How do you feel about the pace at which you reward players? As it is, outside of daily quests, if you aren't winning (for the 10g bonus) you aren't earning any gold or cards, which can make each loss feel like wasted time. The leveling rewards are underwhelming as well. Respecting a player's time is important. Are there any plans to boost this to give more incentive to play outside of daily quests?
I understand playing for fun is a thing, but many online games have a stronger sense of progression, win or lose.
Rank 3 with one legendary, black knight, 'cuz I had it. You pretty much just need all of the commons and important rares to get that high though. I won't say you're not at a disadvantage in the late game tho
You usually break even with arena with 3-5 wins, even meaning you count that card pack as 100 gold. If you bust, you still get enough dust for a common, and 2 of those is a rare -- you get to choose which you want. If you do well once in a blue moon (If I can get 10 wins on occassion using hunter, anyone semi-serious can too) then you're generally using your gold efficiently.
But those are all excuses, if casual and accessible is the target market, new players are going to want better progression. HS really makes you work hard for your collection.
I think progression wise the game is at odds with itself, only people that genuinely like tcgs and card games will force themselves through the grind.
Right now I'm just trying to collect specific holes in my collection (useful epics, legendaries, cards I find appealing) and it makes me play less. I just do my dailies till I get 150 gold and try my luck. I do it because I like the game and want to improve. The "ride" is part of a card game, but it feels like a steep wall right now.
As a casual or social experience, hs needs alot of work.
It's sad to see warrior cards hit so hard because of one style of play. I was just starting to have alot of fun with frothing berserker and injured blade master combos with rampage + charges and battle rage.
The new charge spell might have some use to me but not until far too late in the game.
I think novice nerf was unnecessary, you took loothoarder or novice. Now it's just loothoarder. Simple combo free card draw.
I'm okay with pretty much everything else though. I'm gonna get alot of dust for my commons at least, 6+ blood imps and Dwarves to get rid of. This is why I never DE anything.
Ran through 4 games just to see it, I got bopped the first two games and only won the 3rd because the player burned their burning trap in the beginning of the game to keep the durability of their bow up. He swarmed and traded to get that hyena up. Then in 4th game against a warlock I got hellfired twice, dread twice, nethered once, and then illdian storm maged. I feel that if you get a dead hand or get cleared often you're dead in the water. The only thing I could do across these games was put 4 minions on the board and hope the opponent doesn't clear me out. I'm never out of cards but they have complete control.
I have been entering giveaways nonstop. You can't win if you don't play.
I cannot speak of the tweaks to balance or ranking systems as I have not played the game. I like that they are going for a game that feels real, like your cards are tangible. I like the sense of not feeling doomed when I play a tcg, alot of games can feel panned out in a few turns. I do like calculated gameplay over dumb luck but I never want to hit the concede button, I should not know 100% that I am going to lose in a tcg. I also like that they are making the game mobile, which could potentially make this game ridiculously social.
Imagine a game with as much appeal as this, able to communicate with another local user.. I mean, you could play online next to eachother using cellular data for the same effect. I think mobile gaming has the potential for this not unlike Nintendo and pokemon.
It just seems accessible with a high skill ceiling.
also, the 44% of the top percentile spending no money is a huge turn on, it's easy to fall behind in real tcgs if you have no money and it is a big flaw in other products online, like ygo or mtg
0
The mage list, very cool
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I was just thinking about shadowflame in murloc decks since I've only just completed the set. Very nice.
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How far have you gone in ranked play with this deck out of curiosity?
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Here's a more casual/quality of life question:
How do you feel about the pace at which you reward players? As it is, outside of daily quests, if you aren't winning (for the 10g bonus) you aren't earning any gold or cards, which can make each loss feel like wasted time. The leveling rewards are underwhelming as well. Respecting a player's time is important. Are there any plans to boost this to give more incentive to play outside of daily quests?
I understand playing for fun is a thing, but many online games have a stronger sense of progression, win or lose.
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You could dust her and sit on the dust if you're not using her immediately. See if she's not holding up though
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Rank 3 with one legendary, black knight, 'cuz I had it. You pretty much just need all of the commons and important rares to get that high though. I won't say you're not at a disadvantage in the late game tho
0
You usually break even with arena with 3-5 wins, even meaning you count that card pack as 100 gold. If you bust, you still get enough dust for a common, and 2 of those is a rare -- you get to choose which you want. If you do well once in a blue moon (If I can get 10 wins on occassion using hunter, anyone semi-serious can too) then you're generally using your gold efficiently.
But those are all excuses, if casual and accessible is the target market, new players are going to want better progression. HS really makes you work hard for your collection.
I think progression wise the game is at odds with itself, only people that genuinely like tcgs and card games will force themselves through the grind.
Right now I'm just trying to collect specific holes in my collection (useful epics, legendaries, cards I find appealing) and it makes me play less. I just do my dailies till I get 150 gold and try my luck. I do it because I like the game and want to improve. The "ride" is part of a card game, but it feels like a steep wall right now.
As a casual or social experience, hs needs alot of work.
0
It's sad to see warrior cards hit so hard because of one style of play. I was just starting to have alot of fun with frothing berserker and injured blade master combos with rampage + charges and battle rage.
The new charge spell might have some use to me but not until far too late in the game.
I think novice nerf was unnecessary, you took loothoarder or novice. Now it's just loothoarder. Simple combo free card draw.
I'm okay with pretty much everything else though. I'm gonna get alot of dust for my commons at least, 6+ blood imps and Dwarves to get rid of. This is why I never DE anything.
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Don't trade all of those cards for one.. Not a decision at all.
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Alexstraza is a late game card because of her mana cost. Most other classes do that damage up front. If you didn't, there are usually better options.
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Argent squire is my favorite
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I say just make it look like they conceded. It's the same thing unless they intend to add a reconnect feature.
It could be funny as a paid cosmetic
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Got so much dust for my extra cone of colds and flame imps!
2
Ran through 4 games just to see it, I got bopped the first two games and only won the 3rd because the player burned their burning trap in the beginning of the game to keep the durability of their bow up. He swarmed and traded to get that hyena up. Then in 4th game against a warlock I got hellfired twice, dread twice, nethered once, and then illdian storm maged. I feel that if you get a dead hand or get cleared often you're dead in the water. The only thing I could do across these games was put 4 minions on the board and hope the opponent doesn't clear me out. I'm never out of cards but they have complete control.
It could just be that I'm terrible though
http://oi41.tinypic.com/2q2ekc7.jpg
http://i41.tinypic.com/2h4axw9.png
northshire cleric laughs at me too
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I have been entering giveaways nonstop. You can't win if you don't play.
I cannot speak of the tweaks to balance or ranking systems as I have not played the game. I like that they are going for a game that feels real, like your cards are tangible. I like the sense of not feeling doomed when I play a tcg, alot of games can feel panned out in a few turns. I do like calculated gameplay over dumb luck but I never want to hit the concede button, I should not know 100% that I am going to lose in a tcg. I also like that they are making the game mobile, which could potentially make this game ridiculously social.
Imagine a game with as much appeal as this, able to communicate with another local user.. I mean, you could play online next to eachother using cellular data for the same effect. I think mobile gaming has the potential for this not unlike Nintendo and pokemon.
It just seems accessible with a high skill ceiling.
also, the 44% of the top percentile spending no money is a huge turn on, it's easy to fall behind in real tcgs if you have no money and it is a big flaw in other products online, like ygo or mtg