this legendary is more value orientated for control or highlander decks. It's definitely nice value, but there will be situations where all 3 cards discovered are quite bad
I think that what HS needs as the air we breath is a more fair system of disenchanting cards (or having a higher ratio of getting a legendary in packs will also help a lot too).
It's unfair that you will get a legendary almost at every 20 packs you open and once you get one, if it's a legendary of a class that you barely play, you don't have the chance to almost fully dust him in order to craft another one that you'll play. I can't imagine what was on the mind of whoever decided that the price of a legendary will be 1600 dust but if you disenchant it you just receive 1/4 of his value. I'm not asking for a token of the 100% value (but I should) but for sure I'll feel that my money is well spent if it's easiest to craft that legendary that will improve my deck into a competitive one.
I don't know the rest of the thoughts, sometimes I feel that I'm not alone with that. I just did my first steps with other f2p card games but the progression and the feel of obtaining good card is way better than HS. I played HS since the beginning but right now I don't feel comfortable paying for more packs but didn't being able to construct a decent deck for the classes I love most to play with.
PS: Please, if you are considering downvoting me just for expressing an opinion please consider to reply my message in order to see what your point is and to healthy discuss it. I got downvotes pretty often but not knowing where I miss the point. Maybe I wasn't enough clear (I'm not native english speaker) or maybe I tried to say a thing and I wrote it more rudiest than I desired. Help me to improve my communication skill hahaha. Thanks :)
Agreed that it needs a change, but as he notes, implementing skill-based matchmaking kills the rewards structure of Arena. That's the problem with Heroic Duels: rankings punish you for playing well. Every match you win decreases your chances of winning the next. Which is fine . . . unless rewards are results-based. And there must be rewards, because otherwise there's no incentive to try or play the mode.
There are plenty of other available methods for making Arena more inviting to newbies, fortunately. Keeping the cards you draft, implementing mutators, more forgiving rewards, rollovers into your next run, more free tickets, more help and tooltips, official guides, etc. I can only hope that they turn to these solutions instead.
I hope that they do because, as a 'better' player, non-skill-based matchmaking is refreshing. Ranked play is exciting, but tiring. Booting up an Arena run and seeing my opponent misplay or beating someone easily reminds me that the hours I've put into Hearthstone haven't (sort of) been wasted.
So, if they do implement SBMM, I'd like to see non-SBMM elsewhere. Even if just for casual events, like Tavern Brawls, because even though reaching Legend puts you in the tippy top percentiles of the game, ranked gameplay doesn't remind players of that. Skillbased matchmaking fundamentally can't remind players how skilled they've become - by design, you're always average. If you're a newbie, you have goals. If you're experienced, you're fulfilled. But if you're average, welp, being average sucks.
this one's a bit weird, I feel it has to be added to a freeze mage deck, or it'll be a dead card for a long time or just a vanilla 1/3 minion. Maybe we'll see it shine after the standard rotation
preeeety insane, it's basically a 1 mana 3/3 that draws a card. Must include in secret decks but has to be played once your Shadowjeweler Hanar is dead
nobody in their right mind would put this in their deck. It'll only see play during random card generation or random legendary summons. Will probably see more play in duels than constructed.
Also, bit of a weird card thematically for DMF, what's a wolf doing at these races?
We don't even ask for a dynamic meta btw. We just ask for a NON-OPPRESSIVE one with few nearly flawless t1 decks that live in a powerlevel of their own.
That would be hard to achieve: for starters, how would you define "non oppressive". Pretty much every viable deck in any given meta has had a "Deck X is oppressive, plz nerf NOW!!!" thread dedicated to it, so a less generic description would be required, furthermore, metas tend to get "solved" with a select few decks rising to the top, regardless of limitations.
I remember the "poor man's" brawls of some time ago, where only common, rare and basic cards were allowed. After a short time, the best decks for those conditions already dominated the Brawl meta.
