This reminds me of Kripp's idea for a treasure goblin encounter. Mixing it with your a bit, once a week in a random game mode, you cue into a battle vs a treasure goblin encounter. The better you do the better you rewards. You could even switch which game mode it would appear in week to week.
- LeAdderNoir
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swinkscalibur posted a message on POLL: Idea for how to keep Dungeon Run mode relevant... and placate the mob!Posted in: Dungeon Run -
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GetchX posted a message on POLL: Idea for how to keep Dungeon Run mode relevant... and placate the mob!Posted in: Dungeon RunThey should add weekly quests to the game that give a pack. Do a dungeon run, Do an arena run, etc. Simple. Effective. Gets people to play different modes.
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laadeedaa posted a message on New Warlock Card Reveal: Possessed LackeyPosted in: NewsOMG people.... Relax. I obviously thought he was a Demon. Should have looked closer. Oh well....
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evilgnomey posted a message on Hearthstone's Arena to Soon Receive Cool New Exclusive Cards, TemporarilyPosted in: NewsHopefully these arena exclusive cards have some in-draft effects like these:
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RazorOfArtorias posted a message on Weekly Card Design Competition 6.17 - Submission TopicNote: the Battlecry damage has Lifesteal!
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CheeseEtc posted a message on Weekly Card Design Competition 6.17 - Submission TopicI DID IT BOIS
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TheBlackArrow posted a message on Twitch Prime Card Backs Available Starting September 11 - Oktoberbrawl!Posted in: NewsLove the "Light" team but the "Void" cardback looks so much cooler!
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Given the cards you've mentioned, it looks like you've got a dramatically superior chance of getting cards you want (more of them and lower rarity) if you stick to classic packs.
On the flip side, I would personally say that murloc paladin is both more fun and more viable right now, so I'd perhaps lean towards that. Do you have Murloc Warleader already? If not I'd definitely go classic because even post-nerf that's a good card for Murloc decks.
I'm going through the exact same dilemma right now and have decided to stick to classic packs until I reach 75% set completion - totally arbitrary goal I know, but at least now I can let RNG do all the choosing for me!
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Like most things in life, it's fun as long as you don't take it too seriously. If you're honest with yourself about what you're setting out to achieve and what you're willing to invest to get there, it should stay fun for a long time.
I'm not saying it's perfect, but it definitely is (usually) fun.
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He does seem to be a good player - painful to watch though! He really doesn't look like he's having any fun...
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Really like this card back. May well give it a run out once Oktoberbrawl is over and I can stop using the distinctly underwhelming "Team Light" card back!
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There would be some serious maths involved in getting this remotely accurate. At the least you'd have to take into account things like:
- Buying the welcome bundle which gets you a guaranteed class legendary.
- Guaranteed legendary in first 10 packs of each set, then every 40 packs after that.
- Cards from adventures are fixed price so you'd have to buy all the adventures featured (not to mention the need for a deck good enough to complete the adventures themselves...)
In other words, there are way too many variables for someone as lazy as me to work it out ;)
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Yeah this is an eternal dilemma for me too! This is probably one of the things that really separates good players from average ones (and I firmly count myself among the latter!).
Personally it depends on probably 3 things for me - first, what the statline is of the minion (i.e. how much of the mana cost is sunk into the effect); second, how likely I think it is that I'm going to draw a suitable card to use the effect next turn (based on what's left to draw); and how my opponent appears to be playing (i.e. my estimated likelihood that the minion will be immediately killed).
Interested to hear other people's thoughts though!
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This is a complex one for me. On the one hand I think it is absolutely fair enough that people have somewhere to test/refine decks without losing rank, but on the other hand I would prefer not to get crushed time and again by a deck that is 29 cards of a tier 1 netdeck plus one tech, when I'm trying to muck around with a fun, uncompetitive deck.
If you're only interested in rank I feel like the fairer thing to do is get to a rank floor and then do your testing on ladder without fear of dropping. Chances are, if your deck is good to start with and you're only testing minor tech changes, you will actually keep climbing anyway (albeit slower).
One obvious solution would be for blizzard to double the gold reward for wins on ladder - that way gold farmers have a big incentive to farm on ladder. I don't think you could do the opposite and remove gold rewards from casual, as that would make too much of a barrier to entry for new players.
Another (much less likely option) would be to have a tournament-style 'ban' system in casual. So you can pick, say, 2 deck types that you're not willing to be paired against. Would have to be archetypes though rather than whole classes, which is why I think it would never happen.
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Got my backs, playing for Team Light (even though the void back is clearly superior) and got one win in the bank. Looking forward to more loot!1