My Hearthstone Tournament Mode Feature Wishlist

Last year, there was some discussion about new features being added to Hearthstone. Eventually, we discovered that the new game mode was none other than Tavern Brawl but we know that the developers are watching and considering idea for a tournament option. We didn’t get anything during the Grand Tournament expansion either. At the moment, tournaments are more community run than anything else. Players can look up events on Battlefy, Strivewire, and on other sites. Blizzard seems to be reluctant to take full control of running competitive tournaments at the moment (but that could be changing in the future after their purchase of MLG).

With Standard mode being implemented, the Hearthstone team has addressed the issue of stale meta games and evolving playstyles. The next step forward should be to look at the quality of life aspect for competitive players and tournament organizers.

Match history

No need to delve into this one too much. Wrote about it not too long ago. I’m sure they could put in the level of detail consistent with Heroes of the Storm and Starcraft 2 match histories. It solves the issue of having to screenshot the results right after a match in case someone forgets to take a screenshot.

Turbo mode

One of the problems with Conquest mode is the amount of time it takes to get through a best of 5 match. Control matchups often take up a whole hour and in Swiss tournaments, every match needs to finish before the next round can begin. My Fireside’s often last over 8 hours and it’s more an exercise in attrition than anything else.

Those of you familiar with online poker might be aware of some tournaments that are under turbo mode. Think of it as express games. Blinds and ante’s go up twice as fast. You have less time to make adjustments, to wait for premium hands, and to recover from any errors.

I’m not advocating for faster turn limits. Those can be kept the same.

What I would like to see is a checkbox or an option to speed up animations. If it could be sped up even 25%, it would help accelerate matches. Both players would have to enable it.

Do we really need to see Ragnaros rise up from the board again?

Or for every minion to enter a melee after a Brawl gets played?

Or Unleash the Hounds into a Knife Juggler which happens to hit an Acolyte of Pain or Armorsmith?

I get that much of the appeal in Hearthstone is in the visual effects. It’s just fun to watch our cards interact with other elements on the board. It separates Hearthstone from other digital card games (or card games, period). However, in tournaments, we have to do everything we can to keep games going at a reasonable level. There’s certainly things I can do on my end as a TO to help speed things along and get everyone going more efficiently when an event is under way.

Besides, once a tournament enters a playoff stage, the turbo mode option can be unchecked and animations returned to their original speeds for spectator appeal.

Unique Deck IDs

This would solve deck submission list problems. I was talking to a friend the other day who participates frequently in online tournaments. Now, when you connect to a player and are in the deck selection screen, you cannot back out. If you do and and enter your collection, you’re liable for a forfeit loss. One of his opponent’s did that and he had to report him after they connected and he dropped out to his collection then reconnected again.

mws

Thankfully, this is a problem that was solved in other card clients like Apprentice and Magic Workstation. What they did was automatically generate a unique deck ID (or security code as illustrated). Maybe even mention that the deck type is standard or wild. There’s no way to re-engineer a deck list from the deck ID string. The deck ID would be visible to both opponents. It would be submitted ahead of time to tournament organizers for players to lock in their decks. If a player had a different ID than the one submitted, then it could be grounds for further investigation. But this way, it would help address the issues of players mistakenly dropping out of the connection screen.

Overtime

This one is a trickier thing to address. Should there be an overtime option added to the game? Or should every match be played out to it’s conclusion? I hate Control Warrior vs Reno Lock matchups or other similar type games because I know how long those games can stretch. I’d like to see 50 minute match times for best of 5s, but that wouldn’t really be fair. People could whip out Control Warrior or Control Priest as their third deck and play for a draw instead of for a win. In Magic, once time is called, there are five total turns left and if you can’t win before the final turn is up, the game is considered a draw. In a Swiss tournament, that’s okay because you can award the draw to both players but in an elimination round, that isn’t possible. I’d love to see time limits in place during a group stage and then lift them during playoffs.

Thankfully, the existing turn timers are in place to help mitigate and reduce slow playing. There are times where I don’t believe it’s enough.

