The biggest question about the new reward system: is it better or worse than old one? There are many misconceptions about it, some people love it because its front-loaded (meaning: its very easy to get a lot of rewards in the beginning but later it will be harder) and some people just hate it because they cant get that sweet 10g per 3 wins anymore.
Now we have the numbers and I dont wanna wait for the Hearthstone Mathematics channel, because I love to do the number-crunching myself. So the answer to the question mainly depends on what kind of player you are. Lets see the first one:
UPDATE: Before that, lets talk about the "apology blue post". We will have 6 less packs and 1350 more gold on the reward track from level 1 to 50. I didnt update the original number crunching, only the conclusions at each category, because it was easier to do. I have also renamed the 4th category to "competitive player". BTW I should mention here that I have used these numbers for the required xp for levels: https://outof.cards/hearthstone/2200-the-rewards-track-how-long-to-get-to-level-50-644000-experience-required-to-get-to-level-150 and by their calculations you can achieve level 50 in 12 and a half weeks with 1 hour play per day. You can still achieve it within the expansion cycle with less gameplay, since most of the xp comes from quests.
The Questing adventurer:
In this category I will assume that you are just logging in to do your daily quests (and weekly quests) and play less than an hour per day. In the old system you could get an average 55 gold per quest and I will assume 3 wins for the 10 gold. So 65 gold * 120 day = 7800 gold per expansion cycle. Now lets see the new reward track. Up to level 50 you will get 4200 gold, 16 packs, 2 arena/duel tickets, 2 legendaries and 1 epic card. 1 pack is worth 100 gold, the ticket is the same because the questing adventurer doesnt have time for this, but instant conceding is still worth a pack. Cards are a bit more tricky, but we can measure them in dust, and a packs average worth is around 100 dust. Lets say we are pessimistic and you just want to disenchant your rewards. (BTW I dont know if the reward cards could be golden but lets assume they are always non-golden) So a random legendary is equal to 400 gold and a random epic is 100 gold for this calculation. If we add this up we get a value thats worth 6900 gold. From there, you gain 150 gold for every level up.
So lets see the new quest system. Every week we get 3 weekly quests, 1 has 2500 exp reward and the other 2 has 1750, so its 6k exp per week. We also have 66 new daily quests, 50 of those worth 1000 exp the rest are 800 or 1500, so I think its reasonable to count 1k as an average. Easy math, 7k + 6k means 13k exp per week just from quests. You can also gain xp just from playing the game. Winning means more xp but the main factor is the time and its capped at 400 xp / hour in ranked. Lets assume that the questing adventurer doesnt have time to play a whole hour per day, so I will count with 200 xp per day which should be attainable in less than 30 minutes. Thats another 1400 xp per week.
So we are at 14400 xp per week, and an expansion cycle is 120 days or 17 weeks, so the Q.A. will get 244800 xp which is equal to level 61 on the reward track. So its 1650 gold bonus above level 50, which means 8550 gold in total. So for the Q.A. its 7800 gold vs. 8550 gold or 5850 gold + packs and cards.
There is also another source of xp, namely achievments. There are some that gives you xp, overall they can give 3-4 more levels so 450-600 bonus gold but we know that the questing adventurer dont have time for this. I would say for this category the new system is better, but some people dont think that a pack is actually worth 100 gold, so its maybe less good for them.
UPDATE: Old system: 7800 gold vs New system 9300 gold value OR 7200 gold + packs and cards.
The farmer:
The farmer plays a very fast aggro deck, he always does the quests and always farms the daily 100 gold for 30 wins then immediately shuts down HS. 155 * 120 = 18600 gold per expansion cycle (thats the cap). Assuming a 50% winrate and 5 minute matches, the farmer plays 5 hours every day. In the new system that means 5*400=2000 xp per day, so 14k xp per week + 13k from the quests so 27k per week, so 459000 xp in the expansion cycle. We will be generous this time and give him 500 achievment xp to earn level 109. This means 8550 gold above level 50, for a total of 15750 gold. The farmer doesnt like the new system.
UPDATE: Old system: 18600 gold VS New system 16500 gold value OR 14400 gold + packs and cards.
The hardcore player/streamer:
The farmer capped out the old system with 5 hours per day. But I was curious if someone can max out the current reward system. The math shows that you will need an average 9 hours per day to do that (which is really high, I know), but the new cap is actually higher than the old one. On max level you have 21900 gold, or 19200 + the goodies. So the hardcore player likes the new system.
