Can you do a more or less thorough comparison between that game and HS regarding stuff like: amount of luck needed to win a game, prevalence of random things, prevalence of controlled randomness, swinginess of turns/plays, how much skill matters, whether the game provides enough room for player skill to flourish rather than cutting it down like in HS, how they plan to deal with cards clutter in the future, etc.
And most importantly, how far/close is it to a gacha game and others that like to pray on people's weakness and whales (see the diablo immortal videos of some people where everything they are doing is explained in detail). I.e. how much pay-to-win is/will the game be?
Thanks!
That's a pretty tall order to fill as a casual gamer ;)
I can at least say that the game is fun and interesting. What I personally like is that the game combines a relatively quick play with tactical choices.
There is some luck (as always in card games) with pulling cards, but your deck is 12 cards and you have 6 turns so chances are pretty big that you pull your important cards.
The most lucky games are related to the locations. Some will synergize with your deck, while others might not.
Adding the "poker" option of using snaps is also fun in my opinion.
Last the card collection is pretty ok for f2p I feel There is no real rarity for cards, but to get new cards you need to upgrade cards and that costs the in game currency. I am posting for about 3 weeks now and got quite some cards and several different deck building options.
All in all in now mostly playing marvel snap and hardly and hearthstone anymore, so that says quite a lot.
Having every deck with the highest play rates of 10% and lower have 53% winrates down to 50% and below.
Has never been the case for as long as I've been playing LOR and recording these statistics.
Thats what I'm referring to.
Which could only possible happen in a highly oppressive meta where nothing is "very good."
Like literally the best deck with the highest playrate is spiders and youre correct its a pre-expansion deck that had an astounding 53% winrate because everything more interesting has been grounded into the statistical dirt.
If you could bring up such a "anti synergy" deck that is scoring high winrates then I could see your point but be real: decks don't have to be simply xy overwhelm, shen x barrier, murloc... i mean yordle tribal or the likes of it. If combining multiple archetypes to a multifunctional deck that can adjust to more strategies at once then that simply is good deckbuilding.
You don't like that I don't mind that.
I just took a look at the stats and... what are you talking about?!? The vast majority of decks on the list are well established decks from the start of the expansion. Nothing you mentioned gets backed up by the stats. Why does this Post even exist?
Its not that every archetype is succeeding, it's that every archetype isn't succeeding.
Therefore the only sucessful decks are non-archetypal.
Which in a game that is supposed to encourage synergistic deck building topped off by specific champions, means that the current meta is antithetical to its core design principals.
So you want to say that if every archetype can succeed deckbuilding is dead?
Interesting idea... so if there are 3 decks to rule the meta because their mechanic is stronger than the other mechanics it is easier to build decks using other mechanics... that proven to be weaker?
Deckbuilding isn't easier in solved metagames the only difference in unsolved metas is that you can't build rogue decks meant to specifically counter the meta which... is actually a good thing when that's not necessary. Right now you can play what you want and i don't know what else you would want for brewing?
Yes, I am aware of it. Unfortunately, Blizzard flagged Front Lines as uncollectible and this prevents that card from showing up in the deck builder. It sucks a lot, but we're looking into it and we hope we'll be able to fix it swiftly.
Do you want to know about the Etihad office that is in Bahrain? Etihad Airways is a crucial airline in the UAE. Etihad Airways Bahrain office is available for individuals who need to be aware of the standard of the flight organization. Clients advancing towards this airline's office are very satisfied with their managing and dealing.The employees in this office are capable in managing all assignments being aimed at the domestic level.
Before, all the cards were hosted on HearthCards using permanent links, which would sometimes cause a lot of cards to not load properly. Now I have all the cards hosted on Imgur instead, so it should always load a lot better now. (and yes, this meant that I had to go and replace every card with an Imgured card)
So I just finished Alexstrasza's Tasks in Mercenaries. One of them was to kill 40 enemies with Dragonqueen's Gambit. FORTY. Good god it was annoying, but at least the ability was at Cooldown 1 instead of 2. Any salty players out there had to do this already before this buff?
There isn't a single list being played right now above 53% because "decks" are bad right now.
Card piles are great, lists that don't try to do anything or have any sort of win con are excelling.
