Hearthstone Battlegrounds

Descent of Dragons
  • kramerofboandls's Avatar 235 97 Posts Joined 04/01/2019
    Posted 1 week, 6 days ago

    Did you notice, that a 1place grants you 1/3 of 10 gold... :D

     

     

    0
  • griffior's Avatar Gul'dan 270 99 Posts Joined 05/31/2019
    Posted 1 week, 6 days ago
    Quote From kramerofboandls

    Did you notice, that a 1place grants you 1/3 of 10 gold... :D

     

     

    Honestly, if they gave anymore gold than that they would have to include an entrance fee

    1
  • ArngrimUndying's Avatar Jaina 290 169 Posts Joined 06/11/2019
    Posted 1 week, 6 days ago
    Quote From kramerofboandls

    Did you notice, that a 1place grants you 1/3 of 10 gold... :D

     

     

    Actually I got the crown rewards at 4th and 3rd places but not at 6th place - and the main screen shows "number of times you've come in 1st" AND "Number of times in top 4." So it looks like all you need to do for the 1/3rd 10g is come in 4th or better. 

    Granted 3 games is a small sample size, but honestly it's a fun little mode that I will definitely play to break up the "normal" games. ESPECIALLY in times like now where the meta is so oppressive (only 25 days left until Shamanstone ends!)

    2
  • Brandon's Avatar 140 45 Posts Joined 05/29/2019
    Posted 1 week, 6 days ago

    Never played An auto chess styled game mode before, but i'm currently addicted to HS battlegrounds. It is quite RNG based, but i'm personally a big fan of RNG so in don't mind at all.

    Im Just happy wins & top 4s count towards the 3 wins for 10 gold stuff. It is i.m.o. a fun side mode that is a Nice distraction from playing standart against evolved shaman number 1 billion.

    I do however hope their going tot make more modes, such as a 2v2 mode or something. A Tournament mode sounds good too! (If only to make ladder a bit less crowded with tier 1 netdecks)

    2
  • JrsL76's Avatar 60 10 Posts Joined 05/30/2019
    Posted 1 week, 6 days ago

    Mobile went live, downloaded and won my first Battlegrounds match.

    Played demons.  Had one of the 1/1s that grow as you play demons.  2 Malganis’.  Very interesting and fun mode.

    0
  • RandomGuy's Avatar 285 443 Posts Joined 05/29/2019
    Posted 1 week, 5 days ago
    Quote From Deliguy

    Other modes are not going to happen at this point. Hearthstone is dead in the water, at least to Blizzard, and this half baked attempt at an autochess competitor is an attempt to inject more people back into Hearthstone. They simply will not develop other game modes unless it earns them more money, but they cannot see that player happiness = more money + more players.

    The Battlegrounds is an attempt at finding new players and bringing back old players, and it will not work in the financial way they want. People who do end up enjoying battlegrounds likely will spend little to no money on Hearthstone, because it’s not even tied to your collection. This is simply Blizzards way of saying “sorry we tried” as HS dies.

    *In a thread about a new game mode*

    "They will simply not develop other game modes."

    Okay, bud. Good talk.

    4
  • griffior's Avatar Gul'dan 270 99 Posts Joined 05/31/2019
    Posted 1 week, 5 days ago
    Quote From Deliguy

    They simply will not develop other game modes unless it earns them more money, but they cannot see that player happiness = more money + more players.

    Firstly, Battlegrounds is free. No packs or collection are needed to play.

     

    Secondly, more players + more money ≠ player happiness. More modes + more communication + more events + more ways to play = player happiness = more players = more money potential for Blizzard.

    2
  • melheor's Avatar 155 9 Posts Joined 03/29/2019
    Posted 1 week, 5 days ago

    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:

    Quote From melheor

    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.

    0
  • RandomGuy's Avatar 285 443 Posts Joined 05/29/2019
    Posted 1 week, 5 days ago
    Quote From melheor

    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:

    Quote From melheor

    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.

    These complaints are identical in most/all auto-chess games.

    Also, this is still in beta. It just needs to be a good starting point. Not a perfectly polished, Intricately balanced version of it.

    0
  • ArngrimUndying's Avatar Jaina 290 169 Posts Joined 06/11/2019
    Posted 1 week, 5 days ago
    Quote From melheor

    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:

    Quote From melheor

    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.

    While I would definitely enjoy a Co-Op mode (or 2v2 mode), it's funny to see so many people asking about it considering every time there's a co-op brawl, 700 people take to the boards to complain about the "brainlet they got paired up with who made them lose." Let's be honest: many players bitter, obtuse asshats who would not or could not cooperate effectively and/or wouldn't trust their partner to play well. Don't believe me? Go read the thread where people are bitching that other players are going to get Tyrande for "nothing" which "diminishes her value" - which is exactly what happened when they re-gave out the Ragnaros card back. I mean, how many years have we seen players ask for an auto-squelch feature because god forbid anyone use the emotes for fun or just to say 'Hello' and 'Well Played' unironically. 

