Jump to content
FORUMS
Zadina

Russian Forums Q&A: Vanish Is a HoF Candidate

Recommended Posts

43530-our-dalaran-heist-guide-is-up.jpg

 

A Q&A took place in the Russian official forums and some interesting tidbits of information were revealed, like Vanish being a candidate for the Hall of Fame.

u/mawilek has kindly translated and summarised the most important points from this Q&A. In short, Trolden (who is also a Community Manager for Russia) requested some questions from the community and he posted the answers the day before yesterday.

Here is what you need to know:

  • Vanish is a HoF candidate. That's still not final, but they are even thinking to move Vanish to the Hall of Fame before the rotation in April.

  • There are no plans to move Toki, Time-Tinker or Whizbang the Wonderful back to standard after rotation. But they will continue experimenting with this kind of things.

  • Zayle, Shadow Cloak's decks are to be reviewed only once after rotation and maybe in case of significant nerfs (you can find our extensive article on Zayle here)

  • 26 epics in RoS was an error. They are planning to continue printing 27 epics per set in future

  • Adventures: It takes about 2 weeks to create and balance Heroic mode after Normal mode is ready

  • Still no information on future PVE formats, but they have huge plans for those and looking for any kind of feedback for The Dalaran Heist.

  • They are probably going to keep the Dalaran Heist monetization model for future single player content. Of course, it will still be available to buy with Gold.

For those of you who know Russian, you can find the entire Q&A (which probably contains more answers) here.

Share this post


Link to post
Share on other sites
Guest
1 hour ago, Zadina said:
  • They are probably going to keep the Dalaran Heist monetization model for future single player content. Of course, it will still be available to buy with Gold.

 

That's good to know. Hopefully they'll make the rewards for buying it similiar to the actual one. :)

Share this post


Link to post
Share on other sites

I'd prefer if they scrap the whole paying thing and went back to free Adventures. With past Adventures, it made sense to pay since you unlocked key cards needed to play the game. 

Ok, the Dalaran Heist was pretty big content-wise, but it hasn't proven as novel as advertised while also being repeteable and quite long. The rewards were okayish. It is only worth buying if you are *really* into single player content and completing all thing.

Even for f2p people, it has proven a massive gold sink, when we could have been saving for the next expansion (and the next Adventure *sigh*) or just buy packs from the current one.

Share this post


Link to post
Share on other sites

I hate this new adventure system. Like, I don't see the point of them. It is not about rewards. As long as it is not a new set of cards, they can't give anything interesting anyways, but the system is just the same, over and over again. From Dungeon Run, it is all the same thing, with same/similar treasures mostly, and same/similar card buckets, which evokes RNG as a factor.

Do you remember when League of Explorers actually had a story? I know I do. It brought some deckbuilding challenges with what you actually had, instead of what the game thinks you should have. And the price was the same, for better rewards. Now they think they found the perfect replacement for them. Yeah, sure.

Edit: Sorry for multiple posts

Edited by FanOfValeera
  • Like 1

Share this post


Link to post
Share on other sites
On 6/8/2019 at 11:55 AM, Zadina said:

With past Adventures, it made sense to pay since you unlocked key cards needed to play the game.

I would not want this to happen again. I like the idea that PvP and PvE are independent and each player can focus on the part they like the most.

On 6/8/2019 at 11:55 AM, Zadina said:

Ok, the Dalaran Heist was pretty big content-wise, but it hasn't proven as novel as advertised while also being repeteable and quite long.

I agree that the contents is disappointing, especially given all the fuss they made before it was released. There's only a very small number of bosses and cards which really make you feel the ambiance of Dalaran and the heist. Except for Bartender Bob, which is a good addition in my opinion, the rest is pretty similar to Dungeon Run and Monster Hunt. Just there is more of it thanks to the alternative hero powers and starting decks - which is certainly nice for PvE lovers. But to be really good, you would have to actually need these alternatives to win the run.

As a non PvE player, I enjoyed that the difficulty level was significantly lower than the previous solo adventures. In previous adventures, I did not appreciate the fact that you basically had a very low chance of winning a given run, even if you were a decent player. You basically had to avoid poor treasures and hard bosses, and have a fair amount of luck in several games. None of that was in your power, so completing the adventure was essentially about trying a sufficient number of times to have the stars aligned in your favor. I prefer when I have more control and I lose by my own errors. Dalaran Heist made things overall easier, probably too easy on average, without addressing the large part played by random.

