The more I look at it the more it reminds me of the Paladins OB 64 fiasco....which they backpedalled on heavily after most of their playerbase just straight up left.
I mean...it's very obvious that they DON'T want to give out gold because they know that gold has a higher value than packs or other rewards (because after all they want you to actually spend money on packs)
I mean...nice meme, but that's not really the case anyways, unless they make it so normals don't give exp.
I'd even say this makes it worse, because it enforces people grinding games faster which means probably doing so in a low risk environment...like normals.
that second one is literally just as much of a scam.
It's basically "hey, craft ALL the cards you want from the current expansion...but only now....not afterwards"
Meaning, as a f2p,, you'll need to gamble to figure out which cards are going to be the most useful because if they become viable later you're losing a huge amount of dust.
Battle Passes are a huge psychological scam that basically lures you into playing more to max out rewards even if you didn't plan to before. As a result you get a false sense of "I'm really invested in this game, I'm playing so much", which makes you more likely to spen money, because after all "you are spending a lot of time on this game anyways".
Battle Passes are only acceptable when limited to cosmetic content (see Paladins for example) and even then they're garbage because you need to spend lots of money and time if you want a particular skin and get a whole bunch of nothing alongside it that you're neveer gonna need.
In Hearthstone however this is almost exclusively in game progress being locked behind a pay- and timewall. No more "I'll just do my dailies I'm kinda burned out". If you want to keep up you have to put in, I assume, at least 1-2 hours daily, if not more. This in turn puts a lot of pressure on you to actually win games (I'M assuming EXP is based on win/loss) meaning f2p players will be forced to play meta decks instead of memeing around.
Also, notice how this is the result of the whole no-duplicate rule. They can only get away with this because the new system makes it easier to get all the commons and rares in an expansion, therefore lowering the amount of packs you realistically have to buy. I suspected this would lead into more aggressive monetization but I hoped it wouldn't be garbage like this.
Either way, fortunately I'm not that impressed with the current expansion anyways, so if this does go through (and I assume it will seeing how it's all planned out) I'm just gonna quit for good and never come back....unless of course they somehow manage to make the f2p pass similar in time investment to how it works currently (which I doubt, especially since it looks like they're focussing on giving out packs more than gold, which is useless to f2p players because we want to save up for the next expansion and not get a bunch of cards from expansions we already crafted all the necessities)
I mean...I was hoping Runeterra would be a serious competitor to Hearthstone, but I didn't think they'd make them actively commit suicide.
I think Secret Passage is highly overrated. It'ss not 1-mana draw 5, because most of the time you don't have enough mana to use everything of what you get anyways, even in low curve aaggro decks.
It also clashes with Voracious Reader
Speaking of which, I don't believe Voracious Reader will get hit anytime soon either. It's just good enough to be useful...hell, I'd say it's necessary because aggressive decks are already heavily dependant on class specific draw option, so having a neutral one at least helps deck diversity.
I'M pretty amused about Flesh Giant though. It's like they learned absolutely nothing and just fused Mountain Giant and Molten Giant into a single abomination.
Seeing how Druid has only gotten a single bad card in this expansion (while getting back Innervate and Kun basically) I don't think Druid supremacy is too far fetched
Due to quitting halfway through last expansion I only had 3700 gold by today and was only able to offer a total of 43 packs....which apparently isn't even close to enough to get all rares seeing how I'M still missing a whopping 22.
Could have sworn that last expansion it only took me around 50 packs to get them all. Oh well, guess I'm gonna be opening at least 22 more packs in the coming days....that could take a while.
Still waiting for them to come out and say "lol we messed up, Blood HErald is supposed to be a Beast"....and then Quest Hunter becomes a tier 1 deck because of some 20 damage finisher with Tundra Rhino
But it would have been a better option for Control Warlock (which I also don't remember really existing at that time anymore) because Project could just miss while Contract was far more likely to hit an essential combo piece.
Either way it was way too slow and useless in most other matchups
I think Willow will be really strong at some point, but probably not this year.
