Aleco

Receive Two Free KFT Packs and an Arena Ticket for Logging in to Hearthstone on Halloween

Sign in to follow this  

21 posts in this topic

5EpW9mt.jpg

Don't forget to log in to Hearthstone today! You'll receive two free KFT packs and a free Arena run for your troubles.

Blizzard is giving away two free Knights of the Frozen Throne packs and one free Arena run as a reward for logging in to Hearthstone on Halloween. Don't miss out on this golden opportunity to play the Hallow's End dual-class Arena for free, as this special Arena is already regarded as one of the best holiday events in the history of Hearthstone.

  • Like 2

Share this post


Link to post
Share on other sites

I think there is no reason to complain. When I look at a lot of tavern brawls they made I could cry how bad they are made but this is a funny thing and not forever just for halloween. I think a lot of players who had nice cross class combos in normal games (through discovery) will enjoy this.

And no one's forcing you to play it. Just make a deck, retire and get a free pack and some dust or gold :)

Edited by Caldyrvan
  • Like 1

Share this post


Link to post
Share on other sites
5 minutes ago, Caldyrvan said:

I think there is no reason to complain.

Yes there is.

Quote

When I look at a lot of tavern brawls they made I could cry how bad they are made

So could I, but that's entirely beside the point. Tavern Brawl has always been the "let's try dumb stuff out" portion of HS.

Quote

this is a funny thing

No, it really, really, really is not. This is "Randomonium" levels of pathetic.

Quote

and not forever just for halloween.

And (censored) thanks (censored) God! What Arena needs is balance, not this absolute crapfest.

  • Like 1
  • Sad 1

Share this post


Link to post
Share on other sites

Well, got Arfus and Valeera the Hollow, thanks Blizzard.

But yeah, double class Arena was fun at first, but I felt it got old real quick, I like the idea of changing the rules of Arena once in a while, but not like this.

Share this post


Link to post
Share on other sites

The new arena is just awful. Can't wait to see the regular arena return. There are so many ways to make arena interesting, but they went for Encounter-at-the-Crossroads-for-the-eighth-time level of fun. Disappointing at best.

Share this post


Link to post
Share on other sites

I for one have been really enjoying the dual-class Arena! Though it does make things a bit more random and harder to predict, an alternative way to look at it is that the skill cap in the dual-class Arena is even higher than normal. The top Arena pros have been stringing together more 12 win runs than ever during this event, and I believe that is due to the fact that there are more difficult decisions to them to make, which creates even more opportunities for their higher skill to shine through the randomness than normal. 

Share this post


Link to post
Share on other sites
2 hours ago, Aleco said:

The top Arena pros have been stringing together more 12 win runs than ever during this event, and I believe that is due to the fact that there are more difficult decisions to them to make, which creates even more opportunities for their higher skill to shine through the randomness than normal. 

More because they're playing more, or higher percentage of 12-wins than normal? In theory, the top players should be averaging higher than usual, given that the overall standard should be lower than usual (everyone getting free entries).

Personally quite enjoyed it as a novelty, and like that they did it. At the same time, not really enjoying arena in general these days. KFT really messed up arena balance imo. Agree with Kripp, Death Knights should never have been in arena. They're fun when you get them, but no fun to play against and just make many games one-sided or completely determined on how deep down one card is in its deck. Feels like fewer and fewer games come down to the skill of either player to me.

Share this post


Link to post
Share on other sites
2 hours ago, Bozonik said:

Agree with Kripp, Death Knights should never have been in arena. 

Totally agree with you there! Whereas legendary minions can typically be answered by a well constructed Arena deck, Death Knights offer so much value over a long game that they're just too difficult to overcome without ridiculous card quality.

2 hours ago, Bozonik said:

More because they're playing more, or higher percentage of 12-wins than normal? In theory, the top players should be averaging higher than usual, given that the overall standard should be lower than usual (everyone getting free entries).