    I think there's a very real concern that having the players cooperate to win would be asking too much and people would quickly abandon the mode since it's "RNG" on steroids (i.e. the RNG of being paired with a good player) and you've got a player base that would just bitch about the MMR or their matching with "casuals."

     

    1
  • ArngrimUndying's Avatar Jaina 290 169 Posts Joined 06/11/2019
    Posted 1 week, 5 days ago
    Quote From RandomGuy
    Quote From melheor

    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:

    Quote From melheor

    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.

    These complaints are identical in most/all auto-chess games.

    Also, this is still in beta. It just needs to be a good starting point. Not a perfectly polished, Intricately balanced version of it.

    This is my guess as well - I expect it will be like Arena where the card sets get added to/rotated every so often to keep it fresh. If not, then yeah everything in the main post was 100% correct about going hard into one of those 4 tribes being the only chance for success so the mode would get super stale pretty quickly without something.

    0
  • griffior's Avatar Gul'dan 270 99 Posts Joined 05/31/2019
    Posted 1 week, 4 days ago
    Quote From melheor

    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:

    Quote From melheor

    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.

    There is definitely a concern of the longevity of the mode. I'm sure they'll swap out minions within those tribes (mechs for mechs) and eventually tribes for tribes (murlocs for dragons). This does *potentially* give opportunities to introduce new tribes (such as treants) with different interactions, but we'll see.

    0
  • Deliguy's Avatar 75 25 Posts Joined 06/01/2019
    Posted 1 week, 4 days ago
    Quote From RandomGuy
    Quote From Deliguy

    Other modes are not going to happen at this point. Hearthstone is dead in the water, at least to Blizzard, and this half baked attempt at an autochess competitor is an attempt to inject more people back into Hearthstone. They simply will not develop other game modes unless it earns them more money, but they cannot see that player happiness = more money + more players.

    The Battlegrounds is an attempt at finding new players and bringing back old players, and it will not work in the financial way they want. People who do end up enjoying battlegrounds likely will spend little to no money on Hearthstone, because it’s not even tied to your collection. This is simply Blizzards way of saying “sorry we tried” as HS dies.

    *In a thread about a new game mode*

    "They will simply not develop other game modes."

    Okay, bud. Good talk.

    Way to take the exact words you want and really push the “take it out of context” boundaries. ROF

    2
  • Deliguy's Avatar 75 25 Posts Joined 06/01/2019
    Posted 1 week, 4 days ago
    Quote From griffior
    Quote From Deliguy

    They simply will not develop other game modes unless it earns them more money, but they cannot see that player happiness = more money + more players.

    Firstly, Battlegrounds is free. No packs or collection are needed to play.

     

    Secondly, more players + more money ≠ player happiness. More modes + more communication + more events + more ways to play = player happiness = more players = more money potential for Blizzard.l

    You didn’t even quote me correctly, so I know you didn’t read my post lol

    1
  • griffior's Avatar Gul'dan 270 99 Posts Joined 05/31/2019
    Posted 1 week, 4 days ago
    Quote From Deliguy
    Quote From griffior
    Quote From Deliguy

    They simply will not develop other game modes unless it earns them more money, but they cannot see that player happiness = more money + more players.

    Firstly, Battlegrounds is free. No packs or collection are needed to play.

     

    Secondly, more players + more money ≠ player happiness. More modes + more communication + more events + more ways to play = player happiness = more players = more money potential for Blizzard.l

    You didn’t even quote me correctly, so I know you didn’t read my post lol

    I did, and I re-read it to make sure I had it right, and I still stand by it.

    I agree with your point but your little equation was too short sighted that I had to add to it.

    Also edited the main post again for the last time and I'm sure we'll agree on what I have to say there as well.

     

    0
  • Pezman's Avatar Magma Rager 380 245 Posts Joined 06/03/2019
    Posted 1 week, 4 days ago

    I like the overall experience of this new mode, but the games I've played have been very frustrating. I keep getting offered those crazy demon synergy cards, but no demons. Why would they create new cards for demon and beast synergy, but not mechs or murlocs? It seems like whoever stacks those guys most wins. Also Ragnaros? Yeah that's fair. I'm hoping for better balance as they improve it. 

    "Be excellent to each other." -Bill and Ted

    by Pezman 2 months, 3 weeks ago
    5 15580 907 5

    0
  • YJHS2000's Avatar Uther 250 102 Posts Joined 06/03/2019
    Posted 1 week ago
    Quote From melheor

    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:

    Quote From melheor

    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.

