Champions are just like any other unit only more powerful. Whatever kind of deck you build there is bound to be a champion that fits. There is no good deck with zero champions that wouldn't be better with a champion.
Nope.. the average dust gain of opening a pack is only 40-50 dust. (rounded up).
Based on opening 40 packs, most of it were commons and rares, 1 epic every 6 packs, and 1 legend every 20 packs. (average)
So. at most, if you're lucky, you get 120-140 dust gain (if you got 1 epic), and 420-440 dust gain (if you got 1 legendary). But it won't be that often.
Deny seems to be a slightly overpowered card, but the developers have stated that they don't want to increase its Mana cost because then it couldn't be cast just with spell mana. One way that they could nerf it without changing the mana cost would be for them to add "Refill 2 of your opponent's Spell Mana" to Deny so that it becomes weaker and allows for your opponent to gain back some of the Mana they lost by casting the spell. This way players could cast expensive spells against Ionian opponents without having to wait for them to fall below 3 Mana.
You don't care about it when you're doing fine, but when you're on the short end facing the same two opponents over and over again feels miserable. I remember a run in which I faced Tirion literally every odd turn until I eventually died.
First off, I think you can divorce your comments regarding random upgrades from your feelings concerning the rewards' statistical distribution. If tomorrow Riot declared "FortyDust is right; from now on, Level 14 Vaults will always give exactly 1 random epic, 10 rares, and 25 commons with no more chances of upgrades", I don't think you'd be any happier next Tuesday than you were this Tuesday. Reading between the lines: I think you're really just looking for taller quality and less quantity--e.g., if they tripled all their percentages but quartered the total number of cards, I think you'd like that. "Upgrade" is really just the flashy name they gave to the same RNG mechanic present in all other CCGs.
Personally, I have mixed feelings. I actually really like the way weekly vaults are effectively vomiting commons with a few rares and the occasional greater: it means that casual and F2P players are going to have a mechanism for easily growing their collection and to support any random champions they open, which right now is kinda a problem. I've lost count of how many Elise, Jinx, Darius, and Zed I'm seeing at low ladder just because its so much better for new players to recycle the starter packages than to branch out. And I like how the vault rewards taper out past Level 10: that prevents hardcore players from just using it to get that much further ahead. That said, I too and starting to feel my enthusiasm wane with regards to my return on investment re: how hard I work towards a particular goal with what rewards I actually receive. Filling out the collection is nice, but at the same time they are meaningless without a few tent poles to build new decks around. In particular, I am especially disenchanted with the region-dedicated tracks right now: their quality is extremely uneven, and they give way too many wildcards for my taste. Yes, I realize how that contradicts what I wrote just 4 sentences ago--I did say I have mixed feelings.
Glad this is finally implemented. It could go either way of being extremely bad for you if you get the same dude with the early nuts pulls over and over or ez mode to rank 4 or higher by getting Some person who bailed on the game early with barely any minions several times.
I got a normal quest this morning plus a New Year quest when that event went live. Maybe it’s intended to be one quest per day, but the event and the normal day started at different times.
I don’t know if this behavior will repeat tomorrow, but just to be sure I’ll log in in both the morning and afternoon.
Update: Nope. I got my New Years quest this morning.
Personally I think the problem is that hyper aggro is too easy to get away with.
Other than that, if you wanna miss out on some of the cool abilities champions can grant, that's your loss for building a champion-less deck, and as your opponent, I wouldn't really mind.
I'm asking this because obviously part of the game designers intent was to have decks be built around champions stronger effects. As of now, I am seeing plenty of decks do extremely well with absolutely no champions in them - and it's more than I'd honestly even like to see. What's everyone's thoughts on this?
As an example, here is a video I made of a very common Ionia/Demacia deck running around right now with zero champs: Ionia/Demacia Deck.
Following the reveal of Galakrond's Awakening, I got inspired to get creative and try to make my own adventure.
This is my first time trying to design a custom set of cards, and I'm at that point where I finished it and want to see other people's opinions about it.
