The Hearthstone Hole
Green Armadillo from Player vs Developer has a post up about the somewhat skewed incentives in Hearthstone. Essentially, Blizzard does not have too much of an incentive to do Matchmaking based on card rarity/quality, as not doing so allows the paying customers to get some easy wins against non-paying customers while hopefully encouraging the latter to spend some money to get out of the hole. Plus, queue times might go up if they segmented the audience too far.
I’m not really going to comment too much on the situation itself, because it is kinda true. Hearthstone is a CCG, and like all CCGs, it is Pay-To-Win until all the cards are obtained. Moreover, there appears to be a good chance that the Matchmaking algorithm is not even in place or functioning properly. And like I have mentioned in the past, Blizzard has stuck close to the CCG model of strictly-better cards being “balanced” around their rarity.
But let’s put all that aside for now, and start talking solutions.
1) Stick to Arenas
Hearthstone is basically the Arena for me; everything else is simply a means to more Arena games. The only real reason why I would care about opening more packs and whatnot is to get cards that will allow me to complete my daily quests faster. That might change at some later date – likely coinciding with me actually opening up something more than a Rare card – but for now it is more than enough.
If you are leery about the Arena, don’t be. It is the great equalizer. Sorta. It is still entirely possible to be screwed via RNG by facing opponents that got two Legendary cards whereas you barely have one Epic. Plus, sometimes you get little to no selection when it comes to removal or class-specific cards. I went 4-0 the other day as a Warlock, feeling good, and then got matched with a Mage that had four Fireballs. In a normal game, you can’t even have more than two of the same card. I ended up losing to that Mage, plus a 2nd mage that had a seemingly never-ending supply of Freezing cards (Blizzard, Ice Lance, etc), and some third guy that undoubtedly didn’t deserve to beat me somehow.
Hmm… I’m not exactly helping things, am I?
2) Basic decks can still be good.
Generally speaking, Basic Decks are not at too much of a disadvantage depending on the class you are playing. That means both your class and their class. So while the daily quest can basically dictate which class you end up having to play as to get rewarded, there are steps you can take to put the odds ever in your favor.
For example, this Mage deck is entirely Basic cards:
By a complete coincidence, the two dailies I had sitting around were “Win 5 games” and both had Mage as one of the class options. I went 5-2 with the above deck in Unranked mode.
I am not suggesting that I am some pro player – my Arena matches usually keep me humble – but understanding the hidden depths to something simple like the above deck is key in turning games around. For example, Kobold Geomancer is not a particularly desirable card on it’s own, since it often (at best) trades with other 2-drops. And while you should absolutely play it early if you don’t have anything better, keep in mind its hidden power: turning Arcane Explosion into a Consecration on turn 4. Even if they play something with 3 HP, you can spend your 3rd turn sniping it down to 2 HP before likely wiping their Turn 1-4 board. Hell, it even works in the late-game considering you can Geomancer + Flamestrike to take out 5 HP dudes, or finish off a line of wounded guys with the 2-damage version.
If I had all the Mage cards, would I replace cards in the above deck? Of course. Mana Wyrm is a complete no-brainer, for example. Then again, most of the cards I would add would essentially morph the deck into something else entirely – Mana Wyrm, Blizzard, and Cone of Cold all have a much different feel to them than Arcane Missiles, Arcane Explosion, and Kobold Geomancer shenanigans. To say nothing about the non-Basic Neutral cards available.
There are absolutely certain classes that are much weaker than others when they do not have access to their powerful Rares/Epics – such as Warriors and Brawl – but the Mage really isn’t one of them. Even classes like the Shaman can win unexpectedly with just their Basic cards (i.e. via Bloodlust).
