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blueblimp

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Dungeon Run
« on: November 08, 2017, 12:23:10 am »
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The next expansion of Hearthstone will introduce a PvE deck-building mode called Dungeon Run. (Oddly, I can't find an official announcement to link, but there's been plenty of third-party coverage over the past few days.)

I assume Peter Whalen (of Dream Quest fame) was involved. I'm looking forward to trying it, although the demo makes it look like every run starts with a few boringly easy bosses, so that's not great.
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popsofctown

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Re: Dungeon Run
« Reply #1 on: November 08, 2017, 01:05:01 am »
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PvE arena? Uh, no thanks.
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blueblimp

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Re: Dungeon Run
« Reply #2 on: November 08, 2017, 01:26:57 am »
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PvE arena? Uh, no thanks.
The deck-building mechanic is entirely different from arena. You're offered dungeon-run-specific effects, dungeon-run-specific cards, and bundles of ordinary cards as you progress through the run.

IDK if it will have any lasting value as a mode, but it's something quite distinct from the other modes they've done.
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popsofctown

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Re: Dungeon Run
« Reply #3 on: November 08, 2017, 02:09:58 am »
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How is that different? Here are three things, pick one of the three things to modify your deck and prepare you for a random set of possible foes (random bosses instead of random classes played by humans)

It's about as different as when a new set releases, we're now offered Knights of the Frozen Throne specific cards in arena now.  If you want me to count Dungeon Run as a new expansion, sure, it's that.  But it's not sealed or something.

I don't know how I'm supposed to be extra excited about the cards that cost 0 mana and start in your hand.  Nonccg RPG elements in the ccg game, sure.

I'll play this, though.  It's a new expansion.  It's just one I have to play against AI which is likely to be less fun.  I expect I'll get less out of it than Halloween.
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markusin

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Re: Dungeon Run
« Reply #4 on: November 08, 2017, 09:33:17 am »
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How is that different? Here are three things, pick one of the three things to modify your deck and prepare you for a random set of possible foes (random bosses instead of random classes played by humans)

It's about as different as when a new set releases, we're now offered Knights of the Frozen Throne specific cards in arena now.  If you want me to count Dungeon Run as a new expansion, sure, it's that.  But it's not sealed or something.

I don't know how I'm supposed to be extra excited about the cards that cost 0 mana and start in your hand.  Nonccg RPG elements in the ccg game, sure.

I'll play this, though.  It's a new expansion.  It's just one I have to play against AI which is likely to be less fun.  I expect I'll get less out of it than Halloween.

I wish I played more Halloween arena.

At the end of the day, it's still single player (against presumably a lousy AI). I have several other things I could be doing with my limited time, like play a game built around single player (e.g. a first person shooter) or play some games of Dominion against the bot.

I will try it though. It's a way to get some possibly fun Hearthstone action without having to get the newest cards.
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sitnaltax

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Re: Dungeon Run
« Reply #5 on: December 09, 2017, 02:39:50 pm »
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As a Dream Quest fan, this mode is really good (and obviously inspired heavily by Dream Quest). Only the first fight (opponent starts with 10 HP, you have 15) is easy or pro forma. From there you're quickly adding game-breaking powers to your deck while to counter the ever more ludicrous bosses you encounter.

The worst part is running into a brick-wall boss, one that happens to counter your specific deck. There's not much you can do about that other than to try again, since even a longish run is short.

In about 12 runs I've won once and made it to the last boss two other times, so it's a little easier than DQ.
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Re: Dungeon Run
« Reply #6 on: December 09, 2017, 05:52:13 pm »
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Not knowing Dream Quest at all, I generally like the mode.  The final boss is significantly harder than the rest every time so far.
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popsofctown

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Re: Dungeon Run
« Reply #7 on: December 09, 2017, 09:22:56 pm »
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I did it on like my sixth.  I was immediately successful when I resolved to do the heroes in eastern reading order instead of English reading order, because Garrosh sucks as much as he does in the other limited format.
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markusin

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Re: Dungeon Run
« Reply #8 on: December 10, 2017, 02:05:40 am »
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I did it on like my sixth.  I was immediately successful when I resolved to do the heroes in eastern reading order instead of English reading order, because Garrosh sucks as much as he does in the other limited format.

