Any of the 5 Dungeon Run adventures have the same issue: they are extremely inconsistent. Now this may seem stupid to you, but please just hear me out.
These adventures are really fun when you get to draft that perfect deck with the best passive treasures. I remember how I was able to get a deck full of 0 mana Witchy Lackeys and I drew 3 cards a turn because I got some really good treasures. However, you only get one of these really fun runs once every several attempts. For every time you get to draft a full on C'Thun deck with double battlecries and 3 C'Thuns, there's six other attempts where you're offered crappy treasures and good cards or great treasures and crappy cards.
Another issue is the fact that they didn't really change the formula that much with the new solo adventure. What's new? Well, now you have to play the solo adventures multiple times just to kill the last boss. If the boss doesn't kill you, fatigue sure will. The large healthpool doesn't add anything to gameplay, it only makes it so that you have to replay the adventure to progress to the next chapter. You don't get to choose to replay it because it's fun, you have to replay it because it blocks your progress otherwise.
This is only the first change they made. Dual classes is a good idea, and I think everyone likes this idea except for Gul'Dan. However, I don't think dual classes will be good in a Dungeon Run format. This is because it makes the pools of cards you can choose from even more inconsistent and even harder to get a good and reliable deck. Think about Elise. With her, you'll get offered Deathrattle Synergies, Zoo, Ramp, Heal, Hand Size, Treants, Ressurection, etc. That's a lot of different options now.
Quite honestly, I think that such inconsistency is discouraging. Like, I don't want to replay Rise of Shadows because I know that I won't be able to replicate the same crazy combos I got before without a LOT of grinding.
That's why I think that the hero treasures are a step in the right direction, but having to grind for them sucks. I would love if they just let you make a 10 card deck. It would at least help you set up a strategy that you wanted to go with, but that's just what I think. If you like these adventures, that's perfectly fine, but I think we all can agree that after 4 other incarnations of the same thing, they haven't really changed much and there are still the same underlying issues with the format.
I get how the idea of Dungeon Runs is that you have to play with random cards, but I think that at some point, the RNG crosses the line from fun to frustrating. I would love if Blizzard would release an original solo adventure in the next expansion, or at least a massively altered version of Dungeon Run that addresses a few of the underlying issues.
0
support~!!
3
as in ur opponent won , great , now cry me a river.
1
i told u they were freaking lazy, cause changing it to cost 6 is too hard, they just copy it from their lazy back up and paste it back and call it a nerf wow fuck blizzard fats craps
4
it because he is one hero card in one class while no other class has a hero card. talk about unbalance in release of cards.
1
besides dr.boom which i thought sucked.
barnes should have been 5 a couple years ago
everything else i think maybe one cards is just going back to original stats..
that doesn't completely solve the balance issue at all. what are they smoking , weed weed weed and guns and america number 1 i guess
-1
joining hearthstone means i get to shit on u. hate on u because u are part of hearthstone. get another job in another game company
don;'t work for shit you'll just become shit after half a year
1
shit brawl thanks to shit company and shity workers, hope they burn alive , only the strongest get to live not weak shits
-5
shitty company being shitty company, it's been the what time now,
i guess you guys cant stand a simple opinion or truth about the shitty company
2
sure is one of those things.
-9
shitty company being shitty company, it's been the what time now,