The game is remarkably generous, and everyday players can easily collect all the cards from each expansion that will regularly see play on ladder, apart from a few legendaries, entirely for free. This site has a thread for people who want to exploit the "Play a Friend" Quest. It's currently on its fourth or fifth iteration - each previous iteration boasted anywhere from 10K to 50K contributions. I've been to a few Fireside Gatherings, and have about thirty friends, and I get two or three PaF requests each week. About 10ish each month, for an extra 800ish gold. If nothing else, posting on the PaF thread is as easy as bitching about the prohibitive cost of entry, but over time it provides a return on investment. It isn't too difficult for an everyday player to earn 3000 gold each month, playing only 5-10 games each day, once a person makes the effort to mine the PaF quest. That's about 120 free packs for each expansion - you'll get all the commons, all the "playable" rares, and after dusting duplicates, golds, and junk epics and legendaries, you'll have all the "playable" epics and three or four good legendaries. Blizzard has started giving players a few free legendaries for each expansion, if you include the "10-pack guaranteed legendary" - with Marin, we'll be getting three for the upcoming set. We get another 50 packs each year from TBs, free chests for monthly laddering, and a bunch of free stuff from the new events which BB has begun pushing since he became the HS Overlord late last year. Altogether, it's well over 2,000 free cards each year. For people who don't play everyday, thirty quests can be cleared in as few as ten days each month - folks playing the game less often than that probably don't enjoy the game nearly enough to honestly care about how much free stuff they do or don't get.
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Haussenfuss posted a message on Is this a joke? HS expensive costs.Posted in: General Discussion -
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NightCrawl3r posted a message on Aya Black, Malf Pestilent, Fandral: best way to get them?Posted in: Card DiscussionDruid DK has a 1/9 chance of being dropped from the KFT adventure prologue if you haven't done it yet
Otherwise Aya drops from MSG packs; Druid DK drops from KFT packs; Fandral drops from Old Gods packs. You can try opening those and getting lucky. You should consider crafting them instead if you already own or don't need the other cards from their expansion
Since it looks like you're trying to build a jade druid, I'll mention that the most important legendary for the deck is Aya. The other two can be cut, especially if the rest of the deck is a build with low synergy with them
It's also worth mentioning that MSG and Old Gods is rotating out of standard early next year while KFT is rotating in 2019
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Shaveyou posted a message on The Two Legendary SystemPosted in: Fan CreationsAs of KotFT, the last two expansions have featured 2 class legendaries, with less neutral legendaries. I'm not sure if a reason has been given for this, but my guess is it's due to two reasons:
1) More class identity. Having less neutral legendaries reduces the chance of another Dr.Boom scenario, where a neutral legendary finds it's way into a majority of decks. This strengthens the feel of each class, and makes them feel different to play.
2) Money. By having less neutral legendaries, it means more dust is needed to create netdecks, as more class legendaries are used, as opposed to neutral legendaries that can fit in any deck. The only neutral that has seen play in several classes in KotFT is the Lich King, while none really got a really high level of use in Un'Goro. Therefore, players buy more packs, which generates more revenue.
So, it is my belief that Blizzard will continue this trend moving forwards, and have 2 x class legendaries for the foreseeable future. However, in what shape they will appear. Having had Quests and Death Knights, I wanted peoples opinion on what they would like to see going forward, partly out of curiosity, and partly in relation to a personal project. The possibilities I can think of are:
(Warning, any examples provided have been thought up over the course of about 5 seconds, and are not balanced at all. They are there to clarify ideas, not as an example of what I would like to see in game.)
1) Two Minions
Examples:
Everyone knows what a Legendary minion should entail. A relatively unique effect, to either inspire a new deck type, or bolster an existing one. Ideally, the two legendaries should promote different playstyles/decktypes
Pros - Better chance of classes getting a good, playable legendary
Cons - Appears more of a cash grab than any other option, not exactly imaginative
2) Quests
Examples:
The quests did reasonably well, with Warrior, Priest and Mage seeing play, and Rogue being broken enough to warrant a nerf. Druid is also seeing a bit more play with Ultimate Infestation, just held back by the other, stronger druid archetypes. Only Warlock and Paladin was really dismissed as being complete trash. If this was the direction, I would personally like it to be after, or close to Un'Goros rotation, and have quests that differ wildly to the existing ones.
Pros - Already proven to be effective, and not generally hated as long as they're reasonably balanced.
Cons- Need time to let Un'Goro rotate, otherwise we could be expecting a quest every year,
Alternate Heroes
Examples:
With KotFT, we saw every class get a upgraded hero option, which previously has practically been exclusive to Warlock, with Lord Jaraxxus, unless you really want to count Majordomo Executus. (Lets not. Please?) This has the benefit of being able to translate in various different ideas, such as demonic heroes, or entirely different heroes altogether.
Pros - Most DK's have seen some play, with varying success. Only Warrior has been seen as a complete failure.
Cons - Way too soon after KotFT. Once again, if this was to be something we saw every two years, I can see it working. If it was seen every expansion, people would hate it.