I did Garish first as I don't have him at level 60 yet. I think I beat 60 bosses with Garrosh before beating the final boss with perma-stealth pirates.

This is a pretty cool mode. There are a lot of surprises so I shouldn't spoil anything. I've completed Dungeon run with 5 heroes so far. I'm trying to beat it with Hunter now. The Hero power upgrade ability is pretty darn good on Rexxar and can turn up after the first win, but it's significantly less useful against the final boss than it is against like everyone else. Plus the final boss has like an answer for everything.

It also seems to me like certain heroes attract certain bosses. That or it's the decks that attract the bosses.
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Galzria

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Re: Dungeon Run
« Reply #9 on: December 10, 2017, 09:25:16 pm »
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I've enjoyed it thusfar.

I've run 5 of them:

Hunter - Lost to boss 8
Hunter - Lost tu boss 6
Hunter - Lost to boss 7

Shaman - Lost to boss 8

Mage - Won

My fear is that, like most solo adventures, it'll quickly grow stale after beating each class. Is there incentive outside neat mechanics to keep playing?
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.


Blitz:
TOWN Wins: ZM11, ZM13
TOWN Losses: ZM3, ZM5, ZM6, ZM8, ZM9, ZM10
SCUM Wins: ZM1
SCUM Losses: ZM4

Total Wins: 3
Total Losses: 7

Normal Games:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31
SCUM Wins: M2, M19, M23, M100
SCUM Losses: M15 (SK), M102 (Traitor)

Total Wins: 13
Total Losses: 10

Other:
TOWN Wins: DM1, BM4, BM4, BM5, BM8, BM13, DoM1, OZ2, RM45
TOWN Losses: BM1, BM2, BM3, BM6, BM11, RM3, RM4
SCUM Wins: DM3, BM7, RM1, RM2
SCUM Losses: BM9, OZ1

Total Wins: 13
Total Losses: 9

Drab Emordnilap

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Re: Dungeon Run
« Reply #10 on: December 10, 2017, 09:35:15 pm »
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Man, that evolve guy. He seems way harder than his depth would normally account for.
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markusin

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Re: Dungeon Run
« Reply #11 on: December 10, 2017, 10:06:57 pm »
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Man, that evolve guy. He seems way harder than his depth would normally account for.

Yeah I hate that guy. Lucked out once as a hunter to pull a win against him, but I had the Justicar Hunter Hero power there and the boss made some horrible misplay.
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Galzria

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Re: Dungeon Run
« Reply #12 on: December 10, 2017, 10:21:11 pm »
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Man, that evolve guy. He seems way harder than his depth would normally account for.

Yeah I hate that guy. Lucked out once as a hunter to pull a win against him, but I had the Justicar Hunter Hero power there and the boss made some horrible misplay.

The AI is definitely not the best. Had an opponent hit a minion with a 33/1 weapon to clear my board when I had 34 and he had 42. Went on to win easily.
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.


Blitz:
TOWN Wins: ZM11, ZM13
TOWN Losses: ZM3, ZM5, ZM6, ZM8, ZM9, ZM10
SCUM Wins: ZM1
SCUM Losses: ZM4

Total Wins: 3
Total Losses: 7

Normal Games:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31
SCUM Wins: M2, M19, M23, M100
SCUM Losses: M15 (SK), M102 (Traitor)

Total Wins: 13
Total Losses: 10

Other:
TOWN Wins: DM1, BM4, BM4, BM5, BM8, BM13, DoM1, OZ2, RM45
TOWN Losses: BM1, BM2, BM3, BM6, BM11, RM3, RM4
SCUM Wins: DM3, BM7, RM1, RM2
SCUM Losses: BM9, OZ1

Total Wins: 13
Total Losses: 9

popsofctown

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Re: Dungeon Run
« Reply #13 on: December 11, 2017, 12:59:11 am »
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I had the Rogue Quest boss get a major logic error and refuse to do anything at all on a turn that he had 7 5/5's against 2 fresh bilefin hunters.  He probably couldn't play a minion and has an AI error where that makes him freak out.

