You're only doing one aide of the math, and then comparing it to level 50.
Assuming your example, 16 weeks of the minimum 11600 xp from quests is 185.600 xp
If we equate 3 wins per day to an average of 50 minutes of playtime a day for 112 days, that is 93.3 hours of play, which depending on the type of play can be 28000 - 37.333 more xp.
That will land you to level 54-56.
This is the math I used from out of cards:
That gives us a total of 14400 XP per week and a one time boost of 14800 XP. With us needing 196200 XP to get to 50, we can knock that down to 181400 XP after the completion of achievements. This lets us solve the rest easy.
181400 / 14400 (XP per Week) = 12.59 Weeks
With it taking just over 12 weeks, that's roughly 3 months or the full duration of the pass. So if you play an hour of Hearthstone a day and make sure you complete your quests and achievements each week, you'll definitely hit level 50 to get that sweet alternate hero prize.
Also - at levels 54-56 you would earn 600 - 900 gp. That makes the Rewards Track gold earnings = 6,150 - 6,450
With the old system in 16 weeks with the LEAST amount of returns and effort gold earnings = 6,870
You know what? F it im joining you guys too. If the reward system was like this since the start, I would propably have like 1/6 of my entire collection. I played a lot during the first week release and oh my god. I knew it was gonna be bad but I never thought THIS bad. It is legitemately near impossible to get gold. Since I played Duels mostly, even harder.
Playing this game for years. I had times where I didnt prepare much gold for expansions but this? Its a WHOLE new thing. I had 65 gold for a WEEK.
I was worried about Warlock...No. Warlock isnt the issue lads. Its the core. Its Hearthstone.
MY MATH AND NUMBERS MAY BE OFF I AM OPEN TO CORRECTIONS
Here is some of my own Math presuming you ONLY go for level 50 -
Well let's stop you right there to start with. Just doing your quests and literally nothing else will get you to level 56. Add in some reasonable level of play time as well and you're almost certainly looking at over level 60.
I touched upon the lvl 56 range of XP in an earlier reply to Bengalaas, not sure if you saw it. You are correct it is possible to get to lvl 56 in 16 weeks, I do not refute that point.
You also mention the aspect of reasonable level of play, the math being used in "most" scenarios is per hour. How are you personally determining "resasonable" play time?
Each person has a different amount of time they can (or choose) to dedicate to the game. So I am genuinely curious - this isn't an attack. As your input can affect the math.
You're only doing one aide of the math, and then comparing it to level 50.
Assuming your example, 16 weeks of the minimum 11600 xp from quests is 185.600 xp
If we equate 3 wins per day to an average of 50 minutes of playtime a day for 112 days, that is 93.3 hours of play, which depending on the type of play can be 28000 - 37.333 more xp.
That will land you to level 54-56.
This is the math I used from out of cards:
That gives us a total of 14400 XP per week and a one time boost of 14800 XP. With us needing 196200 XP to get to 50, we can knock that down to 181400 XP after the completion of achievements. This lets us solve the rest easy.
181400 / 14400 (XP per Week) = 12.59 Weeks
With it taking just over 12 weeks, that's roughly 3 months or the full duration of the pass. So if you play an hour of Hearthstone a day and make sure you complete your quests and achievements each week, you'll definitely hit level 50 to get that sweet alternate hero prize.
Also - at levels 54-56 you would earn 600 - 900 gp. That makes the Rewards Track gold earnings = 6,150 - 6,450
With the old system in 16 weeks with the LEAST amount of returns and effort gold earnings = 6,870
Read what you just pasted.
They say "3 months, or the full duration of the pass".
Expansions last 4 months, not 3, because there are 3 expansions in a 12 month year. 12 months ÷ 3 expansions = 4 months per expansion.
Maybe try doing your own math instead of relying on someone else to do it for you.
MY MATH AND NUMBERS MAY BE OFF I AM OPEN TO CORRECTIONS
Here is some of my own Math presuming you ONLY go for level 50 -
Well let's stop you right there to start with. Just doing your quests and literally nothing else will get you to level 56. Add in some reasonable level of play time as well and you're almost certainly looking at over level 60.
I touched upon the lvl 56 range of XP in an earlier reply to Bengalaas, not sure if you saw it. You are correct it is possible to get to lvl 56 in 16 weeks, I do not refute that point.
You also mention the aspect of reasonable level of play, the math being used in "most" scenarios is per hour. How are you personally determining "resasonable" play time?
