Category Archives: Hearthstone

To Pay, or Not to Pay (for Hearthstone)

I have been flirting with the idea of dropping $49.99 on Hearthstone to purchase 40 boosters. That is, strictly speaking, directly against the advice I have and will continue to espouse. It is absolutely unnecessary in order to advance in Ranked Play – a good player can navigate the Basic Mage deck to Masters level with little apparent trouble. (Watch this video, especially the 2nd game.) In fact, that thought led me to an interesting question: exactly what cards am I missing?

The surprising answer? “Not much.”

Look at all these... bad cards I don't have.

Look at all these… bad cards I don’t have. And some I do.

Heading into Crafting Mode allows you to see ghost images of all the cards missing in your collection. When looked at from this angle, the amount seems daunting. Yes, you can legitimately play for free. Yes, I have been actually gaining gold from playing Arena lately. But 3-11 games games per Arena entry is starting to grate on me a bit when you get stuck with a sub-par selection of cards. Like when you pick warrior and can’t pick up any weapons. Or a Warlock without demons (I actually went 5-3, but I had 3 Hellfires so…). As I have mentioned in the past, my favorite part of Magic: the Gathering was building decks. So each time I go do a daily and end up using the same generic cards I’ve been using for the last two months, I die a little on the inside.

But then I found the weird thing: not all the Epics were good. In fact, a lot of them were outright bad. There are basically 3 Epics per class and 10 Neutral ones, compared to Rares with 5/class + 36 Neutral. And when you really just sit down and look at the card selection, it becomes pretty clear that the Rare cards (and Commons!) are the backbone of most of the classes.

You know, Rares, the card guaranteed to be in every booster pack.

There are a few notable exceptions in Epics being better than Rares, of course. Brawl for Warriors, for example. Hunters pretty much have to use Bestial Wrath in every deck, and Snake Trap combos well with the rest of the kit. But when I look at some of these others, I just start scratching my head. It looks like Blizzard was including some “metagame” cards to perhaps hedge their bets against every possible deck contingency. But, honestly, you can (and will) beat someone’s face in with relentless vanilla cards all day long. Chillwind Yeti is a bitch to deal with no matter what Rares/Epics you are packing, and it costs 4 mana while easily slotting into every deck.

So… now I’m not sure about buying boosters any more. If I’m honest, my primary impetus towards doing so was efficiency: if I spend some of my 600 Dust crafting a given card, I’d hate to then open up duplicates of said card later. Plus, which class would I focus on, at the expense of the others? Besides, I’m already 1/3rd of the way to straight-up crafting a Legendary. In large part due to, by the way, cracking open and immediately Disenchanting the legendary Millhouse Manastorm. Because clearly Blizzard feels it necessary to follow in the M:tG tradition of printing junk cards in the highest rarities. But, hey, 400 Dust from a single card ain’t bad.

And he's not even technically the worst Legendary.

And he’s not even technically the worst Legendary.

By the way, according to this write-up, I may have made a huge error in Disenchanting him. And I realize now that, either way, I certainly lost a ton of comedy potential in putting him in every deck and simply seeing the mayhem.

Anyway, the fact that I am even going through this thought process at all is a clear win for Blizzard. I have said before that Hearthstone can be played legitimately for free as long as it is not your primary, go-to game. The best method, as explained indirectly by Wilhelm in a brilliant post this summer, is to treat it as you would Candy Crush Saga: something you play until you “run out of lives,” and then come back to tomorrow. Becoming more invested in the game leads to, well, investment. Of the monetary kind. Which is… bad. Because it’s free. Or something.

Have I mentioned that I hate F2P due to how it warps my mind? Yes, I believe I have.

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:

I don't even have any non-Basic Mage cards yet.

I don’t even have any non-Basic Mage cards yet.

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:

It's 2:1 Card Advantage, minimum.

It’s 2:1 Card Advantage, minimum.

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.

This would have felt SO GOOD, dammit.

This would have felt SO GOOD, dammit.

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:

Just be aware of the ego-bruising that accompanies it.

Just be aware of the ego-bruising that accompanies it.

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.

Hearthstone Beta Patch Notes

All Hearthstone progress was wiped last Wednesday, and we are now Live for all intents and purposes; no further wipes are planned between now and (eventual) release. In addition to that news, a number of careful changes have been made to cards across the game. Perhaps too careful.

