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ArchSpike

Joined 06/24/2019 Achieve Points 530 Posts 165

ArchSpike's Comments

  • ArchSpike's Avatar
    530 165 Posts Joined 06/24/2019
    Posted 3 years, 5 months ago

    A bunch of new passives and starting teasures have been revealed and absolutely nobody is talking about them? No post here on OOC, nothing on hearthpwn, no youtuber is talking about them either - I am honestly dumbfounded about the complete lack of information online about this right now.

  • ArchSpike's Avatar
    530 165 Posts Joined 06/24/2019
    Posted 3 years, 5 months ago

    I'm very worried for the impact this will have on wild. Secret mage over there REALLY doesn't need a buff.

  • ArchSpike's Avatar
    530 165 Posts Joined 06/24/2019
    Posted 3 years, 5 months ago

    I may play more than 1 hour every now and then but then there are days where I don't play because let's face it, Hearthstone is not the only game out there and sometimes you just got other stuff to do. I average an hour a day I would say if you dont count some dabbling in the solo content for fun.

  • ArchSpike's Avatar
    530 165 Posts Joined 06/24/2019
    Posted 3 years, 5 months ago

    those packs dont really matter. I want to be able to play all the decks I want to build fro mthe start so I will craft what im missing. after that I want to save solely for the next expansion, not exchange gold rewards for old packs.

  • ArchSpike's Avatar
    530 165 Posts Joined 06/24/2019
    Posted 3 years, 5 months ago

    I earn around 7000 to 8000 gold per expansion untl now so yeah, this is still a massive downgrade, no matter how you look at it.

  • ArchSpike's Avatar
    530 165 Posts Joined 06/24/2019
    Posted 3 years, 5 months ago

    Even if we get to LV50 which requires way more work than it did just doing daily quests for gold, you still end up around 4000 gold short. So overall this really effing hurts casual players. Looking at the reward track, this will eventually turn into a slow slog where even completing a full week''s worth of quests is barely awarding a single level up.

    So fro mwhat it looks, the promise we won't get less than before was total BS.

  • ArchSpike's Avatar
    530 165 Posts Joined 06/24/2019
    Posted 3 years, 5 months ago

    So this should become part of the hero power pool for shaman in Duels Mode, no?

  • ArchSpike's Avatar
    530 165 Posts Joined 06/24/2019
    Posted 3 years, 6 months ago

    They nerfed most of the okay treasures but left the worst offenders untouched (see robes). The active treasures have an even worse variance :/

  • ArchSpike's Avatar
    530 165 Posts Joined 06/24/2019
    Posted 3 years, 6 months ago

    It would certainly be financially dumb to not put her up for sale again from Blizzard's perspective if they actually are going to fix the voicelines.

  • ArchSpike's Avatar
    530 165 Posts Joined 06/24/2019
    Posted 3 years, 7 months ago

    As someone who replays a lot of the dungeon run style modes, I'd have to say I really miss them. Each of them had their issues and they definitely  overdid it at some point but to this day SoU's tombs of terror has become a massive time sink. And I believe I have figured out the problems and the solutions to them for each mode:

    Dungeon Run (original):
    Simple but effective first version.
    Passive Treasures were basic but some of them way too weak (get the Weapons-cost-1 treasure, proceed to never get offered weapons)
    Active Treasures were interesting and some could define a game whether draw early or not
    Bosses however ended up being very unfair at times because some of them were designed to counter a specific achetype. Who didn't make a spell-heavy deck and ran into the trogg boss that steamrolls you if you dare to play a spell? Especially the final bosses could invalidate a strategy you built on for 7 encounters. Built a slow control deck? Well, one of the bosses just mills your entire deck by turn 10. None of the final encounters are fun, really.

    Monster Hunt:
    Interesting but limited in terms of heroes.
    Passive Treasures included some character specific ones which are sadly almost necessary to win a run and were worth restarting over.
    Active Treasures were unique as hell and specific encounters offered treasures based on the boss which made them feel like loot. Most other standart treasures were however hillariously weak.
    Bosses were tough and felt inconsistant. You could steamroll one boss and be completly blown out by the next. While having nemesis bosses for each character was a good idea, those bosses were designed to counter the character. Unique challenge in knowing what is coming and building a deck to be prepared, tho!