It was going to be really interesting whether I drew into a way to deal 8 damage to him, but then I just got it for free.
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Watno

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Re: Dungeon Run
« Reply #14 on: December 11, 2017, 02:32:20 pm »
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5 cost giants are pretty good.
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Galzria

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Re: Dungeon Run
« Reply #15 on: December 11, 2017, 03:26:52 pm »
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Completed Paladin on my second run.

Puts me at:

Hunter: 4 runs: 8/6/7/8, no win
Shaman: 1 run: 8, no win
Paladin: 2 runs: 6/8, win
Mage: 1 run: 8, win

I suck so much at Rogue though. I'm dreading running that class.

I'm having trouble with Hunter which is usually my best class. The +1/+1 bonus is amazing, but beyond that I haven't found anything that I'm crazy about.
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.


Blitz:
TOWN Wins: ZM11, ZM13
TOWN Losses: ZM3, ZM5, ZM6, ZM8, ZM9, ZM10
SCUM Wins: ZM1
SCUM Losses: ZM4

Total Wins: 3
Total Losses: 7

Normal Games:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31
SCUM Wins: M2, M19, M23, M100
SCUM Losses: M15 (SK), M102 (Traitor)

Total Wins: 13
Total Losses: 10

Other:
TOWN Wins: DM1, BM4, BM4, BM5, BM8, BM13, DoM1, OZ2, RM45
TOWN Losses: BM1, BM2, BM3, BM6, BM11, RM3, RM4
SCUM Wins: DM3, BM7, RM1, RM2
SCUM Losses: BM9, OZ1

Total Wins: 13
Total Losses: 9

Galzria

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Re: Dungeon Run
« Reply #16 on: December 11, 2017, 05:52:11 pm »
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Beat Rogue on first run. :-/

Ran Jade Rogue with double Deathrattle. I got the card burn boss for round 8, but was still able to get my Jades up to 8/8, despite burning more than half my Jade cards.
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.


Blitz:
TOWN Wins: ZM11, ZM13
TOWN Losses: ZM3, ZM5, ZM6, ZM8, ZM9, ZM10
SCUM Wins: ZM1
SCUM Losses: ZM4

Total Wins: 3
Total Losses: 7

Normal Games:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31
SCUM Wins: M2, M19, M23, M100
SCUM Losses: M15 (SK), M102 (Traitor)

Total Wins: 13
Total Losses: 10

Other:
TOWN Wins: DM1, BM4, BM4, BM5, BM8, BM13, DoM1, OZ2, RM45
TOWN Losses: BM1, BM2, BM3, BM6, BM11, RM3, RM4
SCUM Wins: DM3, BM7, RM1, RM2
SCUM Losses: BM9, OZ1

Total Wins: 13
Total Losses: 9

popsofctown

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Re: Dungeon Run
« Reply #17 on: December 11, 2017, 08:08:34 pm »
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Beat Rogue on first run. :-/

Ran Jade Rogue with double Deathrattle. I got the card burn boss for round 8, but was still able to get my Jades up to 8/8, despite burning more than half my Jade cards.
I beat him even though I was warlock and tapped a ton.

He's probably the weakest final boss.  He just plays regular ass cards you'd see in arena and gets the equivalent of a zero mana Sinister Strike in his starting hand.
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Galzria

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Re: Dungeon Run
« Reply #18 on: December 11, 2017, 08:42:16 pm »
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Beat Rogue on first run. :-/

Ran Jade Rogue with double Deathrattle. I got the card burn boss for round 8, but was still able to get my Jades up to 8/8, despite burning more than half my Jade cards.
I beat him even though I was warlock and tapped a ton.

He's probably the weakest final boss.  He just plays regular ass cards you'd see in arena and gets the equivalent of a zero mana Sinister Strike in his starting hand.

The boss I seem to have the most trouble with is the Priest running treasure chests. I took him as Mage by blasting face past him, but anything that's required board control has me struggling.
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.


