Mit Gwent hat Hearthstone starke Konkurrenz bekommen. Wir zeigen euch mithilfe von Raffael „GameKing“ Iciren, wie der Umstieg von. Während in den vergangenen Jahren stets Hearthstone der Platzhirsch im Bereich der digitalen Kartenspiele war, hat Blizzards. Lade GWENT: The Witcher Card Game und genieße die App auf deinem have too much mana or too many cards that need mana when you have none. I've been playing hearthstone for 5 years and this game has fresh.
Hearthstone, MTG Arena, Gwent & Co: Die besten digitalen Kartenspiele im ÜberblickMit Gwent hat Hearthstone starke Konkurrenz bekommen. Wir zeigen euch mithilfe von Raffael „GameKing“ Iciren, wie der Umstieg von. Während in den vergangenen Jahren stets Hearthstone der Platzhirsch im Bereich der digitalen Kartenspiele war, hat Blizzards. Nachdem wir in den letzten Monaten Gwent Homecoming, den Launch der MTG Arena- und Artifact Open Beta, sowie den finalen Launch von.
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NatГrlich ist Gwent Vs Hearthstone uns auch hier nur schwer mГglich. - Hearthstone & Gwent - Mehr als einfache Kartenspiele?Nicht mehr spielbar 5 LoL-Champs, die jetzt ein Rework brauchen.
BetrГgt der maximale Gewinn aus Gwent Vs Hearthstone Bonus Gwent Vs Hearthstone . - Weitere beliebte BilderstreckenAutor: Gabriel Heidenfelder veröffentlicht am A fast deck here and there is okay, but having it be the dominant playstyle on the ladder is not fun for people who enjoy playing their entire deck. Even many professional Hearthstone players are getting burnt out at this point. Gwent solves this by making the victory condition entirely different; you cannot blitz a win. Because gwent has a 'Bluff Factor', as you can't draw all 25 cards (22 is the max with all draw effects i think.. i tried to theory craft if you can draw all 25 cards in your deck), but you can bluff your opponent into thinking you have a card which you dont, it has depth as your initial hand has more cards and is not mana dependant so you choose 10 cards to play with. unlike hearthstone where you play your curve. Unlike Hearthstone, which has only one round per match, the match-up in Gwent consists of two or three rounds, depending on the game. At the end of each round all the cards get wiped from the board, unless certain effects have been used previously to keep the units intact. Every game begins with a mulligan that allows you to change 3 cards. Hearthstone is the vanilla foundation, Fable Fortune spices things up with its quintessential Fable morality, and The Elder Scrolls: Legends improves upon the formula with comeback mechanics that make for an exciting game. Gwent, meanwhile, stands apart with its own unique formula for out-bluffing and outwitting your opponent. “Elder Scrolls Legends”: Bethesda’s foray into the collectible card game is similar to “Hearthstone” but its key differences lie in a lane system and an emphasis on story-based content. The lane. Hearthstone vs Gwent. Nachdem sich schon mein anderer Thread Hearthstone vs Legends im Sommer letzen Jahres sagenhafter Beliebtheit in Form von 4. Gwent mag weder die strategische Tiefe von Magic: The Gathering noch das Hearthstone vs. Artifact vs. Magic - Welches Kartenspiel ist das richtige für euch? Mit Gwent hat Hearthstone starke Konkurrenz bekommen. Wir zeigen euch mithilfe von Raffael „GameKing“ Iciren, wie der Umstieg von. Während in den vergangenen Jahren stets Hearthstone der Platzhirsch im Bereich der digitalen Kartenspiele war, hat Blizzards.
This doesn't sound good to a Gwent player at all, since you can spend no money and quickly run up a Tier 1 deck.
And if you want to make a Tier 2 version for every faction, you can draw up the budget version by replacing the faction golds for starter Golds.
I didn't think HS was this bad. I think the most important thing is, a new player shouldn't have to invest many resources to make one top tier deck.
This invites new player to be able to experience and compete without feeling they lack the resources. How long it takes to recieve a full deck could be way longer.
What I mean is, if CDPR wants to make more money with kegs don't flame me here, all companies have to make decisions like this, maybe it's a choice that makes the difference between Gwent surviving or not to put it to extremes.