The full patch notes can be read here. Some examples:

  • Gold gained in Play mode has changed from 5 gold per 5 wins to 10 gold per 3 wins.
  • Arena rewards now give less dust and more cards.
  • More gold is guaranteed at 5 & 6 Arena wins.
  • At 9 Arena wins, you are now guaranteed an extra pack or a Golden card.
  • Pint-sized Summoner – The cost reduction has been reduced from 2 to 1.
  • Wrath can no longer be cast on heroes.
  • etc

There are a few surprising changes in there. Going from 5g for 5 wins to 10g for 3 wins is rather huge. As in, “literally a 33% increase in gold” huge. While I still doubt grinding out an entire Arena Pass in a single day is particularly viable (or sane), it will likely allow you to get a free Arena after every three days of dailies instead of four without too much extra grinding. We’re talking six extra games on average across three days instead of, you know, fifty. Plus, the Arena rewards are supposedly better, with less dust and more goodies.

The card-specific buffs/nerfs run the gamut of expected to boggling. Pint-Sized Summoner got nerfed down to (1)-crystal cost reduction from (2), Defias Ringleader is no longer inexplicably a 2/3 creature, and so on. Druid cards got an unexpected nerf, with many of their otherwise-too-versatile direct damage spells being unable to hit players any more. Rogues can no longer pump up weapon with their hero power, which probably has more long-reaching consequences than appears at first.

Then again, maybe not.

See, when I was browsing for more commentary on the patch changes, I ended up finding what lies at the bottom of the rabbit hole. Take a look at these Youtube “reviews” for some of the top Hearthstone decks, if you dare: Miracle Rogue, Divine Paladin, Pyro-Smith Warrior. Now, it’s possible that the Miracle Rogue deck was disrupted a bit by the patch, but the point is that that is what the game can be boiled down to. And that, quite frankly, scares me.

I have no illusions regarding my own competence level or willingness to compete on some higher level. Winning is great, but I would much rather win as a result of a deck I created than copy & paste a top-tier deck and harvest some tears. The feeling might be a holdover from my Magic: the Gathering days where I had an absolute advantage over my high school friends because I was willing to eBay cards; where was the fun in burying your opponents (who are also, you know, your friends) under piles of money? Skill in the form of tactical moves to snatch victory from the jaws of defeat or building decks that create esoteric, but functional combos is way more interesting to me.

These are the “Good Fights” that people like Gevlon despise, but at the end of the day, all you keep from your hours and hours spent playing videogames are memories. Will you remember winning those hundreds of games on Turn 5 against opponents who had no chance to survive make your time? Or will you remember the egde-of-your-seat victories and when you created an off-beat deck/strategy that actually worked in opposition to all logic and reason?

If you aren’t shooting the moon, you’re just killing time.

Progression

I am probably nearing the end of my focused Hearthstone play. Why? Two words: beta wipes. All progress, cards, gold, etc, will be wiped at least once in the upcoming weeks, and possibly more than once. If you happened to purchase something for real money, you will get the equivalent amount of gold once Hearthstone goes Live.

All of this is known information, so why am I bringing it up? That’s actually an interesting question, as I examined my roiling emotions after a string of recent Arena losses. Scrubbing out at 1-3 or – god help you – 0-3 sucks. Hard. Each Arena buy-in requires $1.99 or 150g, with the latter amount requiring roughly three days of dailies plus 30 wins in Ranked/Unranked play (i.e. against other people) to collect. Or just complete four dailies. Going that route actually works out pretty good as long as you keep Hearthstone as your sort of “side game” that you play for 30-45 minutes each day before playing your main game; as long as you keep yourself from getting too into things, you can legitimately play (Arena) for free pretty easily.

Alternatively, if you win at least 7 Arena matches in the buy-in, you get enough gold to play again.

What I got for going 9-2.

Money in the bank.

As you can see, I received 310g for having gone 9-2 with the Rogue (nine wins is the maximum). An earlier 8-3 record resulted in 215g. Needless to say, I was feeling pretty pleased with myself, especially given the Arena portion of the game is significantly more interesting to me – playing against Constructed decks feels pretty rote in comparison. Plus, where else would I get to screw around with Legendaries in what feels like a guaranteed draw for each Arena match? You aren’t likely to see those and other high-powered cards from packs you open, but seeing epics and such is pretty common across 30 random draws.

But then the RNG floor fell out. I felt I was getting a good handle on which Heroes were best in Arena – things are much different than in Constructed where you can build around combos – but I suddenly realized how exceptional my winning decks truly were. My 8-3 Druid deck had eight removal cards, including AoE removal. The 9-2 Rogue deck had two Saps, a bunch of Silence creatures with multiple ways of returning them to my hand, a fistful of removal, and two Defias Ringleaders that make going second a complete joke when you drop a 2/3 and 2/1 on your first turn.

Here was the deck:

Building this was so much fun.

Building this was so much fun.

