Category Archives: Hearthstone
Hearthstone P2W?
Gevlon had a post up last Friday about Hearthstone that claimed the following:
My problem isn’t that you must pay to be anything but a punching bag. I’ve played 5 years of World of Warcraft, paying 720 euros in the process. My EVE accounts are over 1000 Euros, luckily they’ve been paid by bad EVE players. It’s obvious that you have to pay to use a product and can only get a sample for free. However – unlike in subscription games – there is no fixed cost. If I pay the subscription, I can play EVE or WoW fully. If I pay even $1000 on Heartstone, there is absolutely no guarantee that I’ll be competitive against someone who paid $2000. Even worse, there is no guarantee that my wins are mine, and I’m not just stomping on better players with smaller wallets.
So no thanks, I keep away from Heartstone and the rest of the pay-to-win games.
It is worth noting at the start here that the math is off: on average, you’ll have every Hearthstone card after opening 512 packs, or spending roughly $640. Or it could be as few as 215 packs, for $213. Or you could end up like me, who has just about every card I could conceivably want (not a full set) after having spent 3+ months and $50.
Gevlon countered that there will be more expansions and thus cards later on, but I don’t find that particularly relevant because a dude named Reynard took a 5-day old account and navigated a completely F2P warrior deck to the Legendary Rank, all on Twitch. This wasn’t a guy who spammed Arena games 20 hours a day for every card in the game – this is a guy put us all to shame with his brass balls, mad skillz, and a deck with six Rares (no Epics, no Legendaries). Granted, he is about a pro-CCG player as a person can get. “Results not typical” and all that. But how much money or cards it takes “to be competitive” is not quite as descriptive or damning a statement as it sounds. Is it possible to prop one’s lack of skill with more powerful cards? Sure, probably. Where exactly are those goalposts though?
The larger question of whether Hearthstone is P2W obviously depends on your definition of the term. Is having more/better cards an advantage you can purchase your way into? Yes. However, you can also earn your way to those same rewards using in-game currency. In fact, the whole Dust and Crafting mechanic is something about Hearthstone that has significantly moved my original opinion of its apparent P2W tendencies.
See, I do consider card games like Magic to be P2W for a few specific reasons. First, the power level of the cards heavily and unapologetically skews towards the higher rarities. While there are some very nice Legendaries in Hearthstone, the vast majority of even the top tier decks consist of Basic class cards and Commons/Rares. Second, and more importantly, you have zero control over acquiring any specific card in games like Magic. Yes, you can absolutely buy cards off of other players, but that’s exactly where the P2W part comes in. Or, actually, it comes in at the very beginning, wherein you have zero cards in your collection and have to purchase some to play at all.
Crafting in Hearthstone, along with your ability to complete daily quests and purchase packs with in-game currency, shifts the focus away from paying for advantage to paying for time. Given time, you will have all the cards you could ever want, with zero dollars spent. Is paying for XP boosts in other games considered P2W? Not likely.
But if accelerating the grinding process constitutes a win one pays for, that by definition should encompass most all MMOs, WoW and EVE included. Gevlon thinks dropping $1,000 on PLEX and walking away with a 100m Skill Point pilot inside a Titan as a Day 1 player “doesn’t count” because those were player-made, and thus there was no net increase in power in the EVE universe. But isn’t all power relative anyway? That new player in a Titan is at a significant advantage over all his/her Day 1 peers, not to mention anyone not flying around in a Titan-hunting band.
Besides, what actual difference is there between purchasing currency directly from CCP, and simply siphoning the currency generated from thin air by 1,000 players completing 1,000 missions? Or even completed ships built from ores from the ether? Rate of in-game inflation? If one is P2W, surely the other is as well.
In any case, my opinion right now is that Hearthstone is not P2W, even though it otherwise has most of the trappings of decidedly P2W CCGs. Your early games with the default card selection will suck. There are a number of strictly-better cards at the same mana cost, and they’re usually more rare. A Legendary card dropping at the other end of the table is liable to ruin your day.
That being said… it’s been proven that one can be competitive with a six-Rare deck. You will end up with all of the cards in the game if you keep playing (for free!) long enough. Hell, it’s not even one of those “you can technically get everything but it takes 10,000 hours” F2P payslopes. Other CCGs have allowed players to buy packs using in-game currency, but Blizzard’s willingness to allow Hearthstone players to craft the exact card they want should close the P2W debate once and for all.
At least, for now. We’ll see what the future brings with expansions.