While keeping the low cost of one tier one deck. That will get more new players hooked and give new players a better experience. Thanks for the write up.
It's the first day of work after the new year, so my brain's working a bit slow. But one thing that jumps out to me as potentially skewing the numbers as well is both the HS pity timer and the fact that they do not give duplicate legendaries.
I don't know that Gwent has any sort of similar pity timer. This would mean that, on average, you are more likely to get a legendary in HS and more likely to have it be one you don't need to dust.
However, there are other things working in Gwent's favor for having a viable deck. The limit of 4 legendaries and 6 epics being a big one.
Looking at top tier competitive decks, the Highlander Priest you mention has 6 legendaries and 4 epics. Cube Warlock has 4 legendaries and 8 epics.
Aggro Paladin has 4 legendaries and 2 epics. So the dust cost per deck is going to be a bit higher. Probably the cheapest deck you're going to find is not going to be aggro paladin, but is going to be one of the zoo variants.
There's a version run by one of the top pros that has 2 legendaries, 4 epics, and only costs dust. Gwent allows you to pick the 5th card of your pack from a set of three.
So if pull a legendary, you are allow to pick which one you want out of three, and the game shows which ones you already have.
I like the idea of the analysis but you really should count daily quest since they are the main source of income in HS. In HS casual player is playing to finish daily quest, in Gwent to finish 1st tier.
There are also brawls with 1pack reward and I think you should add those 4 packs too. You shouldn't really say that it takes 20months to craft deck in hs when you are not using real numbers.
So the daily quest numbers are roughly the same in values- so I considered them a wash. I had already re-run the numbers in edits to use dust for HS packs and 80 scrap for Gwent Kegs AND include the dailies by the time you posted this comment.
I was not saying it takes 20 months of actual playtime to craft a tier 1 HS deck. I was trying to make a comparison between the two games with as close to the same assumptions as possible.
I tried to say that over and over in the post. This puts cheap decks in HS about equivalent to Gwent. If you want to make the tier1 deck in Gwent right now and you only played a tier1 deck last patch, you are crafting 4 legendaries.
And next patch there's a good chance you'll be making a new 4. Top tier legendaries rotate VERY fast. In HS, you will likely not use as much dust for rares as you will have to use scrap for rares in Gwent.
It's fine and dandy to only look at scrap value - but that really misses a large part of the story. On top of that, as a new player in HS, you can buy 10 of each pack type and guarantee a legendary in each.
We'll say the faction event and KnC event are a wash as far as free legendaries go. But the pack legendaries are very good value.
When you oversimplify something that really skews it in 1 direction, it looks like you have an agenda and are pushing a point. First off - I did not skew anything.
I simply ran an analysis - for this exact reason. You can take my numbers and change them however you like based on your experience.
Both games use a lot of different mechanics in the economy, and both are heavily influenced by play time. Second - many HS players like yourself have come in to say the packs are closer to for HS and 80 for Gwent.
I had already re-run the analysis in the edits for those figures by the time you posted this comment. You presented flawed numbers as factual.
That is skewing. I applaud the effort, but when you have as many things as you did that you explicitly ignored, input numbers wrong for, or accidentally ignored, it ends up looking very much like an agenda piece.
Especially when every single time you do so in favor of Gwent. Gwent is a great game, they are overall pretty generous, but it is still not something that is "good" for a NEW f2p player sure, after you grind it out, you can get the cards you want.
Even there you put , when is far closer to the average. I guess reddit loves its circle jerks, but that is all you are doing here.
To call what you have done as unbiased in any way is an insult to the word unbiased. I did not include 'GGs' for gwent, or the rewards you get every 2 rounds.
I was not trying to say if either game was cheap or expensive, just trying to compare the two in a way that tried to level set all the different economy dynamics.
Fck heartstone. I feel stupid that i got trapped by blizzard and became cash cow to be milked for so long. This is actually really interesting.
It kind of feels naturally that the ratio goes down for commons, tho HS takes that to extreme. Burning 8 commons gives us enough material to craft one of our choice.
