Hearthstone, The Tavern has been Renovated.

Submitted 3 years, 8 months ago by

Hello everyone, it's that time again. It's that time where I either show you a fun new way to play Hearthstone, I give you ideas for new rewards, I introduce much needed system/quality of life changes, or I present a concept for a much requested feature for Hearthstone.

Today, I'm doing all of that.

I've said it several times before and I'll say it again. If you see any flaws, have any questions, or just want to point something out that I didn't cover, please let me know. My designs are not perfect nor am I.

 

The first thing that I have to address with this "renovation" is the simple change to the Hearthstone splash screen we all know and love.

Tavern Brawl and Arena have found new home in the Tables Menu. If you're familiar with Tables then you understand why I placed them there. For those of you who don't know what Tables is, you have find out here.

Now, let's click the play button.

Instead of choosing a deck I opted to have players choose the class they'd rather play at the moment. I've also split the Format button into three since to me it makes more sense instead of having to push the button several times to get to the Format you wanted.

The third Format is of my own creation and it's called Explorer, you can find my post explaining what it does and how it works here.

A lot of you may ask, "Why did you remove the decks from the deck selection screen?"

Here's why.

I FINALLY figured out how to make my Deck Box system visually appealing and understandable. Once you've selected the class you wish to play you're taken to see all of you decks with the corresponding class, which in turn, makes deck organization a bit easier. This also bumps the total number of deck slots significantly, BUT every class can only have a maximum of 6 decks.

I'm sure you've noticed a new system I've placed within the new system (sysception?), these are quick stat tabs. These account for the total win count for it's corresponding deck. As you can see with the "Call of Conjuring" Explorer deck, it has a 50.2% win rate, it's favored against Paladin, and has a bad track record when going up against other mages.

Let's jump to the Collection Manager real quick.

Once you've selected the class you want to look at in the Collection Manager you're presented with this screen. It simply acts like the current Collection Manager except you are only seeing that classes' decks and can edit the ordering and such there.

Now let's click the new "Adventure" button.

This is the new Adventure screen, it still the Target Practice mode and all the old adventures, But it also has something new.

Endless Adventure is something I came up with when I was making Tables but I never really elaborated on it entirely.

Endless Adventure is just a really, really long Dungeon Run with a few new additions. 

Once you select "Endless Adventure" in the top right you'll be presented with this screen offering you two ways to play the Endless Adventure.

The Casual version of this is for player who just REALLY like the PVE content, while the Heroic version offers challenge for those whom are brave enough to face it. Losing ends the run, that should be obvious but I still have to put that out there.

Endless Adventure relies heavily on every boss this game has to offer, yes all of them. From all the way back to Naxxramas to future PVE content this will host each and every boss, it has to. We all know that the power level just isn't the same anymore so with this mode being introduced the older bosses will definitely need some tidying up.

The first 14 bosses of the run will be your run of the mill experience. Defeating bosses visiting Bob's Tavern, adding packages to your deck, visiting Magni's Forge, defeating more bosses......Magni's Forge?

Yes Magni's Forge is a new addition to the Dungeon Run formula. Magni hosts cards specific to his forge that can't be obtained by selecting a treasure.

(Onyx Axe and the Two-Handed "Bow" were taken from r/customhearthstone since all my creativity is used for these long-winded posts. The Ironforge monstrosity is mine though)

Once you've obtained 5 of Magni's cards you'll not see him for the rest of the run.

Aside from visiting Magni's Forge, you'll have a visitor on very, very rare occasions.

Warpweaver Tuviss will visit the adventurer whenever he feels like it, sometimes he won't visit at all.

Tuviss has Treasures, but not for free. He will require's an even trade, a treasure for a treasure. Simple as that.

(Also from r/customhearthstone)

The credit for Magni and Tuviss goes to u/TurkusGyrational on Reddit. He was inspired by Tables and sent me a message with a few of his own ideas, I just put my own little twist on them.

Once you've advanced to the 15th boss a real challenge starts.

That's right, the plague lords are back.

Every 15th Boss is a plague lord, As I said earlier all the old bosses need to be up scaled and the plague lords are no exception.

Some of you may say that they're too weak, but I've had numerous perfect runs destroyed by bad draws and RNG to these guys so I think they'll remain a fair challenge.