No Better Time to Buy
If you happen to be in the Hearthstone beta, there is perhaps no better time to purchase packs for real money than right now. See, Blizzard changed the following cards in their most recent patch:
- Unleash the Hounds
- Sylvanas Windrunner
- Blood Imp
- Defender of Argus
- Pyroblast
- Dark Iron Dwarf
- Abusive Sergeant
- Warsong Commander
- Charge
- Novice Engineer
While most of the changes were nerfs (aside from Unleash the Hounds), the salient point is that Blizzard compensates those who might have spent Dust crafting these cards by making the disenchant Dust amount the same as the crafting cost. In other words, I could craft Sylvanas for 1600 Dust and disenchant her for 1600 Dust instead of the normal 400 Dust.
“Whatever,” right? Wrong.
What is not immediately obvious is that you have the ability to craft Golden versions of every card in the game, which are the digital equivalent of foil cards in paper CCGs. These Golden version of cards typically cost four times as much Dust to craft than normal. Do you know what this means?
As far as I know, every person who signed up for the Hearthstone beta has gotten a key by this point, so technically anyone who cares about this game has the opportunity right now to take advantage of this scenario. Those two cards above gave me 1200 Dust by themselves, which is 400 Dust away from any Legendary I care to craft. I went ahead and disenchanted both my Pyroblasts as well for 400 Dust apiece, as I never really felt inclined to use them all that much in the first place. Given how this “bonus” Dust window only stays open for about two weeks total, you might want to make your decision sooner rather than later.
This scenario was about the only thing that would have gotten me to pay real money for Hearthstone. And I did. As I have mentioned previously, my prior lack of interest in paying is not an indication of some deficiency in the game, but rather the strength of being able to play for free with few impediments… provided Hearthstone isn’t your sole source of entertainment. If you’re capable of only playing once every 2-3 days to knock out dailies and then go into the Arenas, you can do quite well for yourself over time. But if you want to dip a toe into Constructed, you’ll do much better with the various Legendaries.
Just be warned that sometimes bullshit like this happens when opening packs:
Who’s On First (Beatdown)
In the comments for Unleash the Rage, Rohan and I had a little back and forth on whether or not I could have handled the Unleash the Hounds situation differently. While I am still rather certain that the game would not have materially changed, Rohan is correct in stating that a different sequence of actions would have resulted in a better board position.
Namely, using Wrath to kill Shieldbearer, using the Novice Engineer to kill the Stonetusk Boar, and then using the Druid Hero Power to kill the Owl. The Snake Trap still would have triggered, Mishra would (presumably) still have come down, and I would be eating 11 immediate damage to the face with no board position. A single Swipe would have turned the situation around next turn, had I the opportunity to draft one, but the point remains that things could have been better handled.
I was not playing an aggressive deck. Indeed, this was the deck I drafted:
That’s right, two Legendaries, one of which was Ysera. I ended up going 3-3, losing to a Paladin and Mage the turn after I cast Ysera. So, pretty much from the start, I played the deck as Control (minus much control) seeing as how I had an extremely strong late-game presence.
The interesting thing to note though, is an article Rohan referenced in the comments: Who’s the Beatdown. This was an article written the in ancient days of 1999 concerning Hearthstone’s progenitor, Magic: the Gathering, but like most things written about Magic strategy, it is still quite relevant. Fundamentally, the article asserts that in any given match, the player that wins is the one who correctly understands the role he/she is playing: control vs beatdown. If you think you are control but are really supposed to be beatdown (or vice versa), then you will lose. This seems fairly straight-forward until you start thinking about what happens when two aggressive decks go head-to-head.
The Unleash the Hounds game was not a good example of misappropriation of roles, but look at this scenario:
I drafted a fairly aggressive Shaman deck that had some mid-range direct damage to try and seal the deal before my opponents realized that I had no Bloodlusts. Encountering a 2/1 Loot Hoarder coined onto turn 1, however, and suddenly my Beatdown deck must shift gears into Control. So instead of casting a creature that will likely die immediately, I cast a totem (it ended up being a Healing totem) and pass the turn. My opponent then… kills the totem with the Loot Hoarder. Okay then. Who’s the Beatdown? I shift mental gears again and go on to play aggressively and win.
