Category Archives: Hearthstone
- We’re adjusting a variety of daily and weekly quests to make them easier to complete
- We’re removing weekly quests that require Legendary cards and Arena runs
- We’re changing the weekly quest “Win 7 Games of Ranked Play Mode” to “Win 5 Games of Ranked Play Mode.
- Tavern Brawls and Battlegrounds will now contribute to quest progress.
- We’re making small tweaks to certain quests
- All 800 XP daily quests will now reward 900 XP.
- We’re reducing the amount of XP needed to reach certain levels in the rewards track.
- We’re adding more gold rewards to certain levels of the rewards track.
- We’re adjusting rewards track bonus levels to provide steadier gold income.
- We’re also planning a one-time log-in reward of 5 Darkmoon Faire packs and 500 Gold
To be clear, the only rational reason the reward track was introduced at all was as a justification for a Battle Pass. Hearthstone, a game that already brought in hundreds of millions of dollars for very little cash outlay, was apparently not profitable enough. Despite, you know, the designers slamming in an extra expansion a year.
Of the changes they are proposing, the only particularly relevant one to my interests was them allowing Brawls to contribute to quests again:
Tavern Brawls and Battlegrounds will now contribute to quest progress. Tavern Brawls and Battlegrounds will reward progress for any daily or weekly quests that they should naturally apply to. This should allow more flexibility in how to complete quests and make the rewards more consistent with previous gold earnings. For example, you’ll now be able to complete a quest like “Play Three Games as Priest, Rogue, or Warlock” by playing Tavern Brawls, and quests that require you to play Beasts, for example, can be completed by playing Beasts in Battlegrounds.
I like how they phrased it “this should allow more flexibility,” as though this was a new feature they were introducing. No, these morons took it out of the existing system for… what reason, again? Seriously, it made zero sense, even if they were trying to shove everyone into Ranked or whatever.
Time will tell as to how long this dumpster fire burns. The /r/Hearthstone community is a bit split on the changes, which I suppose is an improvement over the constant meme rioting. The goalposts though have moved from the gold revenue reduction (which appears largely solved) over to the Dust Economy in general. That is one area in which I agree has been messed up since Day 1. It takes 1600 Dust to craft a Legendary card, but you only ever get 1/4th of the Dust back when disenchanting other cards. That is generous when compared to paper CCGs, but pretty weak when compared to the competition that Blizzard has not crushed in the digital CCG space.
More relevantly, it just feels bad within the context of just the game itself, considering many decks hinge on their Legendaries and Epic cards. Sure, no one is necessarily entitled to a collection full of meta decks. But considering that your options as a non-whale are A) destroy your older cards and gamble the deck you are crafting will be useful even a few weeks from now, or B) simply get ran over by meta decks, it might be worth looking into how stingy you want to be for the health of the game. Especially when you start introducing quests and game modes that are dependent on a person’s collection (that may or may not have been dusted).
We’ll see how this plays out. Of special note is the fact that Blizzard is introducing a “mini-expansion” soon, whatever that means. Well, we know what it means ($$$), but how terribly will it be implemented? Based on their track record thus far, I would guess the worst.
Hearthstone is jumping on the Season Pass bandwagon… in perhaps the dumbest way possible.
Earn More Rewards with the Darkmoon Faire Tavern Pass!
The Darkmoon Faire Tavern Pass unlocks the potential to earn even more rewards on the Rewards Track! With the Tavern Pass you can earn Hearthstone’s first-ever Cosmetic Coin, the Annhylde Warrior Alternate Hero and card back, three Jaina Mage Hero skins, three Thrall Shaman Hero skins, and experience boosts of up to 20% on the Rewards Track. Once you purchase the Tavern Pass, you will unlock the Silas Darkmoon golden Legendary minion and a 10% experience boost immediately!
