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    Saturday, May 1, 2021

    Hearthstone Latam Jaina's voice actress passed away

    Hearthstone Latam Jaina's voice actress passed away


    Latam Jaina's voice actress passed away

    Posted: 01 May 2021 01:35 AM PDT

    Top Cards of the Week from r/CustomHearthstone (05/01/21)

    Posted: 01 May 2021 09:33 AM PDT

    Shamen got it but where is demon hunter's?

    Posted: 01 May 2021 07:47 AM PDT

    But when the world needed him the most, he vanished..

    Posted: 30 Apr 2021 08:20 PM PDT

    I just noticed that the new Battlegrounds card Roadboar is a reference to the Overwatch character Roadhog.

    Posted: 30 Apr 2021 11:37 PM PDT

    First NA legend(2 hours and 24 minutes)

    Posted: 01 May 2021 02:39 AM PDT

    From the creators of Raza Priest... comes Raza Hunter!

    Posted: 01 May 2021 12:41 PM PDT

    In today's episode of bullshit secret paladin:

    Posted: 01 May 2021 11:36 AM PDT

    Little Rascal - Hearthstone Fanart based in "Forged in the Barrens" + Hero power + Card + Flavor txt

    Posted: 01 May 2021 08:03 AM PDT

    Weird bug when russel the bard uses Reckless aprentas.

    Posted: 01 May 2021 01:45 PM PDT

    Am I missing something, or has Blizzard made crafting even harder to filter?

    Posted: 01 May 2021 09:30 AM PDT

    I know this change happened a little while ago, but I still can't understand it. Previously, the vast majority of uncraftable cards were in the Basic or DH initiate sets, and they wouldn't show up when you went into Crafting. Now under the new system the core set does show up, despite it being impossible to interact with.

    Obviously it's pointless for them to be there, but it's made worse by the fact that I've got uncraftable golden versions of so many cards now. When I'm in need of dust, I look for golden cards first, but the vast majority of golden cards in my collection are cards I not only can't disenchant, but have no reason to be shown in the crafting tab in the first place. I know I'm complaining over literally almost nothing, but it just seems so pointlessly unhelpful.

    And you know what else is pointlessly unhelpful? Blizzard giving me the option to tick a box to show only uncraftable cards. In the crafting tab. But not a box to tick to exclude them. How can it be more important to find uncraftable cards than craftable ones, when those are the exact cards you can't interact with?

    tl;dr if it's uncraftable it doesn't need to be in a crafting tab; I have too few golden cards to be mocked like this; no I don't expect Blizzard to actually change this it's just a little frustrating.

    submitted by /u/Quindlequonx
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    Hir'eek, grant me wins!

    Posted: 01 May 2021 02:17 PM PDT

    Some old birthday card I made for my BF 5 years ago, found while packing stuff for moving

    Posted: 01 May 2021 05:38 AM PDT

    Everytime i play as Fungalmancer Flurgl...

    Posted: 01 May 2021 12:04 PM PDT

    BOB HAS SPOKEN

    Posted: 01 May 2021 04:54 PM PDT

    New month, same old shit

    Posted: 01 May 2021 06:03 PM PDT

    20/19 worth of stats on turn 1 duels

    Posted: 01 May 2021 06:44 AM PDT

    The Fordring Empire

    Posted: 01 May 2021 07:29 AM PDT

    This game literally has turned into a clownfest.

    Posted: 01 May 2021 03:48 PM PDT

    Letting Tamsin live for my priest opponent wasnt the best idea, I just realised now how many OP shadow spells priest has xd

    Posted: 01 May 2021 11:10 AM PDT

    Analysis of Return on Time Investment for Playing Hearthstone in terms of XP, Gold, and Dust

    Posted: 01 May 2021 11:55 AM PDT

    Analysis of Return on Time Investment for Playing Hearthstone in terms of XP, Gold, and Dust

    I decided to do some calcs and show both how breaking into the game is difficult and how the game doesn't reward active players enough.

    Average Dust / Pack used is 145. As per https://www.reddit.com/r/hearthstone/comments/3gp7nh/average_dust_per_pack_test_470_packs_analysed/ this realistically should be around 105.915, but I can already hear the number of complaints about cards you don't have being worth more in dust, so take a 36.9022% overvaluation for compromise. A massive amount of the cards you get have no actual application for the decks you may be interested in crafting so this saving will probably be about equal to pulling a legendary for any deck you choose to make, but not getting any other key pieces naturally. Factor in the freebie legendaries here if you want. All dust / pack statistics are HEAVILY skewed by epics and legendaries too, so a bad dry streak could change the dust per pack heavily.

    Average Gold per 1000 experience is calculated at 100 for a newbie. As per https://www.reddit.com/r/hearthstone/comments/jwxq38/gold_per_1000_xp_graphs/ this **WAS** around the midway point of the gold curve for a new player before XP per objective was halved as per https://playhearthstone.com/en-us/news/23609768/rewards-track-refresh-and-diamond-cards. Given how quickly you level up early on this is being incredibly generous, 55 or 60 is much more realistic even for a new player considering the average time commitment per level and how it's heavily skewed towards the sub-30 gold/1000 section, now buffed to be 60/1000. However, on top of naturally generous gold curves new players also receive packs, so let's just throw some leeway in here.