Fireside Incentives

This is a tough issue to address. The biggest question that’s asked of me when I’m hosting events is always, “Why should I come out to a Fireside tournament if I know I’m going to get slaughtered by pros? I’d rather just stay home and play in my PJs.”

And that’s a fair criticism. There’s more that can be done on the event organizers and maybe even Blizzard. I know I’ve held my own share of Fireside events and had conversations with players about the very topic. Last year, when Firesides had just launched, Blizzard gave organizers redeemable codes that they could give to players for a free Hearthstone classic pack (with a limit up to 10 redeemed). Or if they hadn’t yet, players could come out and grab their Fireside card back just for participating in a couple of games with other players on a local network.

Ever since then, there’s been nothing. Their Fireside program’s been restructured and no codes have been given out in a while. The Fireside cardback’s been exhausted and most players probably have one by now (or at least, it’s still easy enough for them to obtain it).

In my case, I’ve held a few giveaways with some prizes from the Blizzard store like posters or plushies or other smaller stuff to random attendees that show up.

Aside from that, the biggest draws have been cash prizes from entry fees or potential HCT points (although that can’t be considered anymore because it seems HCT events need to be free for everyone to join which hurts the organizers because they can’t afford to cover venue fees — It’s not like I have my own game store I can host Firesides at, I have to work with venues and there’s a business aspect that needs to be covered, but that’s a rant all on it’s own).

So back to my original point. How can Blizzard increase Fireside participation?

When I used to play Magic at FNM’s, pre-releases, and other tournaments, you could always count on receiving some boosters or promo cards. With Hearthstone, it’s a little different. Since accounts are capped at 10 redeemable packs, there’s only a limited number of those that can be awarded.

What about rotating Fireside card backs? I’d be game for that. Have a new Fireside cardback that’s obtainable during certain Tavern Hero seasons. That gives collectors something they’d be interested in coming out to events for.

Ranked play offers gold cards depending on what rank you reach at the end of the month. I would’ve suggested that, but it might be too much of the same thing. Alternate art cards maybe? Or maybe a code for 1000 dust? Heroes of the Storm gives out skin codes and hero codes during tournaments. For Hearthstone, I don’t know, but it seems to be getting increasingly more difficult to encourage players to come out to Firesides these days.

I wish there was more I could do but there are only so many resources I have at my disposal here and want to keep promoting the game while hosting events. It’s tough.

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Hearthstone Needs a Match History Option

Happy New Year, everyone!

I was browsing the Hearthstone subreddit this morning. First thread that catches my eye is about the abuse of Hearthstone World Championship Points. That didn’t take long! Basically, it seems shady organizers are now setting up fake tournaments with real battle tags of players in the hopes that Blizzard doesn’t look too closely at the results with the end goal that the organizers (or specific players) can farm points that way to get into the regional events at the end of each season.

As a frequent Fireside organizer, I wanted to offer players in my area opportunities to go for WCS points as well. In order to qualify for WCS points, the following criteria has to be met:

  • Allow space for at least 128 participants
  • Have at least 32 players registered and competing
  • Stream the semi-finals and finals matches of the event

Last year, it was have video recordings of the semi-finals and finals of the tournament. This time, they want it streamed. It’s frustrating for me because some of the hosting venues I use have optimal bandwidth for people playing Hearthstone, but the upload speed is non-existent for streaming. But, Blizzard has a solution and it’s already built in to their games like Heroes of the Storm and Starcraft 2

It’s 2016 and this is going to be another year of growth for Hearthstone. If the game wants to progress and be taken even more seriously as an eSport, then there needs to be match history in place.

Starcraft 2 and Heroes of the Storm have that data in place. I know match history isn’t exactly as sexy as a new adventure, a new game mode, or new card expansions, but it’s a subtle change that can only be a positive for the competitive community going forward.

Screenshot_80

 

What should be tracked?

Match history options should definitely show the game mode along with the match result (like a win or defeat). Was it ranked? Casual? A simple Tavern Brawl? A duel?

Classes should be displayed from both the player and the opponent. Board type probably doesn’t matter. Maybe the rank of the player when the match was played should be included.

