Jump to content
FORUMS
Sign in to follow this  
Aleco

Everything we learned from the Hearthstone Q&A at Blizzcon

Recommended Posts

Wk5ZaSV.jpg

Lots of exciting new features and developments were confirmed by Team 5 during the Hearthstone Q&A at Blizzcon.

After allowing the audience to select nine new cards to be added to the Arena, four of Hearthstone's most senior designers (Ben Brode, Mike Donais, Peter Whalen ,and Yong Woo) fielded a number of questions from the Blizzcon audience, and many new and exciting Hearthstone developments were confirmed during this illuminating Q&A session. Here's everything we learned:

When asked about potential changes to the current Arena draft format:

  • Blizzard's original design for the Arena was much closer to a Magic: the Gathering draft than the Arena we have today. Though they probably won't stray far from the current design of the Arena going forward, it is very likely that we will see some new approaches to the Arena and drafting at Fireside Gatherings.

When asked about the probability of having more Fireside Gatherings like the one we saw at Gamescom 2017:

  • "There is definitely going to be more stuff like that in the future."

When asked the possibility of Standard-only cards, not unlike the Arena-only cards selected by the audience earlier:

  • A tepid response, Team 5 would "maybe discuss" cards like this if the upcoming Arena-only cards are a tremendous success.

When asked about adding a new Druid hero:

  • Team 5 is very aware of the fact that Druid is the only class without an alternate hero, and they are currently developing a new Druid hero. Don't expect to see the new Druid any time soon though, as they still haven't figured out when or how they would like to release it.

When asked about adding a feature to randomize your card back before each match:

  • "We will do it!"

When asked about the card Ultimate Infestation:

  • They do not think that the card is a big "statistical factor", but more of an "emotional factor". They noted that cards such as Wild Growth probably have a greater effect on Druid's overall winrate than Ultimate Infestation does.

When asked about the new Legendary Weapons in relation to cards like Gluttonous Ooze:

  • Many of the new Legendary Weapons were designed with effects such as Deathrattle and Battlecry to mitigate the risk of cards like Harrison Jones.

When asked about the various factors they considered before the recent nerfs to Innervate and Hex:

  • The play rate of the card.
  • The overall winrate of the card.
  • How do people feel when they play against the card? People generally dislike OTK combos and cards with little counterplay, even if these strategies have low winrates.
  • The ranks that the card is being played most at.
  • Do all of these factors add up to “people having fun”? If people aren’t having fun, they make a change.
  • Ben Brode added that he believes the power level of certain Basic and Classic cards is too high.
  • Sometimes they will nerf cards not because they present problems right now, but because they present problems in the design of future sets.

When asked about the rewards for defeating Dungeon Runs:

  • Players will receive a card back for completing a Dungeon Run with each of the nine classes, but there will be no other rewards for succeeding at Dungeon Runs.

When asked about replay functionality being added in the future:

  • Ben Brode confirmed that replay functionality will be added to the game at some point in the future, but suggested that there may be several other features which are added to the game first. "We will be improving Hearthstone forever, but we need to prioritize which features have the highest impact. We will look at it at some point.”

When asked about high variance cards and game mechanics:

  • The development team aims to maintain a healthy mixture of cards that are high variance and cards that are more "stable". They believe that Hearthstone players enjoy moments where they get to high roll, but that there can't be too many of these moments on a game by game basis.

When asked about stat tracking:

  • Team 5 is aware that many fans are interested in more stat tracking features. They have already started to send out emails to players which contain play statistics, but believe they can do much more to improve on stat tracking in the future. Ben Brode noted that he would like to have advanced stat tracking tools on the Blizzard website (not in the client), and that there are ongoing discussions about stat tracking within the team.

Share this post


Link to post
Share on other sites

A few good questions and answers :)

So they put in work for the dungeon solo stuff but besides the cards back there is no reward. I assume most players (except for players who like playing vs AI over playing vs players) will go for the card back then never touch it again, in a game where ppl have to spent time on games to gain gold or grind rank or arena it would be a waste of time to play the solo stuff more than for the card back. Sad and a waste of work.

