You remember the innkeeper’s warnings: In their mad quest for the treasures of the earth, the kobolds and their reckless digging have awakened terrifying, powerful… Wait, did you hear that? ĭungeon Runs are a new type of free single-player experience reminiscent of games from the " roguelike" genre. But try as you might, you find yourselves stumbling ever deeper down the endless mineshafts. Like the new decks K&C will inspire, Dungeon Run is a new way and a new reason to play Hearthstone, and that's exactly what the game needs right now.You press on through the dark, eager to find your way back to the surface. Doubling your health and casting infinite Pyroblasts are everyday activities down in the dungeon, and the sheer number of unique treasure cards on offer suggests it won't get stale for a while. If you want to build the all Pyroblast deck, more power to you."ĭungeon Run is also home to some crazy, complex non-collectible cards. You're going to have opportunities to try weird and crazy things. But we'd like it so that you're not going to win every time. And that means they'll win a number of times. We're aiming for very, very good players to do around six on average, maybe seven. "We made it a little bit harder just before shipping, so that number might go down a little bit. "These days the designers who've played it the most can do six to eight bosses," he said. ![]() Dungeon Run was designed to be played over and over, and according to Whalen, it was designed to be hard. Hard mode Adventure bosses don't even compare. It's not just complex it is head-and-shoulders above all previous single-player content. Peter WhalenĪnd if we're talking about promising precedents, Dungeon Run is king. We'd like it so that you're not going to win every time. It means we may see more layered, nuanced cards in the future instead of just bigger piles of stats. Of course, Rin is too slow for words and Oakheart is still at the theorycrafting stage, but the fact that they exist at all is a step forward. Rin, the First Disciple would never have been printed two years ago, and neither would Master Oakheart. It also has some of the most complicated cards ever, which shows Blizzard is becoming more comfortable with printing complex effects. Powerful cards aren't the only reason K&C is so exciting, though. And personally, I expect we'll have bigger problems to tech against than weapons. Contrastingly, Woecleaver and Skull of the Man'ari are very vulnerable to weapon destruction, which only pushes them further down the totem pole. Aluneth and Rhok'delar get immediate value, and Kingsbane and Val'anyr are recurring threats. Whalen also rightly pointed out that some weapons are better against ooze than others. It's great that those cards are out there so that, if there are a lot of weapons and that becomes something that's really dangerous, the community will have a way to respond to it." ![]() "But I think it's great that there is that safety valve, that ooze exists, that Harrison Jones exists, and that other ooze exists, and also other ooze. "Depending on how the meta game plays out, it might become, 'yes, ooze is really important,' or it might not," he said. That said, the biggest question is whether the family of weapon-destroying ooze cards will ruin all the fun. Aluneth is an extreme example, but even cards like Rhok'delar, Hunter's inflexible legendary weapon, ask big questions. Legendary weapons are a big part of that. Regardless of how viable they are, all classes are going to have even more options moving into K&C. ![]() Together with Gluttonous Ooze, Harrison Jones and even Poisonous Swamp Ooze, it has the potential to stonewall the new legendary weapons. Similarly, Twig of the World Tree and Ixlid, Fungal Lord may be the keys to a crazy combo Druid, and Branching Paths will only make existing Druid decks more consistent.Īcidic Swamp Ooze has been a staple tech card since vanilla Hearthstone. Razakus Priest also got a powerful new board clear in Psychic Scream. ![]() It is going to be strong, and Dragon Priest is good against classes that Priest usually struggles with, including Rogue. Between Twilight Acolyte and Duskbreaker, Blizzard has practically forced Dragon Priest on us. And historically, Miracle Rogue is good against both Priest and Druid.īut just as there's real potential for decks like these to shut out the top classes, there's room for the latter to evolve as well. Razakus Priest doesn't run much healing and struggles against Ice Block, and Burn Mage doesn't care about Jade Druid's board state. And while Zoolock is strong against Druid, I think Mage and Rogue have a better shot at rocking the boat, particularly Aluneth-fueled Burn Mage and Spider-filled Miracle Rogue. Zoolock will be around as long as there are cheap, efficient minions.
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