Part of the issue here is understanding the full mechanisms in the game and hopefully there will be confirmation on everything. How many minions are in a pool? What happens when you sell a minion, does it go back into the pool immediately, or next round? What about freezing the minions? Is freezing minions a viable 'hate' strategy in which you freeze a board that you don't want your opponents to get that 3rd copy of?
What happens to all the 'dead' opponents and their minions?
Without all of the information, this is not about strategy and calculated risks, and just a RNG roulette wheel. I hope we get full information on how things are working.
Pick from 3 heroes instead of 2 is locked behind a paygate (you have to buy 20 Descent of Dragons packs) so there is a clear advantage for people who are willing to spend real life money for a month mainly because the heroes have different power levels.
Because of that I somehow don't feel the desire to invest my time into Battlegrounds.
Part of the issue here is understanding the full mechanisms in the game and hopefully there will be confirmation on everything. How many minions are in a pool? What happens when you sell a minion, does it go back into the pool immediately, or next round? What about freezing the minions? Is freezing minions a viable 'hate' strategy in which you freeze a board that you don't want your opponents to get that 3rd copy of?
What happens to all the 'dead' opponents and their minions?
Without all of the information, this is not about strategy and calculated risks, and just a RNG roulette wheel. I hope we get full information on how things are working.
There's actually clear information on all of that.
Tavern Tier
Copies of each minion
1
18
2
15
3
13
4
11
5
9
6
6
Sold minions return to the pool. Frozen minions don't. Not really a good strat because you're mostly just harming yourself (keeping lower tier monsters). I do find myself doing it with AFKay though because you can't do anything else. Dead opponents' minions return to the pool.
Part of the issue here is understanding the full mechanisms in the game and hopefully there will be confirmation on everything. How many minions are in a pool? What happens when you sell a minion, does it go back into the pool immediately, or next round? What about freezing the minions? Is freezing minions a viable 'hate' strategy in which you freeze a board that you don't want your opponents to get that 3rd copy of?
What happens to all the 'dead' opponents and their minions?
Without all of the information, this is not about strategy and calculated risks, and just a RNG roulette wheel. I hope we get full information on how things are working.
There's actually clear information on all of that.
Tavern Tier
Copies of each minion
1
18
2
15
3
13
4
11
5
9
6
6
Sold minions return to the pool. Frozen minions don't. Not really a good strat because you're mostly just harming yourself (keeping lower tier monsters). I do find myself doing it with AFKay though because you can't do anything else. Dead opponents' minions return to the pool.
Thanks for the info, this is really helpful. So far, I have gotten all top 4's with one victory first place.
Honestly its not enjoyable at all and that's the bottom line. In 10 games I've won 3, placed 2nd twice and the other 5 were 4th. Its easy, it's simple, the strat is super basic and the RNG is at a new high.
For matches that last as long as they do its just not doing it for me. Also, on mobile it's the worst performance yet and I have Pixel 2 XL, which to date, played perfectly even with animations until 2 patches ago and BGs are just that much worse.
The thing to remember is that, the people who don't like battlegrounds don't really matter. If enough people like/love the mode, then it has a future, and there will be enough players for blizzard to justify continued support. I personally enjoy it much more than any of the other auto battlers (I've played them all), and the leaderboards are clear evidence that there is a lot of skill involved, if skill wasn't important the top player wouldn't be able to win consistently enough to get up to the ridiculous 7k+ MMRs.
I think this mode will not work for me long term. I have only played 10 games so far, but the gameplay and strategy is the same so far.
1. Mechs are the strongest choice and both of my first places were with mech tribes.
2. Beasts are the next strongest and half of my top 4 finishes are with them.
3. My only non-top 4 finish was when I tried to do a little of everything and diversify my units. Nope, not when all of your opponents are all mechs or beasts, you will get stomped.
4. The first 2 turns always plays out the same, unless you are AFK. First turn, buy a unit. Second turn, upgrade tavern. There is no incentive to use any other strategy at this point. If you do, you probably will fall too far behind. Maybe if you got a triple token generator unit you might consider not doing this. There is NO incentive to deviating from the first 2 turns. We should just start the game on 'turn 3' instead of going through the pointless motions of buy a unit, hope its a token generator. Upgrade tavern. Many ways to do this, but That is for another post entirely.
5. I will probably play this mode once in awhile, when I have 20 mins to kill and don't mind the same working strategy over and over. But if others are having fun, go for it and enjoy. This mode needs more depth and choices for me to be on board for the long term.
