Angelwatch
Trakanon Raider
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I don't trust the devs for shit when it comes to balancing.The assumption would be that less people are playing ranked, so the match making system has to search with a wider net to find opponents.
The next major update needs to be a balance patch along with "give me a reason to play this fucking game" content upgrade.
Make it cost like 5 bucks for the tournament organizer to set up the tournament. Or make the tournament require an entry fee from each participant, which Blizzard gets a cut of.I would love to see a tourney format introduced but I have a hard time seeing how they can implement it while also monetizing it. I doubt they would introduce a tournament system w/o the ability to make $$$ off it.
I just dislike arena setup, would love for something like MTG draft or sealed.I think I'm into double digit uninstallations of this game. Arena would be so much more fun if I could, you know, actually practice and play it with any regularity. Nope, 4-3 and 60g, back to getting your ass beat in constructed. Hope you remembered those mistakes you made and don't repeat them in a couple days!
If Blizzard has nothing to do with the payouts and just gets cash for hosting. Then you get into people running tournies as a scam and Blizzard not doing anything about it. A CS nightmare. If Blizzard offers rewards it can't be real money(getting into legal areas I doubt they want to get into), gold and packs maybe but then they have to balance the idea that lots of people are signing up but only a few get anything unlike arena where you get something for time regardless.Make it cost like 5 bucks for the tournament organizer to set up the tournament. Or make the tournament require an entry fee from each participant, which Blizzard gets a cut of.
There are two ways to monetize it that took me under 30 seconds to come up. I'm sure someone who monetizes f2p games for a living can do better.
You're overthinking it. You want plenty of twos through fives, some ones are nice and fewer high mana beatsticks but enough good ones to give you some late game. Don't think about combos, its all about minions with high value stats and removal spells. Arena is all about your board, if synergies happen as part of building the draft so be it but you're better off taking a chillwind yeti for example and getting its raw stats than taking a blastmage and hoping it works out with mechs in the rest of the draft or the few you have already.What's the difference? It's been so long since I've played MTG.
My frustration is that I've basically reached my limit on what casual arena will teach me. I can watch that youtube video about whatever situation, but I actually need to experience it a bunch of times to beat into my head and make it instinct. And constructed does NOT help in this manner. You play against a limited amount of decks and deck/collection quality will skew how helpful the experience actually is.
Is 6 2 drops ideal? Or maybe 5 if you're playing druid and you have innervate. Or maybe 7 if you're warlock and your class 2s blow. I'd love to be able to know that information from playing.
They can have automated tournaments that still give rewards. Tournament entry 300 Gold, last place gets at least a pack, maybe some gold or dust too, just like arena. Rewards go up from there.If Blizzard has nothing to do with the payouts and just gets cash for hosting. Then you get into people running tournies as a scam and Blizzard not doing anything about it. A CS nightmare. If Blizzard offers rewards it can't be real money(getting into legal areas I doubt they want to get into), gold and packs maybe but then they have to balance the idea that lots of people are signing up but only a few get anything unlike arena where you get something for time regardless.
The example wasn't supposed to be something that would be vital to playing arena well. It was an example something someone who's played a lot of arena would know off the top of their head. A byproduct, so to speak, of being able to play at a high level and chain arenas.You're overthinking it. You want plenty of twos through fives, some ones are nice and fewer high mana beatsticks but enough good ones to give you some late game. Don't think about combos, its all about minions with high value stats and removal spells. Arena is all about your board, if synergies happen as part of building the draft so be it but you're better off taking a chillwind yeti for example and getting its raw stats than taking a blastmage and hoping it works out with mechs in the rest of the draft or the few you have already.
Stats and removal, everything else just happens while the game plays out. Make your curve fat with high value stat minions in the two to four and somewhat also five mana range and thinner at the ends. Always trade to maintain board position over the opponent. If you can trade and your minion lives or you have leftover minions with a clear opposing board, do it. Doesn't matter if his minion is crappy or you leave your self with a one health minion or you sacrifice a damaged fatty minion. You have to work the board in arena, really constructed too but depends on the decks there.
Then some random ass bad luck will happen and you'll end 3-3 anyway with the help of RNG favoring your opponents. Have "fun"!
Playing for free is easy, I've literally spent like $25 blizz bucks from Diablo my entire time in Hearthstone and I've probably drafted 200 times and got the expansions. Basically figure out which classes you do the best with, prioritize those, and if you get below a certain gold threshhold just don't play until you have 3 quests. Also, don't pick a class you suck with just to finish a quest. I will always pick Mage/Paladin even if I don't have a quest for them because I know I'll probably get my gold back at least. Obviously there's more to it than that but I've had a lot more luck since the new expansion came out just going for early curves and going to the face when I'm not on mage/druid/paladin/priest. Everyone seems to play slow and you can just run them over with any sort of good curve.The example wasn't supposed to be something that would be vital to playing arena well. It was an example something someone who's played a lot of arena would know off the top of their head. A byproduct, so to speak, of being able to play at a high level and chain arenas.
I'm not sure drafting is the problem. There are websites to help with that, I use one. And since there's no time limit on drafting, the learning curve is much shorter. But, this was my last draft, what would you have chosen differently?
Hearth Arena - Beyond the Tier List
I know about favorable trades, trading 2 for 1, controlling the board, etc. I consider that basics to intermediate. What I want is the instinct that even though Dark Iron Dwarfing your Haunted Creeper so it trades into a 2/3 is an awesome play, it's probably the wrong play on turn 4 versus a druid.
There are, supposedly, people that play arena infinitely. That's what I want. I'm tired of scheduling my arena runs for when the competition is softer. Yeah, I get to play more because I get more wins, but I learn nothing from the idiot hunter that plays a tundra rhino and core hound the next turn and then passes. I didn't beat him, he beat himself.
I'm at the point where I need to just to play the game continuously to make gains. Draft a shitty/ok/good/excellent and see what intricacies can be teased of out cards you'll never see in constructed. You'll never see Neru'bar Weblord in constructed. Pretty sure he won me a game in the above link. Also lost me one because I fucked up and played him first and locked out the subsequent card.