Share this post


Link to post
Share on other sites

I haven't been this hyped for a hearthstone expansion for a while!!!!!! It's been forever since we got a new gamemode and I'm so happy that the RNG this expansion won't be 90% card draws like it has been lately!

Share this post


Link to post
Share on other sites

By the way, does anyone know, for the mage/priest/warlock legendary weapons, do they lose durability when their effects go off?

Share this post


Link to post
Share on other sites
Guest
8 hours ago, Aleco said:
  • Ben Brode added that he believes the power level of certain Basic and Classic cards is too high.

 

Oh yes, I totally agree! There are still non-legendary or non-epic cards that are strong and can be played.

That's the biggest (not to say the only!) problem Hearthstone has.

Get rid of these cards so that every single strong card in a deck has to be a legendary and epic!

I am sick of using my 25k / 30k dust-cost deck and still loose to some decks which have common or basic cards.

Share this post


Link to post
Share on other sites

I think a lot of basic/classic cards are definitely strong but that's ok. I am still sure when they think about changing/removing one of those cards there are less voices from blizzard who are concerned about the games health than those who have the money making in mind.

It's obvious, everyone has (or gets very fast) all basic cards. Everyone constantly gets classic card packs. All who play HS for a while have most or all cards from the classic set, so no need to spend money on those packs. Additionally long time players have enough dust to craft the crucial cards of a new expansion, so again no or less need to pay for additional packs.

So how do we make our nice customers pay more?

No longer getting duplicate legends and giving out one free legend plus one among the frist 10 packs was a good move but it's just a drop in the bucket.

At the same time I think about pre-purchasing the new expansion and about stopping with HS.

Edited by Caldyrvan

Share this post


Link to post
Share on other sites
15 hours ago, Caldyrvan said:

A few good questions and answers :)

So they put in work for the dungeon solo stuff but besides the cards back there is no reward. I assume most players (except for players who like playing vs AI over playing vs players) will go for the card back then never touch it again, in a game where ppl have to spent time on games to gain gold or grind rank or arena it would be a waste of time to play the solo stuff more than for the card back. Sad and a waste of work.

I'm betting that blizzard will find this out and add more rewards at a later stage when people complain alot about there not being an incentive to play.

Share this post


Link to post
Share on other sites

I doubt it. And what would they give out as rewards? More card backs? (boring boring boring), Gold? They obviously don't want players to get a lot of gold. Cards? hahaha. Maybe every time you complete a run you will be awarded with one dust :D

Edited by Caldyrvan

Share this post


Link to post
Share on other sites
1 hour ago, Caldyrvan said:

I doubt it. And what would they give out as rewards? More card backs? (boring boring boring), Gold? They obviously don't want players to get a lot of gold. Cards? hahaha. Maybe every time you complete a run you will be awarded with one dust :D

I think giving gold for dungeon runs would be... awful. semi-forcing free to play players to play a game mode they may not enjoy is bad game design.

Share this post


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

As well as giving players more gold options and not paying for packs :D

They could easily give gold rewards that give worse time\gold ratio than play mode.

I think their goal with dungeons is very straightforward. They want to attract new players and keep them hooked. Experienced players will get bored real quick.

Share this post


Link to post
Share on other sites

I like the idea of the dungeons and if they are well made it's sad because in a game where players want to gain gold in play mode or climbing the ladder or playing arena for possibly great rewards I doubt they will find the time for the dungeon  unless they implement rewards beside card backs.

Share this post


Link to post
Share on other sites

In Magic Duels, an offline game rewards you with 1/30 of card pack at lowest difficult, 1/10 at the hardest; while an online match gives you 1/5 of pack.

I think that if 3 victories in ladders give you 10 gold, a successfull Dungeon Run should at least give you 10 gold or a casual card.
I don't think that people would stop playing ladder if 8 difficult matches can give you 10 gold or 5 dust....

