While Galakronds awakening is ok, the replay ability is near zero, same as the other adventures. On normal, the decks are premade, so unless you REALLY like a specific fight mechanic, its a one and done thing.
On Heroic you make your own decks, but the bosses are so over powered that you have to make a meme tier deck that is the perfect counter just to win. Get utterly shit on by Avalanchan and his infinite amount of giants on your first go? So make a rogue deck thats nothing but hard removal, bounce/add to deck and Flik Skyshiv. Ta-DA, instant win as you utterly shit on his giants, and watch fatigue win you the game.
Yeah, I guess they reall wanted to make somethung different.
Blizzard has always been really out of touch and wasteful with recourses.
Instead of expanding on dungeon run, something people really enjoy, and throwing recourses at it - ((dungeon run could be expanded by a lot, see the game slay the spire, where they stole the idea.) They go back to adventures, which never really worked well, only beejng interesting because they're different to having only ladder.
But blizzard will never make revolutionary games anymore. Expect we'll polished, expenaive, high production cost but uninspired games.
Wow, interesting info, that people really enjoy dungeon run. How do you know that? Based on your opinion and posts like this one? Naxx was the best thing out there.
Many people don’t like RNG-based dungeon runs because it’s not fun to lose on the last boss because of bad luck and not being able to come back immediately.
I don't agree. Imo the old adventures are worth play them again cause of the good story. I haven't played the new one up till now. But I would play the old ones again. I never ever wanna play this stupid rng fiesta called dungeon runs again. Up till now I just finished them with one hero. This gamemode is making me just angry cause of this stupid rng and op bosses. So I didn't finished them and I don't think I will ever do. Personally I love playing the good old adventure mode.
Dungeon run is one of the best thing in hearthstone. I prefere more complex dungeon run. Something like old Shalandar MTG. The worst thing is that replaybility is nearly zero.
I remember around the Rastakhan Rumble dungeon run that ppl starting crying about how much they missed and preferred adventures. Well here you go, dingbats, your downgraded solo adventure is back. Well, It's not as bad as puzzle lab at least.
’they people that talk about ‘replayability value’ must be the sadest losers out there
Wow... uhhh... we can tell somebody doesn't get art in general...
Games are an artform (I don't know how that can even be a debate), and part of being an artform is the ability to reexamine the work under different conditions.
If a film is only good if you don't know the twist ending, it doesn't have much rewatch value, and by extension, lacks a lot of the good qualities of a piece of art. Similarly, a game (pvp or pve) with no replay value lacks a lot of the important qualities for a good piece of art.
Or maybe you don't care about the art angle. Maybe we should look at the financial angle:
In fifty years time, all the servers will be shut down, and everybodies collections will be erased, and all the money spent on those collections will have been for naught. At that point, the only thing that will have mattered is the overall enjoyment per dollar spent, and by extension, we must ask whether replayability is indeed something that matters in that equation.
And in that line of thinking, I'd argue the person who paid money, or gold gotten from a time investment, for content that was only enjoyed once is the real 'loser' when it comes to pve content.
....
Honestly, the PvE content was some of the last content I was even remotely engaging with before I quit because it was at least interesting. Too often, the meta went stale too quickly to engage with PvP,and replayability of dungeon runs and all it's derivatives was the only thing keeping me tuned in. I wish the PvE content had more to it, but it just doesn't anymore, so I just stopped logging in, only popping in here from time to time because I like looking at discussions, in case something might grab my attention again.
Yeah, I guess they reall wanted to make somethung different.
Blizzard has always been really out of touch and wasteful with recourses.
Instead of expanding on dungeon run, something people really enjoy, and throwing recourses at it - ((dungeon run could be expanded by a lot, see the game slay the spire, where they stole the idea.) They go back to adventures, which never really worked well, only beejng interesting because they're different to having only ladder.
But blizzard will never make revolutionary games anymore. Expect we'll polished, expenaive, high production cost but uninspired games.
It's like if your mom went into game design
To be fair, they have expanded a lot on dungeon run since the original back in KnC. Rise of Shadows introduced Bob, unlockable hero powers and special effects in each chapter. Tombs of Terror had the unlockable treasues that were specific to each hero, which rewarded you for beating the plague lords with all the different heros (and excellent flavour when the jr. explorer upgrades to a senior one). Basically, replayability has been the best and most rewarding in the last two dungeon runs.
You say Blizzard is out of touch, but as far as I'm aware, people have been complaining about how Team 5 made one dungeon run after the other. They wanted the old adventures back, they said. So really, Blizzard just gave the people what they wanted.
It wouldve been interesting if they broke the mold and made a dungeon run that was gracefully pvp. Perhaps that you could store 1-3 winning decks of the highest difficulty and queue up to face other's creations.
Anyway this solo adventure so far sucks. Not motivated to play it at all. The decision was right not to jam another dumgeon run in a row down our throats but the idea to go backwards instead of in a new direction is disappointing.
