Am i the only person on the planet who realizes the real reason why they're releasing it so long after the expansion launched is so they make more money/syphon out more gold from players by reducing the value you get from the 15 packs that come with the adventure?
Opening packs of a new expansion is worth way more than opening packs from the previous one since you mostly open cards you don't have and thus don't have to craft them, everyone knows that. The more cards from a set you own the less value you get from opening those packs.
Let's say they release the adventure when the expansion launches or soon after, if you plan to buy for example 30 packs and craft the stuff you don't open, you just get the adventure + an aditional 15 packs, done - you spent $40
No, I would expect everyone to intuit that it's a profit-driven decision. If you plan on buying the full adventure and you could do so and collect all 15 packs on launch day, who wouldn't then just do that and spend $20 less on card bundles? The other part of the equation which you didn't mention is player engagement--if they release the expansion a month after the card release, they will get a bump in activity, including some players who might otherwise stop playing ~3 weeks after the first release. It's their game; I believe they have a right to monetize it however they see fit so they can afford to keep developing and maintaining it.
As a comparison: I paid ~$25 back in April to see Avengers Endgame with my wife the weekend that it came out. Right now, we could rent Avengers Endgame for $5, or we could probably wait long enough to see it for free on cable (i.e., it would effectively cost us some portion of that cable bill). It's the same movie, and the only reason why it doesn't come straight to cable is because they are trying to make more profit from the people like me that don't want to wait. And because it is so profitable, they're able to finance more MCU movies with big stars / thoughtful script / great FX which I'll probably pay another $25 to see opening weekend. That's just the business model that movie production companies use; you can either accept it and patronize at whichever cost/wait tier that you're comfortable with or you can do something else with your free time.
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It's not an exact duplicate: you can attack heroes, you just can't attack again afterwards. You could, for example, attack 3 minions then face, or 2 minions then face, etc.
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But on the other hand, if you DO play regular HS (but don't want to pay real money and/or preorder) then you're down 25 packs worth of gold. How much gold did the perks used to cost in card packs last time around? Did you have to buy 25? If so then this is a pretty strong negative for those people
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I'm confused, do you mean the ones where you had to construct a deck from your collection? And didn't have the awesome passives etc etc etc?
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New Zealand is NZD$79.99/NZD$125.99 on Android
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Just some small corrections/comments here: trying to convince your customers to spend more money is what all salespeople in every field do for a living. And all marketers I suppose. It's the nature of retail. You are showing people that by spending more money you are getting more value, and therefore spending the money is good for both parties. This is normal, not unethical. Unethical behavior is trying to deceive people into thinking they'd be better off when they wouldn't, like payday lenders who prey on the needy, or people who market inaccurately. If Blizzard had marketed the big bundle as giving you a hero when you actually had a 1% chance to open one then you'd have a point. As it is, spending more gives you more packs, which you can, entirely at your discretion, turn into cards you want by dusting,, or open cards you want, etc.
That leads me to point two. Calling the system a "lootbox" system ignores a number of important points. Firstly the dust system; the more packs you open, you are GUARANTEED to eventually get the cards you want because you can dust the cards you get and make the card you want. Sure, we can argue on the value, but the analysis here was done entirely on dust value (and yes there is variance but eventually you will get to the average value. That's how statistics work). Secondly, 'boosters' have been a part of collectible card games for a very long time (possibly forever, certainly since MTG in the early 90s and I'm not sure any came before). Sure, you can buy individual cards but a single top card will go for FAR more than you will buy a full T1 HS deck for. And you can't get any of them for free like HS. Nor can you play nearly as much.
And finally, if we're defining a "whale" as anyone who would spend $130 on a computer game then every single AAA game sold caters 100% to 'whales', and if we expand this definition to people who will spend over $130 on something they enjoy then it also will include most people who go to sports matches, and who play sport or dance competitively, and people who go out every weekend drinking etc etc etc. Smokers? HUGE whales. I could go on. Ever spend $100 in a shop on something you like? Computer keyboard? How much did your monitor cost? Graphics card? Man, you're a mega-whale. So the word isn't really fit for purpose, and is really only serving as unnecessary hyperbole in a thread about facts and figures.
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I assume you realise that the names of the cards don't come pre-designed with what they do? It's pretty easy for them to decide on two different ways to play a class (steal opponents cards vs Inner Fire for Priests, for example) and then to put whatever character on top of that. As you can see here, Face Collector originally did a bunch of different things... So clearly what the card does, and whether it's a monster or a town member are completely unrelated.
But hey, don't let me steal your tinfoil hat
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I'm not sure this is correct. Malygos gives +5, Bloodmage gives +1, (for a total +6). Multiply by 4 spells= 24 damage. Add 4 each for 2 swipes (8) and 1 each for two moonfires (2) gives 10, add the 24 spell damage gives 34.
Did I miss something?
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There are a number of issues with the premise here. I'm posting from my cell so multiple quotes is time consuming...for that reason imm either copy-pasta or write out the gist of what I'm referring to by hand.
First issue is in the OP. It is stated that aggro won't need an armor-tech card, nor will control or Midrange as all can control the board, or chip through armor or would become obnoxious with the tech. Then it is stated that therefore the card is needed for OTK decks, since players building up armor has no counterplay for those decks.
This misses a crucial point which is that OTK decks by their definition are decks that rely on their opponents having no ability to counterplay. In return, there is the counterplay to the OTK which is building armor to a level that can't be burst through. Stating that counterplay to an OTK has no counterplay and thinking that this is bad and needs counterplay is extending circular logic to absurd levels. What would be the counterplay to the counterplay (armor destruction) to the counterplay (armor gain) to OTK (unstoppable without high armor)??
The other issue is this in a post some way down: "The main problem is the ambiguous nature of armor itself. While reducing armor is basically identical to dealing damage, ADDING armor is NOT identical to healing. (This can be impressively seen in a Priest / Warrior matchup. While the Priest Hero Power is pretty useless in the first rounds, Warrior can add up a fair amount of "additional Health"...)"
This is stated as a problem. 'Man, these two things aren't the same, one can give you more than 30 life, so we need to find a way to stop this' . This is the wrong way of looking at this difference. These two mechanics didn't come into being separately by accident, nor did Priest and Warriors hero powers just appear with the classes. They were DESIGNED this way. These were conscious decisions made by designers because they felt it would add to the game. You may disagree, but you know, it's their game. Saying that it needs a counterplay (other than the obvious, damage) is like saying they should have capped total effective health at 30, or had armor never be in the game. Maybe you're right, but it would be a narrower game, and it wasn't their design.
Tl:Dr; armor is in the game and was designed as it is. If your OTK can't get through it, design a quicker OTK or accept that you won't beat a deck that builds armor. Or don't play OTK they're uninteractive and Blizzard don't like them anyway.
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For the record, I just did that, it didn't draw. Just in case anyone anywhere actually had any doubt.
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I came to the thread expecting to find complaints about cards. Very pleasantly surprised! I like all three suggestions (although I'm not sure about changing boards retrospectively, nostalgia and all that. But definitely going forwards).