I got the warrior quest from packs and I had rokara already so I figured I'd try this out even though I don't play standard at all, and I have to say this deck is great. Played over 20 games with it from bronze to upper silver and I only lost one game because the shitty HS client crashed. Most games I was able to play the juggernaut on turn 7 and win shortly after.
If I could change anything I'd say the athletic studies were pretty lackluster, but I don't play standard enough to know what to replace them with.
To their developers: Wow, do you even bother to test what you release? We have here two insanely easy to complete quests that result in non interactive damage to the face. How....is....that.....fun? Draw, mana cheat and generation are all rolled into one and all you need to do is throw in all the obvious fits in and these two decks play themselves. You're absolutely helpless to beat them with anything else.
To the fanbase: How do you sleep at night? Every victory you achieve Is no different THAN A PARTICIPATION TROPHY. you are playing a deck that requires ZERO skill and you are so insecure that you only play it because your need to win is more important than actually EARNING glory. Youve jumped on board to everything that makes this game suck and the sane reaction to winning with them would be guilt or emptiness.
That's the real question isn't it and one I suspect for Blizzard's business people. I imagine a lot of math is involved to determine the optimal amount to keep players engaged while still maintaining the impetus to spend real money.
Totes agree on the Elwynn Boar, I can only pray I don't open it before I reach that level. It's a reminder of those feelsbad days before duplicate protection. Would be nice if they offered full dust refund for those epics.
Oh its definitely not but when you see someone play it just for the hell of it after they have 5 cards left and they've definitely won, it just shows how powerful the whole package still is.
The thought of a mass card nerf actually makes me so happy.
I adore Hearthstone and have loved the game for years. But this year in particular it's felt like there's no real play between both players, just "Ook I play my power turn" followed by "Ook Ook I have the clear" or die. There hasn't been anything really "midrange", even the most minion based decks have an insane amount of board.
Really hope they go through with a game wide decrease in power.
I love the idea of a mass nerfing... which is weird to say. If that means that decks would generally be slower, so that my dumb slow decks could be more powerful, I'd be very happy. If it means that some synergistic tools become worthless, I'd be less happy - what drags me to Wild anyway is the feeling that there are just too few cards in Standard to make an archetype good. You want one more Overload card, one more Pirate. Any 'good' deck usually feels full of holes, and thus unsatisfying.
Re: the guy who questioned more printing of OTK-enabling cards and from-the-hand style decks, I completely agree - there have been way too many of those recently! Perhaps because they feel pressure to make 8-10 mana cards playable, as Dean says. Perhaps because they feel expansions need a figurehead, and the easiest way to raise hype is to print a 'win the game' card. Either way, most of the Quests and the other uninteractive win conditions in Standard just should not have been printed.
While both are powerful lynchpins for a strategy, there's a big difference between Mal'Ganis and Mordresh Fire Eye (or Jace Darkweaver, or Grand Magus Antonidas, and others) The first enables your other cards to win the game while its alive. The second wins the game for you, enabled by your other cards already having been played. We need more of the first and less of the second, so that the board, and more importantly the current board state, remain relevant.
Best thing is to simply allow us to disenchant those golden cards. If I opened a Primordial Protector in a pack, the last thing I need is a golden copy that I can't disenchant for an epic card I actually need.
Does this defeat the point in granting golden cards? Yes. But more choice is always better than less. Besides which, there's little point in showing off something everyone has. That's why whales tend to play their non-golden SN1P-SN4Ps instead.
Are people asking Dean about the charges Blizzard is facing? I assume they are, and I’m sure that he’s in an awkward position and has to watch what he says, but I’d really like to hear more from him on it.
Two weeks ago, when the news had just broke, he gave a very honest-sounding reaction about it at his AMA. I appreciated it, and the reactions like that helped me believe that Blizzard as a company is redeemable. But there has been nothing new over the last two AMAs. Even if there can’t be big announcements about it every week, the silence does feel awkward.
If what you said is true, then why don't they just increase the total gold we can receive. Truth to be told, anything else is better than uncraftable golden cards.
I appreciate that they’ve put the amount of gold that they feel is right on the track. If they made more rewards give gold, they’d make up for it by reducing other rewards. Everyone can have opinions about whether the track is generous enough, but I think the real question is whether the non-gold rewards could be more fun.
It seems like the free golden cards were a good experiment that failed. I don’t care too much about golden cards, but to the extent that I do, they’re fun partly because my collection of golden cards will be different than yours. It makes our collections feel a little more personal even though most of us have at least 90% of the same cards. Given that, it’s not very fun to get a golden card that EVERY other semi-serious player will also earn. Why bother?
