All who've played WoW know the "Bubble-Hearthstone"-Paladin.
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All who've played WoW know the "Bubble-Hearthstone"-Paladin.
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- The old way of doing solo content, adventures, didn't work out for them due to not having enough cards for a meta.
- Adventures needed to be easy so everyone could unlock the cards. [...]
- Making the adventure more challenging then usual due to no card rewards turned out to be a positive. They learned players enjoy the challenge and lots of people played.
You are made of stupid!
If adventures did not have enough cards, you could, I don't know, maybe ADD MORE CARDS. Ever considered that?!! You could have made a 10 wing adventure, each wing costing 700g and unlocking 12 or so cards, and it would still be cheaper than an expansion, despite being insignificantly smaller.
As far as difficulty and replayability is concerned: You had heroic mode for players who wanted a challenge. And it felt good browsing your collection to figure out how to beat the bosses. Even nowadays, I sometimes like to try out new cards against old bosses, and it's sad that you will never add new bosses again.
And who says that players need to get the cards without any challenge whatsoever? You could actually make players work for the cards. Disregarding the fact, that most bosses can be beaten with cheap decks anyway. One of the best experiences in videogames, one of the core mechanics of every RPG ever is to beat a big boss and get a cool new sword or spell to beat the next big boss. Just like in Dungeon Run.
Speaking of which, here is another idea: Maybe keep a system like Dungeon Run, that is fair despite challenging and open to every player, and make it rewarding nonetheless. How about rewarding players for taking up the challenge? How about allowing players to progress in the game by spending more time in the single-player portion? How about tying the replayability to something worth playing it over and over again aside from one card back? How about FINALLY adding something like achievements? Oh, my mistake, that would actually improve the game and possibly make you earn a little less.
The flimsy excuses for stupid decisions (remember the cancelled tournament mode?) were embarrassing before, but this is almost comedic. Like how hard can you try to justify making the game more and more expensive without ever getting to the only point that really matters - you just want to make more money?
Don't get me wrong, I am all for more cool single-player content. And I'm really excited about the "Rumble Run". Just kinda sad that you are playing as some rookie troll without a team, instead of picking one out of 9 champions (=class) and then challenge the other 8. Also, it's a slight disappointment, that there won't be any final bosses this time around. But the best part about Dungeon Run and Monster Hunt is to make a powerful deck and obliterate powerful bosses, and the Shrines deliver just that. I think these "build your deck" kind of adventures are fun and pretty well made from a game design perspective, and I am looking forward to them every time.
However, please stop treating your playerbase like idiots. You gave up old adventures, because they were too cheap. You could have improved them to be more relevant, more replayable, and more challenging, but you decided instead to just go with expansions where you can sell anything between 50 and 500 packs. Everybody knows. When you then claim that it was "not possible" or "not fun" or whatever, you come across like acting all innocent while secretly rubbing your hands, like a smug villain in a cartoon.
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The person writing all these articles really needs to learn the difference between "then" and "than."
And now my post will be downvoted into oblivion, but the grammar policeman inside of me is content. Thank you.
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"The old way of doing solo content, adventures, didn't work out for them due to not making enough profit"
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Success for Blizzard =/= Success for players
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The guaranteed legendary from the bundles is instantly given. It's not from a pack and does not affect your pity timer.
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I'll miss the Titanic Lackey bug. I mean, not really but it was pretty funny that they had to use non-gold lackey generators during the Grand Master matches so that it wouldn't happen.
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In my linked write-up, I suggested 3 different ways that they could lower the power level of Conjurer's Calling without destroying it. FYI, Hall of Faming Mountain Giant was not one of them, because it solves absolutely nothing while still removing a viable card from standard. Kibler hates the non-rotating basic and classic cards, and while I can respect that, I can also disagree. Hearthstone already has tons of worthless cards. Removing a playable (but not oppressive) card like Mountain Giant and replacing it with a worthless card (like Icicle or Barrens Stablehand) only gives players more pack filler.
In a perfect world, most of the cards in the game would be playable. Players could build decks to suit their personal preferences. In the current game, there are terribly broken cards all the way down to utterly pointless cards.
Broken cards are cards like:
Useless cards are:
In general, you should nerf the broken cards and buff the useless cards. However, you should never nerf a broken card down to useless status (Warsong Commander) or buff a useless card to broken status. You also should not print broken cards to compete with existing broken cards.
