I think the rationale is that with the Standard-Wild dichotomy, they don't want to be selling adventures that reward cards that people find out can't be used in Standard anymore.
Because we apparently can't read.
Apparently they can only figure out how to put warning text of "THIS CAN'T BE USED IN STANDARD SOON" over packs and not adventures, nor how to remove the word "SOON." I swear Hearthstone must be more spaghetti coded than WoW, which is saying something for how small and not old it is.
I think the rationale is that with the Standard-Wild dichotomy, they don't want to be selling adventures that reward cards that people find out can't be used in Standard anymore.
Because we apparently can't read.
But wait, can't you still craft Naxxramas cards? If so, and that is their rationale, it's totally faulty anyway since people could still waste resources on non-Standard cards.
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AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
edited February 2017
You can craft adventure cards now, yes, once they've rotated. That was their alternative to the adventures not being available for purchase anymore to people who hadn't already purchased a wing.
I think the rationale is that with the Standard-Wild dichotomy, they don't want to be selling adventures that reward cards that people find out can't be used in Standard anymore.
Because we apparently can't read.
Based on the number of people that bought 40 packs of Classic by accident, no, we can't read :P
I think the rationale is that with the Standard-Wild dichotomy, they don't want to be selling adventures that reward cards that people find out can't be used in Standard anymore.
Because we apparently can't read.
Too many packs of not-the-expansion-that-just-released have been bought, by otherwise intelligent people, for them to trust anyone's reading comprehension.
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AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
I suppose that is true!
I still don't quite understand why Kripp keeps buying TGT packs.
I think the rationale is that with the Standard-Wild dichotomy, they don't want to be selling adventures that reward cards that people find out can't be used in Standard anymore.
Because we apparently can't read.
But wait, can't you still craft Naxxramas cards? If so, and that is their rationale, it's totally faulty anyway since people could still waste resources on non-Standard cards.
You can't see those cards in the card collection without physically clicking to go to the wild section of it. Unless they create a wild section of the store (which might just be more clutter than they want, too many tabs in the store can drive people away), that kind of separation wouldn't exist for buying packs/adventures.
He plays a bunch of strong minions in the first few turns, then plays A Light In the Darkness and discovers Don Han'Cho. He topdecks Murloc Knight right as he coins out Don, and naturally buffs the Knight out of 3 minions.
I misplayed on turn 3 by going face with the Micro Machine instead of killing the minibot, but I forgot to take Argent Protector into account. In any case I doubt it would have saved me given everything else that happened.
I think the rationale is that with the Standard-Wild dichotomy, they don't want to be selling adventures that reward cards that people find out can't be used in Standard anymore.
Because we apparently can't read.
Too many packs of not-the-expansion-that-just-released have been bought, by otherwise intelligent people, for them to trust anyone's reading comprehension.
But there's no special indication/barrier to purchasing the wrong pack.
Did any of you accidentally buy GvG packs during the ~2 week period before the 2016 rotation, through the big, obvious "THESE CARDS WILL SOON BE WILD-ONLY" warnings that showed up on those packs in the store?
Edit: It's also worth noting that buying adventures is a more noteworthy event, and buying the wrong adventure would be far less likely to happen inadvertently.
I think the rationale is that with the Standard-Wild dichotomy, they don't want to be selling adventures that reward cards that people find out can't be used in Standard anymore.
Because we apparently can't read.
But wait, can't you still craft Naxxramas cards? If so, and that is their rationale, it's totally faulty anyway since people could still waste resources on non-Standard cards.
You can't see those cards in the card collection without physically clicking to go to the wild section of it. Unless they create a wild section of the store (which might just be more clutter than they want, too many tabs in the store can drive people away), that kind of separation wouldn't exist for buying packs/adventures.
They put red tape in front of buying GvG packs shortly before the 2016 rotation, so I don't see why they couldn't put red tape in front of an old adventure purchase.
I think the rationale is that with the Standard-Wild dichotomy, they don't want to be selling adventures that reward cards that people find out can't be used in Standard anymore.