In case you missed it, Blizzard did a big overhaul on Hearthstone rewards in conjunction with this Tavern Pass. Previously, the reward system was very straight-forward: you get daily quests (up to 3) that reward primarily gold, and 10g for every three wins. The new system is that there are now both daily and weekly quests that award XP, and you receive rewards as you level up along a track (which includes gold and other things). If you pay for the Tavern Pass though, you get the normal rewards plus a few cosmetics along a parallel track, plus a general 10-20% boost in XP gain.
Throughout the process leading up to the change, the Hearthstone devs repeatedly stated that this new system would not result in less gold rewards. But it does.
And the real kick in the teeth? The Tavern Pass costs $20.
Last year, I was gushing about Supercell introducing a Season Pass in Clash Royale. A large part of why was because of the value. Clash Royale has a cash shop that is borderline absurd/predatory, which made the $5 asking price seem downright beneficent in comparison. That’s… likely not an accident. Be that as it may, the amount of extra stuff you walked away with for $5 made it worth it for me.
When I look at Hearthstone in comparison, I don’t even recognize the company anymore. Literally, what is this shit? Paying $20 was always borderline for me when it came to the mini-expansions and the Dungeon Runs, but I put down the cash and largely walked away with what I considered some value. Dalaran Heist single-handedly got me through hundreds of hours of my son’s larval stage.
With the Tavern Pass though, the dissonance is getting too real. Hearthstone is not a premium game worthy of a $20 Season Pass. Seeing expansion sets with $80 “mega” bundles being advertised everywhere is sickening. And we just learned that in addition to the new normal of three expansions per year, Blizzard is adding another mini-expansion. Which would be fine, if the game were not so goddamn expensive already.
In the early days, the prices justified themselves in comparison to Magic: the Gathering and other paper CCGs. It isn’t 2014 anymore though – Blizzard is now competing in a world in which gamers can get things like Genshin Impact for free and the Xbox Game Pass for $10/month. Those obviously are not CCGs, but the world is moving on.
Blizzard has been keeping things fresh, like when they introduced Hearthstone Battlegrounds, which has been a relatively large success in spite of the fact that it’s even more crazy RNG nonsense. But that very innovation casts the rest of their monetization strategy into sharp relief. Battlegrounds Perk is another tier of paid advantage that expands the random selection of heros at the beginning of each match. Then there is Duels, another new game mode which seems poised to cannibalize the Dungeon Run roguelikes by replacing bosses with human opponents.
Also, Duels is directly tied to your card collection because fuck you.
SynCaine used to say that Hearthstone was a garbage P2W mobile game ported to PC, which never made much sense at the time (it released on PC first), but seems to retroactively becoming true. Except Hearthstone as an app is pretty garbage by itself – the app takes 40+ seconds to load, there are frequent disconnects, and it takes up a huge amount of space. So, basically, the monetization of a P2W app without the optimization.
I really don’t understand what Blizzard is doing. And, likely, neither do they.
[Fake Edit] As I was typing up this post, Blizzard released an official announcement:
We have been listening to your feedback regarding the Rewards Track and it’s clear we missed the mark both in how we communicated and implemented the full functionality of this first version of our rewards system.
We apologize for the confusion and disappointment we have caused.
During the natural progression of the rewards cycle, our intention was, and still is, to give out extra XP over time through a variety of ways. The aim is to help players get through the Rewards Track, or catch-up if they join later in an expansion phase, ultimately ensuring players earn more rewards. […]
In addition, you’ve provided us with a wealth of feedback, and we agree that the pack rewards at the end of the track don’t feel appropriate for the effort it takes to get them. We’re going to adjust these rewards in the later stages of the track, swapping six packs for a total of 1350 gold that players can spend as they see fit. If any players reach this milestone before we implement these changes, they will be retroactively compensated.https://www.hearthpwn.com/news/7783-rewards-track-update-official-blizzard-statement
Amusingly, they appear to be following the same script as Bethesda with Fallout 76: release a reward track that mathematically requires hundreds of hours of grinding (unless you pay!), ignore the people that warn about the math prior to release, then release it on a population that instantly revolts, and then “remember” that you forgot to mention the hastily thrown-together events that give bonus XP.