Now why is this problematic that every single deck that tries to do anything only wins 53% or less in a card game about synergies and deck building?
Probably don't have to explain it to you but nobody will want to brew anymore or play specific archetypes or role play as specific Champs.
Its sad really that we went from patches that had the highest deck diversity in LOR with healthy winrates across the board
To everything essentially being bad because they cancel each other out, or are too wincon specific to be flexible enough to win in a meta where trying to win a specific way is bad.
Would of said I told you so but these numbers by play rate quantifiable prove I was right.
Demonzx could've included the entire Rewards Track list but he didn't >:c It's pinned in the comments on the Hearthcards post HERE
Basically, there's nothing to worry about. You get Mal'Ganis, the Inevitable for FREE at the start of the Rewards Track, so you can already try to largely benefit from the Doom Clock with this one :D
Great idea, but it should definitely have a reward track shown, because the entire mechanic seems to revolve around those Legendaries that can stop the clock.
Has anyone else noticed that AI characters NEVER make attacks that will kill them unless they have no other option, UNLESS you are working on a task where you need to kill them with a specific ability, then they gleefully commit suicide at every opportunity to deny you your task progress?
I suspect that there are different levels of enemy AI in the game. In barrens 1, the enemies dont tend to be smart, they will always attack where their damage will do the most, and the boss AI is pathetic, the third move is always to attack into the highest damage merc.
But at higher levels, the enemy AI is enhanced seemingly, moving in manners I would not expect them to, almost like they're making moves according to my merc composition. Like how in holy teams, the usual strat from the AI is to target anduin. But sometimes whenever I have the ring equipped they'd go for another merc instead. Its weirdly inconsistent.
I've stopped relying on the AI ages ago. In some cases I would farm at higher levels just so they cant suicide into my mercs.
Maiev's equipment to reduce damage from attacks to your left- and right-most characters has taught me the AI does take equipment into account. With that equipped they'll usually attack my middle merc if they aren't blocked by taunt, even if they would be much better off attacking one of the outer mercs normally.
From my experience, the higher level AI is actually pretty clever all things considered, taking account of all effects active at the start of the turn when assessing how quickly they can bring mercs down. I doubt they know enough to counter potential actions by the player though. Tbh, I don't think they should be that clever in PvE since it is good game design to let players actually enact their plans there. So it's better to increase difficulty in 'dumb' ways (like more health and/or damage) than with super-smart AI.
Has anyone else noticed that AI characters NEVER make attacks that will kill them unless they have no other option, UNLESS you are working on a task where you need to kill them with a specific ability, then they gleefully commit suicide at every opportunity to deny you your task progress?
I suspect that there are different levels of enemy AI in the game. In barrens 1, the enemies dont tend to be smart, they will always attack where their damage will do the most, and the boss AI is pathetic, the third move is always to attack into the highest damage merc.
But at higher levels, the enemy AI is enhanced seemingly, moving in manners I would not expect them to, almost like they're making moves according to my merc composition. Like how in holy teams, the usual strat from the AI is to target anduin. But sometimes whenever I have the ring equipped they'd go for another merc instead. Its weirdly inconsistent.
I've stopped relying on the AI ages ago. In some cases I would farm at higher levels just so they cant suicide into my mercs.
Has anyone else noticed that AI characters NEVER make attacks that will kill them unless they have no other option, UNLESS you are working on a task where you need to kill them with a specific ability, then they gleefully commit suicide at every opportunity to deny you your task progress?
New You - Card Design Competition Discussion Thread
Congratulations to ChickyChick!
I'm sorry I kind of ghosted this one; didn't even submit my Shadow :/
A Comp Of Frost And Flame - Card Design Competition Discussion Thread
This effect is pretty difficult to balance, so I might go with a stat buff instead (maybe +2/+2 for 2 Mana)
A Comp Of Frost And Flame - Card Design Competition Discussion Thread
Competition Theme: A Comp Of Frost And Flame
Winterveil is coming! Well, not really at all actually, but I don't know enough to make any better references than that.
It's time to delve into a world of frigid winds and burning breath - though linkblade91 is making sure we won't be too damaged in the end!
As always, I can be reached through Discord or here on the site via PM if you have any issues to report.
Competition Phases
Here are the phases of this card design competition
Discussion Thread Rules
No thread rules were added to this season. Please populate and manually edit this thread with them.