Also, the golden epics create some harmful incentives and feel-bad moments. I know that I’ll earn two Elwynn Boars once I’ve been playing for 3-4 weeks. If I open one in a pack before then, that will be a duplicate epic I’ll just have to dust. I actually stopped opening card packs early to avoid this risk. I’m holding off on more until I reach level 75, and not experimenting as much with the new set in the meantime. That’s not what the designers intended.
I think the right solution would be to introduce tokens that let you upgrade cards of a certain rarity to golden. Then you can apply them to the ones in your collection that you want. It’s fun, it keeps the golden cards personal and “special”, and there’s no way that opening the wrong card in a pack can make that system feel like a loss.
i like the golden cards, but some flexibility would be apprieciated, i could see the option to claim gold instead cards, or even, why not both, is not like golden undustable cards will compromise the game economy that much
My sense, based on dev comments from around the time of the first rewards track, is that it's decided from the outset how much gold in total would be given out on the rewards track. Thereafter, it's a question of distributing the gold across the many levels. From that perspective, we're not getting golden cards in lieu of gold; without such 'filler' rewards, the alternative would have been to reduce the amount of gold awarded on some levels.
I'd love to see them double up on those slots for rewards. I know so many people just don't care about golden cards that it would be a really nice square to give them something.
Mass nerfing is an interesting concept to explore. Keeping a weaker core set makes the expansions more playable, but does come at a cost of diversity. I wouldn't dismiss it altogether, though I'm also interested whether it makes hearthstone a little more dependent on its expansions (and therefore a more costly product to have fun in).
Glad to also know that the team will be discussing nerfs and confirmation of at least one card that will be changed cough* cough*Incanter's Flow. This may be the hardest to balance, because some stuff in stormwind seems to anticipate a combo heavy meta so we have absolutely insane aggro cards like Battleground Battlemaster. Will be surprised if this wasn't hit (maybe to the stats) in some way after combo decks get nerfed.
Incanter's flow is useful even in the late game because that's usually how they kill you after completing the quest. Just draw their whole deck with cram sessions and refreshing spring water, and then ignite all the way. So its not necessarily needed early actually.
Yes, that's correct. And then some guy I faced had a big brain idea to start teching in devolving missiles so even divine shield doesn't save it. Its kinda harsh but robes can absolutely be countered by mage. They can even chance a discover at it. Back to the drawing board.
Hadbuff seems to really take off around D7 and up. On my grind up (as quest mage) I basically faced none that were a problem until then, at which point it was all Cult Neophyte, Robes of Protection, and Battleground Battlemaster combo wombos
The Juggernaut!
I got the warrior quest from packs and I had rokara already so I figured I'd try this out even though I don't play standard at all, and I have to say this deck is great. Played over 20 games with it from bronze to upper silver and I only lost one game because the shitty HS client crashed. Most games I was able to play the juggernaut on turn 7 and win shortly after.
If I could change anything I'd say the athletic studies were pretty lackluster, but I don't play standard enough to know what to replace them with.
I hope you make a wild version.
Open Letter to the Ppl who Made and Play QL Mage and Warlock
To their developers: Wow, do you even bother to test what you release? We have here two insanely easy to complete quests that result in non interactive damage to the face. How....is....that.....fun? Draw, mana cheat and generation are all rolled into one and all you need to do is throw in all the obvious fits in and these two decks play themselves. You're absolutely helpless to beat them with anything else.
To the fanbase: How do you sleep at night? Every victory you achieve Is no different THAN A PARTICIPATION TROPHY. you are playing a deck that requires ZERO skill and you are so insecure that you only play it because your need to win is more important than actually EARNING glory. Youve jumped on board to everything that makes this game suck and the sane reaction to winning with them would be guilt or emptiness.
Thanks for viewing!
Hearthstone Access - A New Mod Improves Accessibility for Blind and Visually Impaired Players
This is really awesome!! Impressed and thumbs up for the developers.
Hearthstone Access - A New Mod Improves Accessibility for Blind and Visually Impaired Players
That is impressive. Hope when it's more polished/complete it will open up both HS but also inspire other similar mods for other games.
Hearthstone Access - A New Mod Improves Accessibility for Blind and Visually Impaired Players
This is awesome. I can finally share the game with a few of my friends who wanted to play but never could.
Dean Ayala's Hearthstone Community Q&A #24 - Revisiting Balance Next Week, Emote Wheel, Bring Back a Friend, Mass Nerf
That's the real question isn't it and one I suspect for Blizzard's business people. I imagine a lot of math is involved to determine the optimal amount to keep players engaged while still maintaining the impetus to spend real money.