It appears to me that they're getting many more 12 win runs than they would outside of the event. Though the free entry players are certainly a factor in the first few matches I'd guess that they'd be mostly gone by the time you reach the 9 to 11 win mark.

Share this post


Link to post
Share on other sites

I believe that Arena's main issues are common\rare\epic\legendary system and huge luck factor in drafting

I would prefer 3 crads being offered on some different criteria and in a way that gives decks of roughly equal power.

Something like giving sets of 3 cards with similar global winrate in arena would be much more preferable for me.

 

 

Share this post


Link to post
Share on other sites

Yeah, free 2 packs and an arena-run :)

My packs gave me 2 x rare, 8 x common (I don't have any luck with the last 40 packs or something like that).

Unfortunatly my arena-run totally sucked (1:3...)

My deck didn't seem that bad (not great, I got one legendary card. And the best avaiable legendary was Nat Pagle, no shit!) but well, I just sucked *g*

Share this post


Link to post
Share on other sites
17 hours ago, Aleco said:It appears to me that they're getting many more 12 win runs than they would outside of the event. Though the free entry players are certainly a factor in the first few matches I'd guess that they'd be mostly gone by the time you reach the 9 to 11 win mark.

Sure, but it filters through since the typical 9-win opponent during the event will be more like the typical 7/8-win opponent outside of the event as they've also faced easier opponents along the way.

And a new meta, even if temporary, should provide opportunities for those quickest to figure it out.

 

Share this post


Link to post
Share on other sites
On 11/1/2017 at 5:56 AM, Strongpoint said:

I believe that Arena's main issues are common\rare\epic\legendary system and huge luck factor in drafting

I would prefer 3 crads being offered on some different criteria and in a way that gives decks of roughly equal power.

Something like giving sets of 3 cards with similar global winrate in arena would be much more preferable for me.

Thing is, how do you judge that level of power? Would giving Flamestrike to a Mage be the same as giving a Rogue Fan of Knives? Explosive Trap and Blizzard? Fireball and Eviscerate? I think it's incredibly difficult to do it by any criteria other than rarity, simply because of how different the actual classes are. 

Blade Flurry can be better than Flamestrike with a good weapon, so is it rated higher or lower? The same? How do the weapons rank? 

Share this post


Link to post
Share on other sites
6 hours ago, Blainie said:

Thing is, how do you judge that level of power? Would giving Flamestrike to a Mage be the same as giving a Rogue Fan of Knives? Explosive Trap and Blizzard? Fireball and Eviscerate? I think it's incredibly difficult to do it by any criteria other than rarity, simply because of how different the actual classes are.

I would use Blizzard's internal statistics aka winrate of the card in arena for the past few weeks dynamically changing. First few weeks of new expansion will have all new cards at 50%, creating a special meta happening three times per year.

It is objective data. It creates decisions in draft. It gives good players an edge by letting them to draft hard to play cards that have lower than they deserve global winrate. It balances classes, if class has a ton of high quality class cards it will get fewer of them. If class has shitty class cards it will get more bonemares to compensate. It makes all decks closer to each other in power. It is far from ideal, but it is far better than what we have today.

 

Share this post


Link to post
Share on other sites

The problem is as well that there are pretty strong and pretty bad legends/epics. I understand blizz creates the shitty high rarity cards so ppl have lower chance to get the good ones and hopefully throw more money at them.

But for arena it makes no sense. They should just remove those obviously bad cards ;)

Edited by Caldyrvan

Share this post


Link to post
Share on other sites
On 11/6/2017 at 4:11 PM, Strongpoint said:

I would use Blizzard's internal statistics aka winrate of the card in arena for the past few weeks dynamically changing. First few weeks of new expansion will have all new cards at 50%, creating a special meta happening three times per year.

Interesting way of doing it - I don't think this would work for legendaries at all though. You can draft a 3 legendary deck and never draw them while going 0-3. You can win with Patches and no pirates and go 10-3. I think they should be independent of it.