I'm in the Open Beta - AMA
That's a pretty tall order to fill as a casual gamer ;)
I can at least say that the game is fun and interesting. What I personally like is that the game combines a relatively quick play with tactical choices.
There is some luck (as always in card games) with pulling cards, but your deck is 12 cards and you have 6 turns so chances are pretty big that you pull your important cards.
The most lucky games are related to the locations. Some will synergize with your deck, while others might not.
Adding the "poker" option of using snaps is also fun in my opinion.
Last the card collection is pretty ok for f2p I feel There is no real rarity for cards, but to get new cards you need to upgrade cards and that costs the in game currency. I am posting for about 3 weeks now and got quite some cards and several different deck building options.
All in all in now mostly playing marvel snap and hardly and hearthstone anymore, so that says quite a lot.
Special Y’Shaarj Event for Hearthstone Mercenaries Is Coming to an End - Last Chance To Complete Some Tasks!
I finished the set of tasks this morning, thanks in no small part to Avalon's guides - thanks!
These events are fun, more fun with teamwork and commentary.
Final Meta Stats - Decks Are Dead
Having every deck with the highest play rates of 10% and lower have 53% winrates down to 50% and below.
Has never been the case for as long as I've been playing LOR and recording these statistics.
Thats what I'm referring to.
Which could only possible happen in a highly oppressive meta where nothing is "very good."
Like literally the best deck with the highest playrate is spiders and youre correct its a pre-expansion deck that had an astounding 53% winrate because everything more interesting has been grounded into the statistical dirt.
You dont see a problem with that?
Final Meta Stats - Decks Are Dead
If you could bring up such a "anti synergy" deck that is scoring high winrates then I could see your point but be real: decks don't have to be simply xy overwhelm, shen x barrier, murloc... i mean yordle tribal or the likes of it. If combining multiple archetypes to a multifunctional deck that can adjust to more strategies at once then that simply is good deckbuilding.
You don't like that I don't mind that.
I just took a look at the stats and... what are you talking about?!? The vast majority of decks on the list are well established decks from the start of the expansion. Nothing you mentioned gets backed up by the stats. Why does this Post even exist?
Final Meta Stats - Decks Are Dead
Its not that every archetype is succeeding, it's that every archetype isn't succeeding.
Therefore the only sucessful decks are non-archetypal.
Which in a game that is supposed to encourage synergistic deck building topped off by specific champions, means that the current meta is antithetical to its core design principals.
Aka...that's bad.
Final Meta Stats - Decks Are Dead
So you want to say that if every archetype can succeed deckbuilding is dead?
Interesting idea... so if there are 3 decks to rule the meta because their mechanic is stronger than the other mechanics it is easier to build decks using other mechanics... that proven to be weaker?
Deckbuilding isn't easier in solved metagames the only difference in unsolved metas is that you can't build rogue decks meant to specifically counter the meta which... is actually a good thing when that's not necessary. Right now you can play what you want and i don't know what else you would want for brewing?
Final Meta Stats - Decks Are Dead
I wish hearthstone became like that...
Maximum Occupancy: 14 - Paladin Throne of the Tides Achievement
Yes, I am aware of it. Unfortunately, Blizzard flagged Front Lines as uncollectible and this prevents that card from showing up in the deck builder. It sucks a lot, but we're looking into it and we hope we'll be able to fix it swiftly.
How to Complete Y'Shaarj Mercenaries Event Task 8 "You're a Kid Now" - Tips & Parties Inside
Glad it still worked out for you!
robertjohnwes
Do you want to know about the Etihad office that is in Bahrain? Etihad Airways is a crucial airline in the UAE. Etihad Airways Bahrain office is available for individuals who need to be aware of the standard of the flight organization. Clients advancing towards this airline's office are very satisfied with their managing and dealing.The employees in this office are capable in managing all assignments being aimed at the domestic level.
New You - Card Design Competition Discussion Thread
We're sorry for the delay, but the finalist voting is now up and running!
The Secrets of Volcania - Custom Hearthstone Expansion (Finished!)
Pretty significant update here.