You don’t need to know anything about the Hearthstone other than that this deck was unfair. Three Fan of Knives, two Blade Flurry, two Sap, two Patient Assassins, Betrayal… Jesus, it was sublime. Hearthstone Arena is entirely about tempo, and let’s just say most games involved me playing dubstep to their John Cage 4’33”.

Needless to say, I have spent the past three days falling back down the Bell Curve face-first. A string of awful Hero choices plus awful card choices plus opponents who all but win by round four (having demolished my early game). It is entirely possible this all has been by design, via hidden MMR rankings. One of the biggest Hearthstone innovations amongst the pile of others has been the fact that Arena games are unmoored from any particular tournament. If you play a Booster Draft in Magic Online, you’re playing either for 15 minutes or two hours depending on your record, against whomever happened to stroll into your tournament with you. In Hearthstone, you can play one Arena game and then come back a week later if you want. This is fantastic… provided you don’t rely on being a big fish in a small pond for your wins.

All this losing made me realize that I don’t like it. Losing, that is. A fair ranking system is based around ensuring you lose 50% of the time, but it seems to me that losing feels much worse than the positive winning emotions, especially when losing results in opportunity costs and/or costs you real money. Presumably the delta between winning and losing is compensated by the fun you have actually playing the game. But I am coming to the realization that it isn’t enough. I need a tangible sense of progression too. Knowing that the pity packs are full of cards going away in X number of months means losses are simply time consigned to the abyss.

The obvious counter-points are A) new gear tiers in MMOs result in obsolescence of progression, B) time spent gaming is technically “wasted” by default, and C) how in god’s name did you play Counter-Strike for four years then?

The answer to the first is pretty simple: properly-formatted achieved goals can’t be taken away. My goal in WoW was never “have BiS gear in every slot” – that is just a recipe for disappointment. Instead, my goals were more general, like “be better off than I was yesterday.” Grinding Valor, getting raid drops, capping Conquest… all of these things resulted in a feeling of sustained progression that persisted even when new tiers came out. In fact, my “investment” in gearing up paid off in getting the new gear quicker or more easily.

Obviously I quit playing WoW, but I still don’t see that time as wasted; leisure activities being a waste of time presupposes an (nonexistent) objective purpose in life, which answers point B.

As for C), well… that’s the pickle. I feel games like Counter-Strike allow you to experience meaningful fun even as you ultimately lose a round/match, probably because winning/losing doesn’t matter in the first place. As long as I pulled off some kind of crazy kill before dying, I could walk away satisfied even if our team was otherwise destroyed. Which is leading me to believe that the existence of progression in a game sets up its own failure, given that losing progression (either directly or via opportunity cost) makes me feel worse than gaining progression. At the same time, I tend to gravitate towards games with “investment” opportunities over games where I am “just” killing time. All games kill time, but killing time + progression makes it feel more meaningful on top of whatever arbitrary goal-achievement neurochemistry is going on.

All of which is an extremely roundabout way of saying that I lost a bunch of Hearthstone Arena matches this weekend and am sad as a result. Going from being more than self-sustaining to practically in-the-hole playing is bad, and there not being any sense of long-term progression (in the beta) makes it worse. Also, trying to unlock Shaman cards in Constructed play feels terrible; seriously, Blizz, why did you put all the juicy Shaman cards in the packs? Chain Lightning is practically required to get anywhere.

Wait a minute, why am I in-game again? Might as well knock out this daily…

[Hearthstone] Remaining Concerns

My Press™ coverage of Hearthstone has been pretty glowing thus far, so I wanted to talk today about some lingering concerns about a few issues that cropped up in the last week. I do not believe these to be structural problems necessarily – I feel like they could be fixed within the Beta – but I also have no idea how Blizzard will address them, if at all.

1) Unbalanced Heroes

On paper, the nine Heroes you can pick between are balanced. Here is a rundown of their powers:

  • Druid – Hero gains +1 Attack until end of turn, and +1 Armor
  • Priest – Restore 2 health to target
  • Warrior – Hero gains 2 Armor
  • Paladin – Put a 1/1 creature into play
  • Rogue – create a 1 attack/2 durability weapon, or +1 Attack to weapon this turn
  • Warlock – Lose 2 Health and draw a card
  • Hunter – Deal 2 damage to enemy Hero
  • Shaman – Create a random totem (usually 0/2 creature w/ ability)
  • Mage – Deal 1 damage to a target

By the way, all of the listed abilities cost the same amount of resources (2 crystals).

One of the more annoying classes to play against.

One of the more annoying classes to play against.

