine a deck over a number of runs would have been better? IDK. I’m just sick of the whole start with 10 cards and try to flesh out a deck from randomly-generated options dynamic.
You're paying 2800 gold for a legendary. That's pretty fair, that's about how much you would spend in packs to get a specific legendary. I agree that no one in their right mind should spend cash money on this, but the gold cost is fine.
A legendary that is only worth something to people with small collections....
The first Dungeon run was amazing as free content. This is Dungeon run with more bosses and options so It is Dungeon run 2.0. There is nothing wrong with that concept but dont try to sell It as a new and refreshing mode.
It is indeed an evolution of the same game concept as Dungeon Run. However, while Monster Hunt and Rumble Run only made minor changes to the format, the Dalaran Heist feels like big improvement to me:
more variation with the starting deck and hero power selection
more deckbuilding decisions with the friendly encounters
it seems more likely you'll get combinations of special powers that amplify each other (or I just got really lucky)
it tracks which classes you have completed each chapter with (this was sorely missed in Rumble Run)
you get progression on unlocks even if you don't defeat the final boss (Monster Hunt in particular felt demotivating to me when I'd breeze through the first 7 bosses only to get a hopeless defeat at the 8th)
The normal mode does feel a bit too easy though: I defeated the final boss in 3 out of 3 runs so far, never really getting into trouble. Several bosses I even defeated at full health. I haven't tried the heroic mode yet though.
As for value, I don't think this is worth getting unless you actually enjoy the PvE content. However, because there is nothing in there that you need for PvP, if you don't enjoy it, you can just skip it and be fine.
So I don't think this is "greedy AF" as some people have been saying. In fact, I think paying for content is the fairest way of monetizing games; if you want to be upset about greed in Hearthstone, point your pitchforks at pack prices and the 25% disenchant rate. However, I would have preferred if it were $10 and included fewer packs, so you'd actually pay for the PvE experience only.
I'm happy for the people who actually enjoyed the heist but I'm not one of them. For me it was the Karazhan of these new generation solo adventures. It was far too easy and challenge mode didn't seem any different from a standard run. You could get away with doing whatever you want and still win, making your decisions and strategy completely irrelevant. The AI throwing constantly didn't help and lot of the bosses simply died before they could show me their gimmick
It's a real shame. They have some cool new mechanics going on and I really liked the bartender "levels"
I just ran through chapter one with essentially just Frost Lich Jaina and Kalegos paired with a bunch of mixed bag low cost creeps, one meteor, one flamestrike. Considering how bad and unsynergized the deck was, that was disappointing.
I feel bad for the people who have been raised on such psychologically exploitative games that they can't play a game simply for fun anymore. They never learned how. It's not their fault.
The adventure itself is cool, but I'm getting pretty bored of the dungeon format. If it was the first or the second one it would be great, but it's time to change and find a new exciting mode.
Also, I feel like they lower too much the difficulty of the runs comparing to Rastakhan where it was almost impossible to do with all shrines, compared to this where I just had to try twice to finish heroic mode, so I don't even have the chance to test the new decks and hero power.
The adventure itself is cool, but I'm getting pretty bored of the dungeon format. If it was the first or the second one it would be great, but it's time to change and find a new exciting mode.
Also, I feel like they lower too much the difficulty of the runs comparing to Rastakhan where it was almost impossible to do with all shrines, compared to this where I just had to try twice to finish heroic mode, so I don't even have the chance to test the new decks and hero power.
1. the difficulty scales. 2. you absolutely do have the chance to test the new decks and hero powers. You play again.
This is exactly what I was saying: people don't know how to play games anymore because they've been trained that only reward matters.
Was going to buy this straight up with real money. Played the free chapter one, cleared it on first try, It feels the same as old dungeon run. Yeah, gonna get the free 3 packs and not gonna play it again.
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If i try to play, it says there is something wrong, come back in a few minutes. Been a couple of hours since that and heroic is working. 10/10
I'm loving it and can't wait for the next chapter. It's a really nice break from the ladder.
Putting an interlude in your Dungeon run that allow you to edit your deck is still a Dungeon run.
This was just an example... lol. Previous dungeon runs were boring as hell. This adventure has a lot more interactions and tons of ways to play it.
Your lack of objectivity is just appalling.
I don't agree. The mode is fun to play. And every round feels different because you can choose from a lot of content. For 20$ you get 15 packs and a golden classic one. Also golden Legendary(not dissenchantable, but why would you want to dissenchant it anyway). Not bad for me. For 2800 gold you get almost the same, but without the golden Zayle(only a normal one) and the golden pack. The adventure is better than the old ones for sure.
It brings cool new stuff to the table! Like (says the one thing that's new).
And? What other cool stuff does it bring to the table?
greedy AF .
more like a heist against the player's gold .