I’d also consider when the match was played and possibly the duration of the match. I figure if a game ends within 20 seconds, it looks pretty shady. Did someone throw the match? Did someone disconnect?

I know at the end of tournament matches, sometimes players simply forget to take a screenshot of the Victory or Defeat screens. Personally, I have Xsplit running and recording everything because I missed the results screen after a thriller of a match.

On a completely different note, Blizzard is hiring a Fireside Producer! I thought about applying for it myself but I’m way too underqualified, I suspect. I wish they had a junior position or something I could shoot for instead.

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6 Game-Changing Battlecry Cards that Pair with Brann Bronzebeard

My annual post-BlizzCon thoughts will come a little later this week.

For now, Brann Bronzebeard joins the latest set of legendaries that come with Hearthstone’s League of Explorers adventure. While I have high hopes for the card, I’m not sure if he slots into any pre-existing deck types.

But who cares? He’s a fun card that can amplify existing cards with Battlecry! Which ones? Here’s my personal list:

Dr. Boom

Huge no brainer. What’s better than two Bomb Bots? Four Bomb Bots! You’re guaranteed a minimum of four damage that could explode on different targets. More bombs leads to more damage. I can hear that resigned sigh from my opponent now…

Iron Juggernaut

All of a sudden, Iron Juggernaut turns from a giant recyclable heap of scrap into a curiously playable card. Originally adding a 10 damage bomb, now it places your opponent on the clock with a potential 20 damage just ticking away within their deck. Those bombs are one way to get around Ice Blocks!

Quartermaster

Initially, your Silver Hand Recruits would simply get +2/+2 and turn from Silver Hand Recruits into Gold Hand Recruits. But now they’re getting an additional +2/+2 on top of that. Does that mean they become Platinum Hand Recruits? Nothing like a board full of 5/5s that give your opponent pause and just out of Flamestrike reach.

Dragon Consort

If I’m reading it right, your next dragon becomes much more affordable. In fact, cards like Nefarian or Alexstrasza cost 5 mana instead of 9 giving you more card playing options to go with it. Protect a dragon with a Sludge Belcher on turn 10. Or, turn one of those beasts into a formidable minion that your opponent needs to deal with by playing a Defender of Argus.

Loatheb

If you really want insurance, Loatheb’s a great follow up since your opponent’s spells should now cost 10 mana more. It locks them out of every spell. Free turn where they can’t respond or affect your board with spells? Yeah, I’ll take that!

Goblin Blastmage

This is one of my favourite pairings. It turns into Avenging Wrath on a stick. Instead of 4 damage, 8 damage goes flying out in any direction towards your opponent or their board.

There’s a few more excellent combinations (like Shieldmaiden and Antique Healbot), but the ones above are my personal picks. It does have a downside though. Make sure you don’t place Brann with cards like Flame Imp (ouch!), Injured Blademaster (oof!), or Doomguard (yikes!)

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Half a Year Later, Relieved at no Chat in Hearthstone

That certainly took a while to reach.

Yes, I’ve managed to accomplish one of my goals for Hearthstone: Reaching Legendary status. Now I can relax some and experiment with other decks and classes before the next great hunter nerf. The deck I used was the one I linked to in my last post for Hunters. I can now begin focusing on trying my hand at tournaments. I was quite surprised to see that Legend players make up a really small percentage of the population. I guess that makes sense with around 20 million players but how many of them engage in the ladder, I wonder? I’m not a fan of the tournament mode where players are asked to bring 3 different classes but that’s the way it is. I’m experimenting right now on my Shaman, Priest, and Druid decks trying to decide which of them to use and which styles to play.

Anyway, my journey to being a Legend wasn’t quite the best experience. You’ll recall not too long ago about Blizzard’s decision to effectively silence and mute players preventing them from chatting with each other in the game.

Never have I been more glad for that decision. There’s plenty of sore losers out there who can’t seem to get over it and want to make themselves feel better by taking a parting shot at an opponent. I’ve been added after matches multiple times via the Battle Net friends list. Every time, I wonder if it’s going to be someone who actually wants to say good game or that’s a sweet deck, would you like to practice more?

