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    posted a message on SUGGESTION: How to incentivise slower deck styles
    Quote from Skyi101 >>
    This may come as a shocker to the OP but skill is already rewarded in HS. I'm not even sure if it's worth elaborating on...
    Yes there are brainless decks, however, there are decks that counter said decks and good pilots can easily climb with them.
    Not a shock. I know that. It's a game of skill. Yes, there are brainless decks. People also get bad draws... that's the nature of a card game. As I posted originally, I genuinely like playing both aggro and control. I was just wondering out loud: if the rewards system could use some adjusting to make it equitable to play longer games. Right now, you get rewards based on the number of wins you can accumulate. It seems like there more incentive to play faster games (except, the fact that someone – myself included – can find longer games can be more fun).
    Question: Doesn't Blizzard already have a mechanism/calculation for determining how much experience to give when you're ranking a character? Couldn't that be applied to gold/rank rewarding?
    I agree with you about how decks people complain about being OP have counters. While I find decks like Quest Rogue and Pirate Warrior annoying it's mostly because at times soooooo many people are playing them, not because I hate the deck archetype. I just want to play against a wider variety of decks.
    And I DEFINITELY  don't think making a "deck difficulty" is a good idea.
    Posted in: General Discussion
  • 2

    posted a message on SUGGESTION: How to incentivise slower deck styles
    Quote from Tze >>
    On topic, I do think arbitrarily weighing certain decks/playstyles to be worth more is beyond dumb. Not because I don't want more styles of play to be encouraged, but because the second you implement a system to specifically cater to slower players it will end up being too good and ladder turns into a 24/7 grindfest or it turns out horrible and those players are still unhappy. It's also convoluted, which is one reason we don't just have an ELO system for ranking up outside of Legend or Casual.
    What I was trying to suggest isn't meant to promote either play style. If you play aggro you can earn rewards - they would be smaller, but since you can earn more of them, you can still earn a lot. With a slower play style, even though you don't play as many games, you can still earn a lot because the games give larger rewards.
    Posted in: General Discussion
  • 5

    posted a message on SUGGESTION: How to incentivise slower deck styles

    I understand why a lot of people play super quick aggro decks: They either want to rank fast or mine gold. I'm not saying that is a good (or bad) reason; I'm just saying I understand why people do it, but what if Blizzard reworked how it awarded gold and ranks?

    WHAT?!?! you say...

    My suggestion: Rather than just a straight: 1 win = one star. 3 stars = 10 gold, what if there was a calculation that went into how involved the game was that determined how many stars you got? That could be the case for gold, but it could also work toward laddering.

    Right now, there is a clear disincentive to play longer matches. I think Blizzard should tweak the reward system to say: sure, you can play fast games, but you'll get greater reward if you play a more involved game, then... maybe more people would be willing to play slower deck styles. You can still play lots of quick games and get rewarded, too (NOTE: I'm not talking about decrease the amount of reward from where it currently is, just upping it for more involved games).

    Yes, this idea, is contingent on a good formula, but I think that can accomplished. It shouldn't just be the duration of a game, but maybe similar to how they calculate character rank experience...? The more spells and minions you play, the more minions you kill, the more damage to your opponent, the more you heal yourself, etc. the more 'valuable' the game becomes.

    Thoughts?

    Posted in: General Discussion
  • 1

    posted a message on The Rogue Quest, The Caverns Below, is OP. Nerf it already.

    All I can say is: Dirty Rat FTW!

     

    Posted in: Card Discussion
  • 3

    posted a message on Sherazin: Safe Craft?

    Don't underestimate this card. I thought it was TOTAL garbage when I saw it before I got to play it. It's very possible to revive this 2-5 times a game. Yeah, it's fragile at 5/3, but it sure does trade up well.

    So far, this gets my vote for "most underrated/wrongly written off card".

    Posted in: Card Discussion
  • 1

    posted a message on Sherazin Corpse Flower viability

    Don't underestimate this card. I thought it was TOTAL garbage when I saw it before I got to play it. It's very possible to revive this 2-5 times a game. Yeah, it's fragile at 5/3, but it sure does trade up well.

    So far, this gets my vote for "most underrated/wrongly written off card". 

    Posted in: Card Discussion
  • 1

    posted a message on Love this new meta! ...or not?
    Quote from 1xbenx1 >>
    Quote from SchruteBucks >>

    My biggest criticism is that it seems like there's very little exploration in deck construction. A few streamers make some decks; they work, so lots and lots of people copy them.

    That happens in every meta and not just Un'Goro.  This at least feels refreshing and new, and like there's actual strategy and counterplay, and not just "durrrr pirates counter greedy jades, jades counter greedy reno, reno counters pirates, so it's balanced!"

     No. Instead, now, it is "durrr Pirates counter combo rogues, combo rogues counter greedy control, greedy control counters pirates, so it's balanced!" ;)
    Personally, I still don't think there is much of a "meta" to speak of. It's the skeleton of a metagame - but most midrange and control decks are far from streamlined.
     Agreed. That's kinda what I was trying to say. Nothing is settled. Some early favs have appeared, but there's a lot left to discover. 
    Posted in: General Discussion
  • 1

    posted a message on Love this new meta! ...or not?

    I know there's been a lot of strong feels about this meta, already, and I'll add myself to that list. I LOVE it. What's surprising me the most is there actually seems to be a couple viable archetypes shaping up for each class. It seemed like there was a lot of chatter about there only being one viable deck type for several classes. Sure, I've lost to Quest Rogues and Mages in obscene ways, but I've also trounced those deck (with totally different decks). Yeah, the Quest Paladin is... underwhelming (at best), but things finally feel fresh. I am one of those people who was REALLY tired of hearing "We're gonna be rich!" over and over again.

    My biggest criticism is that it seems like there's very little exploration in deck construction. A few streamers make some decks; they work, so lots and lots of people copy them. THAT seems to be the root of new meta issues, not the expansion itself. I know, I know... hey, if it works, why not go with it? Answer: Cause it leads to a stale meta super quickly. Sure, I netdeck too, but I am also enjoying tinkering around and creating my own. All I'm saying is: we're just a few days in... don't give up on the meta just quite yet.

    Posted in: General Discussion
  • 3

    posted a message on Sherazin, Corpse Flower

    When I drew a golden out of one of my packs, I was like: Are you KIDDING ME!! THAT'S the golden legendary I get. Then I decided to put a deck together before dusting him. Oh boy was I surprised. I've consistently played games where I revive him 2-4 times. And a 5/3 trades up very well.

    This is my MVP sleeper card of the expansion so far. Makes for a great, viable alternative to the Quest Rogue.

    Posted in: Sherazin, Corpse Flower
  • 1

    posted a message on Ranked System Change?

    I just wish there was a third mode: Unranked. While I think Ranked could use some tweaking with how many stars you get at the end of the season, I think it's fine in general. I do find playing Ranked really stressful at times, though, cause I get bad ladder anxiety (not wanting to lose my rank). I don't always have time or the mental energy to really stay focused, I just want to play. Right now, that's what Casual is for. My problem with Casual is it ends up being a lot of netdecking and highly competitive decks played for games that don't effect your rank... it's "casual". What I think Casual should be is the space in Hearthstone to experiment, try odd/quirky decks - more of a playground/laboratory space. Sure, there are those decks there now, but it's hard to experiment when someone is playing a top tier deck in Casual (I'm very guilty of this myself). I'd definitely play Unranked more often if that mode existed.

    Posted in: General Discussion
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