The problem in reality is two-fold. First, there is a huge difference in synergy between a Hero’s powers and the class-restricted cards. The Priest’s ability, for example, combos ridiculously well with one of the default Priest cards: Northshire Cleric, a 1/3 creature that let’s you draw a card when a creature is healed. In fact, entire mechanics revolve around and/or become enabled by the Priest’s ability. Enrage, for example, is an ability that triggers an effect when the creature is damaged. One of the most common cards that uses Enrage is the Gurubashi Berserker, a 2/5 creature that gets +3 Attack each time it’s damaged. Smashing into a 2/2 will beef the troll up to a 5/3, which is nice… but also puts it within range of a lot of counter-attacks. A simple heal from the Priest though, puts it back to 5/5, letting it snowball further. Then you have goofy cards like the Angry Chicken, which is a 1/1 with Enrage: +5 Attack. Obviously you need to combine that creature with some other effects to boost its Health, of which the Priest has many.

By means of comparison, nothing combos with the Hunter ability. In Magic: the Gathering, the devs eventually created the Bloodthirst mechanic that boosted a creature’s stats (or some bonus effect) if it was played the same turn as the opponent taking damage. No such thing exists in Hearthstone, at least for now. And while Rogue decks need no assistance, the Combo system on Rogue cards have nothing to do with the Rogue’s ability; at least the Druid, Warrior, and Warlock are thematically consistent with their class cards. Then again, perhaps we should look at the Priest as an outlier rather than the bar that other classes should reach.

The second problem is related to the first: what class cards are available by default radically changes the strength of your deck. Now, sure, technically everyone will be able to unlock all 20 basic class cards by simply playing against the computer (assuming they didn’t want to challenge players). But take my word for it: many of those early games suck. Hard.

Through either a combination of the first issue or the second, I can already tell that some Heroes are being left in the dust by the Beta population. I would say more than 95% of the Ranked games I have played have been against either the Mage, Rogue, or Priest. For a good reason: they’re strong.

There are a few clever things Blizzard is already doing to (presumably) combat this trend. One of the types of daily quests is to win 2 games as a specific class. When I logged on yesterday, for example, I had to win 2 games as a Druid and Warrior (two separate quests, as I had missed yesterday’s daily). Having played neither before, I created custom decks for both and then went for a spin against some human opponents. Those games played out very differently than my normal games, and were pretty fun to boot, although I doubt I will be spending much time with them until I luck into some of their non-basic class cards from booster packs.

The other clever move to improve class experimentation, if not promote diversity, is how Arena mode matches start by forcing you to pick between three random class Heroes before you start the actual Draft process. The other day, I had to pick between the Hunter, Druid, and Shaman, all of whom I had never played with before. While they let you mouse-over their Hero powers from that specific screen, the more critical aspect of the Heroes is ultimately their selection of class-specific cards. Spending some time in your collection looking at all of the class’ cards – which, by the way, Hearthstone allows you to do even if you don’t own them – is definitely recommended.

For the record, I chose the Hunter. And went 0-3.

Worst possible Arena result, I think.

Worst possible Arena result, I think.

2) Unbalanced Cards

Beyond the Hero issue and the class-specific card issue, I have a problem with the card balance in a few locations. Basically, I don’t feel like strictly-better cards should exist in a CCG, especially not when it appears it’s being “balanced” around rareness. Take a look at the following:

Balance!

Balance!

There is precisely one scenario in which you might choose the raptor over the gnome: if you were playing some kind of Beast deck (e.g. with the Hunter). And actually, you might put in the gnome even in your Beast deck; por que no los dos? At least with the Ooze, you can convince yourself that there are certain scenarios in which blowing up the opponent’s weapon is better than whittling down their blockers for free.

By the way, only the Paladin, Warrior, and Rogue are likely to ever have weapons equipped. That Ooze is pretty much a dead draw 90% of the time in my experience.

A few other cards are simply ridiculous. Pint-Sized Summoner, for example, pretty much single-handedly caused me to lose an Arena game (I had no targeted removal at the time). Bloodlust is probably balanced, but 100% of the games in which I lost to a Shaman have been due to that one card… and a bunch of suddenly bloodthirsty totems. And so on.

3) Over-reliance on Taunt

This section is going to be short, because the title sums it up: Taunt is both ubiquitous and pretty much the only means of combat shenanigans.

This should have been a combo, dammit!

This should have been a combo, dammit!

In case you aren’t aware, Taunt is a creature ability that forces an opponent to only attack the creature with Taunt, as opposed to being able to attack any creature or just smash the opponent’s face in directly. Without Taunt, basically whoever drops creatures first is at a huge advantage since they can decide to attack any “special” creatures their opponents play with their own creature or ignore them. Pretty much the only rational strategy then becomes A) play special creature and then immediately drop a Taunt meatshield, or B) beef up a Taunt creature and control the board. An all-in-one package example of the latter is Ancient of War, which is an absolute bomb drop in Arena, by the way.