Before, all the cards were hosted on HearthCards using permanent links, which would sometimes cause a lot of cards to not load properly. Now I have all the cards hosted on Imgur instead, so it should always load a lot better now. (and yes, this meant that I had to go and replace every card with an Imgured card)
Hearthstone Patch 23.4.3 Arrives With Sweeping Balance Changes for Standard, Wild, Battlegrounds, and Mercenaries
So I just finished Alexstrasza's Tasks in Mercenaries. One of them was to kill 40 enemies with Dragonqueen's Gambit. FORTY. Good god it was annoying, but at least the ability was at Cooldown 1 instead of 2. Any salty players out there had to do this already before this buff?
Final Meta Stats - Decks Are Dead
https://app.mobalytics.gg/lor/stats/regions
Final meta stats for the expansion by play rate.
There isn't a single list being played right now above 53% because "decks" are bad right now.
Card piles are great, lists that don't try to do anything or have any sort of win con are excelling.
Now why is this problematic that every single deck that tries to do anything only wins 53% or less in a card game about synergies and deck building?
Probably don't have to explain it to you but nobody will want to brew anymore or play specific archetypes or role play as specific Champs.
Its sad really that we went from patches that had the highest deck diversity in LOR with healthy winrates across the board
To everything essentially being bad because they cancel each other out, or are too wincon specific to be flexible enough to win in a meta where trying to win a specific way is bad.
Would of said I told you so but these numbers by play rate quantifiable prove I was right.
KingKuba's "Bringers of Doom" Custom Set: Part 1 (Main Set) - Hearthstone Fan Community Spotlight
Interesting mechanic, the Doom Clock. And it shows how much effort you put into it, all the art, flavor and effects. Really good job 👌
KingKuba's "Bringers of Doom" Custom Set: Part 1 (Main Set) - Hearthstone Fan Community Spotlight
Demonzx could've included the entire Rewards Track list but he didn't >:c It's pinned in the comments on the Hearthcards post HERE
Basically, there's nothing to worry about. You get Mal'Ganis, the Inevitable for FREE at the start of the Rewards Track, so you can already try to largely benefit from the Doom Clock with this one :D
KingKuba's "Bringers of Doom" Custom Set: Part 1 (Main Set) - Hearthstone Fan Community Spotlight
Great idea, but it should definitely have a reward track shown, because the entire mechanic seems to revolve around those Legendaries that can stop the clock.
Idea for Extra Merc Coins
Maiev's equipment to reduce damage from attacks to your left- and right-most characters has taught me the AI does take equipment into account. With that equipped they'll usually attack my middle merc if they aren't blocked by taunt, even if they would be much better off attacking one of the outer mercs normally.
From my experience, the higher level AI is actually pretty clever all things considered, taking account of all effects active at the start of the turn when assessing how quickly they can bring mercs down. I doubt they know enough to counter potential actions by the player though. Tbh, I don't think they should be that clever in PvE since it is good game design to let players actually enact their plans there. So it's better to increase difficulty in 'dumb' ways (like more health and/or damage) than with super-smart AI.
KingKuba's "Bringers of Doom" Custom Set: Part 1 (Main Set) - Hearthstone Fan Community Spotlight
So guys, what do you think? :D
Idea for Extra Merc Coins
I suspect that there are different levels of enemy AI in the game. In barrens 1, the enemies dont tend to be smart, they will always attack where their damage will do the most, and the boss AI is pathetic, the third move is always to attack into the highest damage merc.
But at higher levels, the enemy AI is enhanced seemingly, moving in manners I would not expect them to, almost like they're making moves according to my merc composition. Like how in holy teams, the usual strat from the AI is to target anduin. But sometimes whenever I have the ring equipped they'd go for another merc instead. Its weirdly inconsistent.
I've stopped relying on the AI ages ago. In some cases I would farm at higher levels just so they cant suicide into my mercs.
Idea for Extra Merc Coins
Has anyone else noticed that AI characters NEVER make attacks that will kill them unless they have no other option, UNLESS you are working on a task where you need to kill them with a specific ability, then they gleefully commit suicide at every opportunity to deny you your task progress?
Dean Ayala’s Hearthstone Q&A Recap #44 - Alternate Art, Dr. Boom, Dungeon Run, Tough Weapon Designs, & More
There are considerations to move Hearthstone to 4 expansions per year and no longer do mini-sets.