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The Hearthstone Championship Tour enters the final phase today, October 26, with the Hearthstone World Championship.
After a long year of qualifying events, the World Championship is finally here. The sixteen qualifiers will be playing for their share of a million dollar prize pool, with $250,000 going to first place. There will be four groups of four players, and the top two from each group will advance to the single elimination knockout stage. Each match will be played as the best of seven Conquest. The groups and players' deck archetypes are listed below.
Cydonia: Malygos Druid, Secret Hunter, Tempo Mage, Mid Shaman, C'Thun Warrior
Thijs: Malygos Druid, Secret Hunter, Questing Rogue, Mid Shaman, Zoo Warlock
Handsomeguy: Malygos Druid, Secret Hunter, Malygos Rogue, Mid Shaman, Control Warrior
Jasonzhou: Malygos Druid, Miracle Rogue, Mid Shaman, Zoo Warlock, Nzoth Warrior
Bbgungun: Token Druid, Secret Hunter, Tempo Mage, Mid Shaman, Zoo Warlock
Naiman: Malygos Druid, Tempo Mage, Face Hunter, Mid Shaman, Yogg Warrior,
Che0nsu: Malygos Druid, Secret Hunter, Mid Shaman, Zoo Warlock, Dragon Warrior
Hamster: Token Druid, N'Zoth Murloc Paladin, N'Zoth Preist, Mid Shaman, C'Thun Warrior
Amnesiac: Malygos Druid, Face Hunter, Tempo Mage, Mid Shaman, Control Warrior
DrHippi: Malygos Druid, Face Hunter, Tempo Mage, Yogg Warrior, Mid Shaman
Yulsic: Malygos Druid, Mid Hunter, Tempo Mage, Mid Shaman, Zoo Warlock
Breath: Malygos Druid, Face Hunter, Tempo Mage, Mid Shaman, Yogg Warrior
HotMEOWTH: Malygos Druid, Face Hunter, Tempo Mage, Mid Shaman, C'Thun Warrior
Pavel: Malygos Druid, Tempo Mage, Malygos Rogue, Mid Shaman, C'Thun Warrior
DDaHyoNi: Malygos Druid, Secret Hunter, Tempo Mage, Mid Shaman, Yogg Warrior
OmegaZero: Token Druid, Tempo Mage, Totem Shaman, Zoo Warlock, Dragon Warrior
There will be one match from each group per day, and the first match starts at 18:00 CEST on 26 October, live on Twitch.
We are all expecting the announcement of the next Hearthstone expansion at BlizzCon 2016. And we might have just gotten the very first hint about it!
Υesterday night, the @PlayHearthstone account on Twitter posted the following image. This may be nothing at all or it may be an actual clue about the upcoming Hearthstone expansion.
Τhe disclaimer of the image reads:
In World of Warcraft, Gadgetzan is a Goblin city situated in the desert of Tanaris, in the southeast corner of Kalimdor. Gadgeztan used to be a mainland city, but after the Cataclysm hit Azeroth it now enjoys a beach and the sea.
Redditor BillHicksBoiii noticed three days ago that the domain gadgetzan.com has been taken by Blizzard. It's difficult to theorise what the expansion could be, though. The obvious link is Goblins, but we've already had the Goblins vs. Gnomes expansion. Unless we are getting a revamp...
You can also notice a pirate ship in the background of the image, so perhaps a pirate themed expansion?! Moreover, as we've already said, Gadgetzan was one of the cities affected by the Cataclysm. Basically, once Deathwing was awakened, he caused the whole world of Azeroth to change dramatically with earthquakes, tsunamis, the invasion of his forces and just his very own presence. Since Deathwing was originally corrupted by the Old Gods, the first expansion we got this year, it is possible that this expansion may be about Deathwing, his following the Twilight's Hammer or the Cataclysm.
Of course, all of this is still in the realm of speculation. The image might mean nothing at all! What do you think?
Ben Brode confirmed the 2 game win streak to be unintentional and explained why he's not satisfied with the Ranked Ladder System.
The developer team listened to the community and they will be making adjustments based on simulation systems that help predict changes that would do to the population curve. Here's what Brode had to say.
Seeing some comments here about how people are enjoying easier laddering due to this bug, and hoping we leave it unfixed. I thought I might chime in and talk about the ladder a bit, and hopefully get some feedback! We have been discussing the ladder system a lot recently - we're not 100% happy with it.
Here are some things we are currently discussing:
Rank 18 players are higher ranked than 50% of HS players. That number doesn't make you feel like you are in the top 50%, and that's a missed opportunity. We try and counter this by telling you all over the place what the mapping is to the rest of the population, but it'd be better if expectations and reality matched here.
We've received feedback that the last-minute jostling for high Legend ranks at the end of a season doesn't feel all that great.
We've received feedback that the ladder can feel like a grind.
We are reanalyzing the number of ranks, the number of stars per rank, the number of bonus stars given out at the start of the season, and other parts of the system.
We are developing simulation systems that let us predict what changes to the ladder would do to the population curve. If we inflate too many stars, the whole population ends up in the Legend bucket and while that might feel great for a single month, the entire system falls apart eventually. People who played waaaay back may remember when "3-star master" was the pinnacle of achievement, and it meant nothing because so many people ended up in that bucket. With better simulation tools, we are planning on trying a lot of crazy things. Iteration is important in design, and getting the tools to iterate quickly is very important.
Something I want to emphasize is that while I think we can improve the ladder, the metric for that improvement isn't necessarily any one player's individual rank increasing. Players want the better rewards (and prestige) associated with high ranks, or the Legend card back, so any change we make that increases the chances of those are likely to be perceived as "good", at least for the short term. But part of what makes the ranked ladder compelling is that exists to rank players. If you want to see how you stack up, ranked is the place to do it. So while some inflation might improve the experience, we need to be careful and make sure we end up with a system that makes people feel rewarded for increases in personal skill or for finding a new deck that breaks the meta.
Have you considered not making the fall in rank so severe in the start of the new season? When I was a new player at rank 21 it didn't feel good to lose against a wicked good deck all the time with my inferior cards.
Yes, that's what I meant by this: We are reanalyzing [...] the number of bonus stars given out at the start of the season.
We think it's a reasonable direction to explore in, but in general it's hard to predict the results on the population distribution among the ranks. Hoping to do some simulation there and make sure there aren't other, better options, too.
Is this really that bad considering legend has its own internal ranking system?
Yes, I think so. Imagine just one bucket and we sort by MMR. There aren't breakpoints with rewards as you increase in skill. There isn't an obvious way to communicate with others about how good you are. It's also difficult to know if you are bad or good. (Is Legend 135003 good? What about Legend 27809?)
The way we communicate our skill or progress is important. Ever heard a friend say "dude! I got to rank 5 this month!"? What is that achievement in a world where everyone is in the same bucket? Watching discreet rank buckets go by (and feeling that progression) and feeling the thrill of reaching a new rank that you've never hit before... those are pretty important, I think.