Final Conclusion is that while it is 'fun', this is just a minor distraction for me. Not a serious game mode that I would want to invest time into unless drastic things change. It has potential, but at this time, the best strategies are mech and beast, which means if you aren't doing those tribes, you need to get EXTREMELY lucky delving into demons or murlocs.
Where are my Pirate tribes? more Deathrattle synergies please. And there are too many hero powers (passive or otherwise) that are way too similar. How about a healing hero power, like heal X amount equal to the number of units you control? Or heal x amount equal to the number of friendly minions that died last round?
Need more variety and off the wall strategies to keep me interested.
This is a stupid question. Boot it up while taking a shit and find out for yourself.
Wait... What??? OP only wants to hear/know the Hearthpwn community's opinion about this new game mode, there is nothing wrong or stupid about it, dude.
I think this mode will not work for me long term. I have only played 10 games so far, but the gameplay and strategy is the same so far.
1. Mechs are the strongest choice and both of my first places were with mech tribes.
2. Beasts are the next strongest and half of my top 4 finishes are with them.
3. My only non-top 4 finish was when I tried to do a little of everything and diversify my units. Nope, not when all of your opponents are all mechs or beasts, you will get stomped.
4. The first 2 turns always plays out the same, unless you are AFK. First turn, buy a unit. Second turn, upgrade tavern. There is no incentive to use any other strategy at this point. If you do, you probably will fall too far behind. Maybe if you got a triple token generator unit you might consider not doing this. There is NO incentive to deviating from the first 2 turns. We should just start the game on 'turn 3' instead of going through the pointless motions of buy a unit, hope its a token generator. Upgrade tavern. Many ways to do this, but That is for another post entirely.
5. I will probably play this mode once in awhile, when I have 20 mins to kill and don't mind the same working strategy over and over. But if others are having fun, go for it and enjoy. This mode needs more depth and choices for me to be on board for the long term.
Final Conclusion is that while it is 'fun', this is just a minor distraction for me. Not a serious game mode that I would want to invest time into unless drastic things change. It has potential, but at this time, the best strategies are mech and beast, which means if you aren't doing those tribes, you need to get EXTREMELY lucky delving into demons or murlocs.
Where are my Pirate tribes? more Deathrattle synergies please. And there are too many hero powers (passive or otherwise) that are way too similar. How about a healing hero power, like heal X amount equal to the number of units you control? Or heal x amount equal to the number of friendly minions that died last round?
Need more variety and off the wall strategies to keep me interested.
1 and 2. If you've only had 2 wins, you probably need more experience before you can really make competitive comments about compositions (sorry, I know that probably sounds elitist or snarky - I'm genuinely not trying to sound like that, it's just that two isn't really a large sample size). Not that I disagree with you - I agree that mechs are equal best; where they differ from beasts is consistency. As long as you get a Junkbot or 2 (or golden), many mech compositions will work relatively well. That said, beast compositions have the ability to high roll higher than mechs do; if you get early copies of key cards such as Mama Bear and Cave Hydra, you can potentially be impossible to stop.
3. Menagerie is actually a very strong composition, and the only reason it's weaker than the other two is - again - consistency. Lightfang Warden grants +8/+8 each turn if you have a menagerie set up, and menagerie has the added bonus of allowing you to take one of the best units from each tribe (though often an Amalgam will substitute for one or two of them). Stats are almost surely the most important thing overall in Battlegrounds - hence why cards like Junkbot, Scavenging Hyena and Mama Bear are so good, as well as poisonous as a counter to massive stats - so getting +8/+8 a turn is potentially game winning.
3.5. Beyond menagerie, murlocs and demons can certainly win - but they're far less consistent because their setups are more precise. Generally speaking, for murlocs you almost need to get a Brann, and get to 5 fairly fast so you can start triple treating into Gentle Megasaurs, getting double their battlecries thanks to Brann. With demons, I've only seen two methods work myself - very early Wrath Weaver, and Brann for double demon buff battlecries. Wrath Weaver is a dangerous card to pick as it's pretty pathetic unless you go heavy demon, and you can never reliably get Brann. With the reduction in the cost of his hero power Jaraxxus may have some success with builds other than these, though he'd still prefer one of them.
4. You are correct here that in 90%+ of games it's correct to minion turn 1, level turn 2. I'm just above 5000 myself and still occasionally see people stay on tier 1 for turn 2, and it's just gob smacking. Even if you do manage to triple treat, you've slowed down your econ quite a bit for a random 3 star unit? That said, not every game plays out the same. Usually you're opting to take Tidehunters or Alleycats - in my last game, with not great options I opted to take one of the worst first picks, Wrath Weaver. Ended up forcing demons and taking down the whole thing.