Wild can certainly use some more balancing, but there is no way IMO to magically turn it into some kind of perfect haven where miriad decks have an equal chance.
Its in context of his statement, which was about people spending money and immediately get something out of it. I guess I should've quoted the whole sentence instead.
We don't do a good job of transitioning players from purchase to fun. There is a lot of work in the way that can make it feel like your money isn't valuable. If you think about a game Heroes or League they do great at that. Buy a character, go play it and have fun.
Again, I don't want to go any further on this discussion because that's not the intention of this article. Basically anyone who'd ever pre-ordered an expansion would immediately understand what I'm on about.
It's a good pull from Archwitch Willow but may not see play yet, possibly in the next standard rotation when there's a smaller card pool. Right now it's just unpredictable value
most likely will fit into the small spells mage package with Mana Cyclone. Might see uses elsewhere, like everyone above throwing out possible ideas :)
New Druid & Shaman Spell - Guidance
nice value, but value like this will generally see more play in control decks
New Druid Spell - Arbor Up
5/5 for the card name 👏
Blizzard treely know their puns
New Hunter Minion - Saddlemaster
well hunter does struggle with card draw, so this might see play in some sort of midrange beast hunter... or not :)
New Hunter Spell - Bola Shot
it's a nice little aggro counter, fits more into a control highlander hunter. Maybe deathrattle hunter could use it too?
Dean Ayala's Community Q&A #2 - More New Modes Confirmed, Profiles, Mini Sets, Arena, Wild, and More!
Tickatus is not a “low-enough power level” card, it is completely devastating and can be tutored into play way to easily. Needs to be fixed.
edit: revised paraphrasingas per feedback below.
New Mage & Rogue Minion - Keywarden Ivory
this legendary is more value orientated for control or highlander decks. It's definitely nice value, but there will be situations where all 3 cards discovered are quite bad
Dean Ayala's Community Q&A #2 - More New Modes Confirmed, Profiles, Mini Sets, Arena, Wild, and More!
I think that what HS needs as the air we breath is a more fair system of disenchanting cards (or having a higher ratio of getting a legendary in packs will also help a lot too).
It's unfair that you will get a legendary almost at every 20 packs you open and once you get one, if it's a legendary of a class that you barely play, you don't have the chance to almost fully dust him in order to craft another one that you'll play. I can't imagine what was on the mind of whoever decided that the price of a legendary will be 1600 dust but if you disenchant it you just receive 1/4 of his value. I'm not asking for a token of the 100% value (but I should) but for sure I'll feel that my money is well spent if it's easiest to craft that legendary that will improve my deck into a competitive one.
I don't know the rest of the thoughts, sometimes I feel that I'm not alone with that. I just did my first steps with other f2p card games but the progression and the feel of obtaining good card is way better than HS. I played HS since the beginning but right now I don't feel comfortable paying for more packs but didn't being able to construct a decent deck for the classes I love most to play with.
PS: Please, if you are considering downvoting me just for expressing an opinion please consider to reply my message in order to see what your point is and to healthy discuss it. I got downvotes pretty often but not knowing where I miss the point. Maybe I wasn't enough clear (I'm not native english speaker) or maybe I tried to say a thing and I wrote it more rudiest than I desired. Help me to improve my communication skill hahaha. Thanks :)
New Paladin Minion - Imprisoned Celestial
this card just basically shouts to your opponent: KILL ALL ENEMY MINIONS FOR THE NEXT 2 TURNS!
Dean Ayala Could See Hearthstone's Arena With Skill-Based Matchmaking - Is It Right For The Game?
Agreed that it needs a change, but as he notes, implementing skill-based matchmaking kills the rewards structure of Arena. That's the problem with Heroic Duels: rankings punish you for playing well. Every match you win decreases your chances of winning the next. Which is fine . . . unless rewards are results-based. And there must be rewards, because otherwise there's no incentive to try or play the mode.