Each person has a different amount of time they can (or choose) to dedicate to the game. So I am genuinely curious - this isn't an attack. As your input can affect the math.
As for reasonable amount of play, my Samsung Galaxy game app tracks play rates of over 70k players. The average play session for a user is currently at 1 hour 14 minutes per day. The average playtime of 70k users seems like it would be a good "reasonable" playtime.
I've played for a number of years. I have spent money on the game. There is nothing about this new expansion and game changes that are good. I have always enjoyed playing to build decks and make a strategy. If there are cards you can play which invalidate any strategy you have built with your decks and cards, what is the point in playing? The game has become a bad Tavern Brawl, but that only lasted a week.
MY MATH AND NUMBERS MAY BE OFF I AM OPEN TO CORRECTIONS
Here is some of my own Math presuming you ONLY go for level 50 -
Well let's stop you right there to start with. Just doing your quests and literally nothing else will get you to level 56. Add in some reasonable level of play time as well and you're almost certainly looking at over level 60.
I touched upon the lvl 56 range of XP in an earlier reply to Bengalaas, not sure if you saw it. You are correct it is possible to get to lvl 56 in 16 weeks, I do not refute that point.
You also mention the aspect of reasonable level of play, the math being used in "most" scenarios is per hour. How are you personally determining "resasonable" play time?
Each person has a different amount of time they can (or choose) to dedicate to the game. So I am genuinely curious - this isn't an attack. As your input can affect the math.
As for reasonable amount of play, my Samsung Galaxy game app tracks play rates of over 70k players. The average play session for a user is currently at 1 hour 14 minutes per day. The average playtime of 70k users seems like it would be a good "reasonable" playtime.
First, thank you for pointing out the issue – as my original post stated ||My math and numbers may be off I am open to corrections||
Thank you for the average play time, I wasn’t sure how/where to get that.
-
As for the 3 month vs 4 month aspect that still doesn’t detract from the weekly XP gains from quests and achievements as was listed, it just changes the amount of time left after reaching level 50.
A player can still earn 14400 xp per week – and an additional one time 14800 xp boost.
At 12.59 weeks (round to 12 weeks considering the 14 minute addition) that leaves 4 weeks left to earn XP over and above the minimum requirement (lvl 50).
Which still leads to the same theory as before: 16 weeks with the old system and the LEAST amount of effort would earn you 6,870 GP
And at level 50 with the new system would earn you 5,550 gp (again the LEAST amount of effort)
In order to equal the amount of gold earned with the new system you will need to play to level 69 This is based on the 150 gp earned every level past 50. (6,870-5,550 = 1,320) (1,320/150=8.8)
The XP difference from 50 – 69 is 83,300. (279,500-196,200=83,300) At the rate of 14400 xp per week that means it would take 6 weeks. (83,330/14400 = 5.78472)
We have a 4 week window from hitting level 50 again presuming you do so in 12 weeks. If my numbers are still accurate enough then that means a 2 week difference or that of 300gp.
Now this isn't quite accurate because there are also xp rewards for some achievements, so you will actually get a bit further, but unfortunately I don't have an accurate number for this (it will probably get you a few more levels, but nothing groundbreaking).
I hoped the new progression system would make the game more casual / less grindy. It doesn't feel like it.
These calculations conclude that, if we add the non-gold rewards, you get rewarded about the same as with the old system. What often gets neglected is that in the old system we only did daily quests, and now we must also do weekly ones to break even. I have to reroll weekly quests for days to get the ones I want because so many are tied to specific cards or game modes I don't play. I'm not interested in battlegrounds yet I got the battlegrounds quest every week so far. Tried duels, didn't like it, don't give me quests for duels. Many people complain about the arena quest, I don't mind it because I like arena, but I know how they feel.
My suggestions to partially reform the new progression system from the perspective of a filthy f2p casual: - Remove all specific quests. Anything that asks you to play this type of card X times, this hero Y times or that game mode Z times. The best quests are the one that require to deal damage, destroy minions, take turns because you can do them however you like. - Add more quest slots. 3 daily quest slots is already too few. Maybe some people only like to play on weekends, maybe someone takes a trip... And with weekly quests it's even worse because you can't transfer them to the next week without loss. Even better, just remove weekly quests completely, allocate the slots to daily quests (6 total) and increase XP per quest to compensate.
No wonder the average play time increases while the player base shrinks when Hearthstone is chasing away casual players.