Well, I don't think that people would stop playing ladder even if a successfull Dungeon Run would award you with a classic pack, with a day maximum of one.

In fact, you people say things like

On 11/5/2017 at 9:44 PM, Strongpoint said:

I think giving gold for dungeon runs would be... awful. semi-forcing free to play players to play a game mode they may not enjoy is bad game design.

I see it opposite. If you give me nothing for playing a game mode that I enjoy, you are semi-forcing me NOT to play a game mode that I would like but that isn't competitive enough.

  • Like 1

Share this post


Link to post
Share on other sites
5 hours ago, Synesthesy said:

I see it opposite. If you give me nothing for playing a game mode that I enjoy, you are semi-forcing me NOT to play a game mode that I would like but that isn't competitive enough.

Do you mean that blizzard is semi-forcing you to not play other games?

Share this post


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

Do you mean that blizzard is semi-forcing you to not play other games?

Actually, yes. Sure, they aren't pointing me a gun. But every evening I want to play a game, I find myself thinking "should I get my daily HS pack or should I play game X?". I think this is because Hearthstone is a GREAT game I like very much, it's the third game I have invested so much time after Minecraft and Team Fortress 2.

But we aren't talking about me :P

If you want to be competitive in Hearthstone, it's really important that you:
-end the season at rank 5, or the nearest you can, to get the more dust from golden card rewards
-make every daily quest to buy pack

And there are people arguing if it's more efficient to play ladder then buy packs or to play arena trying to get the best rewards.

If you add a third game mode, that doesn't give you anything, people would ask themselves if it's a good idea play it if it doesn't advance my game status. Because it's not always possible to do both without having lots of free time to spend...

And time is a resource, the most important one. Games like Hearthstone, Clash Royale, etc, are based on the idea of a slow progression over time. You play every day, you slowly get cards, someday you'll get legendaries (maybe the Boogeymonster, maybe N'zoth), you'll get dust, you climb the ladder, you become better at climbing the ladder.... So it's important to use time in the best way. A game mode that doesn't give anything could be seen as a waste  of the most precious resource in the game.

  • Like 2

Share this post


Link to post
Share on other sites

You are definitely right. Look at the Lich King, I got my pack, I tried a bit with others but it's simply to boring, disappointing and time consuming to be played. The Arthas reward is not worth the time. I know a lot of ppl got it done but a ton of players didn't and most of them don't care anymore.

Ofc it's how badly made this encounter is but even if the dungeons will be made better and actually enjoyable to put time into it just to get a card back is barely worth it and not attractive for many players. And after getting the card back it will be even less interesting to play.

Edited by Caldyrvan
  • Thanks 1

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By HSEnthusiast
      Today, we're recapping the four Shaman cards revealed by Gamespot. We also have some dev clarifications on how they work.
      If you missed our previous Warrior recap, you will find it here.

       
      What a way to kick things off; this card looks insane! The dream is that Drakuru takes out two of your opponent’s minions, resurrects them on your side, and survives combat somehow. You’re looking at a 5-for-1 exchange on board.
      In the more likely scenario that it doesn’t survive, that’s still a complete flip of the board state. Even if it’s trading into a single big minion on the opponent’s side, that’s still a 2-for-1, with that 1 on your side being a big tough-to-kill minion. The only worry is that there will sometimes be late-game scenarios where the 6/8 stat line won’t be enough to get you any resurrections, but I’m hopeful those are few and far between.
      Still, even if the Big Shaman archetype doesn’t catch on for Shaman, I expect this card, in particular, to find a home in Renathal Control Shaman lists. This card is doing much of the same work that Sylvanas and Insatiable Devourer are without having to run through the trouble of infusing first.