Share this post


Link to post
Share on other sites
On 07.11.2017 at 4:31 AM, Caldyrvan said:

The problem is as well that there are pretty strong and pretty bad legends/epics. I understand blizz creates the shitty high rarity cards so ppl have lower chance to get the good ones and hopefully throw more money at them.

But for arena it makes no sense. They should just remove those obviously bad cards ;)

I hate the whole idea of removing cards from arena. Arena is the place I want to play cards that I'd never put in a constructed deck. And I want it doing because I made such choice not because I got unlucky.

It can be fun to choose between Backstreet Leper Shieldbearer and Grimscale Oracle

But only if you know that you get fair decks and your opponents have similar choices. It is far more interesting choice than "choosing" between UI and two shitty epics.

 

3 hours ago, Blainie said:

Interesting way of doing it - I don't think this would work for legendaries at all though. You can draft a 3 legendary deck and never draw them while going 0-3. You can win with Patches and no pirates and go 10-3. I think they should be independent of it.

Never draw them going 0-3 will even out in global statistics. Maybe winrate of when drawn can be better than winrate when in the deck (but cards that still in your deck do influence your play, so it doesn't seem right)

Also, why legendaries should be special? Why not good spells or something like Bonemare

Share this post


Link to post
Share on other sites
2 hours ago, Strongpoint said:

Also, why legendaries should be special? Why not good spells or something like Bonemare

Because legendaries are normally not as straight forward as something like Bonemare. Bonemare is a straight 4/4 buff with a 5/5 body on board. You know exactly what it does and it normally has a straight forward impact on the game.

Think about how many legendaries have completely unpredictable outcomes. Whether it's RNG targeting, random effects that you can't control, effects that rely on time of triggering etc. They have so much more potential to be either amazing or awful because of it, so are so much harder to quantify.

Share this post


Link to post
Share on other sites
7 hours ago, Blainie said:

Think about how many legendaries have completely unpredictable outcomes. Whether it's RNG targeting, random effects that you can't control, effects that rely on time of triggering etc. They have so much more potential to be either amazing or awful because of it, so are so much harder to quantify.

Servant of Yogg-Saron is a rare and it has huge variance attached. Should it be treated differently, too?

We are discussing thing that will never happen, but if, in this hypothetical system, late in draft,  you choose between three cards with low winrate it is obvious that some cards will be strong for you because of synergies (N'Zoth, the Corruptor with zero deathrattles and ten deathrattles is very different in power. or just type of deck (Sinister Strike in some crazy aggresive rogue deck may be a fine card). Decks won't have same power level

Share this post


Link to post
Share on other sites
3 hours ago, Strongpoint said:

Servant of Yogg-Saron is a rare and it has huge variance attached. Should it be treated differently, too?

We are discussing thing that will never happen, but if, in this hypothetical system, late in draft,  you choose between three cards with low winrate it is obvious that some cards will be strong for you because of synergies (N'Zoth, the Corruptor with zero deathrattles and ten deathrattles is very different in power. or just type of deck (Sinister Strike in some crazy aggresive rogue deck may be a fine card). Decks won't have same power level

But then compare Servant to the real Yogg, there's definitely a huge difference in the amount of RNG. N'Zoth is a far better example of varying usefulness though.

