I was actually excited about Battlegrounds, but having played it for a day I must agree with other players. Here is a quote I made in another thread in response to it:
So, having played early access battlegrounds, I wanted to share my thoughts. While overall a fun mode, there isn't enough dimensions to keep most players entrained past initial week in my opinion. Already in 1 day of playing I started seeing the same end-game patterns over and over. The main end-game strategies are very repetitive (I really hope the complexity of this mode increases to keep it enjoyable long-term):
1. Go all in on beasts: Get Mama Bear and beasts that spawn more beasts (i.e. Rat Pack) and a cleaver or 2 (Cave Hydra)
2: Go all in on mechs: Get Junkbot and mechs that spawn more mechs (magnetize them) and a cleaver or 2 (Foe Reaper 4000), sound familiar?
3: Go all in on demons: Get Wrathweaver and rotate a bunch of demons between rounds to buff him, eventually get Annihilan Battlemaster with ~200 health (optionally get Malganis temporarily so Wrathweaver stops hurting you)
4: Go all in on murlocs: Try to discover poison + divine shield from Gentle Megasaur for every minion on board, or give it manually to your murlocs through other battlecries.
Oh, and of course, regardless of which of the only 4 endgame strategies you pick, buff/max out your Nightmare Amalgam, giving it a ton of health, poison, divine shield, etc. and magnetizing anything you come in contact with.
In my opinion, the Co-Op mode (2 players fighting a rogue minion, similar to some Brawls - but more variety and ability to use the entire card sample space) would have been a more interesting addition. Don't get me wrong, I'm still enjoying the mode, but I doubt I still will a week from now.
So, having played early access battlegrounds, I wanted to share my thoughts. While overall a fun mode, there isn't enough dimensions to keep most players entrained past initial week in my opinion. Already in 1 day of playing I started seeing the same end-game patterns over and over. The main end-game strategies are very repetitive (I really hope the complexity of this mode increases to keep it enjoyable long-term):
1. Go all in on beasts: Get Mama Bear and beasts that spawn more beasts (i.e. Rat Pack) and a cleaver or 2 (Cave Hydra)
2: Go all in on mechs: Get Junkbot and mechs that spawn more mechs (magnetize them) and a cleaver or 2 (Foe Reaper 4000), sound familiar?
3: Go all in on demons: Get Wrathweaver and rotate a bunch of demons between rounds to buff him, eventually get Annihilan Battlemaster with ~200 health (optionally get Malganis temporarily so Wrathweaver stops hurting you)
4: Go all in on murlocs: Try to discover poison + divine shield from Gentle Megasaur for every minion on board, or give it manually to your murlocs through other battlecries.
Oh, and of course, regardless of which of the only 4 endgame strategies you pick, buff/max out your Nightmare Amalgam, giving it a ton of health, poison, divine shield, etc. and magnetizing anything you come in contact with.
There has been a thread on Hearthpwn a while ago computing the expected quest value based on quest frequency. Overall value is around 55-58g if I remember correctly, meaning that rerolling anything other than 50g quests has always been a bad idea. This hasn't changed. But seeing the 100g murloc quest gone is disappointing.
That's NOT what they said, rerolling 60g quest now ALWAYS results in 50g, you can still reroll your 50g quest hoping for a higher one. I've never rerolled my 60g quests anyway, because statistically you're most likely to get 50g. What I am upset about, however, is that the "less popular" quests they got rid of (like the 50 murlocs for 100 gold) are some of the highest paying quests.
More Discardlock synergy. We gained some hope with Jeklik and cards that control which card gets discarded but then all discard deck versions got obliterated with Doomguard rotation to HoF. I'm hoping for better control of discarded cards (i.e. discard/draw a legendary card from your deck), and more handbuffs for Warlock. Perhaps more Soulwarden-like cards that regenerate discarded cards.
Also, given that this is a dragon expansion and my Emeriss has been gathering dust for over a year and a half, I want viable dragons for Hunter, I want control hunter that's not a meme.
If you revealed less, it would have been more believable. Should've just posted a blurry photo of a single card with a Callback mechanic, and nothing else. People would have been speculating about it all day.
One of my favorites (but really I'm just commenting for the achievement).
An auto-include in almost any hunter deck from now on.
I was actually excited about Battlegrounds, but having played it for a day I must agree with other players. Here is a quote I made in another thread in response to it:
In my opinion, the Co-Op mode (2 players fighting a rogue minion, similar to some Brawls - but more variety and ability to use the entire card sample space) would have been a more interesting addition. Don't get me wrong, I'm still enjoying the mode, but I doubt I still will a week from now.
So, having played early access battlegrounds, I wanted to share my thoughts. While overall a fun mode, there isn't enough dimensions to keep most players entrained past initial week in my opinion. Already in 1 day of playing I started seeing the same end-game patterns over and over. The main end-game strategies are very repetitive (I really hope the complexity of this mode increases to keep it enjoyable long-term):
1. Go all in on beasts: Get Mama Bear and beasts that spawn more beasts (i.e. Rat Pack) and a cleaver or 2 (Cave Hydra)
2: Go all in on mechs: Get Junkbot and mechs that spawn more mechs (magnetize them) and a cleaver or 2 (Foe Reaper 4000), sound familiar?
3: Go all in on demons: Get Wrathweaver and rotate a bunch of demons between rounds to buff him, eventually get Annihilan Battlemaster with ~200 health (optionally get Malganis temporarily so Wrathweaver stops hurting you)
4: Go all in on murlocs: Try to discover poison + divine shield from Gentle Megasaur for every minion on board, or give it manually to your murlocs through other battlecries.
Oh, and of course, regardless of which of the only 4 endgame strategies you pick, buff/max out your Nightmare Amalgam, giving it a ton of health, poison, divine shield, etc. and magnetizing anything you come in contact with.
There has been a thread on Hearthpwn a while ago computing the expected quest value based on quest frequency. Overall value is around 55-58g if I remember correctly, meaning that rerolling anything other than 50g quests has always been a bad idea. This hasn't changed. But seeing the 100g murloc quest gone is disappointing.
That's NOT what they said, rerolling 60g quest now ALWAYS results in 50g, you can still reroll your 50g quest hoping for a higher one. I've never rerolled my 60g quests anyway, because statistically you're most likely to get 50g. What I am upset about, however, is that the "less popular" quests they got rid of (like the 50 murlocs for 100 gold) are some of the highest paying quests.
More Discardlock synergy. We gained some hope with Jeklik and cards that control which card gets discarded but then all discard deck versions got obliterated with Doomguard rotation to HoF. I'm hoping for better control of discarded cards (i.e. discard/draw a legendary card from your deck), and more handbuffs for Warlock. Perhaps more Soulwarden-like cards that regenerate discarded cards.
Also, given that this is a dragon expansion and my Emeriss has been gathering dust for over a year and a half, I want viable dragons for Hunter, I want control hunter that's not a meme.
If you revealed less, it would have been more believable. Should've just posted a blurry photo of a single card with a Callback mechanic, and nothing else. People would have been speculating about it all day.