Injured Blademaster can be a 3 mana 4/7 on turn 3. THis guy can only be that on turn 5+, where 4/7s fall more in line with the size of minions being played. Now don't get me wrong, Fairground Fool still looks like an amazing card, it's just not as game breaking as it looks though.
You are overthinking it. They are just saying that you will get XP based on how long you play for, regardless of whether you win or lose, and in pretty much all game modes. Just spend time in the game and you will be rewarded for that.
Don't worry too much about the minutiae like earning XP at different rates in different game modes and there being bonus XP for winning. Those are just XP versions of what we already have with getting 10g for 3 wins in some game modes but not all.
Ok, I like the design. More lifesteal synergy for Ilgynoth, and just having taunt helps against aggro (if you cant corrupt it it still works). Maybe not quite strong enough, but could see some fringe play.
It seems fairly straightforward to me: it is likely that the largest, most profitable metric for Hearthstone is user engagement.
Think of it: the more you play, the more likely you are to encounter new needs, new indicators that you don't have everything you want. Seeing a cool card in play that you want to play with and have in your collection. Encountering a strategy that you want to beat. Seeing an achievement that you want to earn. Getting a theorycrafting idea that you want to try out.
Consider each of these things a ping. Blizzard is pinging your desire to spend money, over and over, during your gameplay.
The more pings a player experiences, the more likely they are to hand over cash. As such, spending cash fulfills a player's need.
In order to get more pings, you need to spend more time in the game. So Blizzard is moving away from a earning basis for content, and more into a playtime basis for content. The more you play, the more you get--instead of the more you achieve, the more you get.
It doesn't matter if you win games or if you lose, if you play ranked or if you play Battlegrounds. It's not about earning gold, finishing quests, or beating players at this point. They just want you in the game, spending time on their game, consistently. That's how they make you want to spend money on them.
So time played is now a factor, as opposed to just winning. I wonder if that will have an effect on the meta dissuading aggro favoring control for long stalled out games? I hope not.edit: No doesn't seem like it would - good.
Wasn't clear on what was meant by roping being a strategy some will employ or not. I hope not.
This does seem to confirm though that simply playing 3 games a day on my NA, EU and Asia accounts + laddering to D5 are not going to be enough. I hope not.
I guess in this new reward system there will always be upsides and downsides. Can't wait for achievements though and a shake up might be just what's needed. Will be interesting to see when we get more info about the XP progression from experience with the game.
Ah yes, the baseline for combo priests for the next year. Not amazing, but not terrible either. I somehow expect this to see more play in wild though, seems like an interesting card to add to Highlander Priest for extra free pings.
This minion can allow Rez Priests to run a more deathrattle heavy package outside of Convincing Infiltrator and Invalid Deck ID. I can honestly see the deck run Reliquary of Souls as an anti-fatigue tech and one copy of Scrapyard Colossus for extra value. Rez priest already did what Big Warrior can do but better, this is just extra.
But are they talking about XP gained for winning or what? Why is everything so unclear? I don't understand why they can't explain everything in a more clear way.
400 xp per ranked Hour seems really good when you compare it with the new "play 3 games with Druid,Hunter or Mage" quest that rewards 1000 xp (if they didn't changed).
I think you really should include 3× Funsmith in that list since both of your champions deal spell/ability damage and funsmith is just such a good card in this archetype now.
Also I don't think that the Single Combat and Judgment are good here: since you got very few units in this deck
I'm going to be optimistic about this one. I know if might not pan out, but being able to deal 3 as a battlecry has been consistently good for board control and sometimes finishing.
New Demon Hunter Weapon - Dreadlord's Bite
Just run the elemental weapon for +1/+1 instead. I mean it's alright, but there are better options for weapons.
New Demon Hunter Spell - Relentless Pursuit
Being able to trade for free is always going to be strong. Could defiantly help against DH not being able to deal with Larger Minions
New Priest Minion - Fairground Fool
Injured Blademaster can be a 3 mana 4/7 on turn 3. THis guy can only be that on turn 5+, where 4/7s fall more in line with the size of minions being played. Now don't get me wrong, Fairground Fool still looks like an amazing card, it's just not as game breaking as it looks though.
Hearthstone's New Progression System, the Reward Track, Has Time-Based Experience - XP Per Hour, No Daily Cap... Yet
You are overthinking it. They are just saying that you will get XP based on how long you play for, regardless of whether you win or lose, and in pretty much all game modes. Just spend time in the game and you will be rewarded for that.
Don't worry too much about the minutiae like earning XP at different rates in different game modes and there being bonus XP for winning. Those are just XP versions of what we already have with getting 10g for 3 wins in some game modes but not all.
New Demon Hunter Minion - Insatiable Felhound
Ok, I like the design. More lifesteal synergy for Ilgynoth, and just having taunt helps against aggro (if you cant corrupt it it still works). Maybe not quite strong enough, but could see some fringe play.
Hearthstone's New Progression System, the Reward Track, Has Time-Based Experience - XP Per Hour, No Daily Cap... Yet
to quote highest upvoted comment here "The more info it is shared about this new model the more confused I am."
Besides that there really is no point in explaining every little Number beforehand.