      Once again, another big expensive card and a solid showy effect to go along with it. Obvious deathrattle/reborn synergy, as well as good with big minions in general. At 10 cost, it will take up your entire mana pool for the turn, though there are things you can do to play around that as a shaman.
      We’ve gotten some clarification from the devs on the mechanics of this one:
      All the copies summoned die at the end of the effect trigger after having attacked. Unfortunately, it won’t be some corruption-style aura effect that a cheeky Showstopper effect can silence off. Your copies are made from your hand from left to right until no more board spaces are available. Beware that Colossals will summon their appendages and take up potential board space from your other copies. Windfury minions will only attack. Sorry Drakuru, no double freebies for you ? Minions that enter Dormant won’t attack, but they won’t die either! The interaction of getting free dormant minion copies on board is interesting, but is there enough to build a deck around? In standard, there is Gangplank, Slimescale, and Pelican Divers, but outside of From De Other Side “synergy,” they might not be worth it. In Wild, at the very least, there is meme potential with getting Magtheridion and The Darkness out with this and getting their battlecries to awaken both copies when you play them out the turn after.
      There’s obvious synergy with the other big cards revealed here, with Prescience loading up your hand with some beefy bois, getting get off reborn, lifesteal and deathrattle value, summon a minion from Overlord Drakuru.

      That’s a lot of keywords for a single card, but they work together to become the stuff of nightmares for any board-based aggro deck. Taunt and lifesteal make this a nightmare to trade into, and even with enough removal to clear the main body and the reborn one, the deathrattle effect still will hit for 3 twice and heal you for 6. So while the 3 attack won’t be anything to write home about, plopping this down will buy you a good deal of time. There’s also the possibility to make use of the leftover reborn 3/1 body to evolve into a 9 or 10 drop.

      This card will get you 2 Mana 2/3 Ghostly Apparitions with the Undead minion type, which can matter for cards like Unliving Champion, or Invincible, for instance. Suppose you trigger the secondary ability here both times. In that case, that’s a pretty sweet deal right there, advancing a Big Shaman win con in 2 ways: The taunt on the Ghostly Apparitions advances your gameplan of stalling the game out until you can stabilize on board enough to play the 5+ Mana minions you’ve tutored out of the deck.
      We’ve theory crafted 3 potential builds that can use this package of Shaman cards.
      First, consider diving head first into the Big Shaman theme, bringing in Vanndar Stormpike and forgoing all other sub-5 cost minions to get max value out of Prescience and From De Other Side. We’re also going to run with the evolve subtheme to take advantage of any leftover bodies that we might get from Stoneborn General, Overlord Drakuru, or Blighblood Berserkers. The departure of the Knights of the Frozen Throne set will make evolving 10 drops better again now that there are no more Snowfury Giants in the Evolve pool, and we get to re-roll for the generally better bodies from the 10 costs. We’re adding in some early-game removal to compensate for the lack of early drops so we can better survive the early game.
      Deck code / link: 
      AAECAaoICunQBMORBKeNBK/ZBNnsA/rsA4qSBfuRBYfUBKrZBArG+QOs7QS12QTgtQS22QTblATGzgTj9gOGoQX4oAUA
      Next, let’s try to use the standard Renathal Control Shaman archetype that’s doing rather well in the meta as a starting point. One safe idea is to look at slotting Overlord Drakuru and potentially Brightblood Berskerker and From De Other Side into this standard XL Renathal Control Shaman as ways of fighting back on board while getting your infuse cards stacked up.
      Deck code / link: 
      AAECAaoIFKjuA6bvA4b6A6SBBMORBMeyBOm2BOnQBJjUBLjZBJfvBKTvBNWyBODtBIqSBdWyBPuRBfSgBbzwBODtBArG+QPTgASVkgTblATgtQSWtwSywQTFzgS12QS22QQA
      We could instead also try and drop all the duplicates from the list and convert it into a Reno deck, as the deck was already playing a lot of one-offs. That gives us just enough room for one of each of these bad boys, which together with Reno will up the turnaround potential of the deck at the cost of a little bit of consistency. Doing so we can end up with this list:
      Deck code / link: 
      AECAaoICunQBMORBKeNBK/ZBNnsA/rsA4qSBfuRBYfUBKrZBArG+QOs7QS12QTgtQS22QTblATGzgTj9gOGoQX4oAUA
      Why not use both and make it a Reno-thal deck? Prescience and Windchill will try to compensate for the loss of card draw from droping one copy of Gorloc Ravager and Famished fool. We are adding in Convincing Disguise to have still enough evolve effects around. The idea of including Bracing Cold and Far Sight is to hopefully discount From De Other Side or the evolve cards so we make use of any leftover bodies in the same turn. Ozumat’s in here not just to get us up to 40 cards, but because it’s a near guaranteed board clear combo with From De Other side, if you manage your hand and board space just right, that leaves you with all its appendages afterward.
      Deck code / link: 
      AAECAaoIKKjuA6bvA6SBBMORBMeyBOm2BOnQBJjUBLjZBJfvBKTvBMb5A9OABJWSBNuUBNWyBOC1BJa3BLLBBMXOBMbOBLXZBLbZBODtBLzwBIb6A6/ZBPrsA/SgBcSsBNnsA4fUBIXUBLGwBJrUBLzOBIahBfigBYqSBfuRBQAA
       