There are plenty of other available methods for making Arena more inviting to newbies, fortunately. Keeping the cards you draft, implementing mutators, more forgiving rewards, rollovers into your next run, more free tickets, more help and tooltips, official guides, etc. I can only hope that they turn to these solutions instead.
I hope that they do because, as a 'better' player, non-skill-based matchmaking is refreshing. Ranked play is exciting, but tiring. Booting up an Arena run and seeing my opponent misplay or beating someone easily reminds me that the hours I've put into Hearthstone haven't (sort of) been wasted.
So, if they do implement SBMM, I'd like to see non-SBMM elsewhere. Even if just for casual events, like Tavern Brawls, because even though reaching Legend puts you in the tippy top percentiles of the game, ranked gameplay doesn't remind players of that. Skillbased matchmaking fundamentally can't remind players how skilled they've become - by design, you're always average. If you're a newbie, you have goals. If you're experienced, you're fulfilled. But if you're average, welp, being average sucks.
New Paladin & Priest Spell - Rally!
looking forward to experimenting with this card :) I'm sure it'll be good in both priest and pally, probably more so in priest
New Priest Minion - Lightsteed
very cool effect, but we may need some more mass healing for it to be bonkers
Snowpocalypse
New Druid & Hunter Spell - Resizing Pouch
pretty cool effect, especially for mid-range to control decks. I see druid using this card more than hunter though
New Mage & Shaman Minion - Imprisoned Phoenix
doubt this will see play outside of some memey elemental OTK combos
New Mage Minion - Glacier Racer
this one's a bit weird, I feel it has to be added to a freeze mage deck, or it'll be a dead card for a long time or just a vanilla 1/3 minion. Maybe we'll see it shine after the standard rotation
New Rogue Minion - Sparkjoy Cheat
preeeety insane, it's basically a 1 mana 3/3 that draws a card. Must include in secret decks but has to be played once your Shadowjeweler Hanar is dead
New Neutral Minion - Moonfang
nobody in their right mind would put this in their deck. It'll only see play during random card generation or random legendary summons. Will probably see more play in duels than constructed.
Also, bit of a weird card thematically for DMF, what's a wolf doing at these races?
New Shaman Spell - Landslide
Spell damage shaman could definitely use this card. But maybe not right now...
Dean Ayala's Community Q&A #2 - More New Modes Confirmed, Profiles, Mini Sets, Arena, Wild, and More!
That would be hard to achieve: for starters, how would you define "non oppressive". Pretty much every viable deck in any given meta has had a "Deck X is oppressive, plz nerf NOW!!!" thread dedicated to it, so a less generic description would be required, furthermore, metas tend to get "solved" with a select few decks rising to the top, regardless of limitations.
I remember the "poor man's" brawls of some time ago, where only common, rare and basic cards were allowed. After a short time, the best decks for those conditions already dominated the Brawl meta.
Wild can certainly use some more balancing, but there is no way IMO to magically turn it into some kind of perfect haven where miriad decks have an equal chance.
Dean Ayala's Community Q&A #2 - More New Modes Confirmed, Profiles, Mini Sets, Arena, Wild, and More!
Its in context of his statement, which was about people spending money and immediately get something out of it. I guess I should've quoted the whole sentence instead.
Again, I don't want to go any further on this discussion because that's not the intention of this article. Basically anyone who'd ever pre-ordered an expansion would immediately understand what I'm on about.
New Warlock Minion - Envoy Rustwix
It's a good pull from Archwitch Willow but may not see play yet, possibly in the next standard rotation when there's a smaller card pool. Right now it's just unpredictable value
New Warrior Weapon - Spiked Wheel
It's cute, and really liking these synergistic cards with armor which is warrior's thing
New Mage Spell - Conjure Mana Biscuit
most likely will fit into the small spells mage package with Mana Cyclone. Might see uses elsewhere, like everyone above throwing out possible ideas :)
New Rogue Spell - Shenanigans
My new favourite card out of this mini set, and I don't even play rogue! 🤣
New Neutral Minion - Armor Vendor
control decks are cheering right now