Arena is not quite like Constructed, and Hearthstone is not quite like Magic. Coining into Loot Hoarder on Turn 1 isn’t necessarily a sign of anything beyond perhaps being presented other choices that were even worse. The key point here is that you can play a Beatdown deck in a controlling manner, or a Control deck aggressively. Once you recognize those situations in which you should shift gears, your odds of winning will increase along with the odds your opponent will screw up. You might not always have a choice given what is in your hand or your deck, but that only makes it all the more important to recognize and act on it when you do.
Unleash the Rage
How was my Hearthstone weekend? I’m glad you asked. See, I was playing a 3-star Masters game when this happened:
…nah, just playing. This was in my last Arena game. I wish I would have taken more screenshots of the setup, but how the fuck was I supposed to know there would be 16 damage on the field on Turn 4? Well, now I will. And in the off-chance you think you might have a better series of plays, let’s recreate it at home:
- Turn 1 (me): Nothing.
- Turn 1 (him): Shieldbearer (0/4 with Taunt).
- Turn 2 (me): Hero power, hit Shieldbearer for 1.
- Turn 2 (him): Secret (i.e. Snake Trap)
- Turn 3 (me): Draw and play Novice Engineer.
- Turn 3 (him): Stonetusk Boar + Ironbeak Owl.
- Turn 4 (me): Attack with Engineer, trigger Snake Trap. Cast Mark of Nature (+0/+4 and Taunt).
- Turn 4 (him): Animal Companion (Misha 4/4 and Taunt) + Unleash the Hounds.
The only real decision I had at any point there was on Turn 3, when I drew the Novice Engineer. Ideally, I wanted to play Raging Worgen, but I was concerned that the Secret the Hunter played a turn prior was a Snipe (deal 4 damage to next minion opponent plays). Given that, I figured Engineer was the safer bet, considering the Harvest Golem would have died immediately to a Snipe and wouldn’t have enough attack to kill the Shieldbearer either. Ultimately, none of that mattered.
It just… boggles the mind, you know? Whoever is designing class cards for the Hunter over in Blizzard HQ just really shit the bed when they imagined things like this:
…is anything approaching good design. The +1 Attack is even permanent! The worst part though, is that Unleash the Hounds is literally the only shtick that Hunters even have. Shaman have it pretty ugly too with an over-reliance on Bloodlust (which is itself a “I suddenly win!” card), but theoretically you could go some kind of +Spellpower route and then stack your deck with all the (Rare!) AoE and Lava Bursts and such. Hunters are just Bears, Bears Bears beasts, beasts, beasts, plus removal and (Common!) Unleash the Hounds. Snake Trap is an Epic (!) “trap” which is exceedingly useless at anything at all other than being Unleash the Hounds bait. And… that’s it. GG.
Blizzard has already committed to “fixing” Unleash the Hounds, but no matter what they do, it will essentially be a completely different card. Unless the devs punt and make it cost 2 mana or something, of course. If they increase the cost any further than that, the Attack boost will need to be higher, which transforms it into Bloodlust-lite. Anyway, the funny part is the explanation for why Blizzard will be changing Unleash the Hounds:
All of our changes are done with the utmost care. We don’t change a card simply because the community says it should be so. In the case of Unleash the Hounds, it was promoting a rather un-fun play environment in this particular type of deck. I believe we touched on this at BlizzCon, but games of Hearthstone should be like a puzzle, where decisions you make are important and have an impact on the game. Even if you made an incorrect choice when deducing the “puzzle”, you still end up learning something in the end and growing as a player by experience. With Unleash the Hounds, it went against that philosophy and left the opponent feeling more or less helpless when suddenly it’s BEASTS, BEASTS EVERYWHERE. While it’s an effective strategy of sorts, that feeling isn’t fun, and we want Hearthstone to be fun for both players.
I agree that the “puzzle” aspect of Hearthstone is by far my favorite part. And while there aren’t always many moving parts, when you hit one of those make-or-break turns, your internal clockwork will be spinning pretty fast indeed. For example:
What’s the right call, here? Arcane Missile and hope 2 or 3 of them hit the Injured Blademaster? If all three missiles hit the Priest, you could hypothetically Coin into the Counterspell and then trade your one lone creature for the Blademaster and then watch as the Lightwell erases all your damage. Or do you Coin into a Fireball targeting… well, it’d have to be the Blademaster unless you wanted to trade right away (the risk of the Priest healing the Blademaster and then just killing your dude is too high) and clear the board. Personally, I went with the Arcane Missiles, two of which did hit the Blademaster, allowing me to ping him dead with my Hero Power.
Of course, next turn, the Priest cast Divine Spirit + Inner Fire, turning his Lightwell into a 10/10 healing monster. But, hey, puzzles!