And while Gwent is really awesome for staying in ratio for rares when HS decreases to it do feel weird to suddenly go for ratio with commons.
Not only it takes only 3 commons to make a common of our choice, but other numbers also feel much better.
Question is if this generosity would end in the future? And will we get a grace period if so. I tend not to be paranoid but was thinking about milling at least some of my excessive commons.
To your question: I think the main concern on this sub is what will happen to the commons. Essentially, the main decks do not really use them anymore, it is all rares.
And you are only getting 1 per pack. Hope that makes sense I havent spend a single cent since the grand tournament in hearthstone.
Ive been f2p until ungoro, then i had to dust my wild cards to be able to play t1 decks. With the new expansion ive stopped completely.
Sorry you fell off. It is a fun game, but it is hard to keep up with. Also, this expansion is horrible the third one seems to be the worst But, that is a personal opinion.
I wonder if you can answer it. Good post. Since I was only trying to compare the two, not measure the incremental changes in Gwent, I do not know.
Premium cards in Gwent don't provide any extra scraps compared to non premium. On the other hand, if you scrap goldens in HS that will boost average scrap value by a bit.
You've missed a lot of other factors too but I'll just leave this one here. I'd also argue that average worth of packs are not 40 and 60 respectively but rather closer to for both games.
I have no idea where OP is getting his facts numbers from and it seems like a lot of BS info is being spread. Finally, while your explanation is off on so many points, you're absolutely right that Gwent is far more generous than HS.
However, I really don't think HS is a good model to compare to. It's the most popular digital CCG on the market and can charge whatever the fuck they want and their players will keep paying.
There are many things for both games that I left out - the one you identified for HS has been pointed out by numerous people, and I agree.
I left it out. However, I did include the dust you get from month end Ranked reward golds. But, I did the best I could.
Other Hearthstone players are mad I left out Arena, but again, that is too many assumptions on assumptions. Other people also pointed out that they feel the actual pack value is closer to for both games.
I took the minimum, because that was the base comparison. I also re-ran the analysis in the edits using for HS and 80 for Gwent.
I was not trying to prove any point - simply compare the two games. People on this sub have been making non-numerical comments about Gwent after the most recent patch.
I wanted to put numbers to it. I picked HS because it is the market leader. Spellweaver 's art style is a major improvement over Hearthstone, it has an okay freeplay aspect and some interesting mechanics.
I don't want to be playing a MTG clone, however refined or not. HEX had some convoluted mechanics which I disliked, so I didn't even get into it as the learning curve seemed quite steep.
As for Gwent itself - it compares favorably in every aspect any card game I've seen until now. Simple gameplay - 3 rounds, play a card each turn, no lands, no manal; which translates in to a much better learning curve, which still takes experience and skill to master - the best approach overall.
The real complexity comes from the interesting card effects, not from some tacked on mechanic to make it "special".
Graphics are very good, I like the stylish borders and the premium cards have actual animations instead of some lights and wavy stuff a'la HS.
There are some dominant archetypes in Gwent as well, but it seems to me there's much more variety. And though I did have a period where everything I queued into was a Skellige deck thankfully it didn't last that long.
For the freeplay aspect - I can't believe I'm saying this but it may be handled even a bit too generously. You are basically gifted a free keg each day for the measly effort of winning 6 rounds compare this with 30 wins in HS.
Not only that, but you can get at least 3 kegs per day if you put in the effort through win-tiers only, where you can even get cards.
And finally the crafting system, where costs for high rarities are cut in half compared to HS. In less than a month of playing due to the huge amount of kegs I've opened I've got so many scraps that I could craft legendary cards right now, and that's after already crafting a few epics and a legendary.
Considering all of the above I think that generous might be an understatement. I'm even considering purchasing some kegs and not because I need them.
So CDPR has once again proven they're going above and beyond thinking about their community, players and making a great game.
Still ongoing Hearthstone player here, mostly because it's a time killer when I'm out and about and it gives my online pals and I a chance to catch up when we're otherwise busy with more important stuff.
What I mainly love about Gwent that other CCG's and especially Hearthstone don't have is the fact that there's no face to hit over and over. There's no punching bag you're staring at, knowing that you have to blow it up to win.
