Is it SO HARD to create Tavern Brawls that are both fun and intelligent?
We are on a streak of TBs that are either 100% RNG or completely not fun.
This is the worst. Look at your opening hand. Either you have a winner or you just concede. Haven't played a single match that was a close battle.
You have entirely missed the point of Tavern Brawl.
I mean, I know it could be the things that you want it to be, but that's really, truly not why Blizzard created it.
Few things are more annoying than the smug fellow who mocks others for "missing the point" without, himself, saying what he thinks the point is.
And if you think "the point" is that it be fun for noobs then this one fails that test too. After the initial excitement at seeing a full hand of legendaries even the noobs will be snoring over this dull brawl.
Equally annoying are complaints about net decking. Is it unoriginal, sure. But you live in the era of the GD internet. Its going to happen. What do you accomplish by complaining about it?
So true! And there is nothing wrong with people using the accumulated wisdom of the hearthstone community to get deck ideas. I happily netdeck but then start making changes. All netdecks include cards that I either don't have or don't like.
Complaining about people building netdecks is as dumb as chess players complaining because other players use book openings. Book openings are part of the game and you are an idiot if you don't became familiar with the common ones. In the same vein, Hearthstone players should be familiar with all common deck types.
Renounce Darkness is a fantastic card if you are playing for fun. I really enjoy having to think on the fly and make the best out of the crazy cards that I'm given.
Sometimes you get destroyed. Last night I got Warrior and my entire hand filled with weapons. Awhile back I played it mid-game, got Priest and 3 Confessor Paletress. Had an absolute blast watching her summon random Legendaries.
Here's a tip. If you care about winning a decent percentage of your Renounce Darkness games you have to build a deck that is optimized for it. You need a modified zoo type deck that will give you some minions on the board before you play RD. You also want to have a fairly large hand because the randomized cards you get after playing it rarely include any card draw.
Hearthstone, as it is designed now, can't really evolve much unless entirely new and creative mechanics are added. For example they could add global spells that stay onboard and affect one or both sides over time. Or they could add cards that attach to other cards and buff them or make them immune for a time or give them a weapon or something.
The only new mechanic that WOG added was the C'Thun buffing effect. This is pretty cool but not very meaningful when it applies to one and only one card. I expected all of the old gods to have cards that buffed or impacted them in some way.
But what most posters in this topic are talking about is just a differing mix of cards. That would be change but not evolution.
Amazes me that everybody so readily accepts the massive RNG on purchased cards from a collectable card game where the whole point is that the cards are randomly distributed.
Fixed your post.
Don't quote somebody and change the words they actually said within the quote. That's really despicable and misleading.
If you want to "fix" somebody's post then just state your own case.
Amazes me that everybody so readily accepts the massive RNG on purchased items.
This is a game where Legendaries have a huge impact. There's something not right about 2 players each spending fifty bucks on digital cards when one gets a single Legendary and the other gets five.
I suppose there are psychological studies that show this entices many people to keep spending. Just like buying Lotto tickets.
C'Thun decks are boring, even after just one day of play. Basically people play a set group of C'Thun class minions combined with a set group of C'Thun neutral minions. Then they attempt to buff C'Thun while stalling the game long enough for him to appear and kick ass. It's a really dull idea and offers little variety of play.
Blizzard is obsessed with the idea of attracting new players and making them feel strong right from the beginning. C'Thun reminds me of the recent WoW expansions that include an immediate character boost to max level. It's a gift to new players so they can make an easy to play and powerful deck right away. Unfortunately it also makes Hearthstone less engaging and stimulating than it should be.
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Is it SO HARD to create Tavern Brawls that are both fun and intelligent?
We are on a streak of TBs that are either 100% RNG or completely not fun.
This is the worst. Look at your opening hand. Either you have a winner or you just concede. Haven't played a single match that was a close battle.
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If you play primarily for fun then Shifter Zerus is the best card in the game.
This little guy is always great fun. I especially love it when I play him as a legendary from a different class.
It's also surprising how often you can hold him until he morphs into exactly the right card for the current situation.
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Renounce Darkness is a fantastic card if you are playing for fun. I really enjoy having to think on the fly and make the best out of the crazy cards that I'm given.
Sometimes you get destroyed. Last night I got Warrior and my entire hand filled with weapons. Awhile back I played it mid-game, got Priest and 3 Confessor Paletress. Had an absolute blast watching her summon random Legendaries.
Here's a tip. If you care about winning a decent percentage of your Renounce Darkness games you have to build a deck that is optimized for it. You need a modified zoo type deck that will give you some minions on the board before you play RD. You also want to have a fairly large hand because the randomized cards you get after playing it rarely include any card draw.
0
0
Hearthstone, as it is designed now, can't really evolve much unless entirely new and creative mechanics are added. For example they could add global spells that stay onboard and affect one or both sides over time. Or they could add cards that attach to other cards and buff them or make them immune for a time or give them a weapon or something.
The only new mechanic that WOG added was the C'Thun buffing effect. This is pretty cool but not very meaningful when it applies to one and only one card. I expected all of the old gods to have cards that buffed or impacted them in some way.
But what most posters in this topic are talking about is just a differing mix of cards. That would be change but not evolution.
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Does Blizzard plan to ever create any new and interesting brawls?
I really expected a new brawl with an old gods theme coming right after the expansion. But I guess that's giving them too much credit.
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Amazes me that everybody so readily accepts the massive RNG on purchased items.
This is a game where Legendaries have a huge impact. There's something not right about 2 players each spending fifty bucks on digital cards when one gets a single Legendary and the other gets five.
I suppose there are psychological studies that show this entices many people to keep spending. Just like buying Lotto tickets.
5
C'Thun decks are boring, even after just one day of play. Basically people play a set group of C'Thun class minions combined with a set group of C'Thun neutral minions. Then they attempt to buff C'Thun while stalling the game long enough for him to appear and kick ass. It's a really dull idea and offers little variety of play.
Blizzard is obsessed with the idea of attracting new players and making them feel strong right from the beginning. C'Thun reminds me of the recent WoW expansions that include an immediate character boost to max level. It's a gift to new players so they can make an easy to play and powerful deck right away. Unfortunately it also makes Hearthstone less engaging and stimulating than it should be.