Incidentally, one of the exciting bits of news out of BlizzCon was that Hearthstone is going to feature Adventures, which are a single-player PvE-style experience against “boss” mobs. This Polygon article gives more details from the panel:
During the Hearthstone Fireside Chat panel, Dodds said an Adventure will be a “focused, single-player, PvE experience” where players will face off against a boss or series of bosses and earn cards associated with the Adventure. He expects there to be 20-30 cards associated with each.
“They are going to be cards that absolutely change the meta game, because we’re paying attention to that a lot and will make sure that these cards are going to shift the meta game,” Dodds said, “but they’re not going to be cards that specifically have crazy new mechanics in them just yet. Those we’re saving for the expansion side.”
Though he said Blizzard is “still figuring our way,” he said players could expect to see a series of alternating Adventures and expansions.
Good news for those who finally tire of the #AllSkill wins that frequently occur. Plus, the fact that you can actually keep/use the cards you earn in PvE-mode against other players (and perhaps the existence of PvE mode at all) is likely a dig at the upcoming Hex… whose Alpha test is something I’m going to be talking about soon. Pretty clever of Blizzard though, to give themselves the ability to release cards outside of an expansion in order to stabilize/upset a degenerative metagame. We’ll have to see if they have the gumption and card design chops to pull it off.
Based on Unleash the Hounds and Mind Control though… I dunno.
Hearthstone Arena Strategies
So, you’re a little hesitant to step into Hearthstone’s Arena mode, or perhaps you already have and the games did not quite go as planned. I’m going to level with you: I’m not some grandmaster Hearthstone Arena player, although I break even (6+ wins) more times than not. What I can offer you is a collated batch of Arena strategies collected from either personal experience, from streams, and/or random tidbits from players better than myself. So read on, absorb what’s useful, and critique the rest in the comments.
Make Peace with the RNG
You will be screwed right out of the gate on occasion. From a poor selection of Heroes at the beginning, to a drafting process that offers you zero removal cards, to being faced against opponents with 2-3 Legendaries and all the right answers. It happens. So make your peace with its inevitability, and endeavor to learn something useful as you struggle uphill both ways.
Understand Card Advantage
Card Advantage is a concept that came out of Magic: the Gathering theory more than a decade ago, and is a key component in virtually all CCGs since then. The Wikipedia page on the topic is pretty robust, and I recommend taking the time to read through it – the concept of card advantage underpins every other strategy that follows.
Know Your Enemy
There are nine classes in Hearthstone, each with very specific Hero abilities and class-specific cards. Just like in any PvP situation in WoW or other games, the more you know about your opponent’s repertoire, the better your chance of predicting his/her moves and playing around them.
For example: when facing a Rogue or Mage, the positioning of your creatures matters. Betrayal is a potentially devastating Rogue card whose power is entirely dependent on how you order the creatures on your board – if you have a high-attack power minion inbetween two other creatures, bam, that Rogue just got a 2-for-1 because you got careless. Cone of Cold is more difficult to play around, but you can do funny things by placing your strongest creatures on the outside (forcing the Mage to choose which to become Frozen) or even mucking up the math by playing a Faerie Dragon intelligently. For example, if I had been facing a Mage in the picture above, the Cone of Cold could only ever hit two creatures since the Faerie Dragon couldn’t itself be targeted.
If you haven’t taken the opportunity to look up all the class-specific cards already, go ahead and click My Collection and then Crafting Mode (and make sure All Sets is on at the bottom). This will show you all the non-Basic cards for every class. As far as I can tell, the only way to see all the Basic cards is to earn them by leveling each class up to 10 yourself… which is a good idea anyway.
Assume the Removal
This is a subset of the previous point. Know what kind of removal that your opponent may have access to, assume that they have it in hand, then force them to use it. It’s Turn 7, and the Mage will likely devastate your board with a Flamestrike. Can you do anything about it? Yes, actually: force them to use it. Worst case scenario is that they generate a lot of card advantage by crippling your offense. But they were going to do that anyway. Best case is that you had enough threats on the table to force them to use it when you were expecting them to, and not at their leisure.
If you play conservatively and they don’t use the Flamestrike, all you’ve done is given up damage in exchange for nothing.
Here is a rough guide:
- Hunter: Multi-Shot at Turn 4. If it’s a Secret, assume it’s a Fire Trap.