Every time, I am constantly reminded of my own naivety. Players out there don’t seem to care about good sportsmanship. They’re bitter after a loss and just want to take it out on their opponents. I can understand that but it doesn’t mean I agree with it.

legend-rank2

First of all, I’m not actually sorry. Second, I am not a gentleman of African descent. And my scrub ass actually ascended to rank 2. The thing is, I would’ve expected this reaction no matter what deck I use.

legend-stuff

Like, what is it with the desire to send off one parting shot at your opponent? Adding them to your list, sending one well fired insult, and then removing them before they even get a chance to respond? It’s disappointing really. Incidents like these really magnify what the community is like because it’s the only serious exposure we get. When we as players square off against others who respond that negatively, it can be incredibly discouraging to other players who want to get involved in the game and take it more competitively.

Now, to be fair, I had the option to not accept the initial Battle tag request. That is definitely on me. It’s still a shame though that the only kinds of players willing to take the effort to add others are the types who we don’t really want to interact with in the community to begin with. I don’t have a a solution or any ideas how to even begin to resolve it. Perhaps if there was an in-game report button in the corner, it would be convenient enough to access and report the individual. I know the Battle Net chat frames have a reporting option for harassment.

What’s the point? To encourage better behaviour from players. Learned that from Riot’s playbook. Perhaps impose a penalty that gradually escalates based on reports received and examined. Unlike League of Legends, there’s no way to really gauge a player’s moves in games as being harassing or trolling or feeding since this is a 1 on 1 game. Perhaps what I should do is put my own cards where my mouth is and add opponents after every game and say GG instead. Sadly, I don’t think even that move will be received well at all.

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Hearthstone: Post Naxx Face Hunter

I’ve been piloting the hunter deck throughout the month of August and peaked at rank 3. With a little more time, I think the deck would’ve been able to reach legend but I ran out of gas at the end. Here’s the deck list:

Face Hunter by Matticus
Class: Hunter

Hunter (20)

Neutral (10)

Here’s the win rates and percentages by class.

winrate-facehunter

As you can tell, the weakest matchups are against Rogues, Warriors, and Shamans. I’ve only won 2 out of 6 games against Rogues. Warriors are slightly better but expect to lose those matches 2 out of 3 times. But it doesn’t matter because all this deck needs to do is reliably win against the decks most often seen on the ladder: Hunters (55%) and Warlocks (67%).

I won 55% of my games without a coin and 66% of my games with coin. So it’s a little more advantageous for you to go second.

Hunter percentages are slightly over a coin flip depending on the variations.

Against warlocks, I managed to hold a consistent 60% which isn’t too bad considering how strong they can be.

Mages are a slight coin toss and it depends on the traps that they manage to draw into. If they hold you off long enough, their spells will make short work of you.

Druids, Paladins, and Priests are all matchups that should go heavily in your favor.

Strategy

Your basic strategy is to lay out your cheap early minions as quick as you can. Feed your turn 1 Undertaker as much as possible with your Leper Gnome, Haunted Creeper, and Mad Scientist. Given an option between Creepers or Scientists, play the Scientist first. If it dies, your Explosive Traps will appear in play and it will help thin out your deck so you draw into additional threats later.

Use that Hero Power. Don’t be afraid to not play a card and Hero Power instead. Often times on turn 3 or 4, I have the option to play a spell or a minion using up all my mana instead of using the Hero Power. It’s okay not to cast a spell and hold it for later. An example is if you’re on turn 3 with an Explosive Trap and a Flare, you can play the Flare and use your Hero Power. On turn 4, you can drop the Explosive Trap and Hero Power efficiently using up all your mana crystals.

Your finisher is Leeroy and Kill Commands. Hold on to those until your opponent’s life is sufficiently low enough. Hunter’s Mark and Ironbeak Owl are used to either clear out any taunts or remove your opponent’s threats that could shut down your strategy. Make sure you actually have a beast in play before casting Kill Commands. I’ve made the stupid mistake of casting Kill Command with no beast out effectively stealing defeat out of the jaws of victory.