    Rumble Run:
    Shrines were a new concept and it was fun to basically know the direction your deck went from the start. However, that mode just kinda played itself due to you always havng to pick the card bucket that aligned with your shrine and you were just kind of f-ed if you had a deathrattle shrine and didn't get offered deathrattles worth trippling up on. That was probably this mode's biggest issue.
    Passive Treasures didn't matter since you didn't get them until the 7th encounter and they were not swingy enough to make a difference, especially some of the ones that woud have impacted your deckbuilding if you had known you would get specific ones.
    Active Treasures were good ones, all of them being champions of your chosen class.
    Bosses were just... the standart classes. Depending on their shrine managable or overpowered. Here is where the later bosses starting with more mana really makes an impact. Their decks are perfectly tailored to their shrine and will usually blow yours out of the water easilly by the mere fact they can get these broken champions down way earlier. Very unsatisfying to loose.

    Dalaran Heist:
    Really good one, this one. Heroes are standart classes but each of them receive two additional hero powers to unlock. Different starting decks to tailor your run int oa direction early on. Different chapters with special twists and unique bosses. Introduction of Bob's Tavern to modify your deck mid-run. Introduction of anomaly mode made this one the most replayable mode up to that point. To Top it off, the flavour of playing the bad guys was hillarious, especially with the 5 villains commenting on encounters and treasures.
    Passive Treasures were mostly recycled from prior DRs but some new unique ones that could really win you a run. Some really broken combos were possible.
    Active Treasures were slightly weaker than prior DR itterations. Most of the time sthey were just slightly stronger minions/weapons/spells that could slot in fine into your deck.
    Bosses were fine but the most annoying part was i nthe fact that most of the later bosss' difficulty came solely fro mthe fact that they start with 4 mana which was way too much, especially if they played heavy tempo. You better had a good early hand or you were done for. That shows especially in the final chapter where you are up against 5 bosses that start the game that way and can easilly steamroll you into oblivion before you even get to turn 4 yourself.

    Tombs of Terror:
    Easilly the best one of all the DRs. While it cut down back to the 4-hero-format of Monster Hunt, it had the versatility of Dalaran Heist with multiple hero powers, starting decks, chapter twists, bob's tarvern (bazar) and anomalies. Plus each hero represents two classes which allows for a plethora of new combos. The game also starts you off with a unique signature treasure that can be a really good board control tool or straight up win condition.
    Passive Treasures took the best of prior modes and cut some of the weaker ones. Sometimes you run into the issue were some treasures could easilly sabotage your deck. However, there are some rarer passives there that can absolutely win you the game if drafted with the right deck/hero power
    Active Treasures are Impactful, especially some that let you cheat mana or single-handedly negate fatigue by shuffling back into your deck. There was also one unique treasure that lets you take a boss' hero power and use it for the rest of the run which offered a whole new angle.
    Bosses were fun and balanced, none of that perfect-counter BS that happened in prior DRs. Final boss is always the plague lord which is intended to be taken down over multiple attempt but can be done in one if you have a really broken deck. Plague Lord of Death is the only one that feels unfair and overtuned even while not playing heroic. Other than that you always feel like you got a fair chance.

    Honestly, out of all of them Tombs of Terror got right the most and if they released a new DR based on that with new treasures and updated card pools, I would be all over it. Some general suggestions I would have, tho:
    >One should be able to skip adding cards to the deck, especially later down the line. Funnily enough a DR-style tavern brawl actually offered empty buckets once your deck reached a certain size so they have clearly played with the idea.
    >A Retire button or quick restart. Again, i nthe recent book of heroes adventure they offer exactly that.
    >Possibly a failsafe that offers you one second attempt in the scenario of an unfair encounter. Again, a DR-style tavern brawl had introduced Aviator Bob to toss you into a tavern the first time you died and let you continue
    >Make certain rarer treasures more common. I didn't mind them being rare but not getting the Lucky Shovel Treasure until 5 months into religiously playing the mode was kind of weird.

