Hearthstone?
12 years ago
Anyone playing hearthstone? I just got the beta key last night and played till 3am.
My battleID is kinocow#1666. :3
My battleID is kinocow#1666. :3
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The level of polish and detail on this thing is extraordinary.
Those 1/3 guys who give you a card when you heal a unit? Pure gold u_u so much synergy with other cards too
But, Priest has so much card draw it's just crazy.
You can build a VERY strong priest deck with just the basic cards. And supplementing it with Expert cards just makes it that much better.
And then I started realizing the problem with a 2 life necropotence when you're in topdeck mode at 10 hp.
The priest's heal is about as good as a card when you can attack repeatedly with your units and yeah, good deck with basic cards.
I'm playing Shaman and Hunter mostly right now
Mage and Shaman are fun, too.
Adding you, if you don't mind. I'm KaruPanda#1162
The game is not super forgiving but it's not impossible. Just requires a bit of understanding about its nature. Like magic, it's a game about card economy and resource management - the person who spends less cards to deal with more cards wins. Try not to trade two cards for one, and certainly try not to use three creatures to kill one.
I play Mage mostly, with a little Paladin.
You can never go wrong with a big Fireball to the face.
Do you like the Arena? Or not gotten around to trying it yet?
You'll also get 300 gold after you play 100 games(any mode), and you can get another 100 by defeating all of the expert computers.
I'll add ya. Because reasons.
Also, Priest is nucking futs.
So far I am quite addicted. A bit too much, actually. Three days into the beta and I'm close to 18 hours played...
The typical amount of gold earned from an average length game, is 150-250 gold.
If a match ends in under 10 turns (not usually doable), the winner only receives a small amount of gold (0-60 gold, depending on if he won, how many idols he destroyed and if it was a forfeit). The loser gets around 0-30 gold depending on how many idols he destroyed (in hearthstone measurements, each idol is about 10 hero life.) that means a loser usually gets 0-10 gold in scrolls, unless it was a long game.
Even under 15 turns you typically might get ~120 or so gold.
This creates a system where it dissuades people from forfeiting (as they'll get pretty much nothing), building overly aggressive/fast decks (because they won't earn much money) or having decks that purely stall and outlast other players (because you make very little gold for the time invested). Now in the case of ranked matches where the sole purpose is mostly to gain ranking or victories, players will use whatever wins (regardless of gold earning efficiency), but it benefits the average player who can pretty much play against anything and be awarded gold for the amount of effort he puts in.
On the other hand, it also clearly is less tempting to spend real money on scrolls because you could earn most of the cards yourself via trading. But I feel like there could have been some kind of happy medium between the two games.
I like the way Scrolls is working their system, but they also allow the exchange of cards, and as you mentioned, their monetization structure is completely different. I have to admit that I suspect Blizzard would've allowed the same, if the Real Money Auction House wouldn't have (rightfully) gone belly up. I'm pretty sure it would be doable in Hearthstone, but ActiBlizz would miss out on all those people paying that little 2 USD for an Arena match...
I've also backed HEX: Shards of Fate (http://www.kickstarter.com/projects.....e/posts/618987) and should get my invite in the next two weeks. I'm really looking forward to see how their business model will go - if they don't have a class system, that's already one big bonus point that they have over Hearthstone.
But in any case, so far Hearthstone is fun :) A bit frustrating at times, but fast enough to not annoy with it :)
It was an interesting choice for them to handle decking out via a damage/card draw. It's better than magic's game loss rule (as there's only 30 cards in a deck) and in some ways also better than scrolls where cards you use up get shuffled back into your deck (towards the bottom I think).
While it would be cool to be able to play some of the cards more than twice, it prevents horrible turtle decks full of cantrips that have become prevalent in high ranking scrolls games, where the first half of the game is about ccing, wiping the battlefield and building resources, until eventually you're chaining cantrips and playing 10-20 spells a turn compared to the other player's 2-3.