Because we apparently can't read.
But wait, can't you still craft Naxxramas cards? If so, and that is their rationale, it's totally faulty anyway since people could still waste resources on non-Standard cards.
You can't see those cards in the card collection without physically clicking to go to the wild section of it. Unless they create a wild section of the store (which might just be more clutter than they want, too many tabs in the store can drive people away), that kind of separation wouldn't exist for buying packs/adventures.
They put red tape in front of buying GvG packs shortly before the 2016 rotation, so I don't see why they couldn't put red tape in front of an old adventure purchase.
It is a real concern that people will download the game, open the store, see 30 options, say "fuck this", and uninstall. They take it too far, as usual, but I don't blame them in theory.
It's going to take a more serious effort than that to convince an actual human being that any noteworthy number of new players would quit because they open the store, go to adventures, and then scroll past the current 1-2 available adventures and see that there are some (literally only 3 come April or so) adventures with a sign that recommends they don't buy them as they are wild only, as opposed to the many, many far more likely reasons that people actually say "fuck this" and uninstall hearthstone.
Edit: To be clear, we are many, many years away from "30 options" in the store.
It's going to take a more serious effort than that to convince an actual human being that any noteworthy number of new players would quit because they open the store, go to adventures, and then scroll past the current 1-2 available adventures and see that there are some (literally only 3 come April or so) adventures with a sign that recommends they don't buy them as they are wild only, as opposed to the many, many far more likely reasons that people actually say "fuck this" and uninstall hearthstone.
Edit: To be clear, we are many, many years away from "30 options" in the store.
Considering you're still here after all the bullshit I'll need a more serious effort from you to convince me those other reasons are so much more likely.
It's going to take a more serious effort than that to convince an actual human being that any noteworthy number of new players would quit because they open the store, go to adventures, and then scroll past the current 1-2 available adventures and see that there are some (literally only 3 come April or so) adventures with a sign that recommends they don't buy them as they are wild only, as opposed to the many, many far more likely reasons that people actually say "fuck this" and uninstall hearthstone.
Edit: To be clear, we are many, many years away from "30 options" in the store.
Considering you're still here after all the bullshit I'll need a more serious effort from you to convince me those other reasons are so much more likely.
This post makes absolutely zero sense. I'm not the casual Candy Crush mom player they're worried about scaring off by not getting rid of a few extra adventure options. I stuck through bullshit hard OG D3. I still play WoW.
Anecdotally, every single real life friend I have who played Hearthstone at some point has all but stopped, and not a single one did because of some overwhelming (but tiny) number of options in the store. Mostly they either got bored or burned by the "Hearthstone is Bullshit" factor.
forty on
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VariableMouth CongressStroke Me Lady FameRegistered Userregular
My simple formula for maximizing enjoyment-to-frustration ratio is putting in most playing hours right after new content release, when there are a lot of new toys to play with and against. Then once the meta really settles down, enter hibernate mode and just do dailies once every couple of days.
Even at this phase of the meta it's still fun to play in very small doses. For example I just had a pair of paladin dailies, and I knocked them out with a dragon deck I'd put together for fun. Now if I'd actually tried to get all serious and climb ranks with it, that fun would have turned into frustration and unhappiness as the ultra polished and powerful netdecks would have exposed every deficiency and smacked it around.
HS has been around for long enough that it is what it is, and nothing more. Don't expect balance, patches, or an interesting experience between expansions, and you'll have a good time.
They really need monthly balance patches that focus on slightly buffing the truly terrible cards and nerfing problem cards to keep the meta from settling. I play a whole bunch after a content release.
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AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
edited February 2017
Speaking of balance...the Arena team is currently testing a 20% increase in prevalence of spells in Arena drafts alongside their thoughts about switching Arena to Standard. Supposedly in an effort to break the back of the tempo driven nature of Arena by introducing more reactive elements to the experience.