4) Playing first puts you at a huge disadvantage

Another shorty, but basically I never ever want to go first when playing Hearthstone.

Each player draws three cards before a game, and can choose to send any (or none) of the cards back and draw different ones. Whoever goes second draws a fourth card during this phase, and thus can fish for their deck combo cards or removal that much deeper. Plus, after the first player’s turn, they get a 0 crystal card called “The Coin” that will temporarily give you 1 crystal for a turn. So, basically, going second you can cast a 2 crystal card on your turn 1, or 3 crystal card on turn 2, and so on. What makes it even worse is that The Coin counts as playing a card/spell, which can trigger all sorts of nonsense, such as a Defias Ringleader suddenly giving the Rogue a 2/3 and 2/1 creature on turn 1.

Conclusion

Having said all that, I do feel like these are solvable problems. For the most part. Given the simplicity of the resource system and the mechanics in this first set, I am not quite sure how things will get balanced. The Knife-Juggler and Pint-Sized Summoner could be reduced to 2/1 and 1/1 respectively, and still be worth playing. But what about those Hero powers? The Hunter power can’t be reduced to 1 crystal or the damage increased to 3. Would they buff the Hunter class cards instead? What if a player doesn’t actually use those “balancing” cards?

Time will tell upon release exactly how broken some of these interactions are. Time will also tell how much we or Blizzard particular care. I probably have the most fun in Arenas (I went 8-3 and 9-2 this weekend, the latter of which resulted in 310g) where dropping game-changing cards is the norm, and Ranked matches sorta feel like 2v2 Arena in WoW somtimes. I would rather it be balanced of course, but this is also a CCG – there being only a few viable decks at the upper-end is pretty much par for the course. But if Blizzard wants to do some (more) groundbreaking things with their game design, they are going to have to fix the above four issues at a minimum.

Hearthstone’s UI

As you may have picked up on in my Hearthstone Impression post, I am a huge fan of its UI. In fact, it is one of the best UIs I have ever seen in a videogame. Which is… kind of an unusual thing to say about videogames in general, right? Who cares about UI anyway?

Well, technically everyone. A game’s UI is how you interact with the game itself, or glean useful information about the game state. Sometimes you can get away without having an UI at all, like with LIMBO. Other times the designers might get all fancy and try to integrate the UI into the game world itself, like with Dead Space. Most times though, a game’s UI is simply there, and the most you can hope from it is to get the hell out of your way (Skyrim).

It is an extremely rare game that features a UI that actually makes the game itself better. Hearthstone is pretty much the only example I can think of. But why? Let’s break it down:

Emulates the Warcraft Experience

This might sound obvious, but Hearthstone: Heroes of Azeroth is derived from the Warcraft franchise and prominently features characters from said game world. It is one thing to use the likenesses though, and a completely different thing to emulate the color palette, the visuals, and the ineffable mood of the game as well. Everything from the menus to the animations to the sounds feels like it could have been pulled straight out of either WoW or Warcraft 3. In fact, I am pretty sure they did outright copy/paste a lot of the sound effects, at a minimum.

Not all of the iconic cards are good, mind you.

Not all of the iconic cards are good, mind you.

The result of this is that an otherwise completely new gameplay experience will instantly feel familiar to someone who may not have ever played a CCG before. And more subtly, assuming you still have fond memories of the other games, some of those are likely to bleed through via nostalgia.

UI Elegantly Informs the Gameplay

Digital card games differ from regular video games in that their UI essentially is the entire game; beyond the cards themselves, the rest of a CCG match takes place in each player’s head. Hearthstone is literally the first CCG I have played that has attempted to – and successfully accomplished – bring(ing) the mental game back into the visual realm.

For example, when your hero plays a Weapon card, it clanks and rattles next to your hero, while the hero tile itself lifts off the board and goes smashing into your intended target. Then, at the end of your turn, the weapon card (which has long since ceased being a rectangular object) gets hidden behind an oval sheet of iron, which sounds and looks like a full-plate helm shutting. You don’t have to know anything about the specific rules of Hearthstone to know intuitively, from this very UI design, that A) weapon cards let your hero attack, and B) your hero can’t use the weapon during an opponent’s turn.

There are “little” touches like this all over the place in Hearthstone. Creatures with Taunt have a different shape on the battlefield to distinguish them. Creature with Death-rattle (an ability that triggers on their death) has a little skull and crossbones icon on them, whereas a creature with a normal triggered ability has a lightning bolt. Even if you did not know what those icons meant at a glance, hovering your cursor over the creature quickly brings up an unobtrusive cheat sheet description. This is a UI scheme that both enables and enhances your ability to “grok” all the moving pieces extremely quickly.