One thing I like about the new system is that arena grants XP for games played unlike the old system where arena players were denied 10 gold per 3 wins. edit: Another thing I like is free arena tickets because it introduces new players to arena. I get that some players would rather have 150 gold, for me a ticket is as good as gold. I understand that this is a very subjective personal opinion.
I have a quick question in all these calculations. Why are you all only counting the gold rewards of the new system?
We get three packs of the latest set in the first few levels, when it matters, two Tavern Tickets that are worth at least one card pack each, redeemable whenever you choose, we get a couple of free cards and finally a few packs from older sets that, at worst, are worth a good amount of dust.
These rewards get overlooked, but most of them are meaningful regardless of the game mode each of us plays.
I have a quick question in all these calculations. Why are you all only counting the gold rewards of the new system?
We get three packs of the latest set in the first few levels, when it matters, two Tavern Tickets that are worth at least one card pack each, redeemable whenever you choose, we get a couple of free cards and finally a few packs from older sets that, at worst, are worth a good amount of dust.
These rewards get overlooked, but most of them are meaningful regardless of the game mode each of us plays.
The initial card packs were a substitute for the new set event quests we usually get as a bonus. The tavern tickets are worth about 100g (probably a bit more), which is the average reward for leveling up.
Main thing I don't see people counting in these calculations is the bonus legendaries we get from the leveling up. Usually we get one legendary (in this expansion Silas) -- but we got a bonus legendary at the start of the track, and then we get another one at level 25.
Like the system is honestly about the same when you tally in the weekly quests and XP per hour, but it *is* overall a little worse. I'm not sure if the extra free legendaries make up for that or not (they're hard to value) but it shouldn't be worse.
Yeah, Blizzard has gotten extremely greedy I feel in the past couple of years. After DMF, I'm not pre-ordering any expansions until I'm happy with the game again. Probably only going to be playing Battlegrounds and Duels, despite the fact that you can only complete most quest in Ranked. You should be able to complete every quest in every mode. The game is getting far too expensive. They need to fix it, and bad.
Like the system is honestly about the same when you tally in the weekly quests and XP per hour, but it *is* overall a little worse. I'm not sure if the extra free legendaries make up for that or not (they're hard to value) but it shouldn't be worse.
If you math it out (and I know this thread is so in love with math as long as it supports the point they wanted to make anyway) it works out that a random legendary is worth the same as about 6-8 packs depending on your play patterns, how much you value 'off-meta' cards and how complete your collection is or is expected to be.
Disclaimer - I am not trying to prove anything, I am just trying to provide context between the old system and the new system
Since a number of people are bringing up the free packs and legendary as part of the Reward Track. Which I had not added in, as I was only looking at gold gain, gold gain which was used by many to increase overall ROI on playtime as well as to store up for purchasing more packs when the next expansion comes out.
Here is some additional math.
-
Packs are of course worth 100g
Dusting a pack of cards gets a minimum 40 (4 common + 1 rare)
Crafting cost for legendary is 1600 dust or 40 packs with the minimum amount of dust.
Which equates to 4000gp (using this math for the post as I work with worst case scenarios also why I stick with 50gp quests as a base)
Now, you are more likely to get a variable amount of dust over time when opening packs and from a multitude of sites it looks like the average is 100 dust from packs.
This now pushes the value of a legendary to only 16 packs or 1600gp
-
I would like to point out, that I am not here to say the Rewards Track is better or worse I am merely trying to provide context to what is gained from the New system Vs the Old system.
And math is the best tool (at this point) to showcase the differences.
TL;DR of the math I have seen so far only using 122 days played not taking into account amount of time 'supposedly' needed to reach certain benchmarks :
Minimum effort old system = 10,870gp (6,870gp through play + legendary from expansion release) Minimum effort new system = 14,850 (5,550 + 13 packs + legendary from rewards track + legendary from expansion release)
Maximum effort old system = 22,300 (6,100gp from 50gp quests + 12,200 from 100gp win cap + legendary (ER)) Maximum effort new system = 24,300 (15,000 gp from leveling +13 packs + legendary (ER) + Legendary (RT))
(p.s. I have been doing this research in my spare time at work, so it's not as neat and detailed as in the link I provided above)
Disclaimer - I am not trying to prove anything, I am just trying to provide context between the old system and the new system
Since a number of people are bringing up the free packs and legendary as part of the Reward Track. Which I had not added in, as I was only looking at gold gain, gold gain which was used by many to increase overall ROI on playtime as well as to store up for purchasing more packs when the next expansion comes out.