This is the part of the post in which I make a token effort to give Blizzard the benefit of the doubt. “They’re changing the 6 pack reward with 1350g, which is a big improvement!” But this capitulation was foreseen on Reddit for the past week: “2 greedy steps forward, 1 greedy step back” And seeing it play out in real-time is a bit nauseating… because it’s true.
fixed patched a very obviously broken reward system. And yet here we still are with a $20 Season Pass, with a new game mode dependent on having X epics in your collection, which means you can’t dust them to craft new expansion Legendaries that single-handedly win games on the spot. And Battlegrounds Perks is another whole layer of season pass-ness that exists for no rea$on.
Disgusting is the word that keeps coming to mind. Not exploitative, not greedy, but disgusting. Charging for MMO hotbars or lootboxes with 0.6% rewards are terrible, pernicious things to game design. But Blizzard’s Hearthstone “strategy” feels like strange hands slipping into pockets, groping about, feeling for loose change. What the fuck, Blizzard. This is a CCG, just sell some packs, Jesus Christ.
About a year ago, I beat the Dalaran Heist adventure on heroic difficulty in Hearthstone.
Yesterday, I caught the white whale I had been chasing daily for the last four months: beating Dalaran Heist on heroic with all nine classes. Across all five Acts.
As I have mentioned before, Dalaran Heist constitutes an absurd amount of ideas and RNG. All nine classes are available and there are two extra sets of Hero Powers for each class. And three starter decks per class. With random starting decks being an option. And 15 or so random “Anomalies” that can be turned on. It truly felt as though Blizzard devs had a brainstorming meeting and just took everything that was on the whiteboard at the end and implemented it simultaneously. It seems almost like more of a waste to do that than to leave some on the cutting room floor for next time.
In this age of quarantine and perpetual baby-wrangling though, I came to appreciate the infinite turn-lengths and the dozens and dozens of options. For the most part. See, when I say “four months of daily attempts” I really just meant Act 5. I had cleared everything previous across all classes already, and was two classes deep in Act 5 (Paladin & Warlock) before I started to “be serious” about the endeavor. I was stuck on Druid for the longest time, thinking it was the worst class to get through.
Oh, no. That award goes to Mage.
There are only a few strategies that have much hope of success at the heroic level, and all of them rely on strong creatures and cheating them out early. Or, sometimes, creatures creating infinite value. Mage has some decent options in the latter case, but the issue is that Mage “reward buckets” are diluted with spells. In a normal game, spells can swing games. But in the RNG clown fiesta that is Dalaran Heist, you need cards that continue swinging for more than a turn.
Adding the insult to injury, I discovered that a recent patch actually broke Ethereal Conjurer, a very decent Mage minion. And by “broke” I mean the game basically stalls out and you can do nothing other than concede. Which happened to me twice before I realized it was that specific card that caused it. Then, on the game-winning run, the second-to-last boss played it. Twice. Lucky for me, if you close Hearthstone and reopen it, the bug can be bypassed as long as it was the AI that played it.
In any case,
purgatory quest complete, I remain melancholy. There is less than zero desire to “mix it up” and do something insane like beat every Act with every class and every different hero power. I had fun, for given amounts of fun, but it really came down to passing time on a project. I could purchase some more single-player content and unlock some cards via another Hearthstone DLC (Galakrond’s Awakening), but the $20 (!!) price tag seems rather insane. Especially since it is just an Adventure and not the roguelike, Dungeon Run experience I have come to so desire. Surely there is something else on the app market that would offer something similar?
Slay the Spire mobile, when?
These are interesting times we live in. And ones that seem to, on occasion, move very quickly.