I really would like to see a solo adventure that tells a story within the games themselves, not just a written or spoken sentence between games. I also would like to see more variety. They had something really nice with the Puzzle Lab, why not sprinkle some of that within regular adventures? Moving on a map that actually represents the place where the action happens, and actually have to find the right path to whatever we came for? Getting to choose which boss to attack next? Possibilities are many. They got the "solo" part of "solo adventures" right, but what about the "adventure" part?

On 6/8/2019 at 11:55 AM, Zadina said:

Even for f2p people, it has proven a massive gold sink, when we could have been saving for the next expansion (and the next Adventure *sigh*) or just buy packs from the current one.

I don't think free-to-play people are a target for solo contents in the first place. The whole point of having free-to-play people is to always have the critical mass of PvP opponents available for paying players. There is also no media visibility of solo contents, as tournaments are all about PvP, not PvE, so it isn't how you attract new paying players. For games where PvE requires cooperation, free-to-play is also important to get the critical mass of PvE partners, but that's not the case in Hearthstone. I believe that giving up solo contents for free would just be a net loss of income for Blizzard.

I agree that paying the Dalaran Heist chapters with in-game gold is prohibitively expensive. I did not do it and I don't think a lot of people will do it. If I was a PvE lover then I would buy it with real money. That being said, I appreciate that the possibility exists, if this is how some players prefer to spend their in-game gold.

Share this post


Link to post
Share on other sites

Anyone knows why they think Vanish has become a problem? I agree it is a potentially devastating card, but in practice, I don't think it sees much play except in Pogo Rogue. And while Pogo Rogue is being played more since the cost of Pogo-Hopper was reduced, it's still not a top meta deck.

Are they maybe anticipating a bad interaction with a card to be released in the next expansion?

Share this post


Link to post
Share on other sites
Guest
42 minutes ago, Smorod said:

 

I agree that the contents is disappointing, especially given all the fuss they made before it was released.

That is about the sum of everything Blizzard has become.

No matter the game, they just have a HUGE mouth. They talk big. About how awesome everything they do will be.

No matter if it is the Tristram Event, the last Blizzcon, or  the Dalaran Heist.

It is just talk and as soon as you take a closer look it is very disappointing. In other games stuff like this is done by the community. (Steam-Workshop). Just two differences: The community-made content is for free. And better. Much better.

Think about awesome maps like DOTA. Full conversions like Endereal. Mods like "The Long War".
Or games like Doki Doki Literature Club. Gone Home. This War of Mine. Banner Saga.
All of those are awesome games, with CONTENT. Not just the whole big of nothing. And you even have to pay less for them!

Blizzard is like a boxer who has become old. He is all mouth. Still takes big. How strong he is. How awesome.

But that was 20 years ago. Today every mediocre boxer would beat the trash out of him.

As a boxer he is finished. He just hasn't realized it yet.

 

Blizzard is the same, they just can't produce anything with great quality anymore. They can't tell a story any more, they can't create characters that are even remotely interesting. I just hope they will never release WC 4 or SC 3 or Diablo 4. Please don't tarnish the great games in those franchises by making more trash. Do mobile versions, that's fine. Big cash-grab, no story, that suits you quite well.

Share this post


Link to post
Share on other sites

You still have a ton of community-produced content in many Blizzard games, such as the RTS games (Starcraft BW and 2, Warcraft 3) and even in Overwatch (workshop) recently, maybe in the future we'll have new tools at our disposal for Hearthstone and even WoW, one man can dream ? 

Share this post


Link to post
Share on other sites

@Smorod

I am not saying I approve of the first Adventures' business model. I just think that it made at least some sort of sense, since you paid, you got pve content and cards that you would use in the game.

Now, you get PvE content, some packs and some card backs &  Zayle, whereas literally last year you got PvE content + packs (essentially the same deal) for free.

And for your last two paragraphs, there was actually visibility for this Adventure, since they hosted a tournament with some famous streamers. If I remember correctly, they did that for the Rumble Run as well.

I am a PvE-loving completionist and also a f2p player - I might be the minority, sure, but I spent 2 months (half an expansion cycle) saving for it. My country isn't exactly rich, so some of my friends that I know either didn't bother buying the Adventure or they consulted me first and I literally told them not to buy it (having bought it with Gold myself). I really hope it's the only Adventure they do this year, so I can actually get to complete it and also not have to go through the process of saving and not spending on packs again.

Anyway, regardless of what I've said, what bothers me the most is that they should have just said "you know guys, we kinda need the money to keep producing this content" instead of just doing the whole marketing thing "this Adventure is the bestest ever, complete revamp of the single-playert content yayyyy".

I am probably going to do an article on the Dalaran Heist this weekend. If anyone else would like to contribute their opinion on it, it would be really helpful.

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...

  • 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...