’they people that talk about ‘replayability value’ must be the sadest losers out there
Wow... uhhh... we can tell somebody doesn't get art in general...
Games are an artform (I don't know how that can even be a debate), and part of being an artform is the ability to reexamine the work under different conditions.
If a film is only good if you don't know the twist ending, it doesn't have much rewatch value, and by extension, lacks a lot of the good qualities of a piece of art. Similarly, a game (pvp or pve) with no replay value lacks a lot of the important qualities for a good piece of art.
Or maybe you don't care about the art angle. Maybe we should look at the financial angle:
In fifty years time, all the servers will be shut down, and everybodies collections will be erased, and all the money spent on those collections will have been for naught. At that point, the only thing that will have mattered is the overall enjoyment per dollar spent, and by extension, we must ask whether replayability is indeed something that matters in that equation.
And in that line of thinking, I'd argue the person who paid money, or gold gotten from a time investment, for content that was only enjoyed once is the real 'loser' when it comes to pve content.
....
Honestly, the PvE content was some of the last content I was even remotely engaging with before I quit because it was at least interesting. Too often, the meta went stale too quickly to engage with PvP,and replayability of dungeon runs and all it's derivatives was the only thing keeping me tuned in. I wish the PvE content had more to it, but it just doesn't anymore, so I just stopped logging in, only popping in here from time to time because I like looking at discussions, in case something might grab my attention again.
What a giant text to explain why u aren't good on the game and why u kept playin against bots untill u burnout!
Dungeons runs have way more replay value, while linear adventures only have the challenge of using the cheapest deck to beat heroic. I enjoyed the class challenges as a budget player.
I cant stand those stupid dungeon runs. Maybe the first run is fun, but after that. No. It feels just shit if youre 6/8 and the next boss is a 100% counter to your deck type (thanks RNG), so you lose and have to start all over again. Especially first two bosses, so fucking boring. It seems like you dont get the idea of heroic adventures. The point is, you have to find out a certain strategy (well actually build a specific deck) for that boss. As its not a run, you can always concede, restart and so on and adjust your deck till you finally win. And I like that. If you think that you can kill a heroic boss just with a standard t1 netdeck and not trying to figure out a strategy, then jokes on you mate. I kekd so hard ayeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
For the most part, I prefer dungeon run style - but it'd be nice if they did *something* to shake them up a bit. Couldn't tell you how, but then, I'm not being paid to design it. :-P
I appreciate that they're doing something different - while the last few dungeon runs have all been quite good, by Tombs of Uldum things were getting quite repetitive.
What a giant text to explain why u aren't good on the game and why u kept playin against bots untill u burnout!
Good or bad, what ultimately matters is whether I enjoyed myself.
Was I bad? I topped out at rank 5, but I'd argue that's not really an achievement and the grind was too boring for me to do any better. I'm not the sort of person who likes PvP in general - much more interested in coop and puzzles than competition and ladders. Maybe I was and still am bad: but does that invalidate literally any of my points about enjoyment? Looking back in 30 years, will I say I enjoyed myself, even if I was bad at it? I think those are more important questions than oversimplifying it to 'lol ur just bad so you burnout'.
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While Galakronds awakening is ok, the replay ability is near zero, same as the other adventures. On normal, the decks are premade, so unless you REALLY like a specific fight mechanic, its a one and done thing.
On Heroic you make your own decks, but the bosses are so over powered that you have to make a meme tier deck that is the perfect counter just to win. Get utterly shit on by Avalanchan and his infinite amount of giants on your first go? So make a rogue deck thats nothing but hard removal, bounce/add to deck and Flik Skyshiv. Ta-DA, instant win as you utterly shit on his giants, and watch fatigue win you the game.
I already saw this post somewhere else and I agree
Yeah, I guess they reall wanted to make somethung different.
Blizzard has always been really out of touch and wasteful with recourses.
Instead of expanding on dungeon run, something people really enjoy, and throwing recourses at it - ((dungeon run could be expanded by a lot, see the game slay the spire, where they stole the idea.) They go back to adventures, which never really worked well, only beejng interesting because they're different to having only ladder.
But blizzard will never make revolutionary games anymore. Expect we'll polished, expenaive, high production cost but uninspired games.
It's like if your mom went into game design
Wow, interesting info, that people really enjoy dungeon run. How do you know that? Based on your opinion and posts like this one? Naxx was the best thing out there.
Many people don’t like RNG-based dungeon runs because it’s not fun to lose on the last boss because of bad luck and not being able to come back immediately.
All so called pve content is utter garbage
’they people that talk about ‘replayability value’ must be the sadest losers out there
無敵のゲルマン魂#2276
I don't agree. Imo the old adventures are worth play them again cause of the good story. I haven't played the new one up till now. But I would play the old ones again. I never ever wanna play this stupid rng fiesta called dungeon runs again. Up till now I just finished them with one hero. This gamemode is making me just angry cause of this stupid rng and op bosses. So I didn't finished them and I don't think I will ever do. Personally I love playing the good old adventure mode.