Imagine we have a new card printed called "Iksar's Iridescent Idiot" which is a 1 mana 1/1 with a battlecry of "1 in 10 chance of destroying the enemy hero". It would be broken and everyone would use it. The solution would not be to print "Iksar's Indigo Iguana" next expansion which has a battlecry of "1 in 9 chance of destroying the enemy hero"! Sadly it appears that's what Hearthstone "balance" has come to at this point.
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There's a difference between a problem, and an advantage. To start with, an early Mountain Giant was an 8/8 on turn four (ignoring Baku the Mooneater shenanigans) and the trade-off was that you gave up tempo on the previous turns. There was a chance that your opponent would just trade their board into your giant to kill it, or at the very least, wound it so they could kill it with spells or taunt minions. Sometimes you were able to have an unanswered giant stick and be able to get a face hit or two. This was advantageous but not oppressive. Getting an early giant was equivalent to pumping up an early Mana Wyrm or spending all of your resources to get a large Edwin VanCleef.
The problem with Conjurer's Calling is that when the giant hits the board, it must be answered immediately and completely. Trading minions to simply wound the giant is simply throwing board resources away because CC is essentially a heal and duplicate spell. Even if you don't trade, your opponent gets a free trade into your strongest minion. As long as it doesn't kill the giant, CC will provide two full health minions for you to deal with... which since it has twinspell means that your problems aren't over. Explain how this is a problem with MG and not CC. Seriously, I really don't understand why people can think CC is a balanced card.
If you read my write-up I explain why it's broken and suggest several ways to fix it. My favorite fix is to apply a modifier to a minion on the board that shows how much mana it took when it was played. If you play a 3 mana Mountain Giant, hovering over it shows a yellow 3 on the mana gem instead of a white 12. Playing Conjurer's Calling (or evolve effects, etc.) would treat it as a 3 cost minion. Silencing it or returning it to the hand would reset it back to the normal stats.
Kripparian has brought this up as well. https://youtu.be/ec5sQM37aHY?t=815
Conjurer's Calling would still be undercosted at 3 mana but at least wouldn't be so stupid oppressive.
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Fuck Kibler. Conjurer's Calling has been a problem since launch. I wrote a write-up on why it was a problem week 1 of Rise of Shadows! https://www.hearthpwn.com/cards/90625-conjurers-calling?page=2#c17
Mountain Giant has never been oppressive until now. Handlock has used it for literal years and it's been fine. You want to Hall of Fame Mountain Giant now because it is the problem? Fine. Hall of Fame Mountain Giant, as well as Sea Giant while you're at it. Getting huge 10 mana taunts from CC'ing Sea Giant is obviously a problem with it and not CC. Better get rid of Rabble Bouncer as well!
Oh and let's get rid of the worst mana cheating offender right now: Luna's Pocket Galaxy. You want to Hall of Fame Mountain Giant? Fine, but Luna's Fucking Pocket Fucking Galaxy goes too. It takes a lot of work to make a card more of an "I WIN" than Dr. Boom, Mad Genius but LPG is that card. I think it actually has a higher mulligan winrate than Barnes did at his peak. Team 5 should feel proud, and then very ashamed. LPG was a terrible choice to buff. It was a bad card, but at least at 7 mana it didn't shit all over the meta.
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We've now had over a complete week of Saviors of Uldum meta and while it is in no way settled, it's to the point where we can talk tier lists for legendaries, both SoA's and what it has done with the existing ones.
I'd also like to point out that while Zephrys the Great may soon be a candidate for the elite 'recommended craft' group that Leeroy Jenkins and Zilliax occupy, SN1P-SN4P is definitely a candidate for the coveted unicorn icon. Condolences to everyone who missed out on the Rise of the Mech golden copy; not only do you have to deal with only having a regular version but you have to spend dust crafting it too. :(
Vicious Syndicate has put out their first data reaper report of the meta. This tier list is derived from that report as well as the usual suspects including
horseplayhsreplay.net and the CompetitiveHS subreddit.Tier 1
Tier 2
Tier 3
Tier 4
Tier 5
Other movers and shakers:
In general, Zephrys is a safe craft. Siamat is also likely to be a safe craft albeit less flashy. The other Tier 1 SoU cards are required if you're going to be playing tier 1 decks. I would not recommend crafting any quest though as they are evenly divided between 'Playable', 'Almost Playable', and 'Bad'. If there is a nerf that allows tempo decks to shine, the non-bad quests (everything except warrior, mage, and warlock) might be worth it.
