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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Mojomaster Zihi, and High Priestess Jeklik are NOT performing well, be careful!
When in doubt, listen to SlydE. :)
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So you're looking for crafting advice on the second day of the expansion. Well, there's nothing certain yet.
So let me present you with my worthless legendary tier review based on one day of playing.
Tier 1: Nothing! Never craft things right away. ;)
Tier 2: Jan'alai, the Dragonhawk, Zul'jin, Oondasta, Mojomaster Zihi, and High Priestess Jeklik
These have been performing pretty well. Jan'alai and Zul'jin are probably top contenders for a tier 1 slot. Oondasta and Zihi are higher up than normal due to being neutrals.
Tier 3: Da Undatakah, Captain Hooktusk, Krag'wa, the Frog, High Priest Thekal, Zentimo, War Master Voone, Bwonsamdi, the Dead, Wardruid Loti, Halazzi, the Lynx, and Shirvallah, the Tiger
Many of these will move around in the next few days. Undatakah isn't performing as well as people had hoped (outside of troll Shudderwock memes) but should find decent decks to live in. Hooktusk is doing well with Cannon Barrage but that will probably not last and she may move down tiers soon. Krag'wa will probably join her in moving down. Voone and Bwonsamdi probably have the best chance at moving up a tier.
Tier 4: Gonk, the Raptor, Griftah, Gral, the Shark, Hex Lord Malacrass, Princess Talanji, Akali, the Rhino, and Hakkar, the Soulflayer
Ignore the memes. Gonk is bad and should not be crafted but is fun to play around with. Griftah and Hakkar should really be tier 5 but they have the tiniest bit of utility and they are neutral so they can underperform in any deck you would like. Akali has the best chance of moving up a tier, someone just needs to prove it.
Tier 5: Hir'eek, the Bat
Did you get Hir'eek as your loa? I'm sorry. Even in handbuff decks he's still pretty bad. Perhaps one day when warlock gets their own Tundra Rhino he might be of use. Until then it's sacrifice lots of tempo for a potential huge board that has no immediate impact.
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the regular pity timer is actually 40 packs
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Who will be the first streamer to play this and then the coin?
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Giggling nerf is good. The line about initially testing it at 6 mana and then releasing it at 5 mana was sort of stupid but hey, at least it's being addressed now.
Mana Wyrm has always been a problem, but you don't fix it without giving mage something else to compensate for that loss.
Aviana nerf is underhanded and I will rail about it. Fuck you Blizzard for introducing a combo card that overpowers an existing combo card and then nerfing the OLD card to destroy the now overpowered combo.
To put it in terms that Mike Donais would understand, a good version of this nerf would change the Spreading Plague beetles to not attack and Psychmelon to cost what it should cost (8+ mana)
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Screw you Blizzard. You fucking suck.
I had Aviana from back in the day but never had Kun. Well, I just crafted fucking Kun after the "no balance changes this time" message because I figured that since AviKun was just accepted as a fact in wild, I may as well ride the train.
I also crafted 2x Juicy Psychmelons and 2x Star Aligners. Yea, aligner druid is OK but it's not the end-all-be-all thing. The broken thing isn't AviKun (which is fairly moderate compared to "year of the mammoth mana cheating") but Psychmelon. Changing Psychmelon's cost to 8+ mana would have been a good compromise, but this is Warsong Commander level bullshit.
Oh but at least I get my 1600 dust from Aviana. Seriously, fuck you.
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Where are the new crappy classic class cards that they promised us?
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Garrosh is for anti-aggro. Boom is for value.
Dead Man's Hand is for winning the fatigue matches. Ideally you don't want to DMH either hero card back into your deck.
My question about this deck is Lich King. Sure it's a great value card, but 2 out of the 8 DK cards destroy the DMH infinite value and you certainly can't just shuffle them in.
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Aluneth will kill you long before you are able to get any value off of Frost Lich Jaina. I'm assuming that this is like early K&C warlock decks that ran both Rin and Skull. You only play the weapon if you are facing aggro.
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The Boomsday Project is about to begin! Personally, it looks to me like there are no surefire day one crafts. The bright side is that everyone gets a free non-spell class legendary (of which there are a few good ones), one or two bonus golden legendaries depending on preorder statuses, and the well loved innervated pity timer with new sets. ;)
I would absolutely recommend not dusting any BDP legends until you are done opening packs. I would also not craft anything until the meta settles down a few weeks or unless you just have too much dust. If you do end up crafting a card that the community said was superawesomeamzing and is later proven to be bad, at least make sure that you get some fun out of it. :)
My prediction for standard meta ratings (FYI, these are just as wrong as everyone else's predictions):
Tier 1
nothing!
Tier 2
Flobbidinous Floop - Think of this as Ixlid or Taldaram. It's good but not great.
Electra Stormsurge - Decent and versatile but won't win the game for you.
The Boomship - Staple in recruit warrior... please be good this meta.
The Soularium - Zoo's Tracking when played early (not turn 1!) and a board refresh when played late. This is guaranteed to put Bloodreaver Gul'dan into your hand so you can discard it at end of turn.
The Storm Bringer - It's like evolve only way more expensive and way more random.
Tier 3
Dr. Boom, Mad Genius - People are way overhyping this. Tempo loss and randomness do not win games.
Floop's Glorious Gloop - This is not a ramp card, but it can be useful in other ways.
Myra Rotspring - There are some decent deathrattles out there. I still don't think the spellstone will work. ;)
Subject 9 - I am going to make this work in hunter! Would be rated higher if she had her helmet on in the card art.
Whizbang the Wonderful - Good card for beginners to learn with but bad to have to craft.
Tier 4
Boomaster Flark - Someone will get this to work, and then realize that 8 hero damage probably isn't worth the combo.
Haringer Celestia - Force your opponent to play a crappy minion or you get a 5/6 next turn.
Kangor's Endless Army - Magnetic mechanics are too clunky for this to be anything more than a hopeful value play.
Luna's Pocket Galaxy - Give up immense tempo in hopes that you will recover later.
Mecha'thun - If you have a control deck that often goes to fatigue, this card can raise your winrates slightly.
Myra's Unstable Element - There's a use for this card. Have fun finding it!
Stargazer Luna - If you can get this to work, you deserve the win.
Zilliax - Magnetic is clunky and costly but if this had windfury it would be Corpsetaker's best friend.
Tier 5
Crystalsmith Kangor - Paladin deserves this for having minions like Tirion and Tarim.
Dr. Morrigan - The worst part is that it goes back into your deck so you get to waste a card draw on it again.
Flark's Boom-Zooka - Draw three minions, randomly deal their damage to enemies, discard them and gain their deathrattles if any.
Zerek, Master Cloner - You're better off just playing Cairne Bloodhoof ... or a Bone Drake
Zerek's Cloning Gallery - If you haven't completed your quest by turn 9, this won't save you.