    • By HSEnthusiast
      March of the Lich King, set to release on December 6th, is Hearthstone's third expansion in the Year of the Hydra. Blizzard gave us an early sneak peek at some of the Warrior cards revealed today that we discuss in our latest post.
      Today, we'd like to dive into the Warrior cards revealed by Inven Global.

      Pretty straightforward card. The effect gives us much more value the larger the minion is. It gets really scary with the potential follow-up with Bulk Up giving you this massively overstated minion in hand twice. Or If you can get this on Mor’shan Elite, that’s another nice double dip of value.

      Honestly, this feels like it was tailor-made to be the ideal target of Last Stand, as your opponent can’t easily get rid of it with cheap removal. It lets you use your stats immediately by letting you trade in and stabilize with a big taunt. It might not be too shabby on its own, as the 3 effects make it an annoying wall most opponents will be forced to trade into.

      Wow, they’re really not holding back with hand disruption this set. One (nearly) guaranteed discard is pretty impactful and becomes a must-remove card in any control matchup. This card will absolutely crush the hearts of some Big Spell Mages in the coming months, that’s for sure.
      It should be noted that this discard, the devs have confirmed to us that it will trigger your opponent’s “Whenever you discard a card” effects. So try and clear a Discard Warlock's Tiny Knight of Evil and perhaps try to play around having Suffocating Shadows or Soul Barrage trigger in that matchup. 

      To round off the control toolbox from this expansion, we’ve got a pretty unique effect here. Hopefully, this doesn’t end up being too easy to play around for savvy opponents. You could pre-empt this by running out a Blademaster Okani first and baiting out your opponent into playing a small spell first. But still, while the effect will only be as game-changing as your opponent’s last spell, getting any meaningful spell off seems pretty nice.
      Putting it all together, we have put together an interesting Taunt Control Warrior decklist to try out:  AAECAQcMmu0D784EvIoE2fkDqIoEiN8E784E0qwEmu0DlJUEzJIFiKAECcWSBZTtA47tA5+fBImgBIagBJDUBMSSBcuSBQA= . Slotting in Varian seems like a natural addition to any deck with Silverfury Stalwart and Tealan hops along to be the one divine shield minion you might want to have in your control deck. Rokara and Remornia are just good cards and they’ll go a long way to having your Mor’shan Elite’s active. The rest of the deck is the classic Control Warrior shell that will hopefully give you the armor and removal needed to live long enough to throw down your double-stated taunted win conditions.
      https://hearthstone.blizzard.com/deckbuilder?deckcode=AAECAQcMmu0D784EvIoE2fkDqIoEiN8E784E0qwEmu0DlJUEzJIFiKAECcWSBZTtA47tA5%2BfBImgBIagBJDUBMSSBcuSBQA%3D
    • By Staff
      Murder at Castle Nathria is Hearthstone's latest expansion. It adds a new Infuse keyword that absorbs anima from your friendly minions, a new card type named Locations, and more.  
      (Source)
      .blog-detail .gallery figure { width: 100%; max-width: calc((100% / 3) - 6px); } @media screen and (max-width: 600px){ .blog-detail .gallery { justify-content: center; } .blog-detail .gallery figure { width: 100%; max-width: 250px; } .blog-detail h4 { text-align: center; } } Announcing
      Murder at Castle Nathria
      Hearthstone’s Newest Expansion