Some of you may be asking yourselves, "What happens when I have 60 cards in my deck?"

Well, you can't get any more treasures, you can't get any more of Magni's cards or anything new from Tuviss, but now Dismiss and You're All Fired! have become valuable tools for your runs.

Boss number 200,  Tekahn, the Plague Lord of Flame, is the final boss before you and those sweet, sweet rewards.

"Final boss?!? it's called Endless Adventure' though?"

You're right it is called 'Endless Adventure', but Tekahn is still the final boss. What lies beyond him is the greatest challenge of all.

 

Other players.

Once Tekahn and the other 199 bosses have been taken down you start matchmaking with your adventure deck, challenging other players who've made it this far to a fight to the death! One wrong move could cause a loss and thus the loss of your adventure deck.... until you do it all over again.

"Hey, you said rewards. I don't see any rewards."

You're right, aside from Gold, Arena Tickets, Dust and Packs, I've made other rewards that should entice players to play Endless Adventure. These rewards will be added to the adventure chest every time you defeat a Plague Lord (Heroic Mode only).

They're all over on my other showcase for Tables. But I can still list them off for those who have read Tables and have forgotten what they are.
(Scroll about halfway down to find them)

Pack Tokens, used to purchase a pack of your choice.
Pack Sleeves, guarantees you an Epic or Legendary card when you open a pack.

And Full Art Tokens when you don't want to get full art cards the hard way.
Oh you've never read my Full Art Cards concept? Well here you go.

If you read the article you know how long or challenging it could be to earn a full art card, but with a Full Art Token, it unlocks the card right away.

For those of you who didn't click the link, here's some samples of full art cards. How they work and how they are earned is explained in the article linked.

Pretty neat huh?

 

Battlegrounds get's it's own button on the home screen because, well. It does great as a mode on its pwn it has definitely attracted some new players to the Tavern so I think it deserves to be one of the first things a player sees.

Tavern Brawl and Arena have a new home here in the Tables menu. They have their own rules and their own ways of playing so it made sense that they belong here. If you're unfamiliar with Tables, you can check it out here.

 

That covers the renovation of the Tavern but what's this? The sparkling new Tavern has attracted some new faces.

Kang, The Fist of First Dawn and Kaln Vilehoof have sat down to play some good ol' Hearthstone.

 

(All the cards and Hero Powers are of my creation and you can probably tell by either how OP they are, or how bad they are. I'll let you decide.)

Kang is a Monk who uses his Hero Power in a very unique way, it relies on the content of your deck, I'll explain.

The Hero Power changes depending on which of these three keywords (Mistweaver, Windwalker, and Brewmaster) are most present in the deck. The Chi cards can be shuffled in by minions or spells and the minions and spells themselves can have these keywords printed on them as well to count towards one of the three Hero Powers.

These Hero Powers are all Passive and always active, unless a card deactives them like Mindbreaker.

In the event of a tie in regards to how many Chi cards are in your deck, the Hero Power will switch each turn.

These are the Legendaries of the set, sorry for the textgore. Like I said, I'm awful at card design.

As you can see they each have their corresponding Chi printed on them so they could count towards that Chi for the Hero power.

Kaln is a Death Knight who can use his Hero Power to summon one Companion Ghoul to fight along side him.

The DK can go with his own strategy to win, but the Companion Ghoul can be a powerful asset.

The DK has cards that support the Ghoul for the rest of the game. Some without drawbacks, others that increase the cost of the Hero Power for the rest of the game.

 

 

This will be my final post in regards to something of this scale, I have nothing left to offer. If something comes up in the future I may dive back into doing something like this but only time will tell.

If anything I hope my series of posts have inspired you to be creative beyond the realm of making a custom card here and there. Make a set, make a game mode, make a new way to play Hearthstone.

Because you never know who may be reading...

 

 

As always, thank you for reading,
-Grif

  • griffior's Avatar
    925 330 Posts Joined 05/31/2019
    Posted 3 years, 8 months ago

    Hello everyone, it's that time again. It's that time where I either show you a fun new way to play Hearthstone, I give you ideas for new rewards, I introduce much needed system/quality of life changes, or I present a concept for a much requested feature for Hearthstone.

    Today, I'm doing all of that.