The context, for posterity’s sake, is Blizzard confiscating the prize money from a recent Hearthstone event winner and banning him for a year due to a pro-Hong Kong Live interview statement. No, really. Here’s a link to the official Blizzard blog post, for however long that stays up:
Upon further review we have found the action has violated the 2019 Hearthstone Grandmasters Official Competition Rules section 6.1 (o) and is individual behavior which does not represent Blizzard or Hearthstone Esports. 6.1 (o) is found below.
2019 HEARTHSTONE® GRANDMASTERS OFFICIAL COMPETITION RULES v1.4 p.12, Section 6.1 (o)
Engaging in any act that, in Blizzard’s sole discretion, brings you into public disrepute, offends a portion or group of the public, or otherwise damages Blizzard image will result in removal from Grandmasters and reduction of the player’s prize total to $0 USD, in addition to other remedies which may be provided for under the Handbook and Blizzard’s Website Terms.
At least two prominent bloggers on my roll have said they will be canceling their subscriptions. If posts on Reddit can be believed, there are thousands of others doing likewise. Not a particularly good bit of PR right as patch 8.3 previews are making the rounds and Blizzcon is less than a month away.
Of course, none of it is likely to matter. Blizzard made a completely rational business decision.
Tencent owning a 5% stake in Activision Blizzard is almost wholly irrelevant in the broader truth that China is an insanely large market for games. Like $31 billion and growing to $41.5 billion in five years kind of big. By 2023 there will be more PC gamers in China than the entire population of the US. The latest news is that the US pulled ahead this year in terms of market size, but that is attributed to the fact that China freezed approval of new game licenses for almost a year and put restrictions on screen time for children. Even with zero investment from Tencent, losing access to that “second place” market would be a significant setback for any gaming company.
Don’t get me wrong, I consider China to be one of the most repressive, authoritarian regimes on the planet. But… up to this point, that didn’t seem to matter to anyone. It could be that this was just a particularly egregious example that shocked people into wakefulness, similar to certain phone calls to Ukraine. And that’s fine! Whatever it takes to get people to pay attention to the fact that corporations are not your friend, and that if it were profitable, these men and women board members would have a fiduciary obligation to their shareholders to destabilize the United States and/or any other country.
Canceling your subscription and deleting Blizzard games is one way to protest. I hope you don’t close Battle.net and boot up League of Legends (100% Tencent owned), anything on the Epic Games launcher (48.4% owned), PUBG (11.5%), Path of Exile (80%), Clash of Clans/Royale (84.3%), or any of the other games on the list though. Perhaps that is unfair, as I don’t think the Path of Exiles devs have banned pro-Hong Kong players for interviews. On the other hand, I don’t think these other companies were forced to let go of the tiger’s tail just yet. Nevermind any non-Tencent companies that would be willing to walk the same road for access to hundreds of millions of Chinese customers.
Incidentally, the makers of Gods Unchained (another digital card game) came out with this statement:
.@Blizzard_Ent just banned @blitzchungHS and stripped his Hearthstone winnings because they care about money more than freedom. We will pay for ALL his lost winnings and a ticket to our $500k tournament: no player should be punished for their beliefs. #freegaming
Cool, huh? I suppose it’s a bit easier to stand up to China when you build your card game around one-time printings of cards, including Mythic-rarity ones of which only four are printed per year, one of which just sold for $62,000:
Ultimately, I do hope that Blizzard reverses course. I hope that all the negative PR and boycotting is effective enough at providing change. I hope that American companies will stop bending over backwards to appeal to oppressive regimes.
I had also hoped in the last election that people who would have literally died without Preexisting Conditions protections would not have voted for politicians expressly running to remove said protections, but here we are. This is the world in which we inhabit… until it bursts into flames.
One of the most enjoyable things out of Hearthstone have been the roguelike deck-building modes (Dungeon Run) launched with each expansion since Kobolds and Catacombs. The exact formula has changed a bit each time, but the idea is that you start with a deck with only a few cards, and as you face off against increasingly tough bosses, you get to pick a “bucket” of three cards when you win, punctuated with the occasional passive effect or uber-powerful cards. This mode is something that could almost stand on its own, given how engaging it has been for me these past few weeks.