The set would be the last of the Year of the Dragon (and kind of like an imaginary alternative to Galakrond's Awakening). My main goal was to create a set of 35 cards that would be coherent, that would bring freshness to the current meta, that would support multiple archetypes for all classes, that would be powerful (to follow up on DoD), that would be fun, that would be (at least somewhat) balanced, and that would bring a slightly slower pace to the game, in order to make the mid-game shine more for all classes. As I tried to focus on the actual playability of the cards themselves, I didn't try to think too much about a theme or try to be too innovative (no new keywords, etc). I instead went for the "Galakrond's Awakening"'s route of trying to expend on the current sets, as well as bringing back some keywords from this year. The goal wasn't to have each card make you go WOW but to just create a proper collection that would try to respect Hearthstone's design philosophy in a world where Galakrond's Awakening didn't really happen.
I will be commenting on most cards to provide some insights. Also, forgive me if sometimes the flavor is awkward, I tried my best to at least make everything look decent !
Each class gets 1 common, 1 rare, and 1 legendary. There are 2 neutrals of each rarity. Enjoy.
Shaman
Totems can be used for many things, especially with all the Lackeys around, so this aims to negate the drawbacks of Overloading by giving you something to do when you can't do much.
I believe that evolve is a fun mechanic, and I think such a card would give the archetype a lot of juice, especially since its effect can be triggered multiple times unlike spells. Synergizes with Primal Invocation quite nicely.
Very versatile, great value for a struggling class. Not an oppressive early game due to poor stats and overload.
Mage
I believe Mage could use the help of a powerful, slow 1-drop that could be used across most of its archetypes.
Fun, versatile spell that aims to ease your curve a bit, if you highroll. Awesome in Cyclone decks.
A strong, relatively cheap tempo play to make up for the lack of good 4-drops in Mage, that I think would fit greatly with the rest of the cards.
Priest
We saw the impact of Winged Guardian, and I believe priest could use a strong minion as well, but without the frankly obnoxious Taunt keyword. The optional battlecry is there because Priest has a lot of ways to buff its minions.
Giving love to control Priest but without giving love to resurrect Priest. Can also be used in combo decks, I guess.
This card has a lot of potential and I love it. Insane tempo and value, at the "cost" of delaying fatigue. Priest could really use some fun stuff like this that doesn't fall into either combo or resurrect archetypes.
Warlock
I really like zoolock as an archetype because it revolves around "carry" minions and "enabler" minions that all need to work together, unlike Galakrond Warlock which is just token spamming.
Handlock is finally a thing and it would be a shame to see it go. Also great in zoo.
What is great with Warlock is that it's also a fun control class. This one could surely make for some cool moments.
Rogue
Nowadays, Rogue revolves quite a bit around finding answers out of thin air. I like this philosophy, even if I can see how it can be frustrating, as an opponent, when you don't know what to expect. Really good to complete the Uldum quest, too.
Rogue doesn't have insane expensive spells, so this can't really be abused... unless you find a way to abuse it. Probably a bit too good with Togwaggle ?
And even more craziness, to conclude from the last two cards. Have fun !
Paladin
Sure, Mech Paladin would love this, but how about some support for control Paladin while we're at it ? please ?
Just a sweet weapon with great value in the early game.
Now, all we needed was to give control Paladin a win condition. Hope this does it.
Hunter
A tool to deal with all the Rush minions in the current meta. Batterhead better watch out! Also neat against Divine Shield minions.
Great value overall, always welcome in most Hunter decks in my opinion.
An argument in favor of giving Secret Hunter a real purpose.
Warrior
A really powerful minion to keep the board in check, and that synergizes with most Warrior minions.
Control Warrior is still a thing, Dr Boom isn't gone yet, I believe such a minion could be of use.
Pirate Warrior needs a leader. Also, this is just a very strong minion that most Warrior archetypes would appreciate.
Druid
Ferocious Howl is rotating out, and I think it needs a replacement.
OK, maybe this card doesn't need to exist, but Treant Druid is finally somewhat viable, so let's embrace it !
A decent minion for ramp/control/quest Druid, if you can enable him. Potentially spooky depending on how easy Druid can get Armor.
Neutral
Just a fun RNG 2-drop.
A minion that hides among the Lackeys.
Delay your draw but stop aggro. Worth it ?
The packfiller of the set Again, basically a minion that synergizes with all the Lackeys.
The set is heavily centered around giving control decks more power, so I believe such a card would be welcome in some aggro decks.