    I've said it several times before and I'll say it again. If you see any flaws, have any questions, or just want to point something out that I didn't cover, please let me know. My designs are not perfect nor am I.

     

    The first thing that I have to address with this "renovation" is the simple change to the Hearthstone splash screen we all know and love.

    Tavern Brawl and Arena have found new home in the Tables Menu. If you're familiar with Tables then you understand why I placed them there. For those of you who don't know what Tables is, you have find out here.

    Now, let's click the play button.

    Instead of choosing a deck I opted to have players choose the class they'd rather play at the moment. I've also split the Format button into three since to me it makes more sense instead of having to push the button several times to get to the Format you wanted.

    The third Format is of my own creation and it's called Explorer, you can find my post explaining what it does and how it works here.

    A lot of you may ask, "Why did you remove the decks from the deck selection screen?"

    Here's why.

    I FINALLY figured out how to make my Deck Box system visually appealing and understandable. Once you've selected the class you wish to play you're taken to see all of you decks with the corresponding class, which in turn, makes deck organization a bit easier. This also bumps the total number of deck slots significantly, BUT every class can only have a maximum of 6 decks.

    I'm sure you've noticed a new system I've placed within the new system (sysception?), these are quick stat tabs. These account for the total win count for it's corresponding deck. As you can see with the "Call of Conjuring" Explorer deck, it has a 50.2% win rate, it's favored against Paladin, and has a bad track record when going up against other mages.

    Let's jump to the Collection Manager real quick.

    Once you've selected the class you want to look at in the Collection Manager you're presented with this screen. It simply acts like the current Collection Manager except you are only seeing that classes' decks and can edit the ordering and such there.

    Now let's click the new "Adventure" button.

    This is the new Adventure screen, it still the Target Practice mode and all the old adventures, But it also has something new.

    Endless Adventure is something I came up with when I was making Tables but I never really elaborated on it entirely.

    Endless Adventure is just a really, really long Dungeon Run with a few new additions. 

    Once you select "Endless Adventure" in the top right you'll be presented with this screen offering you two ways to play the Endless Adventure.

    The Casual version of this is for player who just REALLY like the PVE content, while the Heroic version offers challenge for those whom are brave enough to face it. Losing ends the run, that should be obvious but I still have to put that out there.

    Endless Adventure relies heavily on every boss this game has to offer, yes all of them. From all the way back to Naxxramas to future PVE content this will host each and every boss, it has to. We all know that the power level just isn't the same anymore so with this mode being introduced the older bosses will definitely need some tidying up.

    The first 14 bosses of the run will be your run of the mill experience. Defeating bosses visiting Bob's Tavern, adding packages to your deck, visiting Magni's Forge, defeating more bosses......Magni's Forge?

    Yes Magni's Forge is a new addition to the Dungeon Run formula. Magni hosts cards specific to his forge that can't be obtained by selecting a treasure.

    (Onyx Axe and the Two-Handed "Bow" were taken from r/customhearthstone since all my creativity is used for these long-winded posts. The Ironforge monstrosity is mine though)

    Once you've obtained 5 of Magni's cards you'll not see him for the rest of the run.

    Aside from visiting Magni's Forge, you'll have a visitor on very, very rare occasions.

    Warpweaver Tuviss will visit the adventurer whenever he feels like it, sometimes he won't visit at all.

    Tuviss has Treasures, but not for free. He will require's an even trade, a treasure for a treasure. Simple as that.

    (Also from r/customhearthstone)

    The credit for Magni and Tuviss goes to u/TurkusGyrational on Reddit. He was inspired by Tables and sent me a message with a few of his own ideas, I just put my own little twist on them.

    Once you've advanced to the 15th boss a real challenge starts.

    That's right, the plague lords are back.

    Every 15th Boss is a plague lord, As I said earlier all the old bosses need to be up scaled and the plague lords are no exception.

    Some of you may say that they're too weak, but I've had numerous perfect runs destroyed by bad draws and RNG to these guys so I think they'll remain a fair challenge.

    Some of you may be asking yourselves, "What happens when I have 60 cards in my deck?"

    Well, you can't get any more treasures, you can't get any more of Magni's cards or anything new from Tuviss, but now Dismiss and You're All Fired! have become valuable tools for your runs.

