Gameplay Simple Computer Card Game (CCG). Fairly easy to get use to the game mechanics and how to play certain cards. Can't really compare it to any other computer games because I haven't played any CCGs other than this one, but it is comparable to Magic the Gathering mechanics-wise.
Rating: 8/10 |
Mechanics There isn't a storyline at all with this game so I can't rate it based off that. Instead I am going to rate it on card/class mechanics.
With the most recent patch, all the cards seem to be balanced. Although, the nerf to Rogue was over powering itself and made the class pretty unplayable now. With the most recent patch, Priests are now the most overpowered class due to their hero power. Completely under the radar from my last review but the heal needs to be only 1 health. Otherwise, every Priest match is going to be all the way to the end unless you can burst through his 2 extra health per turn. One thing I have also noticed is that most decks are based off of one turn kills. Example: Hunter throwing out 4 low cost creatures that are all 2/1, 1/1, etc and using 'Unleash the Hounds' to run you over. It's no fun if you know there is a set 'combo' that everyone is going to use. Rating: 5/10 |
Possible Improvements
WARNING: This section is only ideas that I believe could improve the game play of games in beta. If you have any comments or suggestions about the ideas posted on this page, please either send me a comment via the 'Contact Me' page. If your reply seems reasonable, I will post an edit with your comment/suggestion giving full credit to you. Now, onto the ideas!
Improvement #1: One issue I have with the game so far is how much of an advantage you receive by going second. Not only do you gain an extra card, making your starting hand 4 cards instead of 3, but you receive the 'Coin'. This card gives you one extra mana for one turn and also counts as a card. These are some ideas that might make this balanced:
- Have the 'Coin' not count as a spell. This means Rogues aren't able to combo their cards with it, but it won't completely lose the effect of the extra mana.
- Either don't give the 'Coin' or the extra card from the start. I can understand having to play 2nd is forcing people to play defensively but giving them a two card advantage just for being second basically puts who ever is 1st in the defensive position from the start.
Improvement #2: Improve Gold income. Dealt with. Although, the gold per loss is still 0, so for those who aren't winning games constantly, they are being shafted. 10 gold per 3 wins is great, but there should be a 'reward' for losing matches as well, such as 1 gold per loss, so that people don't get discouraged to play the game.
Improvement #3: Ranked really has nothing to it. Yes, you get to play people who have decks that are extremely well thought out but other than the 'increased' challenge, there is no reason to queue up for it. I do understand that it is still a 'work in progress' but here are some ideas that could make it worthwhile to play:
- Increase the amount of gold you receive per game IN RANKED. This not only gives a reason to play ranked but also fixes the reward system. Increase the gold per win to 10 to 20 and that will make people want to play ranked even more.
- Link a player's rank to the daily quest. I made a post on the forums about this before but wasn't really 'read'. The idea is to increase the amount of quests you get per day based on your rank in both Arena and Ranked. This will make players want to play both game-types even more because they will increase their total reward if they do well.
- Give a reward for doing well in ranked. Yes the 'extra quest' idea (above) is giving a reward but I mean a gold reward. For example: Have the rank system reset every 1 to 2 weeks and based on the rank a player has achieved, give them a 'reward'. Here is even a possible layout:
Copper and below: 20 gold
Silver to Gold: 100 gold
Platinum to Master: 200 gold
Grand Master 1-60: 250 gold and a pack
Grand Master 61-120: 350 gold and a pack
(The Grand Master section is only based on only having 120 players per server to achieve Grand Master. Grand Master 120 being the highest ranking in the game.)
This system will push players to continuously play ranked and only use Unranked to test out their 'decks-in-constuction' or 'unfinished decks'.
Improvement #1: One issue I have with the game so far is how much of an advantage you receive by going second. Not only do you gain an extra card, making your starting hand 4 cards instead of 3, but you receive the 'Coin'. This card gives you one extra mana for one turn and also counts as a card. These are some ideas that might make this balanced:
- Have the 'Coin' not count as a spell. This means Rogues aren't able to combo their cards with it, but it won't completely lose the effect of the extra mana.
- Either don't give the 'Coin' or the extra card from the start. I can understand having to play 2nd is forcing people to play defensively but giving them a two card advantage just for being second basically puts who ever is 1st in the defensive position from the start.
Improvement #2: Improve Gold income. Dealt with. Although, the gold per loss is still 0, so for those who aren't winning games constantly, they are being shafted. 10 gold per 3 wins is great, but there should be a 'reward' for losing matches as well, such as 1 gold per loss, so that people don't get discouraged to play the game.
Improvement #3: Ranked really has nothing to it. Yes, you get to play people who have decks that are extremely well thought out but other than the 'increased' challenge, there is no reason to queue up for it. I do understand that it is still a 'work in progress' but here are some ideas that could make it worthwhile to play:
- Increase the amount of gold you receive per game IN RANKED. This not only gives a reason to play ranked but also fixes the reward system. Increase the gold per win to 10 to 20 and that will make people want to play ranked even more.
- Link a player's rank to the daily quest. I made a post on the forums about this before but wasn't really 'read'. The idea is to increase the amount of quests you get per day based on your rank in both Arena and Ranked. This will make players want to play both game-types even more because they will increase their total reward if they do well.
- Give a reward for doing well in ranked. Yes the 'extra quest' idea (above) is giving a reward but I mean a gold reward. For example: Have the rank system reset every 1 to 2 weeks and based on the rank a player has achieved, give them a 'reward'. Here is even a possible layout:
Copper and below: 20 gold
Silver to Gold: 100 gold
Platinum to Master: 200 gold
Grand Master 1-60: 250 gold and a pack
Grand Master 61-120: 350 gold and a pack
(The Grand Master section is only based on only having 120 players per server to achieve Grand Master. Grand Master 120 being the highest ranking in the game.)
This system will push players to continuously play ranked and only use Unranked to test out their 'decks-in-constuction' or 'unfinished decks'.