3) Genre Game-Changing Innovation

Seriously guys, this screenshot has pretty much ruined all other CCGs for me:

We can never go back.

We can never go back.

If you are not quite sure what you are looking at, it is pretty simple conceptually: you can see what your opponent is looking at. If your opponent is hovering their cursor over your creature (to perhaps read its text), the creature glows. If they then cycle through their hand looking for a way to turn the game around, you see their cards glow one at a time. If they decide to target you with a creature or spell, a huge arrow appears where their cursor is, and you can watch as they debate with themselves as to which would be the better move.

This sort of thing is simply unprecedented in a digital CCG. And mandatory from now on, IMO.

Not convinced? Think about playing Chess in person versus playing against someone online. The pieces are all the same, the board is the same, everything is the same… except for the feedback. When you are face-to-face with someone, you can see where they are looking on the board, you can see them pick up a piece and start to move it before putting it back again. Aside from the mind games this opens up, at a minimum it might give you pause to consider that Bishop over in the corner that you had forgotten about until your opponent had briefly considered moving it.

Like I mentioned earlier, CCG battles always took place in the theater of the mind. You never really knew what your opponent was thinking or about to do… unless you happened to be lucky enough to be dueling them in-person. Can you imagine other games operating with this lack of feedback? Think about playing a FPS in which you could not hear another player walking or even which way they were facing when you did see them. An incredible amount of nuance would be lost.

Finally, at the bare minimum, consider the benefits of knowing that your opponent is actually at their chair and not AFK. I’m more than willing to wait a few minutes for someone to make their move as long as I know they are actually in the process of determining what move to make. Compare that to most other CCGs like Scrolls or SolForge or Magic Online where you are basically left watching the round timer count down.

4) Evokes the Physical Space

This last one is a lot more subtle than the others, but welcome nonetheless. Essentially, everything in Hearthstone feels… real. Like a three-dimensional object, with heft and contours and such. You don’t play cards by just clicking on them and then clicking on a target, you actually have to drag them from your hand and drop them on the target (assuming the card doesn’t automatically turn into a ball of flame or whatever midway through the action).

The way creatures are handled is similarly finely detailed. You might have noticed how creatures are sort of oval shaped, right? Well look at an unplayed creature card:

Clever girl.

Clever girl.

That’s right, the creature oval “breaks off” from the card when you play it. When a huge creature is played, the oval crashes onto the playing surface, creating shock waves and a small crater. Attacking with said creature involves the oval flying towards the enemy hero, smashing into them and shaking the screen. You start to forget you are playing a CCG at all as it feels sorta like a miniature game at this point. And yet there is still a connection between the cards and their products. Compare that to Scrolls, which also summons creatures but has no real tie between the product (parchment scroll) and the result (animated sprite).

And let’s not forget how this oval thing also solves the problem in CCGs when it’s not easy to distinguish between creatures, enchantments, spells, and so on. Cards are generally of uniform size, and the artwork (which usually takes up 50% of the real estate) can sometimes work against your quick assumptions by having a bunch of dragons or whatever on a “Deal 5 damage” spell. This is not a problem in Hearthstone, as all creature cards have ovals inside them.

Seriously, this is like goddamn paperclip levels of elegance here.

Conclusion

As I mentioned in my Impression post, Hearthstone feels both visceral and whimsical simultaneously. The further pillow fight analogy comes from the sense of “slamming” the cards down on the table, almost feeling the creatures smash into your opponent’s face. Then there are the spell effects like Consecrate that could have easily gotten away with simply dealing 2 damage to all enemies and been done with it. Nope: all your opponent’s creatures and hero tile are lifted high off the table as cracks of golden light bleed through, and then everything slams down at once.

The whole thing reminds me of how it feels to roll dice in D&D campaign – the physicality of the action imparts a gravitas completely independent of the otherwise unremarkable generation of a random number. For Hearthstone to evoke this feeling using just sounds and what could be Flash animation is pretty amazing.

If CCGs are not your proverbial cup of tea, it’s unlikely that even an amazing UI is going to change your mind. If you enjoy the genre at all though, or are merely ambivalent, then suggest you give Hearthstone a try at release. Watching Youtube videos of other people playing does not replicate the experience dropping late-game bombs on your opponent and watching them futilely cycling through their hand trying to come up with a response.

Beta Impression: Hearthstone

Yes, I made it into the beta with that ridiculous email and Press™ credentials. It just goes to show you that with hard work and a can-do attitude Camus was right. Embrace the Absurd.

Anyway… Hearthstone!

Momentum is extremely fluid.

Momentum is extremely fluid.

For those not following along at home, Hearthstone is a free-to-play CCG made by a small team at Blizzard, all of whom likely had an awkward conversation with their bosses as to why they were apparently hiding their goddamn genius game development and UI skills under a bushel.