  • Like 1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Zadina
      Dean "Iksar" Ayala was active on Reddit yesterday commenting on the purpose and the design philosophy behind the Basic and Classic sets as well as the reasoning behind nerfs on cards from these sets.
      The Lead Balance Designer explained that the Basic and Classic sets' purpose is to introduce players to the game's mechanics and the fantasies behind each class. Since these sets are always around, powerful cards in them can be frustrating and cause negativity. For example, Wild Growth and Nourish were under the scope for a nerf for a long time. That doesn't mean all Basic and Classic cards have to be weak; some of them, like Fireball, Al'Akir the Windlord, Frothing Berserker and Tirion Fordring, are powerful, they show off class fantasy well enough and are safe from any changes (for now!).
      Card nerfs aren't meant to just solve short-term problems. For example, the Fiery War Axe nerf made it possible for other Warrior weapons to see play. It's true that nerfing cards from the Classic and Basic cards makes players feel obligated to invest their gold or real money on newly released sets. The team has tried to offset this with more seasonal events, as well as the reworked new player experience, which all give packs to players.
      IksarHS
      Ideally the basic and classic set show off the kinds of mechanics each class is about without having too many cards that show up in all possible class archetypes. Basic is important to us because it serves as a set of cards players can use to learn about the game before they choose whether or not to make an investment of their time or money. Classic is important to us because it serves as the secondary jump-off point where you learn the baseline for what each of the individual classes is about along with some of our core mechanics like Battlecry or Deathrattle. From a gameplay perspective, having these sets around forever usually only leads to negativity when the cards are so powerful they show up in every deck in every expansion, making the strategies players use feel more stale than they would otherwise. We've been trying to change some of these power outliers over time, but only when making that change might also be positive for the live game environment. Wild Growth and Nourish were good examples of cards we had thought about changing for some time, so when we arrived in a meta where Druid had been very powerful and popular for a long time, it felt like a good time for those changes. We'd like to continue making these types of changes, as we believe the game will be in a better position to meet the player expectation that the game is new and fresh from expansion to expansion.
      We nerf basic/classic cards that are too powerful instead of rotating them when they hit on class fantasy but at too high of a power level. Ramping mana is a strong identifier for what Druid should be about, so it made more sense to us to have some of the simplest forms of mana ramp exist in the base set to teach players what Druids can be about. It also makes more sense to have those cards be medium power level because if we identify mana ramp as an identity for Druids, it would be nice to be able to make some mana ramp cards from time to time without having to create cards even more powerful than two of the (arguably) most powerful cards in the game. Of course, this doesn't mean all basic and classic cards have to be weak. Generally the cards we target for change are ones that exist in every archetype. Cards like Al'Akir, Frothing, Fireball, or Tirion are probably safe. They are powerful and do an awesome job at selling the class fantasy for the class they represent. They also have some weaknesses and you can imagine an archetype within their class that might not play them. This is a pretty good place to be in. (source)

      I probably should have included this in the first post. It's true that reducing the amount of auto-include cards in the base set makes cards from expansions more important if the goal is to be able to create every powerful deck. This is something that's more healthy to solve with things like gold injection events like fire festival, increasing the gold on the average quest, or having a new player experience that awards 20+ packs. We keep a close eye on the the kind of investment it takes (time or currency) to obtain a deck archetype that is fun and powerful. The end goal is to make that a painless experience and there is more than one way to go about that. Having a wide variety of forever cards that are so high power level they are included in most decks is one way to go about it, I just don't think it's the right one.  (source)

      The main point I think is important to get across here is that we don't ever change basic and classic cards just to solve short-term problems. Warrior was fairly powerful at the time we changed FWA which I think makes the change more palatable. If we truly thought that Warrior was better served in the long-term by have FWA as a (2) mana card, then we certainly would have tried to change expansion level cards rather than something in the classic set. Cards like Sul'thraze, Supercollider, Woodcutter's Axe, and Bloodrazer have all had a little more room to breathe and make Warrior feel different expansion to expansion as a result of the FWA change, which was part of the goal. (source)
    • By Zadina
      Many players - initially from Korea, but then from all regions - have received a survey about Hearthstone and the latest expansions. One of the questions of the survey asks players how likely they would be to to play the card game within the next 30 days, if there were no Blizzard sponsored tournaments.
      The question has made a lot of people nervous, given that Heroes of the Storm esports were recently axed and the game will go in maintenance mode in the near future. The climate is already heavy with the latest WoW expansion not being received that greatly and all the rumours about Activision meddling into Blizzard. The recent news about two Activision Blizzards CFOs leaving the company and Bungie (the developer of Destiny 2) jumping ship from Activision only managed to spark the rumours that things aren't going that well for Blizzard. Hearthstone also saw its game director and public face, Ben Brode, leave this year - along with other notable Hearthstone devs.
      Significant changed to the structure of the Hearthstone Championship Tour were announced less than two months ago, so Hearthstone esports have a future for 2019 at least. Of course, the conspiracy lovers immediately pointed out that HotS devs promised that HGC would continue in 2019, only to announce its cancellation less than a month afterwards.