Combined with Kanrethad Prime and Felosophy you can really put on the long grind with big demons with taunt and lifesteal, but we don't have enough big demons and also there are more proactive game winning strategies with similar builds (Malygos Questlock)
the thing about Fire Plume is that the deck never intended on using turn 1 so it worked out that way. In a weird stroke of luck there just weren't any good 1-drops for Warrior for almost its entire runtime.
Also, if anything, it was a defensive "tempo" deck, where it is far more forgiveable to play from behind early.
Same thing applies to Lakkari Sacrifice, which also ended up being playable (although wildly inconsistent because Discard do be that way) once it got more control support (such as Cataclysm and Jeklik)
Demon hunter in general is a combo killer, so it won't matter in that way.
Glide is a control killer because it punishes decks that play for value against demon Hunter, or just any deck that builds card advantage.
Glide is going to be problematic as long as it's a playable card because it invalidates the basics of Hearthstone for your opponent. Glide will only be balanced if it's nerfed to be a strict combo disruptor (aka at a mana cost of at least 6)
Well, at the end of they day it was just terrible design anyways because they never printed the support it needed (a 1-mana minion with Echo)
We all know by this point that playing a Quest on turn 1 is a huge downside, so no tempo based quest deck ever succeeded. This is especially damning when your deck is made up of mostly 1-cost minions which drop in efficiency for every turn beyond the first.
Additionally, since your main deck is mostly garbage to complete the deck, if you don't start chaining Raptors after playing Carnassa you effectively lose
I tried hard to make Quest Hunter work and the closest I got was in RR as a mostly spell-based deck trying to tutor Halazzi...and even then the deck was mainly carried by Zul'jin.
If you empty your hand to play Carnassa on 5 and don't topdeck a Raptor Chain on 6 you just lose straight away, it's that bad.
The more I look at it the more it reminds me of the Paladins OB 64 fiasco....which they backpedalled on heavily after most of their playerbase just straight up left.
I mean...it's very obvious that they DON'T want to give out gold because they know that gold has a higher value than packs or other rewards (because after all they want you to actually spend money on packs)
I mean...nice meme, but that's not really the case anyways, unless they make it so normals don't give exp.
I'd even say this makes it worse, because it enforces people grinding games faster which means probably doing so in a low risk environment...like normals.
that second one is literally just as much of a scam.
It's basically "hey, craft ALL the cards you want from the current expansion...but only now....not afterwards"
Meaning, as a f2p,, you'll need to gamble to figure out which cards are going to be the most useful because if they become viable later you're losing a huge amount of dust.
If this goes through I'm done forever.
Battle Passes are a huge psychological scam that basically lures you into playing more to max out rewards even if you didn't plan to before. As a result you get a false sense of "I'm really invested in this game, I'm playing so much", which makes you more likely to spen money, because after all "you are spending a lot of time on this game anyways".
Battle Passes are only acceptable when limited to cosmetic content (see Paladins for example) and even then they're garbage because you need to spend lots of money and time if you want a particular skin and get a whole bunch of nothing alongside it that you're neveer gonna need.
In Hearthstone however this is almost exclusively in game progress being locked behind a pay- and timewall. No more "I'll just do my dailies I'm kinda burned out". If you want to keep up you have to put in, I assume, at least 1-2 hours daily, if not more. This in turn puts a lot of pressure on you to actually win games (I'M assuming EXP is based on win/loss) meaning f2p players will be forced to play meta decks instead of memeing around.
Also, notice how this is the result of the whole no-duplicate rule. They can only get away with this because the new system makes it easier to get all the commons and rares in an expansion, therefore lowering the amount of packs you realistically have to buy. I suspected this would lead into more aggressive monetization but I hoped it wouldn't be garbage like this.
Either way, fortunately I'm not that impressed with the current expansion anyways, so if this does go through (and I assume it will seeing how it's all planned out) I'm just gonna quit for good and never come back....unless of course they somehow manage to make the f2p pass similar in time investment to how it works currently (which I doubt, especially since it looks like they're focussing on giving out packs more than gold, which is useless to f2p players because we want to save up for the next expansion and not get a bunch of cards from expansions we already crafted all the necessities)
I mean...I was hoping Runeterra would be a serious competitor to Hearthstone, but I didn't think they'd make them actively commit suicide.