The Matchups

vs Druid

Keep: 1 mana minion, Mad Scientist, Haunted Creeper

Hold your Hunter’s Marks and Ironbeak Owl if you can for mid game. There’s two main druid deck variants here.

The ramp druid relies on accelerating early on into big powerhouse threats like Druid of the Claw (bear form), Ironbark Protectors, Ancient of War, and so forth. You’re going to have to win this game via early game and direct damage or else you’ll be shut out by the great wall of taunters. Recent variations now include Sludge Belchers, Deathlord, and Sunwalkers while Ragnaros simply pounds you to death. Luckily, if they burn their early mana ramp spells like Innervate and Wild Growth into Druid of the Claws or other an Ancient of Lore, a Hunter’s Mark with a minion will make short work of it. With luck, their hand will be depleted meaning less options for them to deal with your horde. Keep applying pressure. If you can draw both Kill Commands or an unchecked Leeroy Jenkins, you should take this game easily.

The token druid is a bit of an easier matchup. Don’t be fooled though as this is also a race. You’re on essentially a 7 turn clock before they can execute their Force of Nature + Savage Roar combo. Violet Teachers will be in play but the more tokens they generate, the more you can counter-engage with your Unleash the Hounds + Starving Buzzard. Stick to the plan and send your minions right at the druid to begin with. Ancient of Lore and Swipe may slow you down but it shouldn’t stop you entirely.

vs Hunter

Keep: Flare, 1 mana minion, Mad Scientist

There are often two variants of hunters and we’ll go over them quickly here.

The Midrange Hunter is slightly slower then the face hunter counterpart. It’ll feature uses of Savannah Highmanes and Houndmasters. They’ll try to control the board more with potential Freezing Traps, Misdirections, and some variants include a Deadly Shot. Lucky for you, you’ll be able to outrace them in a head to head matchup.

The Face Hunter is the mirror deck which relies heavily on attacking the opponent directly. In other words, same strategy as yours! It’s going to be a race no matter what.

When you Unleash the Hounds, make sure you actually clear out their side of the board before going for the face unless you have lethal. The worse thing that can happen is if they counter Unleash the Hounds against you and drop a Timber Wolf or a well-timed Leokk which doubles the damage done. If they have a Mad Scientist on the board and you’re holding a Flare, wait until the Scientist dies before casting the Flare. When you Track later in the game, you’re looking for Kill Commands and Leeroy Jenkins to close it out fast.

vs Paladin

Keep: Flare, any minion

Brace yourself, this is going to be a bit of a grind. Whatever you do, save the Ironbeak Owl for Tirion. Expect to see your board wipe around turn 4 from the Consecrate, but that’s okay. Hopefully you’ve been able to generate some offense and apply early game pressure. There’s a chance this matchup can go the distance because they have to run cards like Defender of Argus and Sen’jin Shieldmasta to slow you down. Expect to be set back further with Lay on Hands or Guardian of Kings. The trick is to hit early and hit fast so that those cards aren’t even a factor to begin with.

If you run into the aggro variant that has cards like Bluegill Warrior, Blessing of Might, Leper Gnomes, then this is going to be a race. You can do more burst damage. If they Consecrate you, not problem. If there’s enough minions out, your Buzzard + Unleash the Hounds can either neutralize their army or it can go straight to the Paladin.

vs Priest

Keep: Hunter’s Mark, Ironbeak Owl

If you get a chance to eliminate their Northshire Clerics, do it as early as you can. Even if it means burning a Hunter’s Mark against their Power Word: Shield buffed Cleric and suiciding your Webspinner, you do it. Otherwise, this should be a fairly straightforward win. I haven’t played enough against the aggro Priest variants to really say what to do against them. Against the standard Priest deck, hold on to your Hunter’s Mark and Owls to bypass any nasty surprises. You might have to dig in here for a bit. The Priest deck does take a few turns to get going. Holy Nova will ruin your day along with Sludge Belcher so save the Owl against that if you can and just rush them. The Priest is going to spend a lot of time deciding between self preservation or board control and it’s going to be a little difficult doing that with your constant pressure. 

vs Rogues

Keep: Explosive Trap, Flare

Ugh, I hate playing against Rogues. It’s like watching someone play solitaire against you.