Here is some additional math.
-
Packs are of course worth 100g
Dusting a pack of cards gets a minimum 40 (4 common + 1 rare)
Crafting cost for legendary is 1600 dust or 40 packs with the minimum amount of dust.
Which equates to 4000gp (using this math for the post as I work with worst case scenarios also why I stick with 50gp quests as a base)
Now, you are more likely to get a variable amount of dust over time when opening packs and from a multitude of sites it looks like the average is 100 dust from packs.
This now pushes the value of a legendary to only 16 packs or 1600gp
-
I would like to point out, that I am not here to say the Rewards Track is better or worse I am merely trying to provide context to what is gained from the New system Vs the Old system.
And math is the best tool (at this point) to showcase the differences.
-TL;DR of the math I have seen so far only using 122 days played not taking into account amount of time 'supposedly' needed to reach certain benchmarks :
Minimum effort old system = 10,870gp (6,870gp through play + legendary from expansion release) Minimum effort new system = 14,850 (5,550 + 13 packs + legendary from rewards track + legendary from expansion release)
Maximum effort old system = 22,300 (6,100gp from 50gp quests + 12,200 from 100gp win cap + legendary (ER)) Maximum effort new system = 24,300 (15,000 gp from leveling +13 packs + legendary (ER) + Legendary (RT))
(p.s. I have been doing this research in my spare time at work, so it's not as neat and detailed as in the link I provided above)
I don't need to see your fancy "math" or listen to your "logic" or "reason": all you need to know is Bli$$ard greedy. Big corporation bad. Little guy get screwed. Players of the world unite. You have nothing to lose but your chains. /s
Seriously, thanks for the work you've put in on this. If only others actually thought instead of spewed a bunch of neo-Marxist crap.
Happy to say that people seem to be standing firm against this corporate greed this time. Just a few days since expansion released yet my friends list, normally brimming with hearthstone players had just one on last night.
The majority of my friend list is hearthstone players so this is quite telling.
Has anyone else noticed this on their own lists?
Everyone says it’s not paying money that will hurt Blizzard the most, but I disagree. I think merely not playing at all until they fix it will help the exact same cause. I know for certain they have gone too far this time. Never seen so many angry and negative comments from so many in all the years since release!
So, who's bought the new Give C'Thanks Bundle then? Remember, it's a limited-time offer!
If you look at gold for 3 wins vs the new XP for playing a game, you are correct, you earn less gold. But who the hell earns gold at the rate of 30 wins per 100 gold? Daily quests are worth more now than when they gave gold and quests give the vast majority of rewards. The outrage over the battlepass is unjustified, people just want something to be mad about because the world if in disarray due to COVID.
lol this is not true quest is worth 50% in gold now compared to befor
Rollback Post to RevisionRollBack
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This is the math I used from out of cards:
That gives us a total of 14400 XP per week and a one time boost of 14800 XP. With us needing 196200 XP to get to 50, we can knock that down to 181400 XP after the completion of achievements. This lets us solve the rest easy.
181400 / 14400 (XP per Week) = 12.59 Weeks
With it taking just over 12 weeks, that's roughly 3 months or the full duration of the pass. So if you play an hour of Hearthstone a day and make sure you complete your quests and achievements each week, you'll definitely hit level 50 to get that sweet alternate hero prize.
Also - at levels 54-56 you would earn 600 - 900 gp. That makes the Rewards Track gold earnings = 6,150 - 6,450
With the old system in 16 weeks with the LEAST amount of returns and effort gold earnings = 6,870
Cute, ineffective, but cute.
Ahahahah good one Blizzard, you almost got us with this one 😂😂
You know what? F it im joining you guys too. If the reward system was like this since the start, I would propably have like 1/6 of my entire collection. I played a lot during the first week release and oh my god. I knew it was gonna be bad but I never thought THIS bad. It is legitemately near impossible to get gold. Since I played Duels mostly, even harder.
Playing this game for years. I had times where I didnt prepare much gold for expansions but this? Its a WHOLE new thing. I had 65 gold for a WEEK.
I was worried about Warlock...No. Warlock isnt the issue lads. Its the core. Its Hearthstone.
Gentleman, we need to
MAKE HEARTHSTONE GREAT AGAIN
Might be a good idea to change wild expansions guaranteed open cards you don't have regardless of rarity.
I touched upon the lvl 56 range of XP in an earlier reply to Bengalaas, not sure if you saw it.