Season 36 = Legend Rank 60 . ( https://playhearthstone.com/en-us/blog/20695745 )
no it is not.... you are just a whiner, I haven´t had so much fun in a while like now playing this adventure, yeah normal mode is a little bit easy, but I will definitelly touch heroic (that card back is sick <3) after gaining all decks and hero powers and PS: Golden Candle with Bartenders perk, that it always starts in your hand and + 1 mana discount on your minions turns out to be pretty good, on turn 3 you play 7/7 with taunt that replace ALL cards for golden legendaries it replaces also minions, :D Lady Wagtoggle didn´t see it coming when she buffed her Kingsbane as f**k :D and then it was transformed into legendary :D :D I Have destroyed all bosses with ease :D :D it was an amazing run :)
So if you like it, someone else can't like it? Makes you also a whiner in my perspective. Played the free chapter to check it out, but the lack of effort my first run needed was a sign for me to not spend money on this. Had great fun with the kobolds run (finished every champ), but I don't feel like its time for a do over already. Could've been good, but feels underwhelming to me.
The first Dungeon run was amazing as free content. This is Dungeon run with more bosses and options so It is Dungeon run 2.0. There is nothing wrong with that concept but dont try to sell It as a new and refreshing mode.
I’m enjoying it more than I have Dungeon Run or the WW/RR dungeon run reskins, but I would have liked something fresher. It still ultimately plays no differently than dungeon run, except for the new tavern interaction (which is cool, but not meaningful enough over the course of the run). It’s still same same. And certainly not any more deserving of a price tag than the previous dungeon run iterations.
Maybe something more persistent and RPG-like, where you build and refine a deck over a number of runs would have been better? IDK. I’m just sick of the whole start with 10 cards and try to flesh out a deck from randomly-generated options dynamic.
A legendary that is only worth something to people with small collections....
It is indeed an evolution of the same game concept as Dungeon Run. However, while Monster Hunt and Rumble Run only made minor changes to the format, the Dalaran Heist feels like big improvement to me:
The normal mode does feel a bit too easy though: I defeated the final boss in 3 out of 3 runs so far, never really getting into trouble. Several bosses I even defeated at full health. I haven't tried the heroic mode yet though.
As for value, I don't think this is worth getting unless you actually enjoy the PvE content. However, because there is nothing in there that you need for PvP, if you don't enjoy it, you can just skip it and be fine.
So I don't think this is "greedy AF" as some people have been saying. In fact, I think paying for content is the fairest way of monetizing games; if you want to be upset about greed in Hearthstone, point your pitchforks at pack prices and the 25% disenchant rate. However, I would have preferred if it were $10 and included fewer packs, so you'd actually pay for the PvE experience only.
I'm happy for the people who actually enjoyed the heist but I'm not one of them. For me it was the Karazhan of these new generation solo adventures. It was far too easy and challenge mode didn't seem any different from a standard run. You could get away with doing whatever you want and still win, making your decisions and strategy completely irrelevant. The AI throwing constantly didn't help and lot of the bosses simply died before they could show me their gimmick
It's a real shame. They have some cool new mechanics going on and I really liked the bartender "levels"
Legend with : S65 Freeze Mage, S57 Maly Gonk Druid, S57 "Okay" Shaman, S53 Boom-zooka Hunter, S53 Maly Tog Druid, S52 Wild Tog Druid ft.Blingtron, S50 Quest Rogue, S49 Dead Man's Warrior, S41 Wild Clown Fiesta Druid, S41 Hadronox Jade Druid, S40 Wild OTK Dragon Druid, S35 SMOrc Shaman, S33 Jade Druid, S22 Control Priest, S19 Control Priest
I just ran through chapter one with essentially just Frost Lich Jaina and Kalegos paired with a bunch of mixed bag low cost creeps, one meteor, one flamestrike. Considering how bad and unsynergized the deck was, that was disappointing.
Not to mention in solo mode you actually get to play for fun vs ladder which is all or mostly the top meta decks on repeat.
I feel bad for the people who have been raised on such psychologically exploitative games that they can't play a game simply for fun anymore. They never learned how. It's not their fault.
The adventure itself is cool, but I'm getting pretty bored of the dungeon format. If it was the first or the second one it would be great, but it's time to change and find a new exciting mode.
Also, I feel like they lower too much the difficulty of the runs comparing to Rastakhan where it was almost impossible to do with all shrines, compared to this where I just had to try twice to finish heroic mode, so I don't even have the chance to test the new decks and hero power.
1. the difficulty scales.
2. you absolutely do have the chance to test the new decks and hero powers. You play again.
This is exactly what I was saying: people don't know how to play games anymore because they've been trained that only reward matters.
Was going to buy this straight up with real money. Played the free chapter one, cleared it on first try, It feels the same as old dungeon run. Yeah, gonna get the free 3 packs and not gonna play it again.