I personally like it. It is far from perfect, but a nice addition to the game.
Sure, it is not that different from previous solo content, but the new features and twists distiguish it enough to not make it feel the same as dungeon or rumble run, though they are obviously similar. But with the bar encounters to edit your deck, completely random decks (which can backfire hard or sometimes be completely OP), and my personal favorite, the anomaly mode, no run feels like the previous one.
I find it challanging without being to frustrating. Normal mode is fairly straight forward, heroic can feel kind of unfair at times, but in both directions. Sometimes you just stomp the AI, sometimes you get stomped, but on average I do feel like my decisions matter.
The fact that you can pause mid game and just return later is a huge added bonus as well.
There are some issues, and the overall polish of the game leaves something to be desired, and there are no excuses for that, but considering the buggy state in which many tripple A titles are released, that just seems to be how games are produced these days.
I've definitely gotten my money's worth so far, spending probably 10+ hours on it, and I at least will finish normal mode with all classes. To me it is a nice relaxing option when I don't feel like playing ranked.
Lastly, I think Dalaran Heist is a good option for new players to familiarize themselves with cards and mechanics, plus, Zayle gives them a glimpse into (semi-expensive) competitive Hearthstone decks. For the gold or money investment a new player does not just get the single player experience, but the option to play against other people, and thus a better idea of whether or not it is worth to him/her to spend more money to build a larger collection.
Just waiting for chapter 5, 12 bosses, no stupid twists, hate the twists in previous chapters. Chapter 3 is the worst. It's so boring to play with only 4 minions, you often just skip turns. And the twists seem so random, the opponents don't even take advantage of the twist and don't seem designed around them. What's the point of facing opponent which plays swarm deck in chapter 3 which limits minions played to 4? They just threw some random anomalies and chopped the adventure into chapters. I would like to play against Jepetto without stupid 4 minion limitation. It doesn't even make it more difficult, it just limits you options when building your deck which is super annoying.
All in all, great adventure! I just want to adress some major topics.
Adventure cost: Expencive but acceptable. I unterstand that people disagree though.
Release delai: I totally like this approach! (Except the fact that it‘s locking away a couple packs, you would have wanted to open a month ago). Spreading content over a larger span of time is key to our entertainment and i think blizzard learnd that lesson. Some people are disappointed but it‘s just like waiting for christmas. It sucks but is absolutly worth it!
Chapter identity: I think they could have pushed this a little more. Your treasures are more relevant than the twists!
Replayability: I don‘t know what the people who complain about this expect. I bet those people would argue with the same logic that Chess has no replayability... Okay, maybe you just don‘t like playing crazy decks and hero powers but the options here are endless!
I think it's a bit of a missed opportunity. As much as I enjoy the dungeon run format, I would have liked to see more innovation in terms of the way you build your deck and choose your passive abilities and treasures. It's still fun though.
For me it feels mostly like a step in the right direction and not the final destination. The treasures certainly didn't take long to all feel familiar. I mostly only play with anomalies just to try to increase the scope. Especially unique bosses and items per chapter feels like a minimum evolution of the format. Unique game boards per chapter could also thicken the atmosphere.
I'm gonna be playing this more than the other adventures for sure, but to really be satisfied I wanna see stuff like way more cards for the bartender and maybe differing amounts of gold depending on how you did against bosses and stuff like that. And instead of "give a minion +2/+2" I'd love more interesting options like -2/-2 but powerful end of turn effects or whatever. Besides, having a deck full of creatures with various items would quickly feel very diverse.
Off Topic : anyone knows when the 4th wing will open?
On Topic : DH is, it's nice to unlock new decks/hero powers, it seems like having a reason to progress, and once you hit all the milestones in HS I feel that it's exactly what it lacks.
On the down side I feel that DH is way too much like dungeon run, which I also enjoyed. I would really like to have another adventure like Naxx.
Not gonna lie, it gets boring and repetitive. Still, far from hate it. It's quite decent.
I got extremely bored last night and completed all the 4 chapters on Heroic with Rogue. I have to reverse my judgement and say I had a blast. It was so much easier than my Dungeon Run runs, but I could feel the Dungeon Run vibe the entire session I played. So, overall good times.
The goal is to make your deck more OP than your opponent [they are pretty unfair to fight] and depend on some good RNGs
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Petition for Jaina's boobs to return please. ( ͡° ͜ʖ ͡°)
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It is almost insulting that so many bosses are shared between chapters.
I unironically think that Dungeon Run is a better than Dalaran Heist.
Dungeon Run was far from perfect, but I still go back and play it every once in a while, and Monster Hunt. I can't see doing that with this adventure.
I personally like it. It is far from perfect, but a nice addition to the game.