Indeed, that is exactly the first thing anyone should talk about when it comes to Hearthstone: it has perhaps the best UI in any game ever made. It is both visceral and whimsical, simultaneously. You know that feeling in a pillow fight, about ten seconds in, when you are just wailing on somebody and clearly winning before Jason knocks over the lamp and your mom comes upstairs and makes everyone go to bed? It is kinda exactly like that. Or close enough that I am going to continue using this ungainly metaphor for the rest of the post.

The basic premise of the pillow fight is that each player creates a 30-card deck, limited to 2 copies of an individual card, and then tries to reduce the opposing player from 30 life to zero in a turn-based manner. A few unique gameplay wrinkles show up immediately. First, players have to choose a Hero to represent them, corresponding to one of the original nine classes in World of Warcraft. Each class has their own unique set of cards that cannot be used by the others, although there is a large portion of “neutral” cards that can go into any class’s deck. In addition to the unique pool of class cards, each hero has a “hero power” which is an ability that costs two resources and can be used once each turn. The Paladin hero, for example, can create a 1/1 creature whereas the Warlock can pay 2 Health to draw a card (ala Life Tap).

The second gameplay wrinkle comes from the gameplay flow. Each turn, a player gains another resource point (aka Gems, Crystals, whatever), up to a maximum of 10, with them reseting at the start of each turn. While there are technically “Secret” cards with hidden triggers that can be played, there is otherwise no action possible during an opponent’s turn.

Finally, combat plays out a little differently than you might expect, coming from SolForge or Magic: the Gathering. Summoning Sickness and Haste (i.e. Charge) is all there, but there really is no concept of “blockers”; unless your opponent has a creature with Taunt, you are free to send your units to attack the player or his/her creatures at your leisure, in whatever sequence you choose. While the optimal move is sometimes obvious – sending your 1/1 into that 5/1 – the math becomes exceedingly fuzzy when you start having to compute whether it’s better to just send all the damage to their dome and hope you maintain enough initiative to win the damage race.

Here is an example of some strategery:

This Warlock is in for a bad time.

This Warlock is in for a bad time.

It’s turn 7, and the Warlock has a 7/7 mob. On my side, I have a 3/2, a 1/1, and a Young Dragonhawk (1/1 with Windfury, which lets it attack twice per turn). In my hand is Raid Leader (2/2, gives my other creatures +1 Attack), Blessing of Might (gives creature +3 Attack), Lord of the Arena (6/5 mob with Taunt), and Shattered Sun Cleric (3/3 that gives a creature +1/+1 when it comes into play). My moves? Blessing of Might on the Young Dragonhawk, Shattered Sun Cleric also targeting the Young Dragonhawk, and then playing the Raid Leader. Attack the Warlock directly with all my creatures, dealing 6 + 6 + 3 + 1 damage to the dome, bringing him to 8 life with more than lethal damage still on the board.

Why play this way? There are a few reasons I chose to, and a few more that argue for a more conservative approach. Warlocks have a lot of removal by default, including Hellfire that deals 3 damage to everything. As amazing as my 16 damage was the prior turn, a single Hellfire would have wiped my entire board and left the Warlock with a 7/4 creature wailing on me. I could have perhaps played the Lord of the Arena and then Blessing of Might on the Dragonhawk, dealing 12 damage and leaving a sort of Taunt barrier that would survive (and trade) a Hellfire. Or I could have done my big play like last time, and sent the 6/2 Dragonhawk into the 7/7 as its second attack and finishing it off with the 1/1, having dealt a total of 9 damage to the Warlock.

Having actually wrote all this out, it has become apparent that my original play was monstrously dumb. A single Hellfire would have wrecked me, to the point of not being able to recover. At the time, my thought process was that the Warlock had to remove my Dragonhawk or lose the next turn, so he’d send in his 7/7 targeting my 6/2, leaving it as easy picking on my next turn… which would be irrelevant because I’d have lethal damage available anyway. Shit, I was probably just too damn excited to contain myself. “Sixteen damage in one turn! Ka-Pow, right in the kisser!”

While there are moments of high excitement, there are also moments of extreme depression. Hearthstone, like many (most? all?) CCG games, forces one to become intimately acquainted with the Three Sisters: Tempo, Card Advantage, and RNG. Take a look at this screenshot which, days later, still causes me to groan:

JESUS, C'MON!

Seriously?! C’MON!

My opponent is at 1 HP, and it’s their turn. They send their 3/3 (which makes a 2/1 at death) at my 5/5, and then the 2/2, and then send a 1-damage fireball at my 1/1 creature. Approximately 247 days or five turns later, whichever is worse, the Mage wins. Wins. I never draw a creature with Haste Charge, or any “direct” damage (by Paladin standards), and nothing on my side of board lives long enough to attack. I created a 1/1 each turn only to have it pinged away.