- Mage: Sheep on Turn 4, Blizzard on Turn 5, Flamestrike on Turn 7. If you are at 11 HP or 7 HP, assume you will die next turn from Pryoblast or Fireball.
- Paladin: Consecration on Turn 4. Blessing of Kings on Turn 4.
- Rogue: Betrayal any time you have 3 creatures. Assassinate on Turn 5.
- Shaman: Bloodlust whenever they have more than 3 creatures out. Lightning Storm at the worst possible moment.
- Warrior: Assume a 2 or 3-power weapon the next turn, and/or creatures with Charge. Any useful creature that has taken damage will die.
- Priest: You will likely lose after Turn 8. Win before then.
- Druid: Swipe starting on Turn 4. Starfall on Turn 5 (it’s a rare card though). Assume 8/8 or 5/10 Taunt creatures after Turn 8.
- Warlock: Assume Hellfire whenever they don’t have a creature out.
Draft Bombs
A Drafting environment is worlds different than Constructed. You might be able to play around one Mind Control, but can you play around three? Ever face a Warlock with four Hellfires before? This is not meant to discourage you from doing Arena, but to recognize that you will encounter all sorts of outlandish situations. The only real thing you can do is draft the strongest possible cards you can, play them intelligently, and hope for the best.
What are the strongest possible cards? Good question. I suggest starting with Trump’s Arena Card Rankings as a jumping off point, as it covers all Basic/Common cards. The fundamental take-away though, is asking yourself how any given card you play stacks up with other cards for the same cost. Does it trade favorably? While a Kobold Geomancer can turn an Arcane Explosion into a Consecration, it will have its lunch eaten by a vanilla 2/3 River Crocolisk who will still be a hungry 2/1 creature after the trade. Chillwind Yeti is the least interesting creature ever that turns entire games around with his big, dumb 4/5 for 4 self (bonus points for immunity to most Priest removal).
Of course, given the choice, I would take Amani Berserker over the River Crocolisk every day of the week. Point is: don’t discount efficient creatures. Considering it is entirely possible to have no opportunity to draft any removal, you may have to make due with what you have on the board.
Know When to Race, and When to Coast
It’s your turn 4 and you have two 3/2 creatures compared to your opponent’s lone 1/1 creature. What do you do?
If you said “It depends on what class your opponent is,” you win.
The difference between dealing 6 damage this turn and a Paladin casting Blessing of Kings on his 1/1 and taking out one of your creatures (and likely forcing you to trade next turn) is huge. If you manage to keep that Paladin’s board clear each turn, the Blessing of Kings is a dead card until at least Turn 6, and by then you’ll either have this game wrapped up or have something to deal with a 5/5. There have been more than one game where I lost simply because Dark Iron Dwarf was stranded in my hand (unlike the Shattered Sun Cleric, the dwarf has to target a creature if one exists, even your opponent’s).
At the same time, a commitment to killing everything your opponent plays every turn means that every creature they cast gains the text “and gain X life, where X is the HP of this creature.” At the end of the day, you win by reducing your opponent’s HP to zero, not keeping his board empty. Sure, there are many times in which I was trying my best to Jedi Mind Trick my opponent into attacking my face rather than killing creatures I had plans for, but giving a Control deck room to breathe is exactly what they want you to do.
Get Ahead, Stay Ahead… But the Long Game is Good Too
I once lost a match where the only creature that survived more than one turn was my opponent’s Faerie Dragon, which he/she had coined out on Turn 1. Every turn thereafter consisted of us trading cards and creatures. Which might have been okay, if it were not for the fact that trading one-for-one favors the person who played first. In other words, the early game matters. A lot.
At the same time, what you don’t want to do when drafting is neglect your late game. The vast majority of the Arena games I play end long after Turn 10. Having a front-loaded mana curve is great for punishing slower decks, but what are all your 2/2 and 3/3 creatures going to do when faced with a 8/8 or 5/10 meatwall with defender? Or a Flamestrike? There is nothing more frustrating in Hearthstone than running out of steam and watching your shot at victory slowly erode under the tremors of Stormwind Champions.
When I drafted a Paladin Aggro deck (e.g. zerg with cheap creatures) I about conceded on Turn 1 when the Mage I was fighting dropped a Mirror Image. I had a fist full of creatures, but many of them were 2/1s which would have died to a ping by the Mage’s Hero power before they could even attack once. If you mostly stick with the highest-value cards you can, you’re likely to walk out with a mid-range deck that can handle most situations. Specifically trying to shoehorn in a “theme” in an Arena environment is just asking for trouble.