Hearthstone Access - A New Mod Improves Accessibility for Blind and Visually Impaired Players
Amazing to see something like this done for the community, hope everything goes well with the development and they can expand it to full games soon
Dean Ayala's Hearthstone Community Q&A #24 - Revisiting Balance Next Week, Emote Wheel, Bring Back a Friend, Mass Nerf
Totes agree on the Elwynn Boar, I can only pray I don't open it before I reach that level. It's a reminder of those feelsbad days before duplicate protection. Would be nice if they offered full dust refund for those epics.
What Standard Decks to Play in Hearthstone's New Expansion? The Top 10 Stormwind Deck Archetypes of Week 1
Oh its definitely not but when you see someone play it just for the hell of it after they have 5 cards left and they've definitely won, it just shows how powerful the whole package still is.
Dean Ayala's Hearthstone Community Q&A #24 - Revisiting Balance Next Week, Emote Wheel, Bring Back a Friend, Mass Nerf
The thought of a mass card nerf actually makes me so happy.
I adore Hearthstone and have loved the game for years. But this year in particular it's felt like there's no real play between both players, just "Ook I play my power turn" followed by "Ook Ook I have the clear" or die. There hasn't been anything really "midrange", even the most minion based decks have an insane amount of board.
Really hope they go through with a game wide decrease in power.
Dean Ayala's Hearthstone Community Q&A #24 - Revisiting Balance Next Week, Emote Wheel, Bring Back a Friend, Mass Nerf
I love the idea of a mass nerfing... which is weird to say. If that means that decks would generally be slower, so that my dumb slow decks could be more powerful, I'd be very happy. If it means that some synergistic tools become worthless, I'd be less happy - what drags me to Wild anyway is the feeling that there are just too few cards in Standard to make an archetype good. You want one more Overload card, one more Pirate. Any 'good' deck usually feels full of holes, and thus unsatisfying.
Re: the guy who questioned more printing of OTK-enabling cards and from-the-hand style decks, I completely agree - there have been way too many of those recently! Perhaps because they feel pressure to make 8-10 mana cards playable, as Dean says. Perhaps because they feel expansions need a figurehead, and the easiest way to raise hype is to print a 'win the game' card. Either way, most of the Quests and the other uninteractive win conditions in Standard just should not have been printed.
While both are powerful lynchpins for a strategy, there's a big difference between Mal'Ganis and Mordresh Fire Eye (or Jace Darkweaver, or Grand Magus Antonidas, and others) The first enables your other cards to win the game while its alive. The second wins the game for you, enabled by your other cards already having been played. We need more of the first and less of the second, so that the board, and more importantly the current board state, remain relevant.
Dean Ayala's Hearthstone Community Q&A #24 - Revisiting Balance Next Week, Emote Wheel, Bring Back a Friend, Mass Nerf
Best thing is to simply allow us to disenchant those golden cards. If I opened a Primordial Protector in a pack, the last thing I need is a golden copy that I can't disenchant for an epic card I actually need.
Does this defeat the point in granting golden cards? Yes. But more choice is always better than less. Besides which, there's little point in showing off something everyone has. That's why whales tend to play their non-golden SN1P-SN4Ps instead.
Dean Ayala's Hearthstone Community Q&A #24 - Revisiting Balance Next Week, Emote Wheel, Bring Back a Friend, Mass Nerf
Let everyone that wants to talk about it talk but don't make anyone feel like they have to talk. Respect the choice!
Dean Ayala's Hearthstone Community Q&A #24 - Revisiting Balance Next Week, Emote Wheel, Bring Back a Friend, Mass Nerf
Are people asking Dean about the charges Blizzard is facing? I assume they are, and I’m sure that he’s in an awkward position and has to watch what he says, but I’d really like to hear more from him on it.
Two weeks ago, when the news had just broke, he gave a very honest-sounding reaction about it at his AMA. I appreciated it, and the reactions like that helped me believe that Blizzard as a company is redeemable. But there has been nothing new over the last two AMAs. Even if there can’t be big announcements about it every week, the silence does feel awkward.
Dean Ayala's Hearthstone Community Q&A #24 - Revisiting Balance Next Week, Emote Wheel, Bring Back a Friend, Mass Nerf
If what you said is true, then why don't they just increase the total gold we can receive. Truth to be told, anything else is better than uncraftable golden cards.