      The full survey was shared on Reddit by u/HelixFossil89.
      It is important to put this matter into perspective without panicking. First of all, this was a single question in a 35-question survey about the game in general and Rastakhan's Rumble in particular. The conductors of the survey obviously want to get the general opinion of their playerbase on major issues. Just because they asked this particular question, it doesn't necessarily mean they are considering axing Hearthstone esports.
      Second, there is no indication that Hearthstone isn't doing well. Sure, it may have lost some players but it probably still is Blizzard's second best earner. Its competition has definitely not managed to thwart it and the latest balance changes - while they weren't exactly successful in creating a healthy meta - were received with excitement and positivity by most of the community.
      On the other hand, Blizzard has spent quite a lot of money on the Hearthstone professional scene and perhaps there is a limit of how much they can keep throwing at it. There is also the matter that even though Hearthstone has been successful as an esport, it has managed that without being taken totally seriously - even by its own players. The 2019 plans also seem a bit vague-ish, although it should be noted that the January qualifiers are well underway.
    • By Zadina
      This brand new Tavern Brawl challenges you to build a deck with cards from 2 Wild expansions and 2 Standard ones.
      Specifically, you will need to construct a deck using only cards from Goblins vs Gnomes, The Grand Tournament, The Witchwood and The Boomsday Project. We remind you that this month is dedicated to Wild mode with a new Wild Bundle and thematic Tavern Brawls being available.
      Newer players or players that don't have a lot of Wild cards in their collection can pick a Class and a single card and the game will autofill a deck for them with cards they don't have!
      If you don't have cards from GvG and TGT, but still want to make your own deck, Baku the Mooneater and/or Genn Greymane are your best bets. Odd Rogue and Odd Paladin are performing well and Even Shaman is also a decent choice.
      If you have all the cards needed, then it's a great opportunity to show off your Mech power. Mech Hunter and Mech Paladin are absolute beasts, with the Mechs from GvG and The Boomsday Project synergising perfectly.
      This is a very interesting Tavern Brawl, since it creates a whole new meta on its own and it satisfies the players who are asking for yearly/monthly rotations with a specific amount of random sets from all of Hearthstone's history. Sometimes, Tavern Brawls foreshadow future games modes so perhaps this is a small hint on something different being worked on!
    • By Starym
      Here comes another update, once again focusing on Arena balance as classes get the appearance rates of cards tweaked so everyone has a comparable win rate. We're seeing Hunters, Rogues and Warriors getting their rates nerfed, while Druids, Mages, Paladins, Shamans and Warlocks get theirs buffed. This is coming after the more comprehensive update last month that saw some bigger Arena changes, including the removal of Mind Control Tech.