Play Smart… Play S-Mart
While the exact depth of Hearthstone strategy is up for debate, there is absolutely opportunity to miss game-changing plays and/or epically screw yourself over by poor decision-making. For example, I am still facepalming over this scenario:
My Turn 2, opponent had played a Novice Engineer. Staring at a hand with a Sword of Justice and four cheap creatures, I got greedy by using the Coin to power out the SoJ and passed the turn. And that’s when this happened:
I pretty much lost the game right there. My opponent’s 3/2 and/or 1/2 would eat any creature I played or eat my face if I delayed long enough to cast the Knife Juggler + Argent Protector. Indeed, it did not really matter what I played, because my opponent got a 2-for-1 just by playing the Ooze, and arguably a 3-for-1 since I had to deal with the creature eventually. That was not a fun game.
There are times when you may need to go all-in to win. If my opponent didn’t have the Ooze, my card advantage would keep ticking higher each turn the Sword survived. A smarter play would have been to cast my own Novice Engineer and then see what kind of creature he played in response. Depending on what he/she played, I could have coined into a Knife Juggler + Argent Protector, or dropped a Dire Wolf Alpha and killed his Novice Engineer, or boosted my Engineer to take out a x/5 creature or whatever. Point being, playing Sword of Justice and passing the turn is the dumbest possible move you can make. Sometimes it’s the only move you can make, but it’s still dumb.
Beyond that scenario, there are all sorts of little things to keep in mind. Knowing how powerful Silence can be, for example, especially against opponents who spent their whole turn casting that 6/5 with Taunt creature only to see your full board go right for their face. Faerie Dragon placement, as mentioned earlier. Knowing that mass removal like Consecration and Hellfire will not trigger Cult Master’s card-drawing power as long as it dies at the same time as other creatures. Facing the tough choices like this one, and realizing that the obvious plays are not always the best ones:
I don’t remember what sort of nonsense the Druid played after I killed the Cult Master with my Water Elemental, pinged the imp, and then played Ogre Magi. All I remember is that I was quite happy saving the Flamestrike for the following turn when he dumped his hand and then later using the Coin with Archmage Antonidas to jump-start the Fireball cascade.
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Hopefully this guide has been of some use for you. The very bottom line when it comes to improving your Arena match outcomes is simple: learning from your mistakes. Did you really get screwed by the RNG, or was it the RNG + a bad early play on your part? Fix what you can and then try again.
Have fun… and maybe I’ll see you out there.
Ghetto Transfer + Twitter
Has it occurred to anyone else that the free level 90 character Blizzard is handing out in Warlords of Draenor can be used as a ghetto faction/server transfer? If not, well, consider it. My old crew transferred away from Auchindoun to a PvE server during the half-off sale, so the possibility of server mergers “Connected Realms” bringing us back together is nil. I mean, we could still do some cross-realm things, but it’s not quite the same.
But I was thinking the other day about what would stop me from just straight-up rolling a new level 90 paladin on their server come expansion release. Other than the monk, all my other alts are level 85 at a minimum, so boosting any of them would be a waste. Achievements, mounts, pets, most titles, and even heirlooms are account-wide now or will soon be. About the only thing I “lose” is the ability to transfer 50,000g and my old-world mats. And, I guess, my transmog gear. Since I ran Black Temple long enough to get the Bulwark of Azzinoth (and a hopeless dream), that would suck to lose.
For other people though, the level 90 thing could provide value in all sorts of surprising ways.
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Also! After the frustration of not being able to relate my awesomeness in Hearthstone the moment it occurs (e.g. all the goddamn time), I have dusted off my Twitter account:
Azuriel
@InAnAge
I’ll keep it over in the sidebar, but I make no promises as to its updating schedule or value of its contents. So… basically it’ll be like every Twitter account ever. But if you want to know how #AllSkill it felt dropping an Alexstraza against a Druid at full HP and then killing him next turn when I gave her Windfury, well, you just might be prepared.
Hearthstone’s Future
SynCaine brought up an interesting point about the future of Hearthstone:
“situation in Hearthstone only ever improves”
Until the the first expansion is released, and what do you think is going to be the revenue driver for the game?
At least with MtG:O, it was understood you were stepping into a P2W arena, where you could pay X to compete with Y. What level you wanted to compete at was up to you and your wallet.