    Average XP per week is calculated to be about 20,700. This assumes religiously doing the weekly quests for 6000 XP, getting 7000 XP from dailies (assuming https://www.reddit.com/r/hearthstone/comments/jx88v5/the_new_800_and_1000_xp_quests_are_only_worth_26/gcvn5ew?utm_source=share&utm_medium=web2x&context=3 is still correct barring the 800 to 900 gold quest change), and playing 19.25 hours a week of ranked play (approx. 165 games or so assuming https://www.reddit.com/r/hearthstone/comments/3q1aw3/game_duration_analysis_for_600games/ is still relevant and https://www.reddit.com/r/hearthstone/comments/jw7zw4/xp_per_hour_calculations_win1xp7s_loss1xp10s/ is still accurate for xp / min rates. 6.6667 is used as an average due to the link below, assume you're aggro or something and fast = good, slow = lose) for 8,000 XP, using values from https://outof.cards/hearthstone/2200-the-rewards-track-how-long-to-get-to-level-50-644000-experience-required-to-get-to-level-150. The 19.25 hours/week is something I'd say would be quite high for an average player, but helps soak the relative XP (and gold) the Tavern Brawl packs and Achievements XP would be worth since those are, for the most part, not material enough to justify serious calculations, and also is so the math is simple to follow.

    I think this is incredibly generous and thus should be a good example for the New Player Experience(tm).

    The average dust cost for the current tier 1&2 decks as per Tempostorm (https://tempostorm.com/hearthstone/meta-snapshot/standard/4-20-2021) is 8,131.

    Fig 1. Average Dust Cost as of 5/1/2021 for a Standard Meta Deck

    Since this includes core cards, let's just make this a nice clean 6,000 to account for many taking at least one core legendary and to make math simpler.

    With our new F2P account stats, here's the breakdown:

    Fig 2. Expected Weekly Output / Efficiency Metrics at average Gold / XP levels for New Player

    Under ideal conditions, this means it would take about two weeks of heavy play for a new player to build a meta deck. While early on in the apprentice ladder that can be fine, it may get a bit rough near the end without taking breaks for more weekly gold. This is also assuming they go against conventional wisdom and destroy every card they have to make something they want to play. Playing the game for half a month with a relatively underpowered deck can be a big ask for a new player, especially if they don't like playing cheaper aggro decks.

    But what about the second deck, the moment immediately after they try something and maybe don't like it? What about your dedicated players level 50 onwards who have less of that new player advantage?

    Fig 3. Expected Weekly Output / Efficiency Metrics at average Gold / XP levels for Experienced Player

    Gold drops off immensely as you level, and as you go from level 30 to 100 you're looking at the average becoming worse and worse even assuming you're still getting that new player dust / pack rate. Taking an expected 70 hours of hard grind to make a new deck can be demoralizing, and may make someone not want to play with progress so slow. But...what if you don't play?

    Fig 4. Expected Progress and Efficiency of Minimal Playtime

    With so much XP being in the daily and weekly quests, there's actually very little value gained in playing outside of doing your dailies and weeklies. While the expected time to craft increases by another four weeks, in terms of what you're getting for your effort there's no real contest because every hour played at this level is equal to 6.4 hours of playing ~3 hours a day. There's very little reason to actually play the game to get more because of how little experience you get outside of daily and weekly quests.

    While average dust in far better in the Barrens era than the previous reward track, it is still rather slow to get a new deck running. 20 hours a week will earn less dust than someone who buys a 15-pack about every month and does their quests in 2 hours, and doesn't gain any XP at any other time.

    Fig 5. What I just Said But In Excel

    Might've made a mistake somewhere or glossed over a detail somewhere but I got curious about efficient use of time and I feel this shows the breakdown fairly well. If there are any counterpoints or arguments for changing any statistics, lemme know 'em. Data changes all the time and sources don't always point it out when they're a bit behind, but hopefully everything's still valid.

    Edit: Changed some figures as some of the links were outdated.

    submitted by /u/Spazgrim
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    A nerf to Deathrattle Demon Hunter wasn't the first balance change on my mind I'll admit...

    Posted: 30 Apr 2021 08:07 PM PDT

    Do you feel Barrens has failed to push new archetypes ?

    Posted: 01 May 2021 10:36 AM PDT

    There were many new archetypes pushed in the Barrens, but I feel many have come short. Rush Warrior, Poison Rogue, and Beast+Small Spells Face Hunter all seem to work pretty well, but the rest not so much, or at least not as intended.

    • DH : the whole Deathrattle strategy had some initial success, but now people went back the midrange "smash the face with weapon" strategy. Pity, cause DH has a fantastic Deathrattle minion from AoO with Coilfang Warlord, which does not synergize at all with any of Barrens support card. Maybe Blackthorn could have been a way to cheat out Coilfang (with appropriate cost and stats) ?
    • Druid : Taunt druid sucks cause it has no draws. Would the deck have worked if Overflow was still in standard ?
    • Mage : the Hero Power might have worked if you had some way to increase the consistency of getting Wildfire. It would have been interesting to have a spell which tutors spell. Like 3-mana "draw 2 spell". Plus it would have pushed a Full Minion Mage archetype (where you run very few spells, mostly the tutors and Wildfire) as a nice counterpart to No Minion Mage.
    • Paladin : Secret Paladin works, but not necessarily as Hearthstone intended it. Smythe should have been the payoff, and yet no one runs him. Maybe if Smythe could generate Rush Tokens ? (like Malicia does).
    • Priest : I got nothing. No even sure what the idea was when they made Serena.
    • Shaman : Murloc and Burst could work if Shaman had some draw ? I guess ?
    • Warlock : I'm not super fond of the self-mill strategy, so I don't even know how you could fix this one. I would have liked a "shadow spells synergie" strategy (maybe next expac ? Finger crossed).

    What are your thoughts ?

    submitted by /u/Demoderateur
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    Dean Ayala's Community Q&A #16 - Arena, Battlegrounds, Collection Manager Design, Lich King, & More

    Posted: 30 Apr 2021 10:43 PM PDT

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