This idea was before release and is no longer being discussed.
How I can imagine a reward system that doesn't force people to Dungeon Run:
DISCLAIMER: Blizzard would never go through the effort to actually create a points system. I would, Blizzard. I'll do it...
- After each run, players gain Run Points. These are not a currency, and can be calculated from many variables:
- The difficulty of the bosses; Harder the boss, more points for defeating it.
The value of the deck; Having a Flamestrike is worth a low amount of points while utilizing Demented Frostcaller can be worth more. The points per card will have to be really low, like 1, 2, or 3 points, as the longer you play the run, the more cards you have, and it's challenging to not scale exponentially. The points might have to be 0, 1, or 2.This idea, while sounding fair when coming up with it, did get counter-intuitive as folks mentioned later on. This just causes players to pick not-so-good cards to achieve more points. Not the goal of my points system.- The value of the passive chosen; Doubling your starting health could be all your warlock deck needs to never lose the game. Some passives will have more or less points.
- The value of the unique cards chosen; Same thing with Pyroblasting Randomly until someone dies. That one specifically may be worth a little more points than a few others, since it could kill you, but its also 10 mana "End the Game." which feels like you didn't do anything to actually end the game.
- The number of bosses defeated. This one is just a bonus reward for getting past 4 and 8. Off the top of my head, 15 points for getting past 4 and 40 points for defeating all 8.
- The class you used could have a point variable: Mages may be more successful (at everything) than, for example, paladins. This could be an alternative to having every single card be worth points -- instead, just make the classes worth points? Up to implementation.
- Once you're done with your run, you're awarded a total sum of the variables above as "Run Points." This is not a currency. THESE DO NOT STACK. If you were to play another Dungeon Run, you'll keep the Dungeon Run with the MOST Run Points (for example, you DR and make 168 points. Then you DR and make 145 points. You still have 168 on record. Then you DR and bank 202 points. Now you have 202 Run Points). If the points were to stack, then the only thing determining the Run Points Leaderboard would be who can get more games in, instead of who actually does better in the Run.
- At the end of 7 days, the Leaderboard is recorded. It is possible to look back on all Leaderboards to have existed just to see the standings in the past. At this time, each player when they log in will get a reward based on their placement:
- Placed between 5000 and 2001 ~=~ Arena 2 wins.
- Placed between 2000 and 501 ~=~ Arena 4 wins.
- Placed between 500 and 101 ~=~ Arena 6 wins.
- Placed between 100 and 4th ~=~ Arena 8 wins.
- Placed at 3rd or 2nd ~=~ Arena 10 wins.
- Placed at 1st ~=~ Arena 12 wins.
- What I believe this hopefully balanced system will do is encourage players to continousouly do Dungeon Runs at least once a week. This will not force players to ONLY do Dungeon Runs because players with more Run Points will have a tougher time getting a better score. If you want to keep running for the fun of it, no one will stop you. This system will not reward contstant play but simply your best play, and it wont reward it immediately, so you have to be patient.
- To counteract this system, they probably could make Dungeon Runs cost 150 gold per week. This is because Arena costs 150 gold per attempt and immediately rewards you with similar as the above. Making DRs cost 150 per week would enable Blizzard to feel like they got their money's worth for giving rewards every week, AND it'll allow players to pay their one instance of 150 for infinite replay-ability that week.
Obviously some numbers can change, and everyone likes having points in the thousands or 10 thousands, so its possible to just go crazy and multiply everything by 10, just so people can feel like their 8 win flawless game wasn't worth "only 150 points."
1
Okay it’s unfair to judge priest power before expansion (hell at least wait for all the cards are release)
1
well this card is Not where near Jade blossom levels of good but it looks like will be a sub for ramp druid its a slow ramp card
*this card would be interesting if it was gain a full mana crystal instead of empty one for its bad stat imo but one can never have everything i guess*
1
I don’t care man even if this card technically is just a single copy in my deck IM GONNA GO FULL WEAPON ROGUE BABY
also good interaction with Valera hollow making it able to be double or muplti later on
5
9mana 2/4 NOT LIKE THIS EVOVLE
-1
3 mana 2/2 lol
all jokes aside this could well with Quest priest and give more value and fasten the quest up and nzoth is okay with it to
also big priest could benefit using obsidian and follow up with this card
11
This is such a power creep card 4 4/5 with elemental tag and it has upside what more can you ask and you can even cheat out mana
2
okay this not a place where I'm gonna salt on jade Druid but rather a question on designing of this mechanic
okay so when I look a mechanic I tend to look at what card work best with, for example dragons work well with netherspite etc but don't work with like some other dragon like midnight drake because it doesn't benefit itself for it
but then you take a look at jade it feels kinda off rather than put card that work well with it you just put all the cards that in the set because guess what they ALL DO SAME THING and require NO THOUGHT AT ALL when playing it either deck building or on actual game seriously seem lame even if your winning games because there nothing thinking other than OH IM GONNA PLAY ANOTHER THIS TURN
like seriously I can even compare this to like discover and you still require you at least know what card to pick that could be useful
im not being salty or anything but is this mechanic really gonna stick around and still stay around in wild in future this post seem late but I feel like having a mechanic just base on a single effect seem like a sadtire
but then you may ask how would be rework maybe instead of fucking dinosaur 12/12 jades we can some buff each other or do something else with a new tag or some sort like ("jade" for the jade you play give a 2/2 buff) HONESTLY it's just wishful thinking it's never gonna happen hope rotations comes sooner also btw neft plz.(jk but still neft Druid more)
EDIT plz no hate thx
2
A card that on its on does a whirlwind effect at worse that cost double its mana Nah.
2
i don't think you know what are Nefts for
a deck that's has reasonable win rate (actually bad win rate ) needs a neft? I think the better question was is Mage too uninteractive
3
Feelsbadman