    Boss number 200,  Tekahn, the Plague Lord of Flame, is the final boss before you and those sweet, sweet rewards.

    "Final boss?!? it's called Endless Adventure' though?"

    You're right it is called 'Endless Adventure', but Tekahn is still the final boss. What lies beyond him is the greatest challenge of all.

     

    Other players.

    Once Tekahn and the other 199 bosses have been taken down you start matchmaking with your adventure deck, challenging other players who've made it this far to a fight to the death! One wrong move could cause a loss and thus the loss of your adventure deck.... until you do it all over again.

    "Hey, you said rewards. I don't see any rewards."

    You're right, aside from Gold, Arena Tickets, Dust and Packs, I've made other rewards that should entice players to play Endless Adventure. These rewards will be added to the adventure chest every time you defeat a Plague Lord (Heroic Mode only).

    They're all over on my other showcase for Tables. But I can still list them off for those who have read Tables and have forgotten what they are.
    (Scroll about halfway down to find them)

    Pack Tokens, used to purchase a pack of your choice.
    Pack Sleeves, guarantees you an Epic or Legendary card when you open a pack.

    And Full Art Tokens when you don't want to get full art cards the hard way.
    Oh you've never read my Full Art Cards concept? Well here you go.

    If you read the article you know how long or challenging it could be to earn a full art card, but with a Full Art Token, it unlocks the card right away.

    For those of you who didn't click the link, here's some samples of full art cards. How they work and how they are earned is explained in the article linked.

    Pretty neat huh?

     

    Battlegrounds get's it's own button on the home screen because, well. It does great as a mode on its pwn it has definitely attracted some new players to the Tavern so I think it deserves to be one of the first things a player sees.

    Tavern Brawl and Arena have a new home here in the Tables menu. They have their own rules and their own ways of playing so it made sense that they belong here. If you're unfamiliar with Tables, you can check it out here.

     

    That covers the renovation of the Tavern but what's this? The sparkling new Tavern has attracted some new faces.

    Kang, The Fist of First Dawn and Kaln Vilehoof have sat down to play some good ol' Hearthstone.

     

    (All the cards and Hero Powers are of my creation and you can probably tell by either how OP they are, or how bad they are. I'll let you decide.)

    Kang is a Monk who uses his Hero Power in a very unique way, it relies on the content of your deck, I'll explain.

    The Hero Power changes depending on which of these three keywords (Mistweaver, Windwalker, and Brewmaster) are most present in the deck. The Chi cards can be shuffled in by minions or spells and the minions and spells themselves can have these keywords printed on them as well to count towards one of the three Hero Powers.

    These Hero Powers are all Passive and always active, unless a card deactives them like Mindbreaker.

    In the event of a tie in regards to how many Chi cards are in your deck, the Hero Power will switch each turn.

    These are the Legendaries of the set, sorry for the textgore. Like I said, I'm awful at card design.

    As you can see they each have their corresponding Chi printed on them so they could count towards that Chi for the Hero power.

    Kaln is a Death Knight who can use his Hero Power to summon one Companion Ghoul to fight along side him.

    The DK can go with his own strategy to win, but the Companion Ghoul can be a powerful asset.

    The DK has cards that support the Ghoul for the rest of the game. Some without drawbacks, others that increase the cost of the Hero Power for the rest of the game.

     

     

    This will be my final post in regards to something of this scale, I have nothing left to offer. If something comes up in the future I may dive back into doing something like this but only time will tell.

    If anything I hope my series of posts have inspired you to be creative beyond the realm of making a custom card here and there. Make a set, make a game mode, make a new way to play Hearthstone.

    Because you never know who may be reading...

     

     

    As always, thank you for reading,
    -Grif

    8
  • RealJC1234TheToonist's Avatar
    195 50 Posts Joined 02/09/2020
    Posted 3 years, 8 months ago

    I love this idea, and I can't wait to see something like this in Hearthstone. Though it's going to take a lot of getting used to.

    1
  • griffior's Avatar
    925 330 Posts Joined 05/31/2019
    Posted 3 years, 8 months ago
    Quote From RealJC1234TheToonist

    I love this idea, and I can't wait to see something like this in Hearthstone. Though it's going to take a lot of getting used to.