With the latest version though, Blizzard might have gone too far with the options.
The original Dungeon Run featured all nine classes to choose from, each with a simple starting deck. While it could be frustrating to lose over and over with the same class, knowing you would still have to deal with some subpar cards, the Treasures (passive abilities) and bosses you fought and the buckets of cards offered would quickly change how each run would go. Then came Monster Hunt, which featured four made-up classes with new Hero powers to play with. Then was a puzzle-mode interlude with the Boomsday Project. Then came Rastakhan’s Rumble, which featured “shrines” that did special things, but you otherwise used troll versions of the basic classes.
With Dalaran Heist, we are back to choosing one of the nine classes. However, you can also unlock two additional new Hero powers (per class!) by doing things like casting 25 elementals and other achievement-esque things. You can also unlock two additional starter decks (per class!) to shake up the early game. Finally, in addition to passive abilities and uber-cards, there are two sets of Tavern encounters which allow you to do a random assortment of things, like add new cards to your deck, increase your starting health, or even remove some cards.
In short, the whole thing is kinda nuts with the options.
One would think this would be a good thing. “Lots of replayability there!” But too much of a good thing is a problem. I finally cleared the Heist on Heroic mode and I am beyond done. Not because I only needed to beat it once, but because there is too much to contemplate. I beat Act 5 (Heroic) with Paladin, Boon of Light Hero power, and Old Hero starting deck. I could try and do the same with all the same settings but changing the starting deck to Adventure. Or Holy Flames. Or use the default Hero power and Old Hero starting deck. Or any of the five other permutations. Nine total combinations across nine classes on two separate difficulty levels.
[Fake Edit] I knew there was a Random Deck option too, but I thought that meant it would randomly pick between the three starter decks. I have just now read that it actually gives you a purely random set of cards as your starter deck. Not only does that add another three permutations, it arguably adds a quasi-infinite variety of starting positions.
Oh, and have I mentioned there are Anomalies you can activate too? Stuff like “After a player casts 3 spells in a turn, that player summons a 5/5 dragon.” I don’t know how many of those effects there are (Edit: Fifteen! 1-5!), but that would again layer on additional RNG and permutations.
Like, Jesus Christ, Blizzard. You guys crammed pretty much every possible idea on the whiteboard and put it into one game mode. I’m actively wondering if this might be the last Dungeon Run-esque version we get for a while. Where could they go from here?
While this came as somewhat of a shock, it was not due to any sort of issue with Hearthstone itself. Indeed, as Wilhelm points out, Hearthstone is the only Blizzard game still on the Top 10 PC revenue list (per SuperData). The issue appears to be a “strategic” change by the owners, e.g Curse / Fandom:
Fandom/Curse employee throwaway account here.
It’s a decision from higher ups/Perkins Miller (new CEO from Stubhub) to focus the company on the Wikis and D&D Beyond because money. They want the community to move to the gamepedia wiki, they’re the same sites in their head (source)
The spiritual successor site is… OutOf.Cards. As in, Out of dot Cards. Not wanting to be pigeonholed into just Hearthstone is fine, but… “dot Cards?” I guess…
There are probably much better Hearthstone content sites out in the world even before HearthPwn’s closure, but this sort of thing still brings me pause. We are constantly told that “the internet is forever,” but that’s not quite as true as it seems. Sites close all the time, for sometimes entirely random reasons, and while they might still technically exist like my first-ever Angelfire website created over 15 years ago, information often has an expiration date.
Watching it expire right in front of you though, is… uncomfortable.
There is a lot to be said about the RNG inherent to Hearthstone. A lot of the games can be decided by coinflips, outrageous Discovery choices, and all sorts of random nonsense.
You know what’s infinitely worse IMO? Not drawing your cards.