Blitz:
TOWN Wins: ZM11, ZM13
TOWN Losses: ZM3, ZM5, ZM6, ZM8, ZM9, ZM10
SCUM Wins: ZM1
SCUM Losses: ZM4

Total Wins: 3
Total Losses: 7

Normal Games:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31
SCUM Wins: M2, M19, M23, M100
SCUM Losses: M15 (SK), M102 (Traitor)

Total Wins: 13
Total Losses: 10

Other:
TOWN Wins: DM1, BM4, BM4, BM5, BM8, BM13, DoM1, OZ2, RM45
TOWN Losses: BM1, BM2, BM3, BM6, BM11, RM3, RM4
SCUM Wins: DM3, BM7, RM1, RM2
SCUM Losses: BM9, OZ1

Total Wins: 13
Total Losses: 9

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Re: Dungeon Run
« Reply #19 on: December 11, 2017, 08:43:20 pm »
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Beat Rogue on first run. :-/

Ran Jade Rogue with double Deathrattle. I got the card burn boss for round 8, but was still able to get my Jades up to 8/8, despite burning more than half my Jade cards.

Same thing, but double Battlecry with several copies of Jade Spirit and Aya Blackpaw. The guy plays Dooooom! (Or whatever it's called), but then you drop some 9/9 and 10/10 jades.
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markusin

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Re: Dungeon Run
« Reply #20 on: December 11, 2017, 08:44:23 pm »
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Beat Rogue on first run. :-/

Ran Jade Rogue with double Deathrattle. I got the card burn boss for round 8, but was still able to get my Jades up to 8/8, despite burning more than half my Jade cards.
I beat him even though I was warlock and tapped a ton.

He's probably the weakest final boss.  He just plays regular ass cards you'd see in arena and gets the equivalent of a zero mana Sinister Strike in his starting hand.

The boss I seem to have the most trouble with is the Priest running treasure chests. I took him as Mage by blasting face past him, but anything that's required board control has me struggling.

This is the only boss of the five final bosses I faced that I have yet to beat.
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Re: Dungeon Run
« Reply #21 on: December 13, 2017, 04:38:54 pm »
+2

Got all 9 classes done.
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markusin

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Re: Dungeon Run
« Reply #22 on: December 17, 2017, 04:54:54 pm »
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Got all 9 classes done.

I finally got all nine classes done as well. Class that required the most bosses defeated to finally clear was Hunter. Easiest final boss to beat has to be Azari the mill demon boss (I still have never beaten the dragon).

Coolest deck that got a clear was my Mage deck that had lots of board clears and burn with the +3 spell damage artifact. The last boss for that Mage was The Darkness where I had to play a messed up minigame to summon Water Elementals while the boss was dying to fatigue edit: with Frost Lich Jaina.
« Last Edit: December 17, 2017, 06:26:54 pm by markusin »
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Re: Dungeon Run
« Reply #23 on: December 18, 2017, 04:35:11 pm »
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I must not be very good at this game.  Iíve yet to clear any.

I generally always make it to the final, and then just get stomped.  My best try so far lost quickly to the treasure guy who gets free awesome cards every turn via hero power.  I played the fill your board with legendaries with an empty board?  He counters with the silence then destroy all enemy minions card.  The whole fight was like that.

Sometimes the buffs you draw just donít line up through the run, thatís fine.  But these final bosses have generally just been too tough for me.
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Re: Dungeon Run
« Reply #24 on: December 18, 2017, 05:26:55 pm »
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I must not be very good at this game.  Iíve yet to clear any.

I generally always make it to the final, and then just get stomped.  My best try so far lost quickly to the treasure guy who gets free awesome cards every turn via hero power.  I played the fill your board with legendaries with an empty board?  He counters with the silence then destroy all enemy minions card.  The whole fight was like that.

Sometimes the buffs you draw just donít line up through the run, thatís fine.  But these final bosses have generally just been too tough for me.

You kinda have to hope that you face off against a final boss that doesn't completely counter your deck. That Kobold boss seems kinda BS based on clips I have seen. You can't really play around him much. Oddly enough, he was the first final boss I defeated, as a Warrior with Stealthed +1/+1 pirates.

Apparently, you get a super ez-mode OP weapon if you manage to assemble Quel'delar by getting both the 1 mana 3/3 weapon and the 1 mana +3/+3 buff. I don't know what the odds on getting that is, so I wouldn't recommend it.

One thing I do find cool about Dungeon run is that each clear feels like a story. Also, most of the bosses stick only use collectible cards outside of hero powers, including some of the final bosses I think. There's this weird handbuff sludge boss that has non-collectible cards which compare to the unfairness of some adventure boss cards of old.
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