You're right, it's just a visual bug then.
I've opened 26 packs and only one was bugged, so it doesn't seem to be a big risk to run into it unless you plan to open a lot more.
Yeah, there are similar posts now all over the place. They messed up something.....again.
I was opening some DMF packs when this happened:
Did they changed something, or is it just another bug?
I won't be talking much about new progression system because it was perfectly clear three weeks ago, when they officially announced it and showed some of the rewards, that we're getting ripped of our "free" resources, mainly gold. Only thickest of planks that keep their head deep in their behind we're believing that things will change for better before launch because "Blizzard said that nothing we've seen is final". Yeah, right.
What I'm disappointed in is the battle pass. It was a great opportunity for Blizzard to get additional funds from large portion of player base that don't spend any money on the game because, let's face it, Hearthstone packs and bundles are very expensive. Pricing was done right and I also like that they didn't include any additional packs or resources rewards, only cosmetics are available in order to avoid p2w arguments. Where they completely failed is xp bonus. 10-15-20% system is a joke, and it's a bad one too. Who would spend 20$ to get marginally more gold at the end of the season, and that's only if they play the game for several hours every day? Only someone who doesn't care how much gold they earn each expansion, because they buy their packs with real money anyway.
Sadly, it only shows that people at Blizzard are completely out of touch with reality. Instead of going for larger, and in a long run more stable and profitable, paying player base, they've decided to milk small number of whales for few extra bucks. Great job guys, give yourself a tap on the back and keep it up!
Just wait and see... Brilliant! Why didn't I think of that?!
Quote From PLANETCRUNCH
I think that's why they're adding so many free packs in the rewards, so that FTP players have a chance to get more packs as the season progresses and get the new cards since they have that no duplicate rule
They aren't adding free packs, the are replacing gold rewards with packs. Big difference.
If they want to give F2P players "a chance to get more packs", they need to give them gold, not packs. Especially not packs from past expansions.
But, like I said before, it still needs to be seen how fast will be possible to reach lvl 50 and how much time will be needed to get to each level after it and will there be a level cap and at what point. Let's just say I'm not very optimistic about it.
Quote From ZyellaScreenshots of not al the levels only a few pages:lvls total and the epx numbers which is what really matters we have no die aof casue anythign we did see WASNT FINAL
I'm sorry, I didn't quite understood what you're trying to say here. I guess it's something about information released from Blizzard about new system is not final?
If that's the case, then what do you think, why don't we have full transparent information about the new progression system two weeks before it's implementation into the game? It's not like it's THE most important change ever to be made to the game since it's release. Oh wait, it is.
No exact numbers yet, only speculations based on some screenshots that are floating around.
If this table is anywhere close to be correct, things don't look promising for dedicated F2P players. Even paying players who make small pre-order each expansion are in trouble. Gold rewards will be pretty scarce, so it'll all come down to how fast can you reach level 50 and how much time will be needed to grind levels past it.
Yes, since the last update 50g quests are way more common than they used to be.
You were not guaranteed that 60g quest will reroll into 50g. It was a most common result, but I rerolled it quite a few times into different 60g quest and sometimes into 80g/100g/pack quest.
50g quest did reroll into 60g ones most of the time, but not always. They would sometimes reroll into different 50g quest or into 80g/100g/pack quest.
Also, where are those "win 3 games in dungeon run" type quests that rewarded pack from latest expansion? Haven't seen one in a long time.
I will keep mine. No point disenchanting it since I use the card in some of my decks so if they revert it back to common, I'd need to craft it again so it's only 120 dust profit.
But what if many people disenchant the card for potential profit and then Blizzard decides to keep it as it is now?
I know for sure it was common before. When did they change it and why?
Quote From og0Yeah I do think he means the ladder system as a whole here so legend #1 doesn't play a rank 50 guy/gal.I've never read they try to fiddle with a same rank matchup to ensure you get a 50% winrate. I've been able to get 85-90% winrate over 15 or so games sometimes at lower ranks.Again, they've stated the exact opposite which I believe in the absence of proof to the contrary. The ladder system and meta environment as a whole acts to somewhat balance the matchups/winrates. I do understand though sometimes it doesn't *feel* that way :)
Yeah I do think he means the ladder system as a whole here so legend #1 doesn't play a rank 50 guy/gal.
I've never read they try to fiddle with a same rank matchup to ensure you get a 50% winrate. I've been able to get 85-90% winrate over 15 or so games sometimes at lower ranks.
Again, they've stated the exact opposite which I believe in the absence of proof to the contrary. The ladder system and meta environment as a whole acts to somewhat balance the matchups/winrates.
I do understand though sometimes it doesn't *feel* that way :)
I don't think he was talking about ladder, rather about general winrate. It's simply a sound business decision for any "free to play" game to try to keep as many players as possible to play your game and, as Ben Brode in the video said, you can be sure that if your low skill players keep losing matches, they'll eventually quit.
Also, winrate in 15 games is completely irrelevant. If you could keep 90% winrate across 150 matches, then that would be whole another story. But you can't. No one can.
But since I still can't provide any HS developer statement that Hearthstone matchmaker works the way I described it, therefore I have no evidence so I must admit I was wrong.
Then again, you or anyone else outside Blizzard can't prove that what Max McCall said in that post is truth either. I guess, in the end, all we have is the way we *feel* about it ;)
Quote From og0Quote From LilianVossIt has been stated so far more than once by Hearthstone developers that there is a algorithm built in matchmaker that tries to keep all players around 50% win rate.Do you have a source for that? In my post earlier in the thread they've been clear there isn't. Any 50% winrate goal would be based on the idea you rank/MMR tried to pit you against players of your skill level (or deck power level at least) over time. Perhaps that is what was referred to.
Quote From LilianVossIt has been stated so far more than once by Hearthstone developers that there is a algorithm built in matchmaker that tries to keep all players around 50% win rate.
It has been stated so far more than once by Hearthstone developers that there is a algorithm built in matchmaker that tries to keep all players around 50% win rate.
Do you have a source for that? In my post earlier in the thread they've been clear there isn't.
Any 50% winrate goal would be based on the idea you rank/MMR tried to pit you against players of your skill level (or deck power level at least) over time. Perhaps that is what was referred to.
That's also possible. Oddly, I can't find any source atm (will try some more later), but I remember clearly reading about it more than once.
Also, this video kinda explains what I'm talking about here. Interesting part starts at 11:07
The reasoning behind it is that players of lower skill level need help to win some matches. Winning games makes players feel good about themselves and so they keep playing and paying for the game. If "bad" players would lose constantly, they'll eventually rage quit the game and most likely wouldn't ever return to it. Every lost player is potentially one lost paying customer, so every "free to play" game out there has a variety of ways to try to keep as many players playing it as possible.
By playing highly polarized deck like OTK Paladin, you're only making it easy for matchmaker to try to fit you within that 50% "rule". If you want to climb more reliably, turn to the dark side and play Galakrond Shaman and you'll have a much easier time.