    I disagree slightly. Due to RNG in re-rolls, going all in on a specific tribe is risky. When it works (which it usually does for at least 1/8 players), it is hard to beat, which is why you usually see one of the strategies you mentioned in the finals of the round. But more often, you can't roll the pieces you need and then it fails hard. The best strategy for always having a decent (top-four) finish is to mix tribes and strategically use buffs and selling minions to create a solid board. That strategy is pretty fun, because its always a little different and requires many tough choices.

    I have noticed one disturbing trend though---which is that my finishing position, no matter what strategy I use, is usually wholly dependent on how many Nightmare Amalgams I'm offered in the game. If I get offered 1 or none, I'm almost always finishing at the bottom. If I get offered 4-5, I almost always finish at the top. I've started tracking (will post results after 50 runs or so) but so far after tracking for 10 runs its worked out exactly as I thought: More amalgams always equals better finish.

    If that ends up true, it reduces the mode to rolling for 1 card, which is pretty terrible design.

    Communism is just a red herring

    1
  • sinti's Avatar Global Moderator COMMENT_COUNT_900_HS 545 932 Posts Joined 10/20/2018
    Posted 1 week ago
    Quote From YJHS2000
    Quote From melheor

    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:

    Quote From melheor

    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.

    I disagree slightly. Due to RNG in re-rolls, going all in on a specific tribe is risky. When it works (which it usually does for at least 1/8 players), it is hard to beat, which is why you usually see one of the strategies you mentioned in the finals of the round. But more often, you can't roll the pieces you need and then it fails hard. The best strategy for always having a decent (top-four) finish is to mix tribes and strategically use buffs and selling minions to create a solid board. That strategy is pretty fun, because its always a little different and requires many tough choices.

    I have noticed one disturbing trend though---which is that my finishing position, no matter what strategy I use, is usually wholly dependent on how many Nightmare Amalgams I'm offered in the game. If I get offered 1 or none, I'm almost always finishing at the bottom. If I get offered 4-5, I almost always finish at the top. I've started tracking (will post results after 50 runs or so) but so far after tracking for 10 runs its worked out exactly as I thought: More amalgams always equals better finish.

    If that ends up true, it reduces the mode to rolling for 1 card, which is pretty terrible design.

    Yes, Amalgam is probably the overall single best minion, especially since its so low tier, you can start buffing it early and whats more, you can put Poisonous on it.

    That being said, it is by no means "if i dont get amalgam, i cant win". Yes, it improves your chances, but it does not make or break the run in on itself.


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    0
  • ArngrimUndying's Avatar Jaina 290 169 Posts Joined 06/11/2019
    Posted 1 week ago
    Quote From YJHS2000
    Quote From melheor

    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:

    Quote From melheor

    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.

    I disagree slightly. Due to RNG in re-rolls, going all in on a specific tribe is risky. When it works (which it usually does for at least 1/8 players), it is hard to beat, which is why you usually see one of the strategies you mentioned in the finals of the round. But more often, you can't roll the pieces you need and then it fails hard. The best strategy for always having a decent (top-four) finish is to mix tribes and strategically use buffs and selling minions to create a solid board. That strategy is pretty fun, because its always a little different and requires many tough choices.

    I have noticed one disturbing trend though---which is that my finishing position, no matter what strategy I use, is usually wholly dependent on how many Nightmare Amalgams I'm offered in the game. If I get offered 1 or none, I'm almost always finishing at the bottom. If I get offered 4-5, I almost always finish at the top. I've started tracking (will post results after 50 runs or so) but so far after tracking for 10 runs its worked out exactly as I thought: More amalgams always equals better finish.

    If that ends up true, it reduces the mode to rolling for 1 card, which is pretty terrible design.

    In my anecdotal experience of around 30 games, sure Amalgam is a strong card, but I RARELY go after it since almost always go full Beast Spawn (Pack Leader/Momma Bear, Hyena, and Infested Wolf/Rat Pack) and I've come in top 4 in 23 games, claimed 1st place in 7.

    I think it's a "win plus" rather than a "win more." If you've got a weaker field then it can definitely help carry the load (especially with poison) but it isn't going to win the the game solo or really even help that much if you can put together a strong Beast or Mech Spawn set without it.

    0
  • PopeNeia's Avatar 145 122 Posts Joined 07/06/2019
    Posted 6 days, 20 hours ago

    Nightmare Amalgam is definitely a problem. It is way too good as a jack of all trades. In the endgame, unless it hits another poisonous minion (so Demons will always auto lose), it is a giant wall of stats with taunt, divine shield and poisonous that straight up destroys everything. I have no idea what they were thinking by putting this minion in the game.

