Victory Red
Member
I'm NJShlice#1148 North America.
thats a new version of token druidI'm playing as Midrange Hunter around rank 10. Ran into a Druid - beat him. Faced him again right after and he beat me. He was running what felt like a Face Druid deck... The cards I saw that I remember:
Echoing Ooze
Nerubian Egg
Dragon Egg
Mark of the Wild
Swipe
Force of Nature
Savage Roar
Dark Wispers
Shade of Naxxramas
Keeper of the Grove
Power of the Wild
Haunted Cteeper
Anyway, he basically would buff up his various sticky minions and would basically just go face except when there were times that he needed or could make an efficient trade. His whole premise was to get little minions on the board, then do Savage Roar/Power of the Wild combos and go face. Kind of interesting.
Hm, maybe base it on the account's collection, not the deck itself?People would just game that system by playing Zoo and be paired up against other low cost decks.
Hm, maybe base it on the account's collection, not the deck itself?
Agreed on all parts.I had been thinking for a while of ways Blizzard could improve the experience for new players, and here are some of the things I came up with:
-A third mode along side Ranked and Casual, Basic Mode. This mode would only allow decks with Basic Cards to be used. If MtG can have multiple formats, why can't Hearthstone?
-Add rewards other than stars to ranks at the end of the season. At the moment, there are two tiers of Ranked rewards: get to Rank 20 and get the card back, or get to Legend and... play in Legend. There is nothing in between. Plenty of times I have gotten to Rank 17 or so and then just stopped playing because there's no way I'll be able to get to Legend without playing for a ton of extra time and there's no real reward for me getting to Rank 11 rather than just sitting where I am. Throw in gold, dust, and card pack rewards for finishing a month at higher ranks and more people will play Ranked mode and newer players can build up their card stock more quickly.
-Expand the Basic set. This was something I thought Blizzard would eventually have to do, although I don't think now is the time to do so. Pick a mix of cards from the Classic set and move them to the Basic set. Not everything, but you could still move over some good stuff like Harvest Golem, Wrath, maybe even super useful Legendaries like Sylvanas. Players who already have these cards from packs could either get the full dust cost out of the cards, get gold versions for free, or maybe come up with some new visual effect to distinguish that these cards came from packs, kinda like the "Vintage" weapons in TF2.
That would be even worse, people would just disenchant stuff in their collections just so they can pair up against weaker opponents.Hm, maybe base it on the account's collection, not the deck itself?
Agreed on all parts.
Also, drop the damn price on Naxxramas, already!
What bothers me about the adventures is that when everyone else has them (which they do) they're no longer optional if you want to have a ghost of a chance against anyone other than noobs.
This was the problem.Been using HearthArena to build my arena decks.
Just went 3-3 with my Warrior.
Fucking Fel Reaver, I lost the last match single-handedly because of that shitty ass card. Why would they ever tell me to pick that bullshit. Never again.
Hopefully we'll see the first wing of BRM be free for a limited time like the first wing of Naxx was. Quick Shot, Grim Patron and Emperor Balanced are all in there, and that's pretty close to what you'll want out of BRM if you don't want to go for a dragon deck.
Fucking Fel Reaver, I lost the last match single-handedly because of that shitty ass card. Why would they ever tell me to pick that bullshit. Never again.
With regard to the ranking discussion from earlier, how about if players were matched against people with a similar win/loss rate? So people who win a lot would be forced to play against other people who win a lot.
I had been thinking for a while of ways Blizzard could improve the experience for new players, and here are some of the things I came up with:
-A third mode along side Ranked and Casual, Basic Mode. This mode would only allow decks with Basic Cards to be used. If MtG can have multiple formats, why can't Hearthstone?
-Add rewards other than stars to ranks at the end of the season. At the moment, there are two tiers of Ranked rewards: get to Rank 20 and get the card back, or get to Legend and... play in Legend. There is nothing in between. Plenty of times I have gotten to Rank 17 or so and then just stopped playing because there's no way I'll be able to get to Legend without playing for a ton of extra time and there's no real reward for me getting to Rank 11 rather than just sitting where I am. Throw in gold, dust, and card pack rewards for finishing a month at higher ranks and more people will play Ranked mode and newer players can build up their card stock more quickly.
-Expand the Basic set. This was something I thought Blizzard would eventually have to do, although I don't think now is the time to do so. Pick a mix of cards from the Classic set and move them to the Basic set. Not everything, but you could still move over some good stuff like Harvest Golem, Wrath, maybe even super useful Legendaries like Sylvanas. Players who already have these cards from packs could either get the full dust cost out of the cards, get gold versions for free, or maybe come up with some new visual effect to distinguish that these cards came from packs, kinda like the "Vintage" weapons in TF2.