All that being said, yes, you can and will roll over and die to some Diamond+ League decks. One of the losses I had in my run was to a Priest, who only won because Blizzard knee-jerked buffed the hell out of them in the latest patch. Mind Control, in particular, is some major bullshit:
I had two big blockers Mind Controlled in that match, along with facing some Shadow Word: Pain slowing my early game. “Playing around” the Mind Control is possible, sure, but it cedes control of the board to the Priest unless they haven’t been playing anything else this whole time. Flamestrike is certainly powerful and has to be taken into consideration when facing a Mage, but let’s face it, the Mage is perhaps the best class to deal with Mind Control – everyone else is screwed.
Even though that game felt completely awful to me, it is worth mentioning that I was 1 damage away from
stealing earning the game at the end.
Fireball for 6 damage, Frostbolt for 3 damage, Hero Power for 1 damage would have left the Priest at 1 HP and frozen. Now that I think about it… holy shit, guys. I’m so dumb. What I ended up doing was Fireball the Lord of the Arena (my own, by the way), Frostbolt the Yeti, Hero Power the Priest, and then attack for 2. My logic at the time was that if I could bluff him into worrying about a Pyroblast (10 damage), he might play more defensively while I continued digging a way out of the hole. It didn’t occur to me that being frozen by the Frostbolt might have prevented him from using his own Hero Power to heal… letting me ping him for 1 damage and the win next turn.
Even if that doesn’t work – I’m honestly not sure – the point is the same: I had him to within 1 damage with a Basic deck. A minor decision at the beginning of the match or an errant attack against a creature I didn’t have to might have made all the difference. So while some cards are horribly OP and possibly locked behind a rarity wall, just keep in mind that a better player might have been able to steer your same deck and same draws into a win.
So… strive to be that better player.
3) Your cards only ever improve
This likely won’t feel like a “solution,” but your card situation in Hearthstone only ever improves. But more importantly, keep in mind that if you are feeling particularly weak without a certain card, you can craft that card specifically. Each pack of cards can be disenchanted for 40 Dust, minimum (+5 for Common, +20 for Rare). That is enough for a 100% assured Common card of your choice, per pack. Three packs would equal a Rare of your choice plus 20 Dust leftover. Ten packs would give you any Epic of your choice. And if you were crazy enough to do so, 40 packs will guarantee any Legendary card of your choice.
Again, those are minimum numbers. If you (digitally) crack open a second Rare, or an Epic/Legendary/Gold version of any card, the Dust payout increases substantially. Plus, you know, you might actually open the card that you were looking for to begin with.
What I am basically trying to get across here is that Green Armadillo (and others) are correct: Hearthstone is a “F2P” CCG whose principal purpose is to extract the maximum amount of dollars from you in a completely typical F2P way. The important difference here, and reason I am likely to be playing Hearthstone for a long time to come, is that Blizzard isn’t being particularly nefarious about it. Try playing Magic Online or the upcoming Hex by investing zero dollars while still earning actual cards. Try playing any CCG and having a predictable and free (!) method of eventually acquiring any specific card you want. I mean, everyone pretty much agrees that the best way to play Card Hunter is to throw down $25 on their Basic Edition, and that’s also a F2P game. A similar “investment” early on could make your daily quests in Hearthstone that much easier.
Or save your money, like I’m doing. Losing streaks suck, but the Matchmaking software will fix it eventually if going Live doesn’t do so by virtue of deepening the pool of players. The minute you hit 150g, you can buy a ticket into a cloistered realm where, even if everyone doesn’t have the same quality cards, you are at least not shackled to playing around with just your Basic ones. Plus, 7 wins before 3 losses means you can get back in for free. And even if you go 0-3 like I have on a few occasions, the minimum you walk away with is something like this:
What’s that? A booster pack plus almost as much Dust as you’d get disenchanting a 2nd pack.
Card balance isn’t exactly where it needs to be – beta is beta – but the one thing least deserving of criticism is Hearthstone’s business model. While being in the Hearthstone Hole is discouraging, it is not and will never be as bad as the same phenomenon in traditional CCGs nor even your everyday F2P app with a payslope. I mean, Jesus, I’m not sure how other CCGs can compete with this.