Jesus Christ, I have had some insanely bad luck in the last four games I played. We’re talking getting to the last 7 cards in my deck, which consisted of four mana-ramping cards, the Malfurion DK Hero, Ultimate Infestation, and Jade Idol. As in, I somehow held on and dug through my deck that far, but not far enough for it to matter. If any of those had been closer to the top of the deck, I might have had a fighting chance. Switched decks to Spiteful Priest, then faced the mirror match wherein my opponent hit both his Spiteful Summoners on Turn 6 & 7, but mine were nowhere to be found.
Do I care that his summoned a 7/14 creature that I had no clean way to counter? Nope. RNG is RNG.
What I care about vastly more is how badly my deck(s) have bricked the last half dozen of games. Your opponent top-decking the exact answer they need, or having a God-Hand that kills you on turn 4 is not something you can really do anything about. Your own deck not giving you anything – literally against all odds – is something else entirely. Give me those 50/50 losses over an improbable streak of 10% failures that leave you with no options.
Except, it’s worse than 10%. Seriously though, look at this:
I ended up 14 cards deep into my deck before drawing my first dragon, when there is eight of them in there. According to this Hearthstone calculator, the odds that I should have had at least one in my hand by then is 99.5%. That doesn’t even account for the fact that I mulliganed two cards.
Statistically, 0.5% days happen. But when multiple of them happen in a row, when you only play ~20 games a week… yeah. Let me play against my opponents and lose due to a bad matchup or poor trades. Don’t let me lose to the equivalent of Mana Screw in Magic: the Gathering. That is way worse than losing coin flips, IMO.
I had a much longer article started on the various strategy considerations one needs to ponder in order to clear Hearthstone’s Dungeon Run game mode with all nine classes. Then I realized that perhaps a TL;DR version might be better. So here it is:
- Captured Flag (+1/+1 to your minions)
- Cloak of Invisibility (permanent Stealth)
- Wax Rager (5/1 Deathrattle: resummon)
- The Candle (4 damage to enemy minions, reshuffle into deck)
You can win without this combination of passives and treasures, and you can absolutely lose even if you get all of them. Dungeon Runs are the typical Hearthstone clown fiesta of RNG cranked to 11. But the short version is that giving all your minions +1/+1 allows you to counter a ton of boss gimmicks, permanent Stealth bypasses targeted removal and bad trades, and Wax Rager can usually win the game on the spot with infinite value.
As far as deck composition, you will want two things: creature-based tempo plays and an emergency value generator. Spells are incredibly discouraged in Dungeon Runs, as Boss health generally makes it impossible to kill them before getting overwhelmed yourself, and several Bosses actively punish spell use. At the same time, it’s possible to run out of gas if you’ve been trading all game, and bosses have more cards than you do. In those cases, having an Antonidas or Lyra can pull you from the brink. Those value cards just can’t be your win condition themselves, as they are much too slow versus the bosses that win on Turn 5.
And… that’s basically it.
If you’re looking for tips regarding specific classes, it can basically be summed up as:
- Shaman/Druid/Rogue: Picks Jades.
- Everyone Else: RNGesus will guide you home
Priest was by far the worst class for me, although Shaman cut it close. In both cases, the starting deck is just bad, so you have to lean hard on getting good Passives/Treasures and strong card picks after each boss. I had perfect picks in half a dozen of my Priest runs, and it still took a total of 15 attempts before I squeaked by. Even then, the winning run was due Lyra giving me a Power Word: Glory, which I was able to leverage into an incredibly unlikely win versus Waxmancer Sturmi as he repeatedly copied the enchanted Sylvanas.
I have spoken about Hearthstone’s Dungeon Run mode before, but these last few weeks I have finally figured it out: Dungeon Run is the mobile version of Hearthstone.