I made sure to design some neat 6-drops just to so I could justify this card because I like it. Very fun in my opinion.
Aaaaaughibbrgubugbugrguburgle!
And at last, a final love letter to Highlander decks.
Thank you for reading my thread ! I hope you had fun. I sure did. Getting creative like that felt awesome. Can't wait to see what the next year will bring.
You're not complaining about not getting free stuff but you'd wish the baseline rewards were better...
No. My wish is that the rewards were less random in rarity.
But if they took away spontaneously upgrading rewards, it would diminish the overall value of rewards received.
To offset that, they would need to slightly increase the baseline.
This would result in the same amount of rewards overall, not an increase.
Kay well the thing is you're expecting the upgrades. I'm not, I'm expecting the worst possible rewards, and I'm still saying that the worst possible rewards, for a free weekly reward in a free game, is pretty dang generous :T
Edit: I should mention, yeah, I'd be okay with better rewards and more consistency. The thing is, I know the game can't give everything for free, I'm not expecting more than 4 commons and a rare per pack. I'm expecting my bad luck to get to me and give me the worst rewards, but even then, the worst per week at level 10 (Which is not hard) is 24 commons, 6 rares, 1000 shards I can throw at epics, and an expedition token which grants at minimum 1 champion.... free.... I don't see the problem here
If you honestly believe spells are too powerful, that only means you are not using enough of them. Everyone has access to them, after all. If you choose not to use them for some reason, it's time to re-examine your deckbuilding priorities.
Nexus health is perfect at 20. Games do not need to be longer than they are.
All regions do not need Deny. Every region has ways to achieve a similar result, even though it may not be as bluntly stated as "stop an effect."
If you feel like you are not drawing enough cards, you need to account for that in your own deckbuilding, not by changing the rules of the game. There are plenty of ways to draw more cards; it's not the game's fault if you can't be bothered to use them.
I agree -- they should either reduce the health or remove Overwhelm. Or not snowball.
I strongly disagree that other 6-mana followers are as impactful. Champions, perhaps, but not followers.
Apart from those that revive themselves, I can't think of any follower that's so difficult to remove. It is effectively immune to combat the first round, and it is guaranteed to take several units down while dealing massive nexus damage at the same time -- all with no precondition to be met.
Listing a bunch of hard removals is not particularly helpful -- by definition, those work on literally everything. A 6-mana follower that snowballs very quickly should not require hard removal.
One way to fix it would be to keep its stats at 0/12, but add: "Play: Capture an ally to grant me that ally's power." Because the ally is piloting it, see? (And remove the Attack effect, because logically, why would a real battering ram's attacks get stronger over time?)
I see where they were going with the design though, it gets stronger the more you ram at the doors so it keeps racking damage.
You know I didn't see this card being played yet, probably cause all the elusive craze the meta is too fast for this guy.
I will be sure to pick it up in expeditions if I see it being offered though.
I have to be honest, this is one of the only card games I have played where I feel like my deck - even on so-so draws - has a fighting chance each game, and that I am able to execute my strategy. Once I had the right spell ratios to units to take advantage of spell mana in reserve properly, I honestly felt like the game was less curvy and less draw dependent. I actually feel like I can recover if I don't play on curve in this game.
I'll take this over getting land-flooded or land-screwed and getting punished if I can't play on curve any day.
You're not complaining about not getting free stuff but you'd wish the baseline rewards were better...
:/ I am continuing to notice the contradiction that caused me to speak up to begin with...
But I guess in your defense, the diamond chests could do with a guaranteed epic for the amount of xp jump between lvl 10->11, 11->12, 12->13
Even though the shards are... Epics... of your choice... if you want them to be
Edit: I should mention, yeah, I'd be okay with better rewards and more consistency. The thing is, I know the game can't give everything for free, I'm not expecting more than 4 commons and a rare per pack. I'm expecting my bad luck to get to me and give me the worst rewards, but even then, the worst per week at level 10 (Which is not hard) is 24 commons, 6 rares, 1000 shards I can throw at epics, and an expedition token which grants at minimum 1 champion.... free.... I don't see the problem here
Yeah looks like I'm in the same boat as Delko/Savron: It "should" be live in NA as of 15 mins ago (basically every HS event/update/news post happens at 09:00 PST) but doesn't appear to be - for me at least. Guess most of the Blizz team is off fighting the fires in what I've heard was an abysmally buggy launch of W3 Reforged?
