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2017 Year in Review - Hearthstone

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Game Director Ben Brode & Art Director Ben Thompson looked back at 2017 milestones in the latest "Year in Review" video.

Mean Streets of Gadgetzan capped off the year of the Kraken. Each of the new expansions had more exciting cards than ever before. The game went to some really cool places in the Year of the Mammoth starting with "Journey to Un'Goro". The biggest addition was the new Quest mechanic. You play a card that sets a huge game plan for the rest of the game and that totally changed the way people play Hearthstone. 2017 was not only the year of incredible expansions, Blizzard also added new tech to the Hearthstone client to support the Fireside Gathering. They designed brawls to be super fun in person (Hot Seat Brawls). After Journey to Un'Goro, they made changes to how Card Packs work and got rid of duplicate legendaries. To learn more, watch the full video below!

2017 Year In Review Videos

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So they are cheering themselves? great :D

I think they should have punched each other in face at least once for creating quest cards.

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9 hours ago, Caldyrvan said:

So they are cheering themselves? great :D

I think they should have punched each other in face at least once for creating quest cards.

Agree! I haven't played Hearthistone since quest card updates... and plus game was getting boring and they were creating it without ideas..

the game was good and had much interesting cards n more important!!!NEED a BRAIN till before WoG update...

after that playing the game became something like this:

just put cthun cards n at last some spells

after that  just put jade cards with some Jade spells!

after that just put cards which complete your quest and if you don't pick quest card in your deck you have a big percent of lose rate!

I mean you weren't thinking about making deck! Same Cards were forcing you to put them in your deck! 

 

Edited by MZLICH
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1 hour ago, MZLICH said:

Agree! I haven't played Hearthistone since quest card updates... and plus game was getting boring and they were creating it without ideas.

Things are pretty different now, at least. Yeah, there are a few Jade decks and a few quest decks still around, but they aren't as game breaking anymore. I'm having plenty of fun playing a deck that has neither (DK Rogue).

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My biggest concern is the steadily increasing difficulty to have a competetive deck.

First step in making it more difficult was to get rid of adventures and publish more expansions instead.

And the second step is the drastically increase of dust you need for a Tier 1 deck. That is represented perfectly by the Death-Knights. Around 80 - 90% of all good decks require those cards.

Generally speaken have legendaries become more and more powerful and important. Again, Death-Knights are icing on the cake.

The other part is the synergy that legendaries provide. Making it next to impossible to swap them for a cheap substitute card. Or if you do it you will severly reduce the chances of success.

If the next 2 or 3 expansions continue this path you'll need 15k - 20k dust for a tier 1 deck.

 

A good thing was the change, that you can no longer get duplicate legendaries.

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14 minutes ago, WedgeAntilles said:

If the next 2 or 3 expansions continue this path you'll need 15k - 20k dust for a tier 1 deck.

The problem is, if there's a cheap deck that is effective, everyone plays it (Jade decks, Grim Patron) and then it gets nerfed because people complain about it. 

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You are right, but if I see a deck that contains 8 legends I really see the pay structure behind the game.

It's totally ok that certain decks require good cards which are not only common or rare but if I disenchant all cards from an expansion that leaves standard (if I do) and are still not able to craft one new tier one deck then something is wrong :D 

And don't tell me if you just buy the pre purchase packs for a new expansion you have enough to keep up, it's definitely not.

Edited by Caldyrvan

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2 hours ago, Caldyrvan said:

You are right, but if I see a deck that contains 8 legends I really see the pay structure behind the game.

It's totally ok that certain decks require good cards which are not only common or rare but if I disenchant all cards from an expansion that leaves standard (if I do) and are still not able to craft one new tier one deck then something is wrong :D 

And don't tell me if you just buy the pre purchase packs for a new expansion you have enough to keep up, it's definitely not.

It's definitely getting worse and worse, but I do think people's reactions to some decks also help to cause this. People complaining that 100% of their games are against Jade Druid were just exaggerating, but with that many people complaining, Blizzard kind of had to nerf things. 

They listen to us more than they should IMO. It was a very strong, but also very easily obtainable deck.