That is, of course, a pretty silly thing to say considering a feature-complete version of Hearthstone is already an app. In fact, you can only access Dungeon Run from within the regular Hearthstone app. But having played it at work pretty regularly now, consider the following:
- It requires no prior card collection
- Randomized bosses/abilities for variety of experiences
- No Rope, e.g. time limit on turns
- Relatively fast games
- No real penalty for losing (or winning)
- Can stop and start at your leisure
The last point is a bit dubious, as I have had my Run prematurely canceled when I closed the app in the middle of a match and came back hours later. But aside from that, as long as you complete the current match, I have been able to come back and choose my set of cards for the next round.
In short, I have been having a lot of fun with Dungeon Runs on mobile that I was not having playing at home. And that is largely because I wouldn’t play regular Hearthstone at work, because I might have interruptions that would cost me a game (and ranking). Clash Royale has the same issue, honestly, but losing 2v2 is not a big deal, and each round takes a maximum of 4 minutes in any case. And on the flip side, playing Dungeon Run at home feels pointless because there aren’t any rewards or real “reason” to, comparatively.
Not that it would happen, but I honestly think Blizzard should just release Dungeon Run as a standalone app in the future. Hearthstone on mobile is incredible bloated – the latest balance patch was over 700 MB worth of downloads, and the overall install sits at 3.41 GB, which is absurd for an app. Then there are all the 3Dish animations for cards and minions that are not strictly necessary and could be simplified. So, size, CPU usage, patching… all of those things could be scaled back and optimized as a standalone package.
Or, I suppose, I could try finding a good CCG-ish app that already does those things.
Uh… any recommendations? Aside from Shadowverse, of course – I’m looking for more Ascension-esque than a competitive CCG. I’ve heard good things about Slay the Spire, but that’s Steam only.
The latest round of Hearthstone nerfs have been announced ahead of the set rotation, and they’re great… if it was 2016.
The biggest news in there is the nerf to Patches, a card that was released in December 2016 and has been a meta-defining, chase Legendary ever since. Blizzard has acknowledged his power several times, but their explanation for the timing is… well…
As we move closer to the new Hearthstone Year, we had some concerns about allowing Patches to remain in his current state after moving out of Standard. Patches’ strength has caused almost every class to add some Pirates just to benefit from him, and his early game power forces control decks to include a good answer to him. This change should give Wild players more flexibility when building their decks.
What the literal shit, man? Can that be read any other way than “we are fine with Patches’ current state in Standard”? I mean, obviously they were fine with the card’s broken state up to this point as evidenced by a lack of any nerf for over a year. But to me, this just says that Blizzard genuinely believes that card set rotations should be the arbiter of balance in this game. And that’s fucking nuts.
Granted, Corridor Creeper is also getting
deleted from the game nerfed in this upcoming patch. That does not particularly make me feel any better though, because A) how they nerfed it, and B) what they didn’t nerf. All Corridor Creeper needed was to only count your minions, rather than every minion. Hell, most of the pros that previewed the card felt like it was Epic trash because they read it that way to begin with. Instead, they turned it into literal garbage that you will be very disappointed to open in a pack after February. Meanwhile, no changes to Cubelock or Ultimate Infestation, etc etc.
Why does any of this matter given the clown fiesta that is Hearthstone’s RNG? Well, I still like playing the game occasionally. And really, the RNG does not particularly bother me – sometimes it’s in your favor, sometimes it’s not. The more fundamental problem is Blizzard’s current balance philosophy undermines any faith I have in the game’s long-term direction. Set rotations are not how you balance a goddamn game… unless the entire goal is pump & dump. Sell those packs to people chasing overpowered Legendaries/Epics and then nerf them later so the next set appears just as OP as the last. Otherwise known as the Supercell Gambit (Clash Royale says Hello).
It’s all cynical, unnecessary bullshit. These are supposed to be games, not vehicles for quarterly profits. I mean, they are that too, but I shouldn’t have to open the latest expense report to understand what the designers are smoking and where they are taking the game’s direction.