Btw I didn't get a new quest but tried rerolling - got a new lunar quest. But somehow my other quest that I left for rerolling tomorrow got completed by. It was play 10 mana card while I didn't play any.
Ah I tried that and also got a lunar quest on reroll - so the final answer on the original question was NO, we did not get 2 quests today (a normal and a second once the event went live). We also didn’t appear to get any sort of notification the event was live which, you know, might have been a good idea?.......ah well thanks for weighing in everyone - teamwork makes the dream work
Again, not complaining about a lack of free stuff. THAT WAS NEVER MY POINT.
The only reason I mention "slightly better" static rewards is because taking away the random upgrades would actually diminish the overall rewards you receive unless they slightly bump up the baseline a bit.
I gotta side with the OP here, I'm totally okay with random rewards but the random upgrades feel too random (at least so far). I'd gladly give up highroll potential for more consistency. Of course it hasn't even been a week so we'll have to see how the experience with these rewards is in the long term.
The game has a lot of problems and I've been happy to see them get addressed, but it still makes me sad that it took them so long to stop being afraid of updating the game.
Yeah looks like I'm in the same boat as Delko/Savron: It "should" be live in NA as of 15 mins ago (basically every HS event/update/news post happens at 09:00 PST) but doesn't appear to be - for me at least. Guess most of the Blizz team is off fighting the fires in what I've heard was an abysmally buggy launch of W3 Reforged?
Btw I didn't get a new quest but tried rerolling - got a new lunar quest. But somehow my other quest that I left for rerolling tomorrow got completed by. It was play 10 mana card while I didn't play any.
Are we OK with decks having no champions!?
Champions are just like any other unit only more powerful. Whatever kind of deck you build there is bound to be a champion that fits. There is no good deck with zero champions that wouldn't be better with a champion.
The Lunar New Year Tavern Brawl - Lunar Blessings!
Nope.. the average dust gain of opening a pack is only 40-50 dust. (rounded up).
Based on opening 40 packs, most of it were commons and rares, 1 epic every 6 packs, and 1 legend every 20 packs. (average)
So. at most, if you're lucky, you get 120-140 dust gain (if you got 1 epic), and 420-440 dust gain (if you got 1 legendary). But it won't be that often.
Non-Mana Deny Nerf Idea
Deny seems to be a slightly overpowered card, but the developers have stated that they don't want to increase its Mana cost because then it couldn't be cast just with spell mana. One way that they could nerf it without changing the mana cost would be for them to add "Refill 2 of your opponent's Spell Mana" to Deny so that it becomes weaker and allows for your opponent to gain back some of the Mana they lost by casting the spell. This way players could cast expensive spells against Ionian opponents without having to wait for them to fall below 3 Mana.
Lunar Blessings!
Time to complete my daily quests
Hearthstone Battlegrounds Update - Round Matchmaking Algorithm Change
Much welcomed change.
You don't care about it when you're doing fine, but when you're on the short end facing the same two opponents over and over again feels miserable.
I remember a run in which I faced Tirion literally every odd turn until I eventually died.
Now we'll have a tad more diversity.
Not a fan of random upgrades in chests
First off, I think you can divorce your comments regarding random upgrades from your feelings concerning the rewards' statistical distribution. If tomorrow Riot declared "FortyDust is right; from now on, Level 14 Vaults will always give exactly 1 random epic, 10 rares, and 25 commons with no more chances of upgrades", I don't think you'd be any happier next Tuesday than you were this Tuesday. Reading between the lines: I think you're really just looking for taller quality and less quantity--e.g., if they tripled all their percentages but quartered the total number of cards, I think you'd like that. "Upgrade" is really just the flashy name they gave to the same RNG mechanic present in all other CCGs.