Weapons:
Examples:
Arguably, we already have two legendary weapons in the form of Frostmourne and Ashbringer. However, we do not yet have any collectable legendary weapons. While it is feasible, it raises new issues. Imagine if legendary weapons were introduced, and Mage, Druid and Hunters weapons saw heavy play. Suddenly weapon tech is potentially viable against every class, with high viability against 7 classes (in this example). Weapon tech floods the ladder, making it difficult for those classes that use weapons as their standard identity. It is possible that you could make weapons indestructible, but then, if the Lich King can be turned into a frog by Hex, why couldn't (INSERT WEAPON) being destroyed by an ooze.
Pros - New idea, not previously used, has the potential to create new archetypes
Cons - could cause a heavy surge in weapon tech, leading to certain classes being at a disadvantage, creating an unequal playing field.
Artifacts
Examples:
So, taking the idea of legendary weapons, but trying to preempt a weapon tech surge. Artifacts would start the game by breaking, and shuffling into your deck. You would then have to draw through your deck, uncover each piece (which kills a draw), and add it to your hand. When you have all pieces, an animation would show of the weapon forming, and it would be added to your hand. As a reward for this, the weapons would be stronger, and indestructible by weapon tech.
Pros - keeps pros of legendary weapons, but avoids the cons
Cons - The need to draw them would put certain classes, such as Hunter, at a disadvantage due to their difficulty in drawing cards quickly.
Spells:
Examples:
I've seen the idea of making existing spells, such as Ultimate Infestation and Innervate into legendaries, allowing for powerful spells, but only being able to have one of them in the deck. With animations, and unique and strong effects, legendary spells could definitely feel special.
Pros - Would allow strong, interesting and unique spells to find a place without as many community issues.
Cons - A reasonable amount of the community would likely take issue with the strong, swingy nature that high cost, high value spells would take.
Requirement Spells:
Examples:
A possible swerve to powerful legendary spells could be forcing requirments on them. This way, it wouldn't be a case of putting a powerful spell in the deck, but rather, building a deck to support this powerful spell. This would hopefully limit the strength overall, while still having that powerful effect
Pros - Less community backlash from OP spells, more options for later balancing in case something is shown to be broken, more deck design input, rather than having a strong spell that is run in every deck type for that class.
Cons - Quest like issues. If the deck required to support it isn't good enough, it doesn't matter how good the spell is, it won't be played.
Overall, what would you like to see going forwards? If you have any other ideas, please let me know.
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gabugga posted a message on Jade Druids and Pirate Warriors still? Really?Posted in: General DiscussionPosts about jade druids and pirate warriors still? Really?
I mean this is seriously getting annoying. How can people still enjoy making the same posts for 10 months without ever stopping? I get bored of the same posts within 5 minutes.
They are ruining the forum. It's getting boring for other posters too. I literally know what they are going to say before they even post it. I just can't comprehend the fact that someone is so salty to be doing the same post every single day for 10 months and still want to complain about it.
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jainaishot posted a message on The glorification of stupidity the real ''cancer'' of the game and it might kill it in the long run.Posted in: General DiscussionHello there beautiful people,as i had some days off i played as much as i could to reach at least rank 5.The goal was achieved yesterday and while i had a couple of hours to continue to reach once more the legend rank ,i couldn't bring my self to play a single extra ranked game.So i thought how did this game become so unfun?Is it because of pirates?Is it because of aggro?After a couple of beers with my friends(we were gaming together since kids/the glorious wow days :3) we reached to the obvious conclusion we already knew.The game has become unfun because it became TOO simple.
Let's just think about it,the strong points of hearthstone when it was released: One was the beloved wow lore and two that it was easy to learn hard to master.It didn't have the complexity of other ccgs but it was rewarding to master a deck.However for a long time now has become a coin flip and it's not aggro's fault.Before the pirates,was midrange shaman,before that was combo druid(was ok at release but became broken with sticky minions) and secret pala,before that was undertaker hunter and so on.What all those deck have in common is that they are/were too easy for their effectiveness not their archetype,
The simplification of the game doesn't stop to the ''cancer'' decks but all archetypes have been simplified to an appaling degree.Control decks like jade decks just spamm jades,aggro decks either fload the board or they point face and even non braindead decks like miracle rogue ,renolock and renomage are a mere shadow of handlock,freeze mage and old miracle/oil rogue,Everything in the game has been simplified so it can become pleb friendly.For a game to be inviting to casual players is good but to punish the invested players for commercial purposes is bad.What is mindblowing is that the vanilla hearthstone had more depth than now.With the addition of new cards it became simpler and simpler because of design choices,the forced deckbuilting etc,
For a long time now the difference between a scrub and pro when both are playing tier 1 ''cancer''is a mere 15% at best winratio.This is bad for the future of the game.Why?You might ask.Well that's because the plebs are plebs and they just follow the trend.When a game loses it's character for the sake of populairity it loses what it made it interesting in the first place.Then the old/hardcore players search for a new one.As a result a new game becomes the trend,the plebs follow the new trend and so on.