Save a Flare against any concealed Gadgetzan Auctioneers or Van Cleefs. This is not a fun matchup against you. In almost 200 games, I’ve only played against 6 rogues so we at least have that much going for us. The odds of you running into them aren’t that high. They’re going to clear the board with Deadly Poison + Blade Flurry. Their center piece here is the Auctioneer. You silence it or neutralize it, then the deck won’t be able to go off and you completely stall out their engine. You can either cast Explosive Trap early to hold off against their early minions and hope you have enough follow up pressure or hold it for later in the game when you anticipate a Leeroy coming in your direction (I don’t recommend this since it’s difficult to time). This matchup is also going to be a race.

vs Shaman

Keep: Ironbeak Owl, minions, no more than one Hunter’s Mark, Explosive Trap

This is another tough matchup. Lightning Storm can swiftly remove your side of the board. Hex can slow down your buffed Undertaker. Their Ghost Wolves will often trade favorably against your minions and outlive them an extra turn. Save Hunter’s Mark for Fire Elementals or Earth Elementals (if you run across any). Ironbeak Owl should be saved for taunters or Nerubian Eggs. If Al’Akir gets deployed, the game is well beyond your reach unless you can last minute Kill Command them and deal sufficient direct damage. Shamans rely on controlling the board and making smart trades. Let them generate totems as it’ll feed nicely into your Unleash the Hounds. In your case, you don’t really care about that. Send everything you have against the Shaman. Get their health low enough so you send out Leeroy or use your Kill Commands.

vs Warlock

Keep: Explosive Trap, Ironbeak Owl, 1 mana minions, Mad Scientist

For Warlocks, you’ll play against two main types.

Against Handlock, you need to pile on damage and fast. Hold on to Hunter’s Marks and Ironbeak Owl. The Marks will be used to knock out any huge taunters in your way like Molten Giants. Ironbeak Owl lets you completely bypass taunt so the rest of your forces can punch through. Any chance you get to attack with your Eaglehorn Bow, you do it. Don’t skip attacking it hoping for your trap to proc because you might end up walking into a wall of giants.

That happened to me one game. During one turn, I had an Explosive Trap and an Eaglehorn with one charge while my opponent was at 10 health. I didn’t attack because I was greedy and wanted the extra charge. Then he dropped a pair of giants with a Shieldbearer. In my next turn, I drew a Kill Command. With a Starving Buzzard in play, I would’ve had lethal had I attacked him the turn prior (3 damage from Eagle Horn, the 2 damage from the Hero Power, and the 5 damage from Kill Command). Instead, I only took him down to 3 health before his giants made short work of me afterwards.

The second Warlock deck you’ll square off against is the Zoo deck. Their win philosophy is similar to yours. Attempt to swarm the board and establish control. Between Explosive Trap and your other cheap minions, you should be able to hold them off. You should be able to outrace them. The big threats is their Doomguard which you can mitigate with a Hunter’s Mark. Save your Owl for their Nerubian Eggs. It’ll set them back in a huge way if you can even silence one. Keep hammering away with your Hero Power and make smart trades with your minions (or just go for the face).

vs Warriors

Keep:

This is literally the worst matchup for hunters. Thankfully, there aren’t that many on the ladder in the grand scheme of things. Their hero power to armor up negates your hero power. Cleaves, will pound away and neutralize your early board minions. You might not have enough direct damage to get to them. Their win lies on holding out and surviving long enough until they can whip out an Alexstrasza or a Grom Hellscream and execute you in one stroke.

Final thoughts

On a budget? No problem. You can sub in Arcane Golems for Leeroy. Just remember that the Golem is used as a finisher. Don’t drop him early on in the game and give your opponent an extra mana crystal. Later on in the game is fine because it won’t be as relevant. All the other cards are either commons, rares, or unlockable from Naxxramas.

Win fast, win early, win hard.

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