    I'll be posting this, as well as Tables, Explorer, and the full art cards thread in the AMA today so hopefully I get a response

    0
  • clawz161's Avatar
    The Undying 825 827 Posts Joined 07/16/2019
    Posted 3 years, 8 months ago

    I like everything except for one. Decks with shown winrates. I feel this would ramp up netdecking even more than it currently is. Right now only people that go out of their way to get a deck tracker and look up deck stats would know that thing, and i believe that's where it should lie, out of the way. When it is in the base game, more uninitiated people will only care about if a deck is good, and they won't play something that isn't. Period. Other things, i want to note are the plaguelord mechanics, you didn't mention.  Will they be in effect? The health loss, after losing, the murlocs shuffled into both decks, for instance. Other than that i don't think anything else is bad. I would love the idea of full art replacing gold cards possibly since i don't care about gold cards. Perhaps they're full art but when you hover over them to see a deathrattle effect for instance it would show you what the card does, by showing the normal version. I like playing the PVE adventures, when i'm in bed about to go to sleep or hanging out on the way to work or at lunch i play some of them on my phone, dungeon runs are fun. 500 gold to do a dungeon run for a 40 dust pack, and ending up playing against other humans does not sound like fun, it sounds like constructed with extra steps. And if the plague lords are as bullshit as they are normally good luck even getting to the players. I play against the lord of murlocs a lot, and the amount of times he's randomly gotten a scargill and summoned 10/10 murlocs on the early turns where you cant do anything against it is too high for me to want to spend 500 gold on a mode where he is a milestone and not the end boss. I do like the idea of sleeves, but if they were arena rewards they'd be forcing people to play the shitshow that is arena, and if they were preorder bonuses they'd be focing you to buy preorders which i also hate. They're such a good effect i doubt they'd be implemented where normal players like me would ever see them, but rather something that are only implemented for whales, like buying emotes every time the expansions come out for battlegrounds from the store.

    Living like that.

    3
  • griffior's Avatar
    925 330 Posts Joined 05/31/2019
    Posted 3 years, 8 months ago
    Quote From clawz161

    I like everything except for one. Decks with shown winrates. I feel this would ramp up netdecking even more than it currently is. Right now only people that go out of their way to get a deck tracker and look up deck stats would know that thing, and i believe that's where it should lie, out of the way. When it is in the base game, more uninitiated people will only care about if a deck is good, and they won't play something that isn't. Period. Other things, i want to note are the plaguelord mechanics, you didn't mention.  Will they be in effect? The health loss, after losing, the murlocs shuffled into both decks, for instance. Other than that i don't think anything else is bad. I would love the idea of full art replacing gold cards possibly since i don't care about gold cards. Perhaps they're full art but when you hover over them to see a deathrattle effect for instance it would show you what the card does, by showing the normal version. I like playing the PVE adventures, when i'm in bed about to go to sleep or hanging out on the way to work or at lunch i play some of them on my phone, dungeon runs are fun. 500 gold to do a dungeon run for a 40 dust pack, and ending up playing against other humans does not sound like fun, it sounds like constructed with extra steps. And if the plague lords are as bullshit as they are normally good luck even getting to the players. I play against the lord of murlocs a lot, and the amount of times he's randomly gotten a scargill and summoned 10/10 murlocs on the early turns where you cant do anything against it is too high for me to want to spend 500 gold on a mode where he is a milestone and not the end boss. I do like the idea of sleeves, but if they were arena rewards they'd be forcing people to play the shitshow that is arena, and if they were preorder bonuses they'd be focing you to buy preorders which i also hate. They're such a good effect i doubt they'd be implemented where normal players like me would ever see them, but rather something that are only implemented for whales, like buying emotes every time the expansions come out for battlegrounds from the store.

    One BIG thing I forgot to mention which you thankfully highlighted is that rewards stack similarly to the ranked rewards. Jesus I can’t believe I forgot to put that in there. I’ll edit it later but every 15th boss comes with either a pack/full art token, a pack, arena ticket, or any other appropriate award at that level.

    I get what you’re saying about net decks and maybe win percentages aren’t so good to look at. I just thought of a newer player thinking “holy crap, Zephyrs upped my win rate in this deck by X percent!”