5. If you think the same strategy is going to work all the time and want to test whether that's true or not, I thoroughly suggest continuing to play and ranking up. If the matchmaking is working properly you'll play better and better people, aware of what strategies can and can't work, and will discover that you can't just force one or two strategies because if other players are always trying to force them and actually get the cards before you, you'll fall behind while trying to force it and end up dying. Not to mention that depending on the heroes offered, you may be wasting their hero power entirely if you try and force a certain strategy.
6. The game mode is in beta, so plenty of changes to come moving ahead. Right now they have to keep a handle on this early wave of playtesting and make sure it's all running smoothly, before they consider tinkering with it (keeping in mind they've already buffed and nerfed a few things).
I had fun in the one game I played - but it seems a little one-dimensional.
Also it's p2w. I uninstalled and went back to tft when I noticed that little nugget.
Part of the issue here is understanding the full mechanisms in the game and hopefully there will be confirmation on everything. How many minions are in a pool? What happens when you sell a minion, does it go back into the pool immediately, or next round? What about freezing the minions? Is freezing minions a viable 'hate' strategy in which you freeze a board that you don't want your opponents to get that 3rd copy of?
What happens to all the 'dead' opponents and their minions?
Without all of the information, this is not about strategy and calculated risks, and just a RNG roulette wheel. I hope we get full information on how things are working.
Pick from 3 heroes instead of 2 is locked behind a paygate (you have to buy 20 Descent of Dragons packs) so there is a clear advantage for people who are willing to spend real life money for a month mainly because the heroes have different power levels.
Because of that I somehow don't feel the desire to invest my time into Battlegrounds.
Favourite HS quote?
"Did I miss it?" - Doomsayer
There's actually clear information on all of that.
Sold minions return to the pool.
Frozen minions don't.
Not really a good strat because you're mostly just harming yourself (keeping lower tier monsters). I do find myself doing it with AFKay though because you can't do anything else.
Dead opponents' minions return to the pool.
Thanks for the info, this is really helpful. So far, I have gotten all top 4's with one victory first place.
i was a pleb i started with -9 mmr and yeah i'm working myself up weeee currently 1300
how did you drop from 4000 to -9?
Vote for my Card Design Submission! I love this one!
This is a stupid question. Boot it up while taking a shit and find out for yourself.
Voted miss-1
Honestly its not enjoyable at all and that's the bottom line. In 10 games I've won 3, placed 2nd twice and the other 5 were 4th. Its easy, it's simple, the strat is super basic and the RNG is at a new high.
RNG hero, RNG tavern, RNG combat, RNG opponent matching.
For matches that last as long as they do its just not doing it for me. Also, on mobile it's the worst performance yet and I have Pixel 2 XL, which to date, played perfectly even with animations until 2 patches ago and BGs are just that much worse.
The thing to remember is that, the people who don't like battlegrounds don't really matter. If enough people like/love the mode, then it has a future, and there will be enough players for blizzard to justify continued support. I personally enjoy it much more than any of the other auto battlers (I've played them all), and the leaderboards are clear evidence that there is a lot of skill involved, if skill wasn't important the top player wouldn't be able to win consistently enough to get up to the ridiculous 7k+ MMRs.
things that have to change quickly
mute bob option
3 hero for everyone not only p2w
nerf mechs / beasts
up murlocks
nerf battlecries (special brann)
I think this mode will not work for me long term. I have only played 10 games so far, but the gameplay and strategy is the same so far.
1. Mechs are the strongest choice and both of my first places were with mech tribes.
2. Beasts are the next strongest and half of my top 4 finishes are with them.
3. My only non-top 4 finish was when I tried to do a little of everything and diversify my units. Nope, not when all of your opponents are all mechs or beasts, you will get stomped.
4. The first 2 turns always plays out the same, unless you are AFK. First turn, buy a unit. Second turn, upgrade tavern. There is no incentive to use any other strategy at this point. If you do, you probably will fall too far behind. Maybe if you got a triple token generator unit you might consider not doing this. There is NO incentive to deviating from the first 2 turns. We should just start the game on 'turn 3' instead of going through the pointless motions of buy a unit, hope its a token generator. Upgrade tavern. Many ways to do this, but That is for another post entirely.
