The premium track is terrible, definitely not worth playing for a few 'meh' skins and a bit of extra gold IF you grind wins past level 50.
Every other game like this has extra packs/gold/whatever unlocked by their premium track.
I won't be buying it though I usually buy everything. Really disappointed.
The free track is great though! Looking forward to choosing a hero skin. Can't decided if I take Rogue or Warlock (I had both those sets waaaay back in original WoW).
From what I've seen watching streams, I see no reason at all why I won't enjoy duels.
In duels there are much bigger power swings than the arena has due to the random nature of the stronger treasures (and some pick-only minions). You definitely can face some good cards/combos in the arena and will lose to them but it usually feels like you have a chance to overcome if you had a good start or can counter those bombs.
However, by mid-run in duels, you can start running into some treasure/hero combos that just make for complete non-games that feel like hitting a brick wall if you didn't similarly get lucky with your treasures.
I'm not saying you won't like it, just that it is significantly different than arena in this regard - power level and variance are both higher so be prepared for that or you may be frustrated with the experience, especially so once they start charging an entry fee for the heroic duel version.
I'm glad that Duels is actually a CCG format - and a singleton one at that - since Battlegrounds was an entirely different genre of trash mobile game shoehorned into the Hearthstone client for visibility.
That said Duels got boring fast and I think the mode needs more unique cards to keep things interesting. The slightly tweaked/buffed hero powers and one unique card per class then a bunch of random OP/shit treasure modifiers as you go through a run doesn't change the fundamental gameplay all that much from the constructed formats.
The heroes are also badly balanced so far but someone above said BG heroes have received a lot of tuning (I'll take your word for it) so hopefully, these will as well.
It is way too early to make any conclusions about Duels yet though, so I'd caution some of the posters above to slow down on the rush to judgment. Although I will be waiting a long time to play any more runs, I am not going to write the format off when it is still in such an early stage.
I think the problems with SA are less about the card's power level and more about the restriction of design space and heathstone's inherent limitation as a CCG without an interrupt phase causing the card to be a recurrent problem even while Mage as a class isn't seeing particularly high winrates or metashare.
Cards like SA and Evocation would be no issue in MTG but with Hearthstone the devs gotta ask themselves of every mage card they print - will this break the game with Sorcerer's Apprentice in play? What about in a more complex combo with SA and something else?
Will it make for the kind of funish but gimmicky and class-defining deck like Exodia mage or something mind-numbingly degenerate like Casino mage?
Clearly, they don't always get it right but have so far chosen to nerf other cards instead of SA and since it remains evergreen, it stands to reason it will continue to be a problem that limits the class and leads to card nerfs elsewhere.
i.e. I think SA is probably the reason mage has not had many low-cost spells printed or seen any real cantrip decks without restrictions like 'no minions' to avoid the kind of problems Evocation has caused in conjunction with SA while unfortunately excluding interesting cards like Chenvalla from play.
Personally, as a Mage main who loves low-cost spells and cantrip decks, I would happily trade away Sorcerer's Apprentice (a card I use in every deck) as it is now for a different version and expanded card and archetype possibilities for the class in the future.
They may be referencing the fact it will now avoid Skulking Geist effect but I don't see the change as a buff even in that case since Evocation was only occasionally problematic in Wild when played early to complete gate quest or pull some bullshit flamewalker combo on turn 3/4 with Apprentice out and Geist didn't stop those plays anyway at its cost.
This nerf won't really change Evo's usefulness as a late-game value play for control mage one way or another even if it will avoid being burned by that particular tech card (which is anyway kinda rare now that jade druid has fallen out of popular favor replaced by embiggen pirates or w/e weenie spam).
If you want a less cheese deck with nearly as good of performance that requires no legendaries, try a pure paladin secrets deck.
I'm at 79% WR over 60+ games up to legend rank with my own variant w/ sticky minions. More flexible, better vs. control, and less vulnerable to board clears than odd paladin.
0
The premium track is terrible, definitely not worth playing for a few 'meh' skins and a bit of extra gold IF you grind wins past level 50.
Every other game like this has extra packs/gold/whatever unlocked by their premium track.
I won't be buying it though I usually buy everything. Really disappointed.
The free track is great though! Looking forward to choosing a hero skin. Can't decided if I take Rogue or Warlock (I had both those sets waaaay back in original WoW).
0
I just posted an Odd Spell Damage Burn Shaman that I created inspired by this. Thanks for the deck, it got me to love spell Shaman.
0
In duels there are much bigger power swings than the arena has due to the random nature of the stronger treasures (and some pick-only minions). You definitely can face some good cards/combos in the arena and will lose to them but it usually feels like you have a chance to overcome if you had a good start or can counter those bombs.
However, by mid-run in duels, you can start running into some treasure/hero combos that just make for complete non-games that feel like hitting a brick wall if you didn't similarly get lucky with your treasures.
I'm not saying you won't like it, just that it is significantly different than arena in this regard - power level and variance are both higher so be prepared for that or you may be frustrated with the experience, especially so once they start charging an entry fee for the heroic duel version.
0
I'm glad that Duels is actually a CCG format - and a singleton one at that - since Battlegrounds was an entirely different genre of trash mobile game shoehorned into the Hearthstone client for visibility.