Here, I feel as though Blizzard is trying to hide the P2W aspect (especially in beta), but ultimately that’s what the model demands. Without new cards you don’t keep people interested, and for those new cards to be interesting, they have to be worthwhile (aka; stronger/better).
I think the heavy class-based gameplay is also a balance nightmare as we are already seeing, and I expect it to get worse as the better players create more gimmick decks. Woe is the free player if the FOTM gimmick requires an epic or ten.
While the game isn’t even in Open Beta at this point, I think it is reasonable to start thinking about where Hearthstone goes from here. At the moment, I am sort of worried about the “depth” of the game, although it’s possible that it’s current shallowness accessibility is a feature, not a bug. Then again, I’m not entirely sure.
There are several things working against Hearthstone’s future. The biggest is it’s class system. In a card game like Magic: the Gathering, you can have a robust metagame arising from even the “generic” Core Set (which come out once a year and forms a “base” upon which the near-quarterly expansion sets build upon) because you can conceivably play any card you want; the five colors of Magic have their own class-like themes and mechanics, but you can mix and match to your heart’s desire. Thus, a Black/White deck can play totally different from an all-Black or all-White deck. With Hearthstone, a Paladin’s cards are exclusive to Paladins. You can’t choose to play, say, Avenging Wrath in your Mage deck, for example. Or Divine Favor in your Shaman deck.
A related long-term problem is expandability. I am not talking about running out of mechanics or creatures to reference from WoW or Warcraft lore (although that’s sort of a concern, honestly), I am talking about how many new cards can actually be coherently added. In short, Blizzard is going to have to either create a ton of new cards each expansion, or barely any. For example, an expansion that adds just one common, rare, and epic card to each class will require 30 new cards (9 classes + neutral). While that may or may not sound like a lot of cards, unless these new cards are above the curve or enable entirely new strategies, it’s possible that an expansion could be a total dud for you and the class you enjoy playing despite increasing the total card pool by 10% or more.
Third, as I have mentioned before, the class balance is on a razor’s edge even in a perfect scenario. It is pretty much a given that we will see a Death Knight and Monk class added in an expansion, and they will need to have at least 15 additional, class-exclusive cards and unique Hero Powers. While that can certainly shake up the overall balance structure, it’s not as though your specific metagame will likely change all that much. Because, again, your Mage deck is limited to Mage cards plus Neutral cards; there is no DK “splash” to provide additional depth.
Fourth, it is worth considering how many different mechanics Blizzard is A) willing to implement in this game, and B) can implement in this game. One of the most basic creature abilities in Magic is Flying: a creature with Flying cannot be blocked except by other creatures with Flying, although it can choose to block non-Flying creatures. In the context of Hearthstone, this ability doesn’t make a whole lot of sense, as you have complete control (barring Taunt) to choose whether your creatures attack your opponent or a specific creature. Now, Blizzard could certainly shoehorn it in there – perhaps making the flying creature untargetable by other creatures – but that’s when the devs start to go against their (presumed) mandate towards simplicity.
And that’s just with Flying.
Lastly, SynCaine’s cynicism regarding Blizzard making overpowered cards to sell future expansions is not without merit, even if I would argue that it’s largely unavoidable and not inherently malicious. Power creep happens. Even when “the rules” about costs are nailed down, some options are more powerful/relevant than others. In Magic, a First Strike 2/2 is better than a Trample 2/2 even if they both cost the same amount of mana. A Flying 2/2 is arguably better than either. I have pointed this out before:
Being a Beast is not as powerful as the other two cards, unless you are playing a Hunter Beast deck. But the more damning implication, IMO, is how the above cards sort of imply that a 1/4 for 2 would be balanced. Or a 2/4 for 2 mana, even. We already have 3/2s with an ability, 2/3s with an ability, 1/3s with a huge ability for 1 mana (Priests, seriously), so a 2/4 for 2 isn’t outlandish rules-wise. And yet it would be crazy OP, invalidating a huge swath of two-drops. The context of the environment is as important and possibly more so than the strict card power rules.
All that being the case, I don’t actually agree with SynCaine that the new player is screwed, as my prior declaration remains accurate: your situation in Hearthstone only ever improves. Six expansions later, assuming no structural changes, you will still be able to Disenchant the cards you don’t want to directly create the cards you do. That’s unbelievably huge in the CCG world. Even if you take the stance that your likelihood of opening one of the “ten or so required Epics” is necessarily diminished (assuming new cards are stuffed into the same virtual booster pack), your ability to guarantee a card is not – you will always get 40 Dust per pack, minimum. Ten packs is an Epic of your choice. You’ll get enough gold in two days of daily quests to buy a pack straight-up, or three if you want to go the Arena route. So, unless expansions are coming out every 1-2 months, you’ll have plenty of time to get whatever cards you need to be/stay competitive without spending a dime.