Personally, I have mixed feelings. I actually really like the way weekly vaults are effectively vomiting commons with a few rares and the occasional greater: it means that casual and F2P players are going to have a mechanism for easily growing their collection and to support any random champions they open, which right now is kinda a problem. I've lost count of how many Elise, Jinx, Darius, and Zed I'm seeing at low ladder just because its so much better for new players to recycle the starter packages than to branch out. And I like how the vault rewards taper out past Level 10: that prevents hardcore players from just using it to get that much further ahead. That said, I too and starting to feel my enthusiasm wane with regards to my return on investment re: how hard I work towards a particular goal with what rewards I actually receive. Filling out the collection is nice, but at the same time they are meaningless without a few tent poles to build new decks around. In particular, I am especially disenchanted with the region-dedicated tracks right now: their quality is extremely uneven, and they give way too many wildcards for my taste. Yes, I realize how that contradicts what I wrote just 4 sentences ago--I did say I have mixed feelings.
Hearthstone Battlegrounds Update - Round Matchmaking Algorithm Change
Glad this is finally implemented. It could go either way of being extremely bad for you if you get the same dude with the early nuts pulls over and over or ez mode to rank 4 or higher by getting Some person who bailed on the game early with barely any minions several times.
either way feels bad for someone.
The Lunar New Year Tavern Brawl - Lunar Blessings!
I got a normal quest this morning plus a New Year quest when that event went live. Maybe it’s intended to be one quest per day, but the event and the normal day started at different times.
I don’t know if this behavior will repeat tomorrow, but just to be sure I’ll log in in both the morning and afternoon.
Update: Nope. I got my New Years quest this morning.
Are we OK with decks having no champions!?
Personally I think the problem is that hyper aggro is too easy to get away with.
Other than that, if you wanna miss out on some of the cool abilities champions can grant, that's your loss for building a champion-less deck, and as your opponent, I wouldn't really mind.
Are we OK with decks having no champions!?
I'm asking this because obviously part of the game designers intent was to have decks be built around champions stronger effects. As of now, I am seeing plenty of decks do extremely well with absolutely no champions in them - and it's more than I'd honestly even like to see. What's everyone's thoughts on this?
As an example, here is a video I made of a very common Ionia/Demacia deck running around right now with zero champs: Ionia/Demacia Deck.
Custom Adventure to replace Galakrond's Awakening - feedback appreciated
Hello everyone,
Following the reveal of Galakrond's Awakening, I got inspired to get creative and try to make my own adventure.
This is my first time trying to design a custom set of cards, and I'm at that point where I finished it and want to see other people's opinions about it.
The set would be the last of the Year of the Dragon (and kind of like an imaginary alternative to Galakrond's Awakening). My main goal was to create a set of 35 cards that would be coherent, that would bring freshness to the current meta, that would support multiple archetypes for all classes, that would be powerful (to follow up on DoD), that would be fun, that would be (at least somewhat) balanced, and that would bring a slightly slower pace to the game, in order to make the mid-game shine more for all classes. As I tried to focus on the actual playability of the cards themselves, I didn't try to think too much about a theme or try to be too innovative (no new keywords, etc). I instead went for the "Galakrond's Awakening"'s route of trying to expend on the current sets, as well as bringing back some keywords from this year. The goal wasn't to have each card make you go WOW but to just create a proper collection that would try to respect Hearthstone's design philosophy in a world where Galakrond's Awakening didn't really happen.
I will be commenting on most cards to provide some insights. Also, forgive me if sometimes the flavor is awkward, I tried my best to at least make everything look decent !
Each class gets 1 common, 1 rare, and 1 legendary. There are 2 neutrals of each rarity. Enjoy.
Shaman
Mage
Priest
Warlock
Rogue
Paladin
Hunter
Warrior
Druid
Neutral
Thank you for reading my thread ! I hope you had fun. I sure did. Getting creative like that felt awesome. Can't wait to see what the next year will bring.
Feel free to reply !
Not a fan of random upgrades in chests
Kay well the thing is you're expecting the upgrades. I'm not, I'm expecting the worst possible rewards, and I'm still saying that the worst possible rewards, for a free weekly reward in a free game, is pretty dang generous :T
Not a fan of random upgrades in chests
No. My wish is that the rewards were less random in rarity.
But if they took away spontaneously upgrading rewards, it would diminish the overall value of rewards received.
To offset that, they would need to slightly increase the baseline.
This would result in the same amount of rewards overall, not an increase.