I think Secret Passage is highly overrated. It'ss not 1-mana draw 5, because most of the time you don't have enough mana to use everything of what you get anyways, even in low curve aaggro decks.
It also clashes with Voracious Reader
Speaking of which, I don't believe Voracious Reader will get hit anytime soon either. It's just good enough to be useful...hell, I'd say it's necessary because aggressive decks are already heavily dependant on class specific draw option, so having a neutral one at least helps deck diversity.
I'M pretty amused about Flesh Giant though. It's like they learned absolutely nothing and just fused Mountain Giant and Molten Giant into a single abomination.
Rattlegore for logging in, Alabaster in the first 4 packs and then only Speaker Gidra after 43 packs opened.
Still missing 20 rares at this point (I ended up craftin Voracious Reader because I don't have time to wait for that many packs)
I made sure I didn't. I am actually missing quite a lot. Guess I got a lot more epics than extra rares in my packs.
Seeing how Druid has only gotten a single bad card in this expansion (while getting back Innervate and Kun basically) I don't think Druid supremacy is too far fetched
I'm a little weirded out.
Due to quitting halfway through last expansion I only had 3700 gold by today and was only able to offer a total of 43 packs....which apparently isn't even close to enough to get all rares seeing how I'M still missing a whopping 22.
Could have sworn that last expansion it only took me around 50 packs to get them all. Oh well, guess I'm gonna be opening at least 22 more packs in the coming days....that could take a while.
does anybody else have problem purchasing packs with gold?
It won't let me enter a number so I have to buy them one by one. Am I doing it wrong? Usually I just click on it and it offers me to select a number
EDIT: nvm, I figured it out, I'M just retarded
Still waiting for them to come out and say "lol we messed up, Blood HErald is supposed to be a Beast"....and then Quest Hunter becomes a tier 1 deck because of some 20 damage finisher with Tundra Rhino
But it would have been a better option for Control Warlock (which I also don't remember really existing at that time anymore) because Project could just miss while Contract was far more likely to hit an essential combo piece.
Either way it was way too slow and useless in most other matchups
I think Willow will be really strong at some point, but probably not this year.
Combined with Kanrethad Prime and Felosophy you can really put on the long grind with big demons with taunt and lifesteal, but we don't have enough big demons and also there are more proactive game winning strategies with similar builds (Malygos Questlock)
problem is having to wait until turn 9 to do so
the thing about Fire Plume is that the deck never intended on using turn 1 so it worked out that way. In a weird stroke of luck there just weren't any good 1-drops for Warrior for almost its entire runtime.
Also, if anything, it was a defensive "tempo" deck, where it is far more forgiveable to play from behind early.
Same thing applies to Lakkari Sacrifice, which also ended up being playable (although wildly inconsistent because Discard do be that way) once it got more control support (such as Cataclysm and Jeklik)
Demon hunter in general is a combo killer, so it won't matter in that way.
Glide is a control killer because it punishes decks that play for value against demon Hunter, or just any deck that builds card advantage.
Glide is going to be problematic as long as it's a playable card because it invalidates the basics of Hearthstone for your opponent. Glide will only be balanced if it's nerfed to be a strict combo disruptor (aka at a mana cost of at least 6)
to be fair, Rebuke was justified because of Loatheb, a historically powerful card, being the only frame of reference.
I don't remember Void Contract being hyped as anything but a combo killer, which didn't happen because we never had a meta where it would pay off.
Turns out his only real skill was roping in Hearthstone :^)
Well, at the end of they day it was just terrible design anyways because they never printed the support it needed (a 1-mana minion with Echo)
We all know by this point that playing a Quest on turn 1 is a huge downside, so no tempo based quest deck ever succeeded. This is especially damning when your deck is made up of mostly 1-cost minions which drop in efficiency for every turn beyond the first.
Additionally, since your main deck is mostly garbage to complete the deck, if you don't start chaining Raptors after playing Carnassa you effectively lose
I tried hard to make Quest Hunter work and the closest I got was in RR as a mostly spell-based deck trying to tutor Halazzi...and even then the deck was mainly carried by Zul'jin.
If you empty your hand to play Carnassa on 5 and don't topdeck a Raptor Chain on 6 you just lose straight away, it's that bad.