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Hearthstone: I hear you got a problem...

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LAUNCH STATUS: Still in closed beta, with over a million keys sent out. Open beta expected late December/January.
THIS IS FOR: PC/Mac, and eventually Android and iDevices! I hear even the Windows tablet thing can play it!

Blizzard's newest game and internet sensation is Hearthstone: Heroes of Warcraft. It is rip-roaring, card flopping experience that is already the national pastime of no less than seven nations. While simplistic in nature, it's a smooth style of gameplay that will have you jonesin' for a fresh booster pack at an alarming. Rumor has it that Blizzard puts...something in the booster. Something unhealthy. Something unnatural.

But you'll need them.

You will need boosters.

DO YOU UNDERSTAND?

I NEED A BOOSTER

RIGHT NOW.

NEED.

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What? Oh hey, how are you doing? Did I mention that Hearthstone is FUCKING FREE TO PLAY? That is fucking fantastic. You see, the game has gold you earn by winning games, doing daily quests, or performing well in the ARENA (what is the ARENA? patience, my pet). There is no traded, but you can turn cards you own into dust to create cards you want. Don't like the purty "gold versions" of cards. TURN THAT SHIT INTO EVEN MORE DUST. Nearly HALF of the time ranked players in Hearthstone have spent NARY A DIME. Hearthstone, if you're good enough, is the best value ever.

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"Rorus did say fucking daily quests?"

Yes, I fucking did.

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The game also THREE play modes: Constructed, where you build a 30-card deck and fight people in ranked or unranked matches; Practice, where you fight really bad AI opponents to learn the INS AND OUTS of the game; and Arena, where the game lets you pick one of three characters and then build a deck from a random pool presented to you three at a time. WARNING: ARENA IS HABIT FORMING.

Hearthstone revolved around two heroes summoning minions in a goal to bring the enemy hero to zero life. Think of it as a simpler version of Magic that favors quicker matches, and you're on the right track.

Hey, let's introduce the heroes.

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Hero Power: Gain 1 Armor and +1 Attack.
Style: Can accelerate with mana-boosting cards like Innervate. Many cards have two options, allowing for flexibility. Enjoys a good buff.
Weaknesses: Flexible cards tend to be overpriced. Weaker early game without acceleration. Lacks direct removal.

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Hero Power: Deal 2 damage to opposing hero.
Style: Utilizes minions to rush down opponent. Great synergy with beast minions. Cheap removal.
Weaknesses: Removal tends to be random targets or secrets that can be played around. Beasts are typically mediocre without hunter synergies. Hero power only relevant in late game.

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Hero Power: Deal 1 damage to any character.
Style: Lots of direct damage spells, and spells in general. Very control-oriented, using freeze and removal to keep enemies at bay. Polymorph is one of the best removal spells. Strong AoE damage. Strong finisher via Pyroblast.
Weaknesses: Only has a handful of solid minions. Incredibly vulnerable without any spells. Can be hamstrung if opponent heals enough.

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Hero Power: Summon a 1/1 Silver Hand Recruit minion.
Style: Enjoys buffing minions and debuffing enemies. Great for weenie decks, but enjoys a slower, somewhat control-oriented game. Solid weapons, and lots of card draw.
Weaknesses: Has poor direct removal. Card draw is good, but either situational (Divine Favor) or expensive (Lay on Hands).

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Hero Power: Restores 2 HP to a character.
Style: Control-oriented. Loves to buff minions, particularly HP. Steals opponents' crap, potentially resulting in massive card advantage. Lots of direct removal.
Weaknesses: Weak in the early game. Direct removal is conditional or expensive. People will think you're a jerk.

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Hero Power: Summon a 1/2 weapon.
Unique Mechanic: Combo. Cards have an additional effect if you've already played a card earlier in the turn.
Style: Tends to go for rush-down. Lots of direct damage and weapons. Combo allows for cheap, powerful effects.
Weaknesses: Vulnerable late-game. Combo can lead to unfavorable opening hands. AoE spells tend to be poor.

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Hero Power: Summons one of the following totems at random: Stoneclaw (0/2 Taunt), Healing (0/2, restores 1 HP to all friendly minions at end of turn), Searing Totem (1/1), Wrath of Air (0/2, +1 Spell Damage)
Unique Mechanic: Overload. You will be unable to spend X mana on your next turn. Think Echo from Magic and you're on the right track.
Style: Has a lot of play styles, being able to sling spells, use weapons, and solid minions. Overload allows for very efficient turns. Hex is among the best direct removal.
Weaknesses: Vulnerable on turns AFTER overload. Hero power is random, which will burn you.

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Hero Power: Gain 2 Armor.
Style: Incredibly aggressive, favoring a lot of cheap enrage minions, charge, and great weapons.
Weaknesses: Worst Hero Power in the game. Removal tends to be random or conditional (Execute, Brawl). Damage spells, particularly AoE, are poor. Takes a ton of damage from weapon use.

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Hero Power: Deal 2 damage to your hero. Draw a card.
Style: Can go for an aggressive early game with very cheap demons. Hero Power is among the best in the game. Good synergy with demons. Jaxxarus is the best card.
Weaknesses: Powerful cards tend to have bad drawbacks. Removal tends to be weak (Mortal Coil) or carry big drawbacks (Soulfire). Hero Power can hurt your late game.

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