      The Shadowlands is normally where souls go after they die, so when someone dies in the Shadowlands, that’s a special kind of mystery. Sire Denathrius invited 10 of his counterparts and enemies to Castle Nathria for a dinner party so that he could address the malicious rumors that he is hoarding anima, the life-energy that is drained from tortured souls and used to power the Shadowlands. But just after the festivities started, Sire Denathrius was found dead! It seems a gaggle of enemies does not a good dinner party make. Now the illustrious Murloc Holmes, and his trusty sidekick Watfin, have been called to solve the case. Scour new Location cards, follow the trail of Infused minions, question the 10 Legendary suspects, and help determine who committed Murder at Castle Nathria!   

      Murder at Castle Nathria will launch worldwide on August 2 with 135 new collectible cards! You can find the full Murder at Castle Nathria reveal schedule, and all cards that have already been revealed, by visiting the card library here. Check back frequently—the list will be updated with new cards as they’re revealed!
      Ten Suspicious Suspects
      Sire Denathrius had a lot of enemies. And it just so happens that 10 of them were under his roof at the time of his demise! Each class will have a Legendary minion that is a prime suspect in Sire Denathrius’s murder. They all have the means and the motive, but it is up to you and Murloc Holmes to determine who is guilty.



      New Keyword: Infuse
      Anima, drawn from wayward souls, powers all the Shadowlands—and those who consume it! Cards with the Infuse keyword sit in your hand and absorb anima from your friendly minions as they die. After the specified number of friendly minions die while the Infuse card is in your hand, the Infuse card transforms into a more powerful version. Infuse your cards to unlock their full power!

      New Card Type: Locations
      Castle Nathria is like no place Hearthstone has ever been before. Explore the castle grounds through the all-new Location card type! Locations are played onto the battlefield for an initial cost, and then have an ability that can be activated for free on your turns, each time for a powerful effect. Each activation costs 1 Durability and has a 1-turn Cooldown. Every class gets their own Location card in Castle Nathria which represents where they claim their suspect was at the time of the murder, and synergizes with the themes of the class.

       
      Locations Gameplay Preview with Brian Kibler and Designer Leo Robles Gonzalez
      Want to get a longer look at the new Location card type? Join Brian Kibler and Game Designer Leo Robles Gonzalez as they explore the new Location card type, try them out in a couple games, and reveal some more new cards! Join them on Friday, July 1, at 11 a.m. (Pacific) on Twitch and Youtube!

      Prince Renathal Login Reward Available Now!
      Log in to Hearthstone to get your first hint at what Castle Nathria holds with the complimentary Prince Renathal Legendary minion!* Grow more powerful as you draw more souls to your cause with 40 life and a 40-card starting deck! Add him to your collection and see what you can do when you have more space to work with.

      * Limited one per account. After Patch 24.6, Prince Renathal will be granted upon opening your first Murder at Castle Nathria card pack instead of upon logging in.
      Pre-Purchase Murder at Castle Nathria
      The Murder at Castle Nathria Mega Bundle includes 80 Murder at Castle Nathria card packs, 5 Golden Murder at Castle Nathria card packs, two random Murder at Castle Nathria Legendary cards, the Sire Denathrius Warrior hero skin, the Denathrius card back, the Sandy Shores Battlegrounds Board, and 10 Mercenaries Packs!*

      The Murder at Castle Nathria Bundle includes 60 Murder at Castle Nathria card packs, 2 random Murder at Castle Nathria Legendary cards, and the Denathrius card back!