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GrobianWhat's on sale?Pliers!Registered Userregular
Speaking of balance...the Arena team is currently testing a 20% increase in prevalence of spells in Arena drafts alongside their thoughts about switching Arena to Standard. Supposedly in an effort to break the back of the tempo driven nature of Arena by introducing more reactive elements to the experience.
Switching to standard would make drafting more consistent but also boring so I can't say I'm a huge fan.
20% to spells is a buff to certain classes and a nerf to others (warrior, maybe warlock) so it's kinda weird but I can see the appeal.
Speaking of balance...the Arena team is currently testing a 20% increase in prevalence of spells in Arena drafts alongside their thoughts about switching Arena to Standard. Supposedly in an effort to break the back of the tempo driven nature of Arena by introducing more reactive elements to the experience.
Years too late. Arena is by far my favourite mode since the start. But the variance between a good and bad deck is too large. There needs to be a bottom and a roof in terms of deck strength. Oh I have 3 flamestrikes, and 4 firelands portals vs I was offered an ice lance.
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VariableMouth CongressStroke Me Lady FameRegistered Userregular
I am not a doomsayer and obiously still play this game but damn this is the lowest I've ever seen hearthstone on twitch. ever.
I am not a doomsayer and obiously still play this game but damn this is the lowest I've ever seen hearthstone on twitch. ever.
Variety is one of the biggest needs for a CCG, and Hearthstone hasn't had it for several months now, barring a brief fortnight at the release of MSoG.
I also suspect Team 5 is going to err on the side of caution with the nerfs they do this month, and they will be just as inadequate at deterring Shamanstone as the last round were.
there's also people who don't yet have the cards to run a meta deck / the meta deck they actually want to play
(which is also one of the aspects that i think drives aggro popularity - aggro decks tend to be much easier to put together than control decks)
I built aggro shaman because all the cool combo decks I wanted to build needed trillions of epics and legendaries I didnt have, and still dont
Oh just noticed. The quests can be done challenging a friend for the week. So roll for those annoying 60 gold ones and play away.
Thank you for pointing this out, by the way. I probably wouldn't have noticed since I always just click past the opening quest screen.
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GrobianWhat's on sale?Pliers!Registered Userregular
My main fear is actually not (only) Shamanstone but the death of aggro. Like, the only thing propping aggro up currently is Pirates and that is 100% getting nerfed or people will riot. Aggro Shaman could stay afloat without the pirate package but the next rotation takes tunnel trogg and totem golem so that is gone, too. Without new aggro tools we won't have a good enough aggro deck which in turn makes Jade anything (both Shaman and Druid) that much better.
The next rotation needs to bring face hunter back, imo. Aggro paladin could also be good, but that probably can't stand up against Midrange Shaman (4 early board clears is too much).
I expect a nerf to STB, because Patches can't really be nerfed (I guess they could make him a 0/0 with "has +1/+1 if you have another pirate" but that might be too much text on one card).
I hope for a nerf to Jade in general. Since there's only two neutral Jade cards and Jade Spirit already is kinda weak, I guess you could nerf Aya? Or just nerf one card in both Shaman and Druid. the alternative is giving out strong Aggro cards and that is a risky business.
I also hope for a nerf to Midrange Shammy specifically. Yes, the rotation will hit them, but probably not hard enough. Spirit Claws I guess to make them more vulnerable to early game?
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VariableMouth CongressStroke Me Lady FameRegistered Userregular
idk what you can even do to jade. make it take longer to ramp somehow? doesn't change the inevitiability of druid but would temper shaman's ability to outlast certain decks
I'm not declaring jade a problem or anything, just if you wanted to change it idk what choice you'd even have.
they need to announce some cards and some changes soooooooooon
idk what you can even do to jade. make it take longer to ramp somehow? doesn't change the inevitiability of druid but would temper shaman's ability to outlast certain decks
I'm not declaring jade a problem or anything, just if you wanted to change it idk what choice you'd even have.
they need to announce some cards and some changes soooooooooon
Druid is sort of fine in that they can just be beaten fast. Sure, sometimes they'll just get an insane ramp start but Blizz seems content with that aspect of the class. In general you can race Jade Druid even with control decks (think Warlock hitting one of their 4drops). The inevitability is by design, it would be easy to nerf it, though (random idea from reddit: Have Jade Idol shuffle a 1 mana "make a Jade Golem" card into the deck instead of itself so it can't go on forever).