Dungeon run is one of the best thing in hearthstone. I prefere more complex dungeon run. Something like old Shalandar MTG. The worst thing is that replaybility is nearly zero.
I remember around the Rastakhan Rumble dungeon run that ppl starting crying about how much they missed and preferred adventures. Well here you go, dingbats, your downgraded solo adventure is back. Well, It's not as bad as puzzle lab at least.
I must be the only fucking person who liked the Puzzle Lab...
Click here to see my custom pirate adventure, The Treasures of VanCleef! https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/240766-expansion-competition-the-treasures-of-vancleef
Wow... uhhh... we can tell somebody doesn't get art in general...
Games are an artform (I don't know how that can even be a debate), and part of being an artform is the ability to reexamine the work under different conditions.
If a film is only good if you don't know the twist ending, it doesn't have much rewatch value, and by extension, lacks a lot of the good qualities of a piece of art. Similarly, a game (pvp or pve) with no replay value lacks a lot of the important qualities for a good piece of art.
Or maybe you don't care about the art angle. Maybe we should look at the financial angle:
In fifty years time, all the servers will be shut down, and everybodies collections will be erased, and all the money spent on those collections will have been for naught. At that point, the only thing that will have mattered is the overall enjoyment per dollar spent, and by extension, we must ask whether replayability is indeed something that matters in that equation.
And in that line of thinking, I'd argue the person who paid money, or gold gotten from a time investment, for content that was only enjoyed once is the real 'loser' when it comes to pve content.
....
Honestly, the PvE content was some of the last content I was even remotely engaging with before I quit because it was at least interesting. Too often, the meta went stale too quickly to engage with PvP,and replayability of dungeon runs and all it's derivatives was the only thing keeping me tuned in. I wish the PvE content had more to it, but it just doesn't anymore, so I just stopped logging in, only popping in here from time to time because I like looking at discussions, in case something might grab my attention again.
To be fair, they have expanded a lot on dungeon run since the original back in KnC. Rise of Shadows introduced Bob, unlockable hero powers and special effects in each chapter. Tombs of Terror had the unlockable treasues that were specific to each hero, which rewarded you for beating the plague lords with all the different heros (and excellent flavour when the jr. explorer upgrades to a senior one). Basically, replayability has been the best and most rewarding in the last two dungeon runs.
You say Blizzard is out of touch, but as far as I'm aware, people have been complaining about how Team 5 made one dungeon run after the other. They wanted the old adventures back, they said. So really, Blizzard just gave the people what they wanted.
Why? It is super unique and different from anything else so far, skill testing and good gamesense improvement overall, did people really dislike it?
No, you are not.
It wouldve been interesting if they broke the mold and made a dungeon run that was gracefully pvp. Perhaps that you could store 1-3 winning decks of the highest difficulty and queue up to face other's creations.
Anyway this solo adventure so far sucks. Not motivated to play it at all. The decision was right not to jam another dumgeon run in a row down our throats but the idea to go backwards instead of in a new direction is disappointing.
What a giant text to explain why u aren't good on the game and why u kept playin against bots untill u burnout!
While I do enjoy dungeon run type adventures more as well, I certainly prefer getting new cards between set.
Dungeons runs have way more replay value, while linear adventures only have the challenge of using the cheapest deck to beat heroic.
I enjoyed the class challenges as a budget player.
DJ
I cant stand those stupid dungeon runs. Maybe the first run is fun, but after that. No. It feels just shit if youre 6/8 and the next boss is a 100% counter to your deck type (thanks RNG), so you lose and have to start all over again. Especially first two bosses, so fucking boring. It seems like you dont get the idea of heroic adventures. The point is, you have to find out a certain strategy (well actually build a specific deck) for that boss. As its not a run, you can always concede, restart and so on and adjust your deck till you finally win. And I like that. If you think that you can kill a heroic boss just with a standard t1 netdeck and not trying to figure out a strategy, then jokes on you mate. I kekd so hard ayeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
For the most part, I prefer dungeon run style - but it'd be nice if they did *something* to shake them up a bit. Couldn't tell you how, but then, I'm not being paid to design it. :-P
I appreciate that they're doing something different - while the last few dungeon runs have all been quite good, by Tombs of Uldum things were getting quite repetitive.
Good or bad, what ultimately matters is whether I enjoyed myself.
Was I bad? I topped out at rank 5, but I'd argue that's not really an achievement and the grind was too boring for me to do any better. I'm not the sort of person who likes PvP in general - much more interested in coop and puzzles than competition and ladders.
Maybe I was and still am bad: but does that invalidate literally any of my points about enjoyment? Looking back in 30 years, will I say I enjoyed myself, even if I was bad at it? I think those are more important questions than oversimplifying it to 'lol ur just bad so you burnout'.