Sure, it is not that different from previous solo content, but the new features and twists distiguish it enough to not make it feel the same as dungeon or rumble run, though they are obviously similar. But with the bar encounters to edit your deck, completely random decks (which can backfire hard or sometimes be completely OP), and my personal favorite, the anomaly mode, no run feels like the previous one.
I find it challanging without being to frustrating. Normal mode is fairly straight forward, heroic can feel kind of unfair at times, but in both directions. Sometimes you just stomp the AI, sometimes you get stomped, but on average I do feel like my decisions matter.
The fact that you can pause mid game and just return later is a huge added bonus as well.
There are some issues, and the overall polish of the game leaves something to be desired, and there are no excuses for that, but considering the buggy state in which many tripple A titles are released, that just seems to be how games are produced these days.
I've definitely gotten my money's worth so far, spending probably 10+ hours on it, and I at least will finish normal mode with all classes. To me it is a nice relaxing option when I don't feel like playing ranked.
Lastly, I think Dalaran Heist is a good option for new players to familiarize themselves with cards and mechanics, plus, Zayle gives them a glimpse into (semi-expensive) competitive Hearthstone decks. For the gold or money investment a new player does not just get the single player experience, but the option to play against other people, and thus a better idea of whether or not it is worth to him/her to spend more money to build a larger collection.
Not gonna lie, it gets boring and repetitive. Still, far from hate it. It's quite decent.
Petition for Jaina's boobs to return please. ( ͡° ͜ʖ ͡°)
Just waiting for chapter 5, 12 bosses, no stupid twists, hate the twists in previous chapters. Chapter 3 is the worst. It's so boring to play with only 4 minions, you often just skip turns. And the twists seem so random, the opponents don't even take advantage of the twist and don't seem designed around them. What's the point of facing opponent which plays swarm deck in chapter 3 which limits minions played to 4? They just threw some random anomalies and chopped the adventure into chapters. I would like to play against Jepetto without stupid 4 minion limitation. It doesn't even make it more difficult, it just limits you options when building your deck which is super annoying.
I'm loving this, I think is the adventure I'm playing the most so far. At least in the time I've been into this.
Click to see my Hearthstone projects:
All in all, great adventure! I just want to adress some major topics.
Adventure cost: Expencive but acceptable. I unterstand that people disagree though.
Release delai: I totally like this approach! (Except the fact that it‘s locking away a couple packs, you would have wanted to open a month ago). Spreading content over a larger span of time is key to our entertainment and i think blizzard learnd that lesson. Some people are disappointed but it‘s just like waiting for christmas. It sucks but is absolutly worth it!
Chapter identity: I think they could have pushed this a little more. Your treasures are more relevant than the twists!
Replayability: I don‘t know what the people who complain about this expect. I bet those people would argue with the same logic that Chess has no replayability... Okay, maybe you just don‘t like playing crazy decks and hero powers but the options here are endless!
I think it's a bit of a missed opportunity. As much as I enjoy the dungeon run format, I would have liked to see more innovation in terms of the way you build your deck and choose your passive abilities and treasures. It's still fun though.
For me it is the best PvE mode. I like the game again, I do not play PvP or other modes, but I play Dalaran Heist everyday since the release.
For me it feels mostly like a step in the right direction and not the final destination. The treasures certainly didn't take long to all feel familiar. I mostly only play with anomalies just to try to increase the scope. Especially unique bosses and items per chapter feels like a minimum evolution of the format. Unique game boards per chapter could also thicken the atmosphere.
I'm gonna be playing this more than the other adventures for sure, but to really be satisfied I wanna see stuff like way more cards for the bartender and maybe differing amounts of gold depending on how you did against bosses and stuff like that. And instead of "give a minion +2/+2" I'd love more interesting options like -2/-2 but powerful end of turn effects or whatever. Besides, having a deck full of creatures with various items would quickly feel very diverse.
Off Topic : anyone knows when the 4th wing will open?
On Topic : DH is, it's nice to unlock new decks/hero powers, it seems like having a reason to progress, and once you hit all the milestones in HS I feel that it's exactly what it lacks.
On the down side I feel that DH is way too much like dungeon run, which I also enjoyed. I would really like to have another adventure like Naxx.
i found it fun the first week now its just borring even with new class becouse its still the same bosses and things you get
I got extremely bored last night and completed all the 4 chapters on Heroic with Rogue. I have to reverse my judgement and say I had a blast. It was so much easier than my Dungeon Run runs, but I could feel the Dungeon Run vibe the entire session I played. So, overall good times.
The goal is to make your deck more OP than your opponent [they are pretty unfair to fight] and depend on some good RNGs
Petition for Jaina's boobs to return please. ( ͡° ͜ʖ ͡°)