This would be a really bad idea. Rarity doesn't determine how good a deck is at all. Most decks will run 1 or 2 legendary cards at most. Rarity doesn't separate new players from old players.Quick idea about matchmaking. Arena Value gives you a number for your deck based on cards. They could do the same based on a rarity value based on your deck. However, I don't think that'd be enoguh, they should have three different ladders, a low, medium, and high. That way decks only face decks of equal value. There could even be a fourth that only allows basic set cards.
Problems I can think of;
-Chances are this will set all deck types against themselves. Control generally has a lot of higher rarity cards apposed to aggro decks. No idea if this is good or bad.
-As with any system, there would probably be a way to exploit the system. Hard to explain how without guidelines in place.
-Most importantly, it makes things more complicated, which goes against the design core of HearthStone.
Also, after typing this, I feel like this is similar to what other people have said.
Yeah, I know. It was just something I quickly thought up. I think it would be a good idea to split up the ladder, but the problem is how. Just need a way to differentiate decks and players. It might take a while, though I'm pretty sure it's something Blizzard wants to fix as they have talked about it before.The amount of dust within a deck has no bearings on how good it is at all.
I don't actually mean to use those exact values, they were just an example. Give decks a value could, or couldn't be, a good or bad idea.Hearth arena values aren't necessarily based on rarity of the actual card. Synergy and mana curve composition also factors heavily into the value of the card.
This would be a really bad idea. Rarity doesn't determine how good a deck is at all. Most decks will run 1 or 2 legendary cards at most. Rarity doesn't separate new players from old players.
Face Hunter & Zoo, two of the best decks in the game use mostly common cards and would ABSOLUTELY crush all new players in the hands of an experienced player.
Paladins and Warriors depend on a lots of Rare and Epic cards in addition to 2 or 3 legendary cards to make a viable deck and would out cost all other decks except each other.
What about the new player who just so happens to open a double legendary pack shoves them in a deck and proceeds to get absolutely crushed by fine tuned decks because despite his high dust deck, he is missing key commons and epics that make it good.
The amount of dust within a deck has no bearings on how good it is at all. I know there is a portion of the ladder where decks are full of legendary cards, but all you have to do is play a fast deck with a good curve and you will blow past them. Those decks suck, but it's not the legendary cards, it's the top heavy mana curve they have. A deck full of Ogres and Iron Barks would win all the time too, if you let them play them out.
I don't actually mean to use those exact values, they were just an example. Give decks a value could, or couldn't be, a good or bad idea.
What does it mean when the Mage has a fancy gold ring around their hero power?
What does it mean when the Mage has a fancy gold ring around their hero power?
Was it ranked? I have a feeling I will never play ranked on mobile because of this reason.fuckingafg apufap
i just had a won game and lost it because fucking mobile hearthstone
i accidentally kill commanded my own face and lost because of it
People DDoSing Kibler smh
The post I was quoting said to use rarity in the same way as heartharena values to judge a decks worth. I translated that as the dust cost of a deck, which I'm assuming the quoted post just didn't think to associate dust to rarity costs.Hearth arena values aren't necessarily based on rarity of the actual card. Synergy and mana curve composition also factors heavily into the value of the card.
Mage draft with 3 Water Elementals, 4 Frostbolts, Fireball, Blizzard, and other good cards without a single terrible one goes 3/3.
Paladin draft with no Truesilver, no Kings, no Minibot, and cards like Frostwolf Grunt, Questing Adventurer, and nothing over 5 cost is currently at 4/0.
Arena.
We already have that, it's called Casual mode, but the issue is how do you get a new player to enjoy the game if they only just get constantly crushed by people who just have way better cards. I would bet it's a nightmare trying to do anything with basic cards in either play mode. Maybe it's not a dire issue, but we even have a few people here post that they can't get into the game because of power imbalance when facing opponentsIf a new mode needs to be created it's a kind of experiment mode. So we can take our Pirate Priest decks and play matches where NO rewards are offered. A place where fun decks are encouraged and no rewards can be gained so the try hard decks won't come in for quick wins.
All they need to do for new players is have a casual mode that only allows the default cards players get at the start and the class cards gained from leveling. It would not be as fun as other modes, but it would be a great way to ease new people into the game without overwhelming them in p2w decks.
We already have that, it's called Casual mode, but the issue is how do you get a new player to enjoy the game if they only just get constantly crushed by people who just have way better cards. I would bet it's a nightmare trying to do anything with basic cards in either play mode. Maybe it's not a dire issue, but we even have a few people here post that they can't get into the game because of power imbalance when facing opponents
Patron Warrior ladder today.
Poor paladins, this was supposed to be their moment. Instead they provide free wins to warriors.
Patron Warrior ladder today.