      Pre-purchase
      * Battleground Perks are not included in the Mega Bundle pre-purchase this time. We’re reworking how Battlegrounds Perks and rewards work for next Battlegrounds season. Until then, some of the current Perks are being extended. Check out the Patch Notes and stay tuned for more details.

    • By Damien
      This thread is for comments about our Handbuff Paladin Deck.
    • By Staff
      A new Hearthstone update prepares the Tavern for United in Stormwind, launching August 3. Here are the official patch notes.
      (Source)
      The 21.0 patch prepares the Tavern for United in Stormwind, launching August 3. It also brings a new Hero and cosmetics for Battlegrounds, a major update for Duels, an Arena rotation, and more.
      You can check out all 135 new cards included in United in Stormwind on the card library here.
      Battlegrounds Updates
      NEW HERO
      Galewing Dungar’s Gryphon Choose a flightpath. Complete it to get a bonus!
      Players with Battlegrounds Perks will have early access to Galewing before it's formally released on August 10.
      Duels Updates
      When the 21.0 patch goes live on July 27, all players’ Duels ratings will be reset and the pool of eligible cards you can use to build your 15-card start deck will be updated as follows:
      (NEW) United in Stormwind Wailing Caverns Mini-Set Forged in the Barrens The Darkmoon Races Mini-Set Madness at the Darkmoon Faire Scholomance Academy (NEW) Kobolds & Catacombs Journey to Un’Goro One Night in Kharazan Whispers of the Old Gods Curse of Naxxramas Legacy (Basic/Classic) Core NEW PASSIVE TREASURES
      Party Replacement At the start of your turn, summon a 2/2 Adventurer with a random bonus effect.
      Inspiring Presence After you play a Legendary minion, reduce the cost of a random minion in your hand by (1).
      Greedy Gains Your minions have +2/+2 but cost (2) more (up to 10).
      Meek Mastery Your Neutral minions cost (1) less and have +1/+1.
      Legendary Loot At the start of the game, equip a random Legendary weapon.
      Deathly Death! After a friendly Deathrattle minion dies, destroy the minion with the lowest Health.
      Ooops, All Spells! At the start of the game, destroy all minions in your deck. Your spells cost (1) less and gain +2 Spell Damage.
      BANNED CARDS & BUCKETS
      The following cards have been banned from between-game card buckets and will not be Discoverable:
      Final Showdown              Lost in the Park Defend the Dwarven District       Sorcerer's Gambit            Rise to the Occasion        Seek Guidance  Find the Imposter            Command the Elements The Demon Seed             Raid the Docks  Other Banned cards:
      Unstable Evolution is banned from card buckets but will still be Discoverable. Maestra of the Masquerade is banned from deckbuilding, card buckets, and will not be Discoverable. Seven new designer card buckets have been added as well:
      Furious Fel (Demon Hunter) AHHHH RATS!!!! (Hunter) Fire!!! (Mage) SI:7 (Rogue) ARRRRRRG! (Warrior) Auction House (Neutral) Live to Win (Neutral) Smart buckets have also been updated to include the two new card sets, and two previously missed card sets: Legacy (Classic/Basic) and Demon Hunter Initiate. Lastly, you’ll be able to find United in Stormwind cards in Duels card buckets after the patch goes live and before the expansion launches.
      Arena Rotation

      When United in Stormwind launches on August 3, the Arena will include cards from the following sets:
      United in Stormwind Forged in the Barrens Wailing Caverns Mini-Set Madness at the Darkmoon Faire Darkmoon Races Mini-Set The Witchwood Saviors of Uldum Rastakhan's Rumble Core Book of Heroes Illidan – Coming August 10