    Anti Revive Priest and Quest Druid deck, Suprisingly good: https://outof.cards/hearthstone/decks/8292-unlimited-power

    0
  • AliRadicali's Avatar 360 524 Posts Joined 06/06/2019
    Posted 6 days, 19 hours ago
    Quote From PopeNeia

    Nightmare Amalgam is definitely a problem. It is way too good as a jack of all trades. In the endgame, unless it hits another poisonous minion (so Demons will always auto lose), it is a giant wall of stats with taunt, divine shield and poisonous that straight up destroys everything. I have no idea what they were thinking by putting this minion in the game.

    Presumably the idea behind Amalgam was that it'd make it easier to combine more than one tribe into an effective build. Most of these autochess type games have multi-tribe units or some sort of jack-of-all-trades (or both) to allow for more modular builds. That said the result is a minion that is good in *any* lineup rather than a minion that rewards hybrid builds.

    I think it's pretty stupid of Blizzard that they made access to battlegrounds dependent on pre-purchasing the new set. I for one still haven't forgiven them for the mess they made around the Blitzchung incident, so I'm not going to be giving them money anytime soon. What could have been a cool new feature to rope me back in, an olive branch to all the disgruntled HS players, is instead a reminder of all the bad blood between us. Wile E Coyote could probably take a few pointers from Blizzard on unnecessary self-sabotage.

     

    -1
  • Pezman's Avatar Magma Rager 380 245 Posts Joined 06/03/2019
    Posted 6 days, 18 hours ago

    I've seen several people say that there is a limited pool of minions that all players share during a round, but I can't see anywhere where Blizzard expressly stated this. Does anyone know if this is the case or not? Would totally change your recruiting strategy to know this, since getting triples is so valuable.

    "Be excellent to each other." -Bill and Ted

    by Pezman 2 months, 3 weeks ago
    5 15580 907 5

    0
  • AliRadicali's Avatar 360 524 Posts Joined 06/06/2019
    Posted 6 days, 16 hours ago
    Quote From Pezman

    I've seen several people say that there is a limited pool of minions that all players share during a round, but I can't see anywhere where Blizzard expressly stated this. Does anyone know if this is the case or not? Would totally change your recruiting strategy to know this, since getting triples is so valuable.

    According the the HS wiki the pool is shared (https://hearthstone.gamepedia.com/Battlegrounds#Tavern_Phase), and considering that's the way it works in other games of this type, that's no big surprise. What that means is that there can be value in for example monopolising a tribe that no other player is drafting, early levelling to snatch up high-tier minions before others do or early rerolling to combine popular low-tier minions.

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  • YJHS2000's Avatar Uther 250 102 Posts Joined 06/03/2019
    Posted 6 days, 16 hours ago
    Quote From ArngrimUndying

    ....

    In my anecdotal experience of around 30 games, sure Amalgam is a strong card, but I RARELY go after it since almost always go full Beast Spawn (Pack Leader/Momma Bear, Hyena, and Infested Wolf/Rat Pack) and I've come in top 4 in 23 games, claimed 1st place in 7.

    I think it's a "win plus" rather than a "win more." If you've got a weaker field then it can definitely help carry the load (especially with poison) but it isn't going to win the the game solo or really even help that much if you can put together a strong Beast or Mech Spawn set without it.

    To me the main issue is that poison is a bit OP, since a single poison minion can bring down anything. I think the designers realized that, which is why there are only two poison cards in the game: (1) Maexxna (which does not see a ton of play because it is not easily buff-able) and (2) Toxfin, which only works on murlocs. I like the idea of only giving murlocs the option to grant any board member poison, but with Nightmare Amalgam, you can get a crazy buffed poison minion in any strategy. Amalgam is also the only card capable of receiving dragon buffs, which get more value from Zoobot and Menagerie Magician, and it can be used with magnetic cards. In my opinion, Amalgams are just too good and should be offered some other way apart from RNG, like maybe as a reward for leveling up or doing well early, or something else.

    I know there are a ton of times when I get a triple and would rather have an amalgam than any of the three next-level cards I'm offered. Maybe always make Amalgam one of the three choices for a triple bonus and let player choose if they want it

    Communism is just a red herring

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  • Pezman's Avatar Magma Rager 380 245 Posts Joined 06/03/2019
    Posted 6 days, 13 hours ago
    Quote From AliRadicali
    Quote From Pezman

    I've seen several people say that there is a limited pool of minions that all players share during a round, but I can't see anywhere where Blizzard expressly stated this. Does anyone know if this is the case or not? Would totally change your recruiting strategy to know this, since getting triples is so valuable.

    According the the HS wiki the pool is shared (https://hearthstone.gamepedia.com/Battlegrounds#Tavern_Phase), and considering that's the way it works in other games of this type, that's no big surprise. What that means is that there can be value in for example monopolising a tribe that no other player is drafting, early levelling to snatch up high-tier minions before others do or early rerolling to combine popular low-tier minions.

    Thanks for the link

    "Be excellent to each other." -Bill and Ted

    by Pezman 2 months, 3 weeks ago
    5 15580 907 5

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