New Priest Spell - Insight
4 mana Khartut Defenders. Or 6 mana Catrina Muertes. Or virtually anything you se an average of 7 times in any game you play against rez Priest.
Hearthstone's New Progression System, the Reward Track, Has Time-Based Experience - XP Per Hour, No Daily Cap... Yet
It seems fairly straightforward to me: it is likely that the largest, most profitable metric for Hearthstone is user engagement.
Think of it: the more you play, the more likely you are to encounter new needs, new indicators that you don't have everything you want. Seeing a cool card in play that you want to play with and have in your collection. Encountering a strategy that you want to beat. Seeing an achievement that you want to earn. Getting a theorycrafting idea that you want to try out.
Consider each of these things a ping. Blizzard is pinging your desire to spend money, over and over, during your gameplay.
The more pings a player experiences, the more likely they are to hand over cash. As such, spending cash fulfills a player's need.
In order to get more pings, you need to spend more time in the game. So Blizzard is moving away from a earning basis for content, and more into a playtime basis for content. The more you play, the more you get--instead of the more you achieve, the more you get.
It doesn't matter if you win games or if you lose, if you play ranked or if you play Battlegrounds. It's not about earning gold, finishing quests, or beating players at this point. They just want you in the game, spending time on their game, consistently. That's how they make you want to spend money on them.
Hearthstone's New Progression System, the Reward Track, Has Time-Based Experience - XP Per Hour, No Daily Cap... Yet
I agree - that part isn't explained at all. I guess** you get slightly more "per game/hour" if you win?
Hearthstone's New Progression System, the Reward Track, Has Time-Based Experience - XP Per Hour, No Daily Cap... Yet
So time played is now a factor, as opposed to just winning. I wonder if that will have an effect on the meta dissuading aggro favoring control for long stalled out games? I hope not. edit: No doesn't seem like it would - good.
Wasn't clear on what was meant by roping being a strategy some will employ or not. I hope not.
This does seem to confirm though that simply playing 3 games a day on my NA, EU and Asia accounts + laddering to D5 are not going to be enough. I hope not.
I guess in this new reward system there will always be upsides and downsides. Can't wait for achievements though and a shake up might be just what's needed. Will be interesting to see when we get more info about the XP progression from experience with the game.
New Priest Minion - G'huun the Blood God
Ah yes, the baseline for combo priests for the next year. Not amazing, but not terrible either. I somehow expect this to see more play in wild though, seems like an interesting card to add to Highlander Priest for extra free pings.
New Priest Minion - Blood of G'huun
This minion can allow Rez Priests to run a more deathrattle heavy package outside of Convincing Infiltrator and Invalid Deck ID. I can honestly see the deck run Reliquary of Souls as an anti-fatigue tech and one copy of Scrapyard Colossus for extra value. Rez priest already did what Big Warrior can do but better, this is just extra.
Hearthstone's New Progression System, the Reward Track, Has Time-Based Experience - XP Per Hour, No Daily Cap... Yet
But are they talking about XP gained for winning or what? Why is everything so unclear? I don't understand why they can't explain everything in a more clear way.
The Darkmoon Faire Prelaunch Party Begins Today With Free Packs Through Twitch Drops & Theorycrafting Streams
That's what I said!
Hearthstone's New Progression System, the Reward Track, Has Time-Based Experience - XP Per Hour, No Daily Cap... Yet
400 xp per ranked Hour seems really good when you compare it with the new "play 3 games with Druid,Hunter or Mage" quest that rewards 1000 xp (if they didn't changed).
New Warrior Minion - Stage Hand
Meh. It could be a decent tempo play, but the buff on its own is too small, especially when there are much more powerful hand buff available.
Spell Control (Lab Deck) (Updated)
I think you really should include 3× Funsmith in that list since both of your champions deal spell/ability damage and funsmith is just such a good card in this archetype now.
Also I don't think that the Single Combat and Judgment are good here: since you got very few units in this deck
New Neutral Minion - Banana Vendor
Too many "vendors"! This is fun, and a bit funny, but probably not a great card.
Hearthstone's New Progression System, the Reward Track, Has Time-Based Experience - XP Per Hour, No Daily Cap... Yet
The more info it is shared about this new model the more confused I am.
New Warrior Minion - Bumper Car
I love this card for its flavor, and I think it's decently playable. Lots of Rush synergy available this expansion.
New Neutral Minion - Parade Leader
The fact that this says "summon" instead of "play" gives it insane synergy with a lot of cards, like those that summon "riders".
Hearthstone's New Progression System, the Reward Track, Has Time-Based Experience - XP Per Hour, No Daily Cap... Yet
Do we just keep forgetting Arena is a gamemode? Why do we not have the exp values for arena?
Hearthstone Madness at the Darkmoon Faire Final Card Reveal Stream Live Recap - All New Cards
It's also probably pretty strong. Especially with cards like grand finale
The Darkmoon Faire Prelaunch Party Begins Today With Free Packs Through Twitch Drops & Theorycrafting Streams
Probably split apart between several streamers that will start giveaway raffles when they feel like it. And the Reddit giveaway absolutely no clue
New Neutral Minion - Gyreworm
I'm going to be optimistic about this one. I know if might not pan out, but being able to deal 3 as a battlecry has been consistently good for board control and sometimes finishing.