Trust me, you're not alone
Dean Ayala's Hearthstone Community Q&A #24 - Revisiting Balance Next Week, Emote Wheel, Bring Back a Friend, Mass Nerf
I appreciate that they’ve put the amount of gold that they feel is right on the track. If they made more rewards give gold, they’d make up for it by reducing other rewards. Everyone can have opinions about whether the track is generous enough, but I think the real question is whether the non-gold rewards could be more fun.
It seems like the free golden cards were a good experiment that failed. I don’t care too much about golden cards, but to the extent that I do, they’re fun partly because my collection of golden cards will be different than yours. It makes our collections feel a little more personal even though most of us have at least 90% of the same cards. Given that, it’s not very fun to get a golden card that EVERY other semi-serious player will also earn. Why bother?
Also, the golden epics create some harmful incentives and feel-bad moments. I know that I’ll earn two Elwynn Boars once I’ve been playing for 3-4 weeks. If I open one in a pack before then, that will be a duplicate epic I’ll just have to dust. I actually stopped opening card packs early to avoid this risk. I’m holding off on more until I reach level 75, and not experimenting as much with the new set in the meantime. That’s not what the designers intended.
I think the right solution would be to introduce tokens that let you upgrade cards of a certain rarity to golden. Then you can apply them to the ones in your collection that you want. It’s fun, it keeps the golden cards personal and “special”, and there’s no way that opening the wrong card in a pack can make that system feel like a loss.
Dean Ayala's Hearthstone Community Q&A #24 - Revisiting Balance Next Week, Emote Wheel, Bring Back a Friend, Mass Nerf
i like the golden cards, but some flexibility would be apprieciated, i could see the option to claim gold instead cards, or even, why not both, is not like golden undustable cards will compromise the game economy that much
Dean Ayala's Hearthstone Community Q&A #24 - Revisiting Balance Next Week, Emote Wheel, Bring Back a Friend, Mass Nerf
My sense, based on dev comments from around the time of the first rewards track, is that it's decided from the outset how much gold in total would be given out on the rewards track. Thereafter, it's a question of distributing the gold across the many levels. From that perspective, we're not getting golden cards in lieu of gold; without such 'filler' rewards, the alternative would have been to reduce the amount of gold awarded on some levels.
Hearthstone Access - A New Mod Improves Accessibility for Blind and Visually Impaired Players
Finally, something to smile widely for. Nothing but absolute respect for Guide Dev.
Dean Ayala's Hearthstone Community Q&A #24 - Revisiting Balance Next Week, Emote Wheel, Bring Back a Friend, Mass Nerf
I'd love to see them double up on those slots for rewards. I know so many people just don't care about golden cards that it would be a really nice square to give them something.
Dean Ayala's Hearthstone Community Q&A #24 - Revisiting Balance Next Week, Emote Wheel, Bring Back a Friend, Mass Nerf
I might be alone in thinking this, but I would rather have the 50 gold from the rewards track than agolden cards that you can’t disenchant.
Dean Ayala's Hearthstone Community Q&A #24 - Revisiting Balance Next Week, Emote Wheel, Bring Back a Friend, Mass Nerf
Mass nerfing is an interesting concept to explore. Keeping a weaker core set makes the expansions more playable, but does come at a cost of diversity. I wouldn't dismiss it altogether, though I'm also interested whether it makes hearthstone a little more dependent on its expansions (and therefore a more costly product to have fun in).
Glad to also know that the team will be discussing nerfs and confirmation of at least one card that will be changed cough* cough* Incanter's Flow. This may be the hardest to balance, because some stuff in stormwind seems to anticipate a combo heavy meta so we have absolutely insane aggro cards like Battleground Battlemaster. Will be surprised if this wasn't hit (maybe to the stats) in some way after combo decks get nerfed.
What Standard Decks to Play in Hearthstone's New Expansion? The Top 10 Stormwind Deck Archetypes of Week 1
Incanter's flow is useful even in the late game because that's usually how they kill you after completing the quest. Just draw their whole deck with cram sessions and refreshing spring water, and then ignite all the way. So its not necessarily needed early actually.
What Standard Decks to Play in Hearthstone's New Expansion? The Top 10 Stormwind Deck Archetypes of Week 1
Yes, that's correct. And then some guy I faced had a big brain idea to start teching in devolving missiles so even divine shield doesn't save it. Its kinda harsh but robes can absolutely be countered by mage. They can even chance a discover at it. Back to the drawing board.
What Standard Decks to Play in Hearthstone's New Expansion? The Top 10 Stormwind Deck Archetypes of Week 1
Hadbuff seems to really take off around D7 and up. On my grind up (as quest mage) I basically faced none that were a problem until then, at which point it was all Cult Neophyte, Robes of Protection, and Battleground Battlemaster combo wombos