You are correct it is possible to get to lvl 56 in 16 weeks, I do not refute that point.
You also mention the aspect of reasonable level of play, the math being used in "most" scenarios is per hour. How are you personally determining "resasonable" play time?
Each person has a different amount of time they can (or choose) to dedicate to the game. So I am genuinely curious - this isn't an attack. As your input can affect the math.
Cute, ineffective, but cute.
Read what you just pasted.
They say "3 months, or the full duration of the pass".
Expansions last 4 months, not 3, because there are 3 expansions in a 12 month year. 12 months ÷ 3 expansions = 4 months per expansion.
Maybe try doing your own math instead of relying on someone else to do it for you.
As for reasonable amount of play, my Samsung Galaxy game app tracks play rates of over 70k players. The average play session for a user is currently at 1 hour 14 minutes per day. The average playtime of 70k users seems like it would be a good "reasonable" playtime.
I've played for a number of years. I have spent money on the game. There is nothing about this new expansion and game changes that are good. I have always enjoyed playing to build decks and make a strategy. If there are cards you can play which invalidate any strategy you have built with your decks and cards, what is the point in playing? The game has become a bad Tavern Brawl, but that only lasted a week.
I want Blizzard to see this. Nice one mate.
First, thank you for pointing out the issue – as my original post stated
||My math and numbers may be off I am open to corrections||
Thank you for the average play time, I wasn’t sure how/where to get that.
-
As for the 3 month vs 4 month aspect that still doesn’t detract from the weekly XP gains from quests and achievements as was listed, it just changes the amount of time left after reaching level 50.
A player can still earn 14400 xp per week – and an additional one time 14800 xp boost.
At 12.59 weeks (round to 12 weeks considering the 14 minute addition) that leaves 4 weeks left to earn XP over and above the minimum requirement (lvl 50).
Which still leads to the same theory as before:
16 weeks with the old system and the LEAST amount of effort would earn you 6,870 GP
And at level 50 with the new system would earn you 5,550 gp (again the LEAST amount of effort)
In order to equal the amount of gold earned with the new system you will need to play to level 69
This is based on the 150 gp earned every level past 50. (6,870-5,550 = 1,320) (1,320/150=8.8)
The XP difference from 50 – 69 is 83,300. (279,500-196,200=83,300)
At the rate of 14400 xp per week that means it would take 6 weeks. (83,330/14400 = 5.78472)
We have a 4 week window from hitting level 50 again presuming you do so in 12 weeks.
If my numbers are still accurate enough then that means a 2 week difference or that of 300gp.
Does this seem more appropriate?
Cute, ineffective, but cute.
The math should be fairly straightforward. If you do all your quests for 17 weeks, that's 221,000xp. If you play for an hour a day (if not, adjust as appropriate), that's 400xp per hour multiplied by 122 days = 48,800 xp. Add the two together you get roughly 270,000xp. Look that up against the xp table (e.g. https://outof.cards/hearthstone/2200-the-rewards-track-how-long-to-get-to-level-50-644000-experience-required-to-get-to-level-150) and you will see what level you get to (in this case 67).
Now this isn't quite accurate because there are also xp rewards for some achievements, so you will actually get a bit further, but unfortunately I don't have an accurate number for this (it will probably get you a few more levels, but nothing groundbreaking).
The only cancer in Hearthstone is its community.
I hoped the new progression system would make the game more casual / less grindy. It doesn't feel like it.
These calculations conclude that, if we add the non-gold rewards, you get rewarded about the same as with the old system. What often gets neglected is that in the old system we only did daily quests, and now we must also do weekly ones to break even. I have to reroll weekly quests for days to get the ones I want because so many are tied to specific cards or game modes I don't play.
I'm not interested in battlegrounds yet I got the battlegrounds quest every week so far. Tried duels, didn't like it, don't give me quests for duels. Many people complain about the arena quest, I don't mind it because I like arena, but I know how they feel.
My suggestions to partially reform the new progression system from the perspective of a filthy f2p casual:
- Remove all specific quests. Anything that asks you to play this type of card X times, this hero Y times or that game mode Z times. The best quests are the one that require to deal damage, destroy minions, take turns because you can do them however you like.
- Add more quest slots. 3 daily quest slots is already too few. Maybe some people only like to play on weekends, maybe someone takes a trip... And with weekly quests it's even worse because you can't transfer them to the next week without loss. Even better, just remove weekly quests completely, allocate the slots to daily quests (6 total) and increase XP per quest to compensate.