Spending dimes gets you there faster, of course. But in this context, I’m okay with it.
Mind Controlled
I got about as close as I ever gotten before to rage-quitting in Hearthstone the other day. The culprit? Mind Control. The scenario that happened to me was this:
It is late in an Arena match, Priest vs Priest. I never had any chance to select Mind Control during the drafting process, but in this particular game I was doing pretty good. The opposing Priest had gotten so low that he basically was forced to Mind Control one of my smaller creatures (the 2/7 that gets bigger when it takes damage) just to buy some extra time. He’s at 18, I’m at 25, I have Holy Nova if he dumps his hand, Temple Enforcer to seal the deal, and Ironbeak Owl for the Silence. While the stolen Berserker wasn’t an immediate threat, I did not want to run the risk of him killing one of my creatures and somehow keeping the Berserker as a 5/5 or higher. With a Mind Control out of play, I felt it safe to turn up the pressure:
He played a second Mind Control. For those keeping track at home, Mind Control is usually 3-to-1 (virtual) card advantage – while you might technically only play 2 cards to his 1, his card in effect destroys your card, creates a creature for him (like a card), and you use a third card (Removal, creature trade, etc) to remove his. Anyway, this sucked, but the game was still recoverable by me. Until this happened:
Yes, a third Mind Control. In an Arena match. The funny thing is that it was still technically possible for me to win, had I drawn my lone copy of Holy Fire out of the remaining 10 cards in my deck – he had been spending each round healing my his creatures instead of himself. He was at 3 HP, and Holy Fire deals 5 damage. I did not draw Holy Fire.
There is a lot of debate on the forums regarding Mind Control, and how overbuffed Priests are in general. Some people say that Mind Control is fine, given how nobody complained about it back when Priests were weak. As I’ve stated here, I think it’s clear that the card itself is overpowered – it is Assassinate + Faceless Manipulator in one card – and the recent Priest buffs only exacerbated a preexisting (if irrelevant at the time) condition.
As frustrating as it is, Blizzard is actually listening:
We have seen a lot of talk about Mind Control lately, and I wanted to let you know that we are definitely paying attention to your concerns that Mind Control can be pretty powerful as well as frustrating to play against. We are talking about the issue here and looking at the power of Mind Control at different skill levels and in different modes so we can make any adjustments that may be needed. We’re still deliberating the right course of action, but we have heard you guys and we understand your concerns. Keep up the great feedback!
Blizzard’s quote here is interesting in that it highlights another dimension to game balance: fun. At the base of things, Mind Control is a tremendously unfun card to have played against you. “Yeah, what is?” Honestly? Nearly anything else. Sure, it sucks when some critical creature eats a Fireball or Assassinate. But in the case of Fireball, I can say to myself “at least that’s not 6 damage to my face.” Or “at least that’s one Assassinate down.” With Mind Control, not only do you face the obscene 3-to-1 card advantage, you get the added indignity of being killed by your own creatures. In effect, Mind Control – along with the other pieces of the Priest kit, like Mind Vision, Mindgames, and Thoughtsteal – actually punishes you for having a good deck. The better cards you have, the stronger those cards become.
So even if we imagine a scenario in which all the Priest cards are balanced against the other classes, it could still be the case that the existence of these cards at all are a net negative to the game. It gives me some small measure of hope that the devs actually went on the record yesterday affirming that “balanced” but unfun cards are actually something they plan on fixing… somehow. The easiest would be by making the effect an buff that can be Silenced away; why this is not already the case, I have no idea. And since Mind Control is a Basic card that everyone gets by leveling the Priest to 10, it is not as though people have sunk money into acquiring the card.
Alternatively, they could just remove the card entirely for being so goddamn frustrating to play against.
Streaming
While scouring the Hearthstone forums for signs of blue activity, I came across some drunk fireman streaming his Rogue deck in Arena. He went 5-3. And then I realized that I was watching a video of some random guy playing Hearthstone instead of, you know, playing Hearthstone myself. For almost two hours. In the prime of my nightly game playing time. And now I’m blogging about it.
In other news, I went ahead and created a Hearthstone category for my posts, because goddamn.




