The problem with Jade Shaman is (imo) that it can't even be reliably beaten by aggro because they have 4 early weapons, 4 early board clears and healing. That is even after the rotation will take out their good early minions.
I would definately reduce the base stats on the Jade summoning cards. Jade Behemots worst case scenario is 4/7 in stats and taunt for 6 mana. That's not even underwhelming. The same is true for most Jade spawning cards like Jade Lightning, compare to Shadowbolt for instance, Jade Claws, Jade Chieftain etc. The worst case scenario of these is still just a slightly underwhelming play and the average scenario is valuetown.
I'm getting around to accepting Jade druids because they can't clear boards like Shaman can. But I tried Midjade Shaman last night and that shit is a powerhouse. Cheap taunts and board clears as well as the best single target removal in Hex? Oh, they have great healing too and can easily get Jades into the 7/7 range at wich point you basically only need one to stick on board.
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VariableMouth CongressStroke Me Lady FameRegistered Userregular
edited February 2017
yeah midjade shaman is imo the most well rounded deck
and you can even say, drop healing for burn, or drop burn for lategame, etc.
edit - I lost a game with it against pirate warrior before due to a misplay on my part. besides that it's a matchup I almost always win just because of burst potential (I run bloodlust) + taunts.
I actually think they could nerf Patches by changing him to "Playing a pirate will play Patches from your deck if you have the mana for him." Now he can't be played on turn 1 without coin and no class is going to be able to beat something like turn 2 doomsayer with pirates + weapons.
I'm not even mad about pirates anymore. Midjade Shaman tho... I feel like I'm playing a tank against bicycles!
Aggro can be teched against, but how do you even counter Midjade? Vs has all matchups except Renolock favoured or even for Midjade. Is that really true? Doesn't feel like it to me, from the Renolock perspective.
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VariableMouth CongressStroke Me Lady FameRegistered Userregular
I'm not even mad about pirates anymore. Midjade Shaman tho... I feel like I'm playing a tank against bicycles!
Aggro can be teched against, but how do you even counter Midjade? Vs has all matchups except Renolock favoured or even for Midjade. Is that really true? Doesn't feel like it to me, from the Renolock perspective.
playing midjade I don't feel weak to reno either. maybe something specific about the list they have is different from mine
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[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Based on the number of people that bought 40 packs of Classic by accident, no, we can't read :P
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Too many packs of not-the-expansion-that-just-released have been bought, by otherwise intelligent people, for them to trust anyone's reading comprehension.
I still don't quite understand why Kripp keeps buying TGT packs.
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[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
probably math'd out that those are the best packs for him to buy on the road to an all-gold collection
I think his strategy for that has been discussed in the thread before
You can't see those cards in the card collection without physically clicking to go to the wild section of it. Unless they create a wild section of the store (which might just be more clutter than they want, too many tabs in the store can drive people away), that kind of separation wouldn't exist for buying packs/adventures.
yeah kripp's only goal with packs is gold cards
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I misplayed on turn 3 by going face with the Micro Machine instead of killing the minibot, but I forgot to take Argent Protector into account. In any case I doubt it would have saved me given everything else that happened.
Did any of you accidentally buy GvG packs during the ~2 week period before the 2016 rotation, through the big, obvious "THESE CARDS WILL SOON BE WILD-ONLY" warnings that showed up on those packs in the store?
Edit: It's also worth noting that buying adventures is a more noteworthy event, and buying the wrong adventure would be far less likely to happen inadvertently.
Edit: To be clear, we are many, many years away from "30 options" in the store.
Edit 2: Also...
Considering you're still here after all the bullshit I'll need a more serious effort from you to convince me those other reasons are so much more likely.