    At 14 wins I would want to assume that the plague lords will be easier than they are when they are faced at 7 wins, but I’m no balance expert. That being said, I’m not sure if I’d want the boss’s health to reset or not

     

    1
  • clawz161's Avatar
    The Undying 825 827 Posts Joined 07/16/2019
    Posted 3 years, 8 months ago
    Quote From griffior
    Quote From clawz161

    I like everything except for one. Decks with shown winrates. I feel this would ramp up netdecking even more than it currently is. Right now only people that go out of their way to get a deck tracker and look up deck stats would know that thing, and i believe that's where it should lie, out of the way. When it is in the base game, more uninitiated people will only care about if a deck is good, and they won't play something that isn't. Period. Other things, i want to note are the plaguelord mechanics, you didn't mention.  Will they be in effect? The health loss, after losing, the murlocs shuffled into both decks, for instance. Other than that i don't think anything else is bad. I would love the idea of full art replacing gold cards possibly since i don't care about gold cards. Perhaps they're full art but when you hover over them to see a deathrattle effect for instance it would show you what the card does, by showing the normal version. I like playing the PVE adventures, when i'm in bed about to go to sleep or hanging out on the way to work or at lunch i play some of them on my phone, dungeon runs are fun. 500 gold to do a dungeon run for a 40 dust pack, and ending up playing against other humans does not sound like fun, it sounds like constructed with extra steps. And if the plague lords are as bullshit as they are normally good luck even getting to the players. I play against the lord of murlocs a lot, and the amount of times he's randomly gotten a scargill and summoned 10/10 murlocs on the early turns where you cant do anything against it is too high for me to want to spend 500 gold on a mode where he is a milestone and not the end boss. I do like the idea of sleeves, but if they were arena rewards they'd be forcing people to play the shitshow that is arena, and if they were preorder bonuses they'd be focing you to buy preorders which i also hate. They're such a good effect i doubt they'd be implemented where normal players like me would ever see them, but rather something that are only implemented for whales, like buying emotes every time the expansions come out for battlegrounds from the store.

    One BIG thing I forgot to mention which you thankfully highlighted is that rewards stack similarly to the ranked rewards. Jesus I can’t believe I forgot to put that in there. I’ll edit it later but every 15th boss comes with either a pack/full art token, a pack, arena ticket, or any other appropriate award at that level.

    I get what you’re saying about net decks and maybe win percentages aren’t so good to look at. I just thought of a newer player thinking “holy crap, Zephyrs upped my win rate in this deck by X percent!”

    At 14 wins I would want to assume that the plague lords will be easier than they are when they are faced at 7 wins, but I’m no balance expert. That being said, I’m not sure if I’d want the boss’s health to reset or not

     

    Decreasing the plague lord's health total to maybe 90 would be enough of a change to make them consistent without having the static health mechanic in my opinion, and that's if you want to keep in the three phases. It would also make killing them a lot faster, to continue the "endless run"

    Living like that.

    1
  • Aventurin's Avatar
    Bulbasaur 275 17 Posts Joined 12/05/2019
    Posted 3 years, 8 months ago

    I like your Design ideas for the Hearthstone menues and Decks. Also I would love if that kind of endless dungeonrun gets implemented. Thanks for the hard Work.

    1
  • anchorm4n's Avatar
    Toybox Tactician 1895 2314 Posts Joined 03/13/2019
    Posted 3 years, 8 months ago

    I'm rooting for the Full Art concept. Couldn't think of a better way to implement achievements. Nice work on everything else, too!

    I notice I am confused. Something I believe isn't true. How do I know what I think I know?
    Harry James Potter-Evans-Verres, hpmor.com

    1
  • griffior's Avatar
    925 330 Posts Joined 05/31/2019
    Posted 3 years, 8 months ago
    Quote From Aventurin

    I like your Design ideas for the Hearthstone menues and Decks. Also I would love if that kind of endless dungeonrun gets implemented. Thanks for the hard Work.

    Thank you for reading!

    0
  • griffior's Avatar
    925 330 Posts Joined 05/31/2019
    Posted 3 years, 8 months ago
    Quote From anchorm4n

    I'm rooting for the Full Art concept. Couldn't think of a better way to implement achievements. Nice work on everything else, too!

    Thank you

    0
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