No wonder the average play time increases while the player base shrinks when Hearthstone is chasing away casual players.
One thing I like about the new system is that arena grants XP for games played unlike the old system where arena players were denied 10 gold per 3 wins.
edit: Another thing I like is free arena tickets because it introduces new players to arena. I get that some players would rather have 150 gold, for me a ticket is as good as gold. I understand that this is a very subjective personal opinion.
I have a quick question in all these calculations. Why are you all only counting the gold rewards of the new system?
We get three packs of the latest set in the first few levels, when it matters, two Tavern Tickets that are worth at least one card pack each, redeemable whenever you choose, we get a couple of free cards and finally a few packs from older sets that, at worst, are worth a good amount of dust.
These rewards get overlooked, but most of them are meaningful regardless of the game mode each of us plays.
The initial card packs were a substitute for the new set event quests we usually get as a bonus. The tavern tickets are worth about 100g (probably a bit more), which is the average reward for leveling up.
Main thing I don't see people counting in these calculations is the bonus legendaries we get from the leveling up. Usually we get one legendary (in this expansion Silas) -- but we got a bonus legendary at the start of the track, and then we get another one at level 25.
Like the system is honestly about the same when you tally in the weekly quests and XP per hour, but it *is* overall a little worse. I'm not sure if the extra free legendaries make up for that or not (they're hard to value) but it shouldn't be worse.
Yeah, Blizzard has gotten extremely greedy I feel in the past couple of years. After DMF, I'm not pre-ordering any expansions until I'm happy with the game again. Probably only going to be playing Battlegrounds and Duels, despite the fact that you can only complete most quest in Ranked. You should be able to complete every quest in every mode. The game is getting far too expensive. They need to fix it, and bad.
If you math it out (and I know this thread is so in love with math as long as it supports the point they wanted to make anyway) it works out that a random legendary is worth the same as about 6-8 packs depending on your play patterns, how much you value 'off-meta' cards and how complete your collection is or is expected to be.
The only cancer in Hearthstone is its community.
Disclaimer - I am not trying to prove anything, I am just trying to provide context between the old system and the new system
Since a number of people are bringing up the free packs and legendary as part of the Reward Track. Which I had not added in, as I was only looking at gold gain, gold gain which was used by many to increase overall ROI on playtime as well as to store up for purchasing more packs when the next expansion comes out.
Here is some additional math.
-
Packs are of course worth 100g
Dusting a pack of cards gets a minimum 40 (4 common + 1 rare)
Crafting cost for legendary is 1600 dust or 40 packs with the minimum amount of dust.
Which equates to 4000gp (using this math for the post as I work with worst case scenarios also why I stick with 50gp quests as a base)
Now, you are more likely to get a variable amount of dust over time when opening packs and from a multitude of sites it looks like the average is 100 dust from packs.
This now pushes the value of a legendary to only 16 packs or 1600gp
-
I would like to point out, that I am not here to say the Rewards Track is better or worse I am merely trying to provide context to what is gained from the New system Vs the Old system.
And math is the best tool (at this point) to showcase the differences.
As such I have to give credit to someone who did a hell of a lot more in-depth look into this than I did
https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/245719-math-old-vs-new-reward-system-updated
-
TL;DR of the math I have seen so far only using 122 days played not taking into account amount of time 'supposedly' needed to reach certain benchmarks :
Minimum effort old system = 10,870gp (6,870gp through play + legendary from expansion release)
Minimum effort new system = 14,850 (5,550 + 13 packs + legendary from rewards track + legendary from expansion release)
Maximum effort old system = 22,300 (6,100gp from 50gp quests + 12,200 from 100gp win cap + legendary (ER))
Maximum effort new system = 24,300 (15,000 gp from leveling +13 packs + legendary (ER) + Legendary (RT))
(p.s. I have been doing this research in my spare time at work, so it's not as neat and detailed as in the link I provided above)
Cute, ineffective, but cute.
I don't need to see your fancy "math" or listen to your "logic" or "reason": all you need to know is Bli$$ard greedy. Big corporation bad. Little guy get screwed. Players of the world unite. You have nothing to lose but your chains. /s
Seriously, thanks for the work you've put in on this. If only others actually thought instead of spewed a bunch of neo-Marxist crap.
So, who's bought the new Give C'Thanks Bundle then? Remember, it's a limited-time offer!
lol this is not true quest is worth 50% in gold now compared to befor