Since i know some of you won't bother read the entire text wall i will summarize here
A game becomes too simple to satisfy the plebs->invested players are pissed->invested players look for a new game->
a new game becomes popular->the plebs follow the trend->after a time the old game dies.
Ok ok i know since it's a blizzard's game it will propably never trully die because of fanboys but it will become a shadow of what is now.
That's it!Props to anyone who bother to read it!What do you guys think?
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airalert3 posted a message on Blizzard doesn't care about high skill playersPosted in: General DiscussionIs this remotely surprising? Ever since Activision took over Blizzard every single game design decision has been focused on milking as much cash as possible out of a franchise, they greatly homogenized and simplified World of Warcraft and introduced legalized gold selling and buying levels, they launched Diablo 3 with a real money auction house, and ever since they realised the commercial viability of Hearthstone they've pushed the aggro curvestone theme as hard as possible to ensure many games are decided by turn 3 or 4 for the casual phone user.
The irony is, whilst their crude methods provide an an upfront cash injection to their business it greatly damages their product and reduces their lifespan. World of Warcaft subscription number have been in a freefall since Wrath to the point where they now won't even disclose official numbers, the outcry over the state of Diablo 3 on launch incredibly forced them to backtrack on their monetization of that game and damaged the reputation of the franchise, and with the growing unrest over the ActiBlizzard-enforced curvestone gameplay many pros will look to jump ship to other games and I predict Hearthstone to stagnate badly over the next 12-18 months.
What ActiBlizzard fail to realize, or simply don't care about, is that their merciless milking of each franchise alienates the original core audience and many of the high-level players, and those people turning their back on the game hurts the competitive scene and general community sentiment around the game. This negativity then filters down into the common masses who ActiBlizzard desperately gutted each franchise in order to cater for/extract money from, and eventually sends each game into a downward spiral. -
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kcregina posted a message on PC Gamer Article About HearthstonePosted in: General DiscussionI have rarely agreed more with someone:
http://www.pcgamer.com/whats-wrong-with-competitive-hearthstone/
What does everyone else think?
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TheImmondBeast posted a message on Yogg is the reason this game can't be taken seriouslyPosted in: Card DiscussionI never complained about Dr 7 or Shredder back then, the RNG was manageable.
Enter Yogg.
This card can make you win a game lost, all thanks to RNG. The problem is, this card is also played in "competitive" decks and tournaments; well, how on earth can you say "Gratz" to a player who just won a lost game only thanks to Yogg's RNG? This card is just plain dumb and a horrible design, I can't wait to see this aberration of a card rotating out of Standard, at least. Too bad it is going to plague Wild format forever.
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DarkShaman667 posted a message on Priest just had 2 sylvannus in his deck, bug or hack?Posted in: General DiscussionBlizzard needs to nerf Shifter Zerus, because it's confusing new players!
Just kidding. Read the Thread title and started laughing immediately: 2nd SylvANNUS ... like what an a**hole! XD
Thanks for making my day, good luck and have fun!
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RakshasaR posted a message on Infested TaurenPosted in: Infested TaurenI like how this card is as bad as Tauren Warrior.
Keep the Spirit of the Card alive!
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Putting even cost cards in an odd deck is not really the way to go...
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Yes, this has happened to me today and once before too.
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Battletag: GStone#2299Region: EUTrade Only?: Yes. You go firstDone.
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WPeople lets look at the situation here - maybe, just maybe, if you can:
Maybe its ok if this deck wins after completing all of the above. As stated above, its winrate is LOW, not high.
What does need fixing is the incredibly slow and annoying animation - THAT is what I think people are really salty about.
We have always had combo and OTK decks and I think they should be part of the game as long as they can be countered, and this deck can easily be countered.
OTK quest mage was much easier to pull off, with much better draw and stall tools and this level of outrage never happened.
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Just what this game needs, more random b.s.
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So far Corridor Creeper takes the cake.
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Battletag: GStone#2299Region: EUTrade Only?: Yes, you go firstDONE.
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I might be - and I HOPE I AM wrong, but this seems BROKEN A.F.
It still is too early to tell, a lot more cards to come out, and even then we need to see how the Meta settles, but still... seems very VERY broken!
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I find that between 120 and 140 packs in the past has been enough to get all cards and dust for almost all meta decks plus some fun decks.
If you are lucky and don't want feel you need to play ALL meta decks or any fun decks 100 should be more than enough.
That being said.....
I feel blizzard is trying to MILK THE COW more and more with 3 expansions this year and I have a feeling that the sneaky introduction Legendary spells making it 2 Legendaries per class this expansion will make a lot harder to make all viable decks if the 2 legendaries are mandatory for the archetype as it seems the future Discolock 2 legendaries will be - now if you are not lucky enough to get 2 class legendaries from packs to play the deck you want you will have to craft 2 per class!
Hope I'm wrong, but it looks like this game is getting more and more expensive (time and/or money) and I can only justify it if this expansion DOES bring some much needed balance to the META.
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Yes mate, Priests and Paladin have so many OP cards!
They COMPLETELY DOMINATE the meta right now!