That said Duels got boring fast and I think the mode needs more unique cards to keep things interesting. The slightly tweaked/buffed hero powers and one unique card per class then a bunch of random OP/shit treasure modifiers as you go through a run doesn't change the fundamental gameplay all that much from the constructed formats.
The heroes are also badly balanced so far but someone above said BG heroes have received a lot of tuning (I'll take your word for it) so hopefully, these will as well.
It is way too early to make any conclusions about Duels yet though, so I'd caution some of the posters above to slow down on the rush to judgment. Although I will be waiting a long time to play any more runs, I am not going to write the format off when it is still in such an early stage.
3
I think the problems with SA are less about the card's power level and more about the restriction of design space and heathstone's inherent limitation as a CCG without an interrupt phase causing the card to be a recurrent problem even while Mage as a class isn't seeing particularly high winrates or metashare.
Cards like SA and Evocation would be no issue in MTG but with Hearthstone the devs gotta ask themselves of every mage card they print - will this break the game with Sorcerer's Apprentice in play? What about in a more complex combo with SA and something else?
Will it make for the kind of funish but gimmicky and class-defining deck like Exodia mage or something mind-numbingly degenerate like Casino mage?
Clearly, they don't always get it right but have so far chosen to nerf other cards instead of SA and since it remains evergreen, it stands to reason it will continue to be a problem that limits the class and leads to card nerfs elsewhere.
i.e. I think SA is probably the reason mage has not had many low-cost spells printed or seen any real cantrip decks without restrictions like 'no minions' to avoid the kind of problems Evocation has caused in conjunction with SA while unfortunately excluding interesting cards like Chenvalla from play.
Personally, as a Mage main who loves low-cost spells and cantrip decks, I would happily trade away Sorcerer's Apprentice (a card I use in every deck) as it is now for a different version and expanded card and archetype possibilities for the class in the future.
3
They may be referencing the fact it will now avoid Skulking Geist effect but I don't see the change as a buff even in that case since Evocation was only occasionally problematic in Wild when played early to complete gate quest or pull some bullshit flamewalker combo on turn 3/4 with Apprentice out and Geist didn't stop those plays anyway at its cost.
This nerf won't really change Evo's usefulness as a late-game value play for control mage one way or another even if it will avoid being burned by that particular tech card (which is anyway kinda rare now that jade druid has fallen out of popular favor replaced by embiggen pirates or w/e weenie spam).
Just my thoughts, cheers.
5
Sorcerer's Apprentice escapes again.
How many copies of Iceblock does she have? SMH
2
### PP secrets sticky budget
# Class: Paladin
# Format: Wild
#
# 2x (1) Autodefense Matrix
# 2x (1) Avenge
# 1x (1) Competitive Spirit
# 2x (1) Never Surrender!
# 1x (1) Noble Sacrifice
# 2x (1) Righteous Protector
# 2x (2) Hand of A'dal
# 2x (2) Shielded Minibot
# 2x (2) Shotbot
# 2x (3) Goody Two-Shields
# 2x (4) Consecration
# 2x (4) Keeper of Uldaman
# 2x (4) Lightforged Zealot
# 2x (5) Call to Arms
# 2x (6) Mysterious Challenger
# 2x (7) Lightforged Crusader
#
AAEBAb7jAwLIBNgUDtwDjA7qD6YVyRbjywL40gLY/gKOmgObrgOcrgONtgPKwQPK0QMA
#
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
This is the basic budget version. I sideboard a lot with meta and season changes.
Right now I'm -2 Keeper of Uldaman + 1 Sunkeeper Tarim, + 1 Murgur Murgurgle, - 1 Consecrate, +1 Avenging Wrath, -1 Lightforged Crusader, +1 Divine Fervor.
83% WR this season with my variant - undefeated by Razapriest.
4
If you want a less cheese deck with nearly as good of performance that requires no legendaries, try a pure paladin secrets deck.
I'm at 79% WR over 60+ games up to legend rank with my own variant w/ sticky minions. More flexible, better vs. control, and less vulnerable to board clears than odd paladin.
2
Elite Tauren Chieftain for sure....them RIFFFFS
1
FFS why is it that the SLOWER and dumber someone's plays are, the BETTER their RNG?
Never fails, particularly with discardlock players.
2
lol i get this reference >_<
0
+1 for having the guts to play Trick Totem, the only times I have seen it dropped, it blew up in the users face badly. XD
4
There are very few different decks played in top 200 and none of them are new.
It would be a pretty boring, content-devoid website if only the broken tier decks were posted.
Go back to standard guy.
1
What happened to this card? Was the AI behind it changed recently?
I never remember having so many problems with Zephrys offering zero viable picks 6+ months ago.
It seems to miss lethal, fail to offer silence or proper cost removal all the time now.
Zephrys is obviously still a good card or it can be good, it can also single-handedly throw you a loss on a play that should be an easy finisher.
It seems to be doing the latter more often since the most recent expansion.
I don't have this concern solely based on memory - my highlander statistics seem to suggest something has changed with a drop in performance.
Anyone else noticed this or have any insight into what might be going on?