Feedback on the gameplay/balance
If you honestly believe spells are too powerful, that only means you are not using enough of them. Everyone has access to them, after all. If you choose not to use them for some reason, it's time to re-examine your deckbuilding priorities.
Nexus health is perfect at 20. Games do not need to be longer than they are.
All regions do not need Deny. Every region has ways to achieve a similar result, even though it may not be as bluntly stated as "stop an effect."
If you feel like you are not drawing enough cards, you need to account for that in your own deckbuilding, not by changing the rules of the game. There are plenty of ways to draw more cards; it's not the game's fault if you can't be bothered to use them.
Noxus: Battering Ram is way too overpowered.
I see where they were going with the design though, it gets stronger the more you ram at the doors so it keeps racking damage.
You know I didn't see this card being played yet, probably cause all the elusive craze the meta is too fast for this guy.
I will be sure to pick it up in expeditions if I see it being offered though.
The Lunar New Year Tavern Brawl - Lunar Blessings!
From the brawls i played i got the impression that the 3 animal blessings are always the same for a given class.
For Priest i recommend Blessing of the Pig (coin for minion played): 3 wins in 3 games.
For Shaman i recommend Blessing of the Monkey (evolve a minion at end of turn): 6 wins out of 6 games.
Feedback on the gameplay/balance
I have to be honest, this is one of the only card games I have played where I feel like my deck - even on so-so draws - has a fighting chance each game, and that I am able to execute my strategy. Once I had the right spell ratios to units to take advantage of spell mana in reserve properly, I honestly felt like the game was less curvy and less draw dependent. I actually feel like I can recover if I don't play on curve in this game.
I'll take this over getting land-flooded or land-screwed and getting punished if I can't play on curve any day.
Is there a way to sample the music for each of the faction boards?
Some of the boards look cool, but I'm scared to buy one if I don't know what the music sounds like.
Is there a way we can sample the music tracks for each board?
Not a fan of random upgrades in chests
You're not complaining about not getting free stuff but you'd wish the baseline rewards were better...
:/ I am continuing to notice the contradiction that caused me to speak up to begin with...
But I guess in your defense, the diamond chests could do with a guaranteed epic for the amount of xp jump between lvl 10->11, 11->12, 12->13
Even though the shards are... Epics... of your choice... if you want them to be
Edit: I should mention, yeah, I'd be okay with better rewards and more consistency. The thing is, I know the game can't give everything for free, I'm not expecting more than 4 commons and a rare per pack. I'm expecting my bad luck to get to me and give me the worst rewards, but even then, the worst per week at level 10 (Which is not hard) is 24 commons, 6 rares, 1000 shards I can throw at epics, and an expedition token which grants at minimum 1 champion.... free....
I don't see the problem here
Lunar Quests - help me I'm dumb
I got 2 special quests today, one new one, and one by re-rolling another "regular" quest. So strange it's this inconsistent ...
Lunar Quests - help me I'm dumb
Ah I tried that and also got a lunar quest on reroll - so the final answer on the original question was NO, we did not get 2 quests today (a normal and a second once the event went live). We also didn’t appear to get any sort of notification the event was live which, you know, might have been a good idea?.......ah well thanks for weighing in everyone - teamwork makes the dream work
Not a fan of random upgrades in chests
Again, not complaining about a lack of free stuff. THAT WAS NEVER MY POINT.
The only reason I mention "slightly better" static rewards is because taking away the random upgrades would actually diminish the overall rewards you receive unless they slightly bump up the baseline a bit.
Not a fan of random upgrades in chests
I gotta side with the OP here, I'm totally okay with random rewards but the random upgrades feel too random (at least so far). I'd gladly give up highroll potential for more consistency. Of course it hasn't even been a week so we'll have to see how the experience with these rewards is in the long term.
The Lunar New Year Tavern Brawl - Lunar Blessings!
Hah, if only it was newfound =(
The game has a lot of problems and I've been happy to see them get addressed, but it still makes me sad that it took them so long to stop being afraid of updating the game.
Lunar Quests - help me I'm dumb
Btw I didn't get a new quest but tried rerolling - got a new lunar quest. But somehow my other quest that I left for rerolling tomorrow got completed by. It was play 10 mana card while I didn't play any.