UPDATE: Old system 18600 gold VS New system 22650 gold value OR 20550 gold + packs and cards.
The competitive player:
This is my category, a player who doesnt have much time on the weekdays but plays a bit more on the weekends. My assumption is that the average player plays 1 hour per day from monday to friday and somewhere between 2-5 hours per day on the weekend. For this calculation I will use 10 hours per week. In 10 hours a farmer would get 200 gold, but the competitive player also plays other decks than hyper-aggro, so lets calculate with 80% effectiveness, that would mean 160 gold per week from the 3 wins deal plus 7*55=385 from quests for a total of 545 gold per week on average. This is 9265 gold per expansion cycle. In the new system we have the 13k/week from quests and the 4k/week from gameplay, which means 289000 xp per expansion cycle. It means level 71 on the reward track, but the competitive player is interested in doing some achievments for xp, so we will give him +2 levels. The summary is 10350 gold or 7650 gold + goodies.
UPDATE: Old system 9265 gold VS New system 11100 gold value OR 9000 gold + packs and cards.
The conclusion:
If you agree with my conversion rate of the goodies, you can see that the new system is better for most players. The pure gold will be lower, but it is compensated by cards/packs. Since the new system is front-loaded, you will get more stuff in the beginning of a new cycle, which is good IMO. Later you get mostly gold, which you want anyways for the next expansion. Needless to say that the xp bonus from the premium track helps a lot, but as far as I know it doesnt change the hourly cap from gameplay. Personally I like the new system better, but I can see why someone would like the old one better. One thing is for sure: its NOT more grindy than the old one, you get rewards based on how much you play the game.
I did these calculations mainly for myself, but I hope it will help you too to understand what you should expect from the new system on the long run.
Conclusion UPDATE:
At first I didnt consider that the loss of pure gold would upset most of the playerbase, but that was my mistake, since Blizzard specifically stated that we will make more gold in the new system, and its obviously not the case, by my math not even after the update (-6 packs and + 1350 gold). I am a mostly wild player and I also like to collect cards, so for me any pack that can give me a card I dont have has a 100 gold value. If you are not like me, you can use the updated numbers with pure gold + packs and cards. So I still like the new system better BUT we will have a mini-expansion with 35 new cards and the slightly better rewards wont help us to get them. All we can do is hope that the promised events will get us enough xp to help with that.
Thanks for the feedback, if Blizzard will update the rewards track again, I plan to do the same with my post.
-1
It is better but not busted better, if you play both cards when you don't have a secret in hand, what sometimes you forced to do against aggro, Kirin is better than this one, plus, if you have more than one secret you can't choose what one will be played with the new card but you can with mage minion.
4
What is this? A Fiery War Axe you can use the hero power in turn 2? Someone can remind me again why the old one was nerfed?
1
Old Yogg can backfire pretty hard but new Yogg save your game much more times than backfire.
Kill all the minions and get a giant one in a clear board, if opponent can't deal with him in the very next turn you win.
Get a lot of free spells you can decide how to play for 0, this turn the tables most of the time.
Gain control of 3 opponent minions + a 7/5 in the board, it is Mind Control on steroids.
Pyroblasts until someone dies, this is a coin toss but if you played Yogg then you already in trouble before, now you have a least one chance.
Old Yogg style with many random spells being played.
A full caotic board but is your turn and the minions have rush and you decide the trades, much more often than not this turn the tables into your favor.
If the meta was not so fast for 10 manas card i will say Yogg is broken and needed nerf but 10 manas and requirement of 10 spells keep the card in balance.
-4
What is the next rogue class set being nerfed to oblivion?
If a card is trouble in Standard just HoF the damn thing, a least you can play in Wild and get full refund without the need to dust, nerfing to oblivion like that make the dusting the only option and for a short window, my sorry for everyone open this crap, terrible, completely useless garbage legendary after the full refund period...
1
Edwin is a 8/10 card, pretty good but...
Shadowstep is 10/10.
Rogue can work pretty well without Edwin but will be touph if lose Shadowstep.
7
I never care about end of the year parties and celebration but man...
This is the only year I will be happy when finally ends...
DIE 2020!!! DIE!!! >:(
1
DH usually play in turn 5 and use hero power to attack and buff the 1/2 minion, now they can't do that, any slowdown in this BS class are welcome.
4
Polkelt and Brann will be reduced to dust...
8
Impressive to see how the cards still strong even after the nerfs.
They changed from "insanely broken undercosted BS" for only "broken".
10
DIE CURSED DH'S!!!
DIE!!!