feelsbadman. Had an awesome deck going with Reno in my first new dungeon run. Lost only because I couldn't get the right draw.
And this is the part of the new dungeon system for solo adventures I hate. Just because you lose a game due to bad draw, that's it. Deck over.
Forget that. I miss the old adventures when we used our decks to the end. Win lose or draw we could keep using them. Why couldn't blizz compromise and just let us have the option to keep a build we like?
Oh well. Only for a cardback anyways, so not worth the anger I guess.
Welcome to "Rogue-Like" gameplay. :-) It can be disappointing and frustrating when you lose (because losing always sucks), but the "One life is all you get" system is what makes it work. :-)
The solo adventures are basically the Hearthstone version of a deck building game. The whole concept is you build a deck as you go. At least in the solo content from this year we have multiple customization options from different starting decks, hero powers, and now even picking a starting "treasure" before each run. There is a lot of RNG in the system, yes, but part of the challenge is making good choices to optimize your deck's potential. Similar to Arena! You're awarded for making good choices between bosses, and sometimes you get a little lucky, or unlucky other times because your options are all terrible. But that's how those types of deck building games work.
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feelsbadman. Had an awesome deck going with Reno in my first new dungeon run. Lost only because I couldn't get the right draw.
And this is the part of the new dungeon system for solo adventures I hate. Just because you lose a game due to bad draw, that's it. Deck over.
Forget that. I miss the old adventures when we used our decks to the end. Win lose or draw we could keep using them. Why couldn't blizz compromise and just let us have the option to keep a build we like?
Oh well. Only for a cardback anyways, so not worth the anger I guess.
Welcome to "Rogue-Like" gameplay. :-)
It can be disappointing and frustrating when you lose (because losing always sucks), but the "One life is all you get" system is what makes it work. :-)
It's not a dungeon run. That's why
I'm confused, do you mean the ones where you had to construct a deck from your collection? And didn't have the awesome passives etc etc etc?
The solo adventures are basically the Hearthstone version of a deck building game. The whole concept is you build a deck as you go. At least in the solo content from this year we have multiple customization options from different starting decks, hero powers, and now even picking a starting "treasure" before each run. There is a lot of RNG in the system, yes, but part of the challenge is making good choices to optimize your deck's potential. Similar to Arena! You're awarded for making good choices between bosses, and sometimes you get a little lucky, or unlucky other times because your options are all terrible. But that's how those types of deck building games work.