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I agree. It's almost impossible to make everyone happy. As I said before in other topics I just feel more and more like stopping HS because of the increased pay to win. It's totally ok that they make money with their game and that players who decide to spend money on it have an advantage but it's getting to much imo.

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1 hour ago, Caldyrvan said:

I agree. It's almost impossible to make everyone happy. As I said before in other topics I just feel more and more like stopping HS because of the increased pay to win. It's totally ok that they make money with their game and that players who decide to spend money on it have an advantage but it's getting to much imo.

I think the way they handled WOTOG release was good and should be repeated. Give everyone a legendary that isn't OP by any means, but is strong and able to be included in a deck that can hold its own. C'thun was perfect in that sense. Multiple classes could make good decks with it, some of which weren't outrageously expensive, and they didn't have to craft him, thereby saving 1600 potential dust for new epics/rares.

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8 hours ago, Blainie said:

Things are pretty different now, at least. Yeah, there are a few Jade decks and a few quest decks still around, but they aren't as game breaking anymore. I'm having plenty of fun playing a deck that has neither (DK Rogue).


Yeah, the things are totally different now! Now you need DK cards in every deck. So different, it's amazing! Like totally new experience!

And arena is also broken: unless you draft a DK card, you will reach 7-9 wins tops and then lose to people who did draft a DK.

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3 hours ago, Esmer said:

Yeah, the things are totally different now! Now you need DK cards in every deck. So different, it's amazing! Like totally new experience!

And arena is also broken: unless you draft a DK card, you will reach 7-9 wins tops and then lose to people who did draft a DK.

I mean, there are decks that literally don't run DKs purely because they aren't good enough. I don't think Uther is even used at all anymore, unless specifically to play a pretty poor-performing OTK deck. Garrosh isn't run in the major Warrior decks either, AFAIK. Warlock has multiple variations of very cheap zoo decks that don't run Gul'dan. I can go on, but every class has a viable Legend deck that doesn't run DK, with some even being incredibly cheap (Zoo Warlock, Jade Druid, etc.)

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Hahaha. I just wanted to say the same. After I got Uther of the Ebon Blade I included it in my handbuff deck because I thought "Mighty Legend", but it does not help in that deck, more likely to have a high cost unplayable card. I removed it. :D

I am still curious why Elemental Shaman is not running Thrall, Deathseer. Maybe had to choose which card you remove for it but since nearly all elementals have bad stats for their mana cost (just strong because of their Battlecry) Evolving them makes sense, imo.

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11 minutes ago, Caldyrvan said:

I am still curious why Elemental Shaman is not running Thrall, Deathseer. Maybe had to choose which card you remove for it but since nearly all elementals have bad stats for their mana cost (just strong because of their Battlecry) Evolving them makes sense, imo.

AFAIK, I think it's because you're not aiming to build a board to evolve - you are seeking to end the game through relentless Elemental synergy that forces them to remove each time you play one. I always saw him as being better with Bloodlust/token decks.

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On 30. 10. 2017 at 3:18 PM, Blainie said:

It's definitely getting worse and worse, but I do think people's reactions to some decks also help to cause this. People complaining that 100% of their games are against Jade Druid were just exaggerating, but with that many people complaining, Blizzard kind of had to nerf things. 

They listen to us more than they should IMO. It was a very strong, but also very easily obtainable deck.

Most people that call for nerfs usually want to see small nerf, like losing one stat point on a minion, or changes that actually fix the minion (like changing Patron era Warsong Commander's text to "Playing a minion with 3 or less gives it Charge" or similar). Blizzard on the other hand likes nerfing things to the ground, setting the ground on fire and then sowing it with salt, as can be seen with the aforementioned Warsong Commander.

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I can see reason for the nerf  of Warsong commander because charge always had a huge potential to (ab)use it. But I agree the way they changed him is pretty bad, at least the mana cost should have been reduced to 2. It's the same as with other cards they nerfed to make basic cards less and less usable.

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On 10/31/2017 at 10:02 PM, positiv2 said:

Blizzard on the other hand likes nerfing things to the ground, setting the ground on fire and then sowing it with salt, as can be seen with the aforementioned Warsong Commander.

This is my favourite description of the nerf mentality of Blizz, possibly ever.

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