5. I will probably play this mode once in awhile, when I have 20 mins to kill and don't mind the same working strategy over and over. But if others are having fun, go for it and enjoy. This mode needs more depth and choices for me to be on board for the long term.
Final Conclusion is that while it is 'fun', this is just a minor distraction for me. Not a serious game mode that I would want to invest time into unless drastic things change. It has potential, but at this time, the best strategies are mech and beast, which means if you aren't doing those tribes, you need to get EXTREMELY lucky delving into demons or murlocs.
Where are my Pirate tribes? more Deathrattle synergies please. And there are too many hero powers (passive or otherwise) that are way too similar. How about a healing hero power, like heal X amount equal to the number of units you control? Or heal x amount equal to the number of friendly minions that died last round?
Need more variety and off the wall strategies to keep me interested.
Wait... What??? OP only wants to hear/know the Hearthpwn community's opinion about this new game mode, there is nothing wrong or stupid about it, dude.
Pretty sure you can unlock every single perk with nothing but gold.
As usual, people getting huffy before they even bother to find out the facts.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Dude. It is not P2W in the slightest. 3 packs (the 3rd hero option) takes all of 2 seconds to earn. And the other options are cosmetic.
Anyone know what happens when you get a triple The Beast? does it summon a 6/6 for your opponent?
No, it's still a 3/3.
You can see all the cards and their golden versions here: https://www.hearthpwn.com/cards?display=3&filter-set=1117
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Thanks ;)
1 and 2. If you've only had 2 wins, you probably need more experience before you can really make competitive comments about compositions (sorry, I know that probably sounds elitist or snarky - I'm genuinely not trying to sound like that, it's just that two isn't really a large sample size). Not that I disagree with you - I agree that mechs are equal best; where they differ from beasts is consistency. As long as you get a Junkbot or 2 (or golden), many mech compositions will work relatively well. That said, beast compositions have the ability to high roll higher than mechs do; if you get early copies of key cards such as Mama Bear and Cave Hydra, you can potentially be impossible to stop.
3. Menagerie is actually a very strong composition, and the only reason it's weaker than the other two is - again - consistency. Lightfang Warden grants +8/+8 each turn if you have a menagerie set up, and menagerie has the added bonus of allowing you to take one of the best units from each tribe (though often an Amalgam will substitute for one or two of them). Stats are almost surely the most important thing overall in Battlegrounds - hence why cards like Junkbot, Scavenging Hyena and Mama Bear are so good, as well as poisonous as a counter to massive stats - so getting +8/+8 a turn is potentially game winning.
3.5. Beyond menagerie, murlocs and demons can certainly win - but they're far less consistent because their setups are more precise. Generally speaking, for murlocs you almost need to get a Brann, and get to 5 fairly fast so you can start triple treating into Gentle Megasaurs, getting double their battlecries thanks to Brann. With demons, I've only seen two methods work myself - very early Wrath Weaver, and Brann for double demon buff battlecries. Wrath Weaver is a dangerous card to pick as it's pretty pathetic unless you go heavy demon, and you can never reliably get Brann. With the reduction in the cost of his hero power Jaraxxus may have some success with builds other than these, though he'd still prefer one of them.
4. You are correct here that in 90%+ of games it's correct to minion turn 1, level turn 2. I'm just above 5000 myself and still occasionally see people stay on tier 1 for turn 2, and it's just gob smacking. Even if you do manage to triple treat, you've slowed down your econ quite a bit for a random 3 star unit? That said, not every game plays out the same. Usually you're opting to take Tidehunters or Alleycats - in my last game, with not great options I opted to take one of the worst first picks, Wrath Weaver. Ended up forcing demons and taking down the whole thing.
5. If you think the same strategy is going to work all the time and want to test whether that's true or not, I thoroughly suggest continuing to play and ranking up. If the matchmaking is working properly you'll play better and better people, aware of what strategies can and can't work, and will discover that you can't just force one or two strategies because if other players are always trying to force them and actually get the cards before you, you'll fall behind while trying to force it and end up dying. Not to mention that depending on the heroes offered, you may be wasting their hero power entirely if you try and force a certain strategy.
6. The game mode is in beta, so plenty of changes to come moving ahead. Right now they have to keep a handle on this early wave of playtesting and make sure it's all running smoothly, before they consider tinkering with it (keeping in mind they've already buffed and nerfed a few things).
But you know, dude, that there is no other way to buy packs as cash? And it will be until mid-December.
You pay or have a worse option - P2W.