It's more abstract than that, requires strategy and forward thinking - and there is visually no victory until you've finished outplaying your opponent, which I think is great.
It's like if you were playing Hearthstone and your opponent's face only showed up for the winning play.
And n fact, it's pretty clear Hearthstone's team know well what decks they are pushing into the meta every new expansion. There are reasons why Gwent hasn't fallen into this same mistake, such as card design, turn design, focusing on making pro-synergy cards instead of cards that screw up specific decks.
In Hearthstone, whenever a deck is strong and fun to play they create a card that single-handedly destroys it, and then it creates a bad feeling when it happens to you and a bad feeling for your opponent when they don't get matched against the deck they're building their deck around.
Long story short, creating a pool of cards to create a bunch of synergy possibilities with makes the game much more fun for both players than creating cards that aim at destroying your opponent's combos.
I don't know much about the Homecoming thing, but I hope this doesn't change. I've abandoned Hearthstone for Gwent and hope to not come back, specially now that they are releasing bugged expansions such as the Shudderwock card , in a way that it seems like they don't even test what they're doing anymore.
Just my thoughts on the matter. What I love about Gwent compared to Hearthstone is I actually feel rewarded for playing the game. Keg drops are so generous, scrap is relatively easy to come by.
The rewards at the end of the ranked season are significantly better. The art and card designs visually are much more to my taste.
Especially animated, theyre like movies in a card compared to HS where you have them in gold and a small animation.
Though I like in Hearthstone dusting a gold card gives you a full refund for a normal craft. Dust a gold legendary, you get a standard legendary.
You can't do that in Gwent. Gameplay wise I agree it rewards cohesive decks. With Gwent you definitely build more bottom up, than top down.
Hearthstone it's the opposite I feel. The rarer cards are much more important, you can brute force up the ladder by virtue of having let's say old examples Dr Boom or Ragnaros.
You could in past. I understand it's better for f2p, but since you can get cards so easily, it's not needed here and I actually prefer current system.
I don't feel bad for not dusting premiums and I can get free premiums from meteorite powder I randomly get. I can get premium from my favorite cards without feeling bad about it.
I like the way it is now. You could not, even when thete was no meteorite dust, the scrap cost was the same whether you disenchanted a premium or a regular version of the card.
Its part of their design phylosophy, they said they wanted ppl to actually play premiums not dust em straight away.
I actually think this is a good thing. As a mostly f2p player when I played hearthstone I would almost instantly dust any gold card especially if I already had a deck limit of them.
In gwent since I cant do that I am really liking playing with animated cards. Not to mention 25 cards minimum instead of That changes everything in a way that make synergies possible.
You might or might not get downvoted to oblivion for your opinion, as a considerable share of this subreddit believes the game in it's current form is a skill-less point slam.
But personally, I definitely agree with you. Even playing the most straightforwards decks, things like play order, positioning, timing your pass are crucial - whenever you lose, you feel like it's because of making a wrong decision, not because of some unlucky BS.
If you like synergistic decks, I suggest trying out Nekker consume. As for the bugged HS expansions - don't expect everything will always go perfect when it comes to releases in Gwent.
At the end of each round all the cards get wiped from the board, unless certain effects have been used previously to keep the units intact.
Every game begins with a mulligan that allows you to change 3 cards. There is no concept of mana in Gwent , meaning that you can play any card you want, but only one for a turn.
If you lose two rounds, you lose the game. The only way you can reduce their stats is to apply special effects that either serve as AOE or target one specific unit.
The removed units go to the graveyard and can be revived using certain abilities. All this makes the battles in Gwent a little less interactive than the ones you can experience in Hearthstone.
On the other hand, currently Gwent has almost no RNG involved, except of the card draws. All you need is to figure out how to stay with more cards in hand for the future turns.
For example, you can intentionally lose one round when you see that your opponent has dumped most of his cards, and then win the final round by putting forth all of your power on the board, thus leaving the opponent no other choice but to forfeit.
So, it will most likely attract players who like the strategic element of card games rather than the tactical one. In order to build a deck in Hearthstone you need to choose one of the nine classes Druid, Shaman, Warlock, etc.