A note about Sir Finley. (AKA: Please don't hate me SlydE) Tip the Scales pally is a Tier 1 deck, and Sir Finley can provide extra reach toward lethal in that deck. If you are playing TTS pally, by all means add Sir Finley. However, Finley's value in other decks gets worse the longer the game goes on, unlike the other singleton cards (especially Zephris and Elise). Unless someone can come up with a working highlander deck, Finley's success will be tied to TTS.
A note about nerfs. With the meta dominated by extreme control decks and extreme aggro decks trying to confront them, there is little room for tempo decks. If value kings Dr. Boom, Mad Genius or Luna's Pocket Galaxy are nerfed, the meta should open wide. So don't go dusting those tempo cards just yet.
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If you watch all of the streams, you'll get 2 packs. I've been tuning in regularly to this and ever since twitch "classic pack" drops were a thing I've never received even one. As far as I am concerned, they are a scam until proven otherwise. :P
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Terrorsquid66, To be fair, Boomsday's legendaries did get a post launch buff from the Rise of the Mech patch though (buffing Luna's Pocket Galaxy, The Storm Bringer, Flark's Boom-Zooka, and Dr. Morrigan as well as adding the amazing SN1P-SN4P) which even if you exclude the buffs, SN1P-SN4P alone raises the power level.
Anyway, we've had almost 3 days of Saviors of Uldum, and while the meta is by no means settled, we can look at some trends and at least see how wrong I was. It's still pretty early; craft at your own risk.
Quests are a fun thing as unlike other cards they always start in your hand unless you mulligan them away. This means that
horseplay'shsreplay's played win rate may be pretty close to what the card's actual win rate is.The winner of the "Worst quest in the set" goes to the warlock quest! Congratulations! While I personally didn't think it was good, I am a little disappointed that it's doing worse than the warrior quest... the one that I rated on par with the druid quest (yes Highwayman37, you were right there. I was still right with Reno though). The big winner here is the paladin quest with people early on realizing that the best way of making
mummiesuse of it was to grit your teeth, play a bunch of bad reborn minions, and by turn 7 put down Mechano-Egg and start Making Mechies. This doesn't mean that the other quests are not worth playing, it just means that they have a lot of refinement to do. Shameless link.So grats to all who got good quests. I got the warlock quest... just like I did in Un Goro... :P
So let's look at the Zephrey and the League of Singleton Explorers. I'm including the deck win rate here as well as just the played WR is decieving.
Highlander hunter and mage are doing pretty well. Druid is doing less so. What's going on with highlander paladin though? Highlander paladin isn't a thing, instead people are playing highroll paladin. Highroll paladin uses Prismatic Lens to pull out Tip the Scales and swap the costs with a minion (most likely a murloc) and flood the board early for a hopeful win. If that doesn't work, they fall back on using Zephry and Sir Finley and lastly Chef Nomi to try to pull out a win. This explains Sir Finley's low played win rate without having to think that he's just a terrible draw from Underbelly Angler.
So what are some other winners and losers? Armagedillo is the best performing card, but control warrior already had a great shell (hehe). King Phaoris and Siamat are the neutral legendaries to keep an eye on (performing roughly as well as Zephrey) and Vessina and Dark Pharaoh Tekahn are rounding out the top 5 of the rest. High Priest Amet is the last to have a positive deck and play WR. Colossus of the Moon has a high play WR but a low deck WR which is very odd as the most popular deck that runs it tries to cheat it to the board with Duel!. This may be an outlier.
Anka, the Buried is doing abysmal, which is not surprising in early experimental decks of this type. Octosari is also doing pretty badly which is probably explainable as no one knows what to do with it.
Recommended crafts? NONE! But... Zephrey if you want to play singleton decks, King Phaoris and Siamat if you want collection flexibility, any one of the top 5 quests (they are fun and are performing OK), Tekahn if you want to climb the ladder, and Armagedillo if you hate fun.
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Time for a quick pre-release tier guess. This expansion marks the return of Quests, Highlander mechanics, and really questionable legendaries, but it does have some stand-outs.
Tier 1
Tier 2
Tier 3
Tier 4
Tier 5
All in all not bad. Better than Rastakahn's Rumble but not as good as Boomsday Project. I look forward to playing with some of these cards.
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Thanks hearthpwn. Fuck you curse gaming.