Anecdotally, every single real life friend I have who played Hearthstone at some point has all but stopped, and not a single one did because of some overwhelming (but tiny) number of options in the store. Mostly they either got bored or burned by the "Hearthstone is Bullshit" factor.
Twitch: KoopahTroopah - Steam: Koopah
Even at this phase of the meta it's still fun to play in very small doses. For example I just had a pair of paladin dailies, and I knocked them out with a dragon deck I'd put together for fun. Now if I'd actually tried to get all serious and climb ranks with it, that fun would have turned into frustration and unhappiness as the ultra polished and powerful netdecks would have exposed every deficiency and smacked it around.
HS has been around for long enough that it is what it is, and nothing more. Don't expect balance, patches, or an interesting experience between expansions, and you'll have a good time.
Currently DMing: None
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[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
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Switching to standard would make drafting more consistent but also boring so I can't say I'm a huge fan.
20% to spells is a buff to certain classes and a nerf to others (warrior, maybe warlock) so it's kinda weird but I can see the appeal.
Years too late. Arena is by far my favourite mode since the start. But the variance between a good and bad deck is too large. There needs to be a bottom and a roof in terms of deck strength. Oh I have 3 flamestrikes, and 4 firelands portals vs I was offered an ice lance.
I also suspect Team 5 is going to err on the side of caution with the nerfs they do this month, and they will be just as inadequate at deterring Shamanstone as the last round were.
I built aggro shaman because all the cool combo decks I wanted to build needed trillions of epics and legendaries I didnt have, and still dont
The next rotation needs to bring face hunter back, imo. Aggro paladin could also be good, but that probably can't stand up against Midrange Shaman (4 early board clears is too much).
I expect a nerf to STB, because Patches can't really be nerfed (I guess they could make him a 0/0 with "has +1/+1 if you have another pirate" but that might be too much text on one card).
I hope for a nerf to Jade in general. Since there's only two neutral Jade cards and Jade Spirit already is kinda weak, I guess you could nerf Aya? Or just nerf one card in both Shaman and Druid. the alternative is giving out strong Aggro cards and that is a risky business.
I also hope for a nerf to Midrange Shammy specifically. Yes, the rotation will hit them, but probably not hard enough. Spirit Claws I guess to make them more vulnerable to early game?
I'm not declaring jade a problem or anything, just if you wanted to change it idk what choice you'd even have.
they need to announce some cards and some changes soooooooooon
Druid is sort of fine in that they can just be beaten fast. Sure, sometimes they'll just get an insane ramp start but Blizz seems content with that aspect of the class. In general you can race Jade Druid even with control decks (think Warlock hitting one of their 4drops). The inevitability is by design, it would be easy to nerf it, though (random idea from reddit: Have Jade Idol shuffle a 1 mana "make a Jade Golem" card into the deck instead of itself so it can't go on forever).
The problem with Jade Shaman is (imo) that it can't even be reliably beaten by aggro because they have 4 early weapons, 4 early board clears and healing. That is even after the rotation will take out their good early minions.
I'm getting around to accepting Jade druids because they can't clear boards like Shaman can. But I tried Midjade Shaman last night and that shit is a powerhouse. Cheap taunts and board clears as well as the best single target removal in Hex? Oh, they have great healing too and can easily get Jades into the 7/7 range at wich point you basically only need one to stick on board.
and you can even say, drop healing for burn, or drop burn for lategame, etc.
edit - I lost a game with it against pirate warrior before due to a misplay on my part. besides that it's a matchup I almost always win just because of burst potential (I run bloodlust) + taunts.
Aggro can be teched against, but how do you even counter Midjade? Vs has all matchups except Renolock favoured or even for Midjade. Is that really true? Doesn't feel like it to me, from the Renolock perspective.
playing midjade I don't feel weak to reno either. maybe something specific about the list they have is different from mine
You can't just keep nerfing shit over and over. Straight up, that's no way to balance a game. They NEED to do buffs in addition to nerfs.
When was the last time they buffed a card? UTH, right? From 4 mana to 2 mana? So, yknow, literally 2 years ago.
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