  • ArchSpike's Avatar
    530 165 Posts Joined 06/24/2019
    Posted 3 years, 7 months ago

    I've been playing a shaman control deck in wild with that combo and once you got it going, it just becomes a hand management simulator. Not neccessarily powerful but lots of fun.

  • ArchSpike's Avatar
    530 165 Posts Joined 06/24/2019
    Posted 3 years, 7 months ago

    Just for those who are interested: Pen Flinger combs extremly well with Hagatha the Witch

  • ArchSpike's Avatar
    530 165 Posts Joined 06/24/2019
    Posted 3 years, 7 months ago

    Well, I shall continue to wait for another dungeon run single player mode.

    All the single player adventure  modes as of late feel extremly boring with zero to no replay value...

  • ArchSpike's Avatar
    530 165 Posts Joined 06/24/2019
    Posted 3 years, 8 months ago

    Getting about 80 packs from gold usually amounts to about 4 to 5 legendaries and several epics. The dust you get from doubles is uaually enough for another 2 legends and some epis you are missing. For a F2P system that is okay-ish. Personally I still get a preorder here and there to keep my dust resources from dwindling. Even in this situation this game has received more money than I have paid for any other game collectively over the past 5 years so it is not like they are not making frequent money off of me.

    The system as it is right now works but if it gets changed to the current iteration of this battlepass, it will force players to invest money if they want to have any hope to play ranked.

  • ArchSpike's Avatar
    530 165 Posts Joined 06/24/2019
    Posted 3 years, 8 months ago

    So, there is this survey that has been going around about a Battlepass that may replace gold gained from quests with an experience system. The short version of it is:

    1) no more quests/gold per 3 wins
    2) you receive experience through game modes that reward less gold and packs than you would usually grind for
    3) disables you from saving 8000+ gold for an expansion launch
    4) grant hero skin upgrades (which have little value compared to cards/gold/dust)

    The worry is that this system is put in place to look like value is retained (like the AMA claimed) but the rewards themselves are worth less. If you gain less packs when the expansion launches and only earn some over the next months, these packs are worth less. Instead you are pushed to buy packs with real money to keep up with a meta.

    Her eis a video by Hearthstone mathematics that goes into the issue:

     
    As a recent reddit thread points out, these changes may be right around the corner, aimed to cripple the F2P economy:
     
    I am seeing very little attention being paid to this issue but it would be a massive deal and change to a system that already is borderline impossible to keep up with as a F2P-player, and not a good one at that.
  • ArchSpike's Avatar
    530 165 Posts Joined 06/24/2019
    Posted 3 years, 8 months ago

    Good point. I just tested it and it does not draw a card - seems to be a double condition then: Hero power must have been used and be currently flipped upside down. I watched a Hysteria video on youtube where he tested playing manafeeder ith a refreshed hero power and it didnt draw.

  • ArchSpike's Avatar
    530 165 Posts Joined 06/24/2019
    Posted 3 years, 8 months ago

    [Hearthstone Card (Manaeeder Panthara) Not Found] is not coded the same way it's written. What it actually does is drawing a card if your hero power is currently flipped (which happens after you use it but refreshing it undoes it immediately)

  • ArchSpike's Avatar
    530 165 Posts Joined 06/24/2019
    Posted 3 years, 9 months ago

    Do we know if, if only one deathrattle died, both welps gain the same effect? Could play that in Warrior after Kargath Bladefist dies...

  • ArchSpike's Avatar
    530 165 Posts Joined 06/24/2019
    Posted 3 years, 9 months ago

    Once more: I don't see how that contradicts my statement.

  • ArchSpike's Avatar
    530 165 Posts Joined 06/24/2019
    Posted 3 years, 9 months ago

    I don't see how Zilliax being used in aggro makes me wrong?

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