      We're also getting changes to Rumble Run in this update, featuring better synergy for your shrine with new cards picked, boss deck adjustments and the ability to re-pick the shrine you lost with. Check out the full details below:
      January 10 (source)
      This Hearthstone update mixes Rumble Run up for a refreshing new change, while also bringing in some updates to Arena buckets together with the cessation of December 2018’s dust refund. Read on for details!
      Arena Updates
      Following our Arena update last December, we have adjusted the appearance rate of each individual card available in Arena to ensure the overall win-rate of each class remains as close as possible to our ideal of 50%.
      Hunter, Rogue, and Warrior have had the average quality of their Arena picks lowered. Druid, Mage, Paladin, Priest, Shaman, and Warlock have had the average quality of their Arena picks raised. December Update
      The dust refunds that were available following our last update in December 2018 are no longer available as of this post.
      Rumble Run Changes
      Champions, rumblers, and trolls of all sizes! We’ve watched you spend a month punching faces in the Rumble Run, and we think there’s room for some changes based on how things have gone. Here’s what’s new with the Rumble Run.
      Weighted Card Rewards We’ve increased the possibility of synergistic cards for your shrine appearing more often. One of our primary goals with this mode was to showcase the nine troll champions and have you really get to know them. We wanted you to “live the dream” of fighting in the Gurubashi Arena, and to do so, we had to make sure that each Run had its own strong theme. Adjusting the card bucket offerings for decks and re-adding bonus buckets will help strengthen that experience.
      Boss Deck Adjustments One of our design goals with the Rumble Run was to provide huge, overpowered combat. Balancing at such a high power level is a challenge. When it works, it works great. You get epic, monumental combat against overwhelming odds. But when it doesn’t work, it feels random and swingy – like when the AI pulls an overwhelming combo. And since no one likes being repeatedly hit in the face with a club, we’ve pruned some of the power from the boss decks so that your Runs will play out more moderately. We have a lot of data about which bosses have the biggest body counts, and we’ve used that to target the worst offenders. Rumble Runs are now a little easier, but more importantly, they’ll feel a little more fair.
      Shrine Selection Changes In early builds of the Rumble Run, we allowed players to pick a class and shrine before playing. What we found was that playtesters immediately picked their favorite class, gravitated to a certain shrine, and played that shrine repeatedly.
      We had wanted to encourage players to try different shrines, especially to experiment with stuff they normally wouldn’t, so we put the current random shrine drafting in place. While that helped achieve our initial goal, it removed that feeling of mastery – the ability to choose a shrine and play with it until you feel you’ve mastered it or exhausted its possibilities.
      So we want to bring that back. With this update, whenever you lose, you can expect to always be offered the shrine you just lost with. The shrine that the boss used to beat you in your last run will also be offered, per the status quo.
      Some Final Rumble Ruminations
      We always prefer to experiment, try extreme ideas, and get feedback rather than play it safe. In true troll fashion, we went big with the Rumble Run and tried some different ideas to give this expansion a unique feel and to capture the thrill of stepping into an arena against known opponents for some superpowered brutality. It’s wallop or be walloped in there, for better or for worse.
      One of the things we experimented with—and heard great feedback on—was about the earlier pack rewards for the Rumble Run. Previous Hearthstone missions awarded packs via quests for completing content. For The Boomsday Project, we gave packs out without a quest to celebrate the launch of the expansion’s missions. This time around, we front-loaded the rewards and gave players three extra packs on launch day instead of during the Rumble Run. We felt that packs might be more interesting to people during the initial weeks of the expansion.
      As many of you have pointed out, this decision just made the missions feel especially un-rewarding. It’s always more gratifying to earn packs by competing a quest, rather than just being given them. To this end, we’re adding the new quest described above, and going forward, we’ll keep this feedback in mind for the launch of new single-player content.
      We had a ton of fun making mode and really appreciate the time that many of you took to write out thoughtful feedback. Everything we learn helps make future content better.
      And now, it’s back to the Rumble Run!
    • By Zadina
      This January is dedicated to the Wild format: apart from the Wild Open qualifiers taking place this month, you can now get a card Bundle with packs from previous expansions that are not usually available.
      The Wild Bundle contains 10 packs from each of the following expansions, that have rotated out of Standard: Goblins vs Gnomes, The Grand Tournament, Whispers of the Old Gods and Mean Streets of Gadgetzan. The Bundle costs 25 Euros or 25 USD.
      If you are interested in the Wild format - or perhaps you even want to complete in it, the Wild Open qualifiers will be taking place this January.
      Lastly, most Tavern Brawls are in Wild and this will continue being the case throughout this month.