      After regaining his freedom, Illidan was eager to prove himself once and for all. But even as he journeyed far from his homeland and joined forces with new allies, the thirst for power never left him. It was only a matter of time before it interfered with his judgment, resulting in more dire consequences than ever before…Defeating all 8 bosses in this linear adventure will reward 1 Demon Hunter pack, containing only Demon Hunter cards from Standard.
      United in Stormwind Rewards Track & Tavern Pass
      When the Rewards Track refreshes when United in Stormwind launches, all players will automatically be granted any unclaimed rewards on both the free track and the Tavern Pass track (if purchased), and a completely new Rewards Track of unlockable loot will take its place.

      The Forged in the Barrens Tavern Pass will expire with the launch of United in Stormwind and a new Tavern Pass will be made available for purchase—offering a host of brand-new cosmetic rewards and XP boosts.

      Learn more about the United in Stormwind Rewards Track and Tavern Pass here.
      As a reminder, Battlegrounds Perks are now available as a standalone purchase, separate from the Tavern Pass.
      New Cosmetic Coins
      Two new Cosmetic Coins are being added with United in Stormwind, the Stormwind coin and the Lordaeron coin. The Stormwind coin is obtainable by completing the first 90 levels of the Rewards Track with the Tavern Pass. The Lordaeron coin is obtainable by collecting 135 unique United in Stormwind cards.

      Keep in mind that United in Stormwind will have a 35-card Mini-Set that will make it easier to reach both the 25 total United in Stormwind Legendary cards for the Archbishop Benedictus Diamond card reward and the 135 total United in Stormwind cards for the Lordaeron Cosmetic Coin. We’ll have more information to share about the United in Stormwind Mini-Set in the coming months.
      Bug Fixes & Game Improvements
      Fixed a bug where Shenanigans would not transform Soul Fragments into Bananas. Fixed a bug where Wicked Stab could be upgraded by cards that temporarily increase mana. Fixed a bug where Shan’do Wildclaw would not lay flat on the board. Fixed a bug where Defender would not play its VO when summoned by Noble Sacrifice. Fixed a bug where golden Soul of the Forest would not summon golden Treants. Fixed a bug where golden Ancestral Spirit would not summon a golden minion. Fixed a bug where golden Grave Rune would not summon golden minions. Fixed a bug where golden Primal Talisman would not summon golden minions. Fixed a Battlegrounds bug where Y’shaarj’s Battlegrounds Hero Power would not take its newly summoned minion into account when deciding which warband attacked first. Fixed a Battlegrounds bug where Baron Rivendare was causing visual issues when in a warband with golden Kaboom Bot. Fixed a Battlegrounds bug where Galakrond’s Greed was missing a tooltip for Discover. Fixed a Battlegrounds bug where Come One, Come All! Was missing a tooltip for Discover. Fixed a Battlegrounds bug where Avatar of N’Zoth was missing a tooltip for Deathrattle. Fixed a Battlegrounds bug where Sprout It Out! Was missing a tooltip for Taunt. Fixed a Battlegrounds bug where Hero Powers for Aranna Starseeker, Infinite Toki, Millhouse Manastorm, Nozdormu, and Tess Greymane were missing a tooltip for Refresh. Fixed a Duels bug where Diamond cards would only be Diamond in appearance for the first game of a run. Fixed a Duels bug where Lone Champion and minions summoned by Gift of Luminance were not buffed by Hold the Line. Updated the description of the Roguish Maneuvers Hero Power in Duels to be more accurate. Fixed a bug with Book of Mercenaries Guff where A Party of Adventurers will cast Against All Odds, even if they have board control. Fixed a bug where one of Lady Katrana Prestor’s emotes was showing incorrect text. Searching “Refund” in the Collection will now populate with cards eligible for a dust refund. Pressing and holding on the Rewards Track page arrows will now flip through the pages quickly. Fixed a bug where if a player disconnected from a ranked match, they’d get a message stating they won their last ranked game upon relogging.  


×
×
  • Create New...