You will have games like this, and it will suck. It is not quite on the same level as being Mana Screwed in Magic, but games possibly grinding to a halt is at least one problem that Scrolls solved beautifully – in Scrolls, you either turn a card into a resource or discard it to draw 2 new cards. With Hearthstone, some heroes like the Paladin have a severe problem with running out of steam. There are technically some Paladin-specific trickery to “solve” this issue – Divine Favor is a 2-cost spell that let’s you draw cards until you have as many as your opponent – but that is heavily dependent on actually having said cards in your collection, and drawing into them at the opportune moments.

Speaking of which…

The Business Side

So where are the Hearthstone F2P hooks? Well… it’s kinda weird. I mean, not really, but it sorta is. Here is how you spend money:

Almost... reasonable?!

Almost… reasonable?!

You can buy 5-card booster packs for 100g or at an escalating discount; they come out to be $1.50, $1.43, $1.33, and $1.25 apiece in the various quantities. Entrance into the Arena (which used to be the Forge) is 150g or $1.99. Purchasing boosters for 100g is almost always a waste of precious gold, considering that even if you go 0-3 in the Arena, you will receive a booster pack at a minimum in addition to some other prizes. Supposedly, if you win 7 or more Arena matches, you will make enough gold to purchase another entry. I went 4-3 and came out with 45g and some dust (used to create cards) in addition to the booster, so I technically “paid” a 5g premium for a series of fun games and dust instead of simply having a booster.

What are sources of gold? There are basically two: daily quests and winning matches against people. The “daily quest” is really just a random quest that asks you to win 3 matches, kill 40 creatures, play some games as a specific class, and so on, with a reward of 40g. Winning matches gives you 5g after you win a total of 5, e.g. 1g apiece. I think there might also be a gold award when you level a class up to 20.

So you can sort of see the outline of the F2P hooks. You are not going to be playing in the Arena every day without forking over some serious cash. Being competitive in the Ranked games will require Legendaries and other power cards, which come from random packs. All pretty standard for a CCG, really.

But honestly? Blizzard is pretty much doing everything wrong if their goal was pure F2P exploitation. There are no special classes of booster packs (more expensive versions that have guaranteed rare cards) like in SolForge or the upcoming Hex. You can play the equivalent of Booster drafts using in-game currency. And the biggest jaw-dropper once you think about it? You can manually create any card in the game via the dust. Including Legendaries. Yeah, it takes like 1600 dust to craft a Legendary and your sole source of dust is going to be from activities that involve money (e.g. boosters or Arena), but again, you can substitute in-game currency for the costs. So, eventually, a person that spends $0 can have a full set of all the cards in the game.

Probably around the same time a new set comes out, but hey.

Bottom line: Hearthstone has some legs. In fact, it’s about to have a few more pairs after it chops the current (and upcoming) competition off at the knees. The game is fun, the UI is a feast for the senses, and the few issues I do have with the game can easily be addressed by the end of Beta. This Impression post is already absurdly long, but you can be certain that there will be more to say about Hearthstone in the weeks and months to come.

Followup

I mean, of course it did.

I mean, of course it would.

Dear PR@Blizzard.com

Subject: Hearthstone Beta Press™ Request

Hello,

My name is    nice try, NSA        , aka Azuriel, and I run a gaming blog called In An Age (inanage.com) that has a focus on PC games. While the topic of my posts varies between what I’m playing, to game reviews, to MMO design critiques, I am especially passionate about my Beta Impression posts. I have wrote beta impressions about WoW expansions, Guild Wars 2, Darkfall, Card Hunter, and more. In fact, I just completed two more within the last week: Scrolls and SolForge.

I would be extremely honored if you allowed me to add Hearthstone to that list. By letting me in the Hearthstone beta. As a member of the Press™.

In return, I can promise you a minimum of one (1) brutally honest Beta Impression post, and possibly dozens more if the game is as amazing as it looks. In fact, since I would likely spend money in the store for the tournaments (as investigative journalism), you could almost say that I’m paying you for free advertising. Just think: a Hearthstone article by me could be seen by hundreds (!) of people! That’s a PR coup if I’ve ever seen one.

In any case, I want to thank you for your time, and stalwart support of the blogging community. Your willingness to give members of the Press™ (such as myself) beta keys is an inspiration to us all. Hopefully.

Shamefully yours,

don’t doxx me, bro  (aka Azuriel)

P.S. If you ever need to fill a slot on a Press™ tour of Blizzard HQ or on the WoW dev team, I am available.