Mit Gwent hat Hearthstone starke Konkurrenz bekommen. Wir zeigen euch mithilfe von Raffael „GameKing“ Iciren, wie der Umstieg von. 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. Während in den vergangenen Jahren stets Hearthstone der Platzhirsch im Bereich der digitalen Kartenspiele war, hat Blizzards.
Gwent: So gelingt der Umstieg von HearthstoneGwent: The Art of The Witcher Card Game: shenalsafari.com: Panini, Kasprzak, sie nicht im Comic-, Cartoon- oder Disney-Look a la Hearthstone daher kommen. Auch Hearthstone hat einen neuen Weg gefunden, um den Fans Spielspaß zu bieten. Wie das in den beiden Nicht nur Gwent versucht dieses Jahr mit einem neuen Einzelspielermodus zu überzeugen. Bleeding Edge: Die 4 vs. Während in den vergangenen Jahren stets Hearthstone der Platzhirsch im Bereich der digitalen Kartenspiele war, hat Blizzards.
Gwent Vs Hearthstone Deck Building VideoReading Negative Gwent Reviews on the Play Store.
Wenn euch das das genauso Top Ten Gesellschaftsspiele uns Gwent Vs Hearthstone und ihr Gwent Vs Hearthstone in einem Casino spielt, kГnnen Sie reale bzw, ein Unternehmen. - Magic: The Gathering ArenaAls Bloodcrafter entscheidet ihr euch für eine High-risk high-reward-Spielweise, die euch dafür belohnt, unter 10 Lebenspunkte zu fallen. 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. I Jokers Cap Kostenlos Spielen Ohne Anmeldung 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. Follow GameSinnersLive. I can get premium from my favorite cards without feeling bad about it. Click to add a comment. Missing a a legendary or 2 isn't a Sizzling Hot Online Casino in hearthstone because the other 28 cards in your deck Bwin Mobile far more. If you continuously add more mechanics and options, eventually the game will become incomprehensible, or you will run out of ways Aufbauspiele Ios the game to become even more complex. However, there are other things working in Gwent's favor for having a viable deck. Thank you. Treefur Rookie 4 Mar 20, I wanted to put numbers to it. Gwent is a better card game than Hearthstone. Ok, I know what you’re thinking: What the hell is a Gwent, and are you nuts? Let’s answer the first question first. Gwent is the collectible card game. “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. The main reason Gwent is much better than Hearthstone is the possibility of pulling off big plays from combos, you can actually make card synergy work and it feels extremely satisfying. Making big plays make you feel like you're actually in control of the game. 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. HS vs Gwent: What you get in a month: Hearthstone: Every month you get 10g a day, so gold. You also get the dust at month end, which is about packs. One month of HS gets you packs. (I am excluding daily quests!!). Gwent: IN A SEASON for rank you get 47 packs, and 1, scrap ( kegs).
Also, the lack of synergy makes some cards completely useless while the only meta cards are the ones that do anything played alone. It limits deck creation by a lot.
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. So Hearthstone is what got me interested in CCGs with the simple gameplay mechanics, something unusual up to that point I believe.
It's in fact, the card game I spent most time playing. What I didn't care for is the cartoony graphics and comedic element and the way they started introducing cards, basically forcing dominant deck archetypes each patch, which you can't play if you don't pay for packs.
The gold grind is pretty bad and the crafting costs for cards are so high, I could only make legendary cards for over a year of playing.
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.
And of course, you can buy kegs with real money see the screenshot above for prices. The list below shows how much Scraps you get for milling cards in Gwent sorted by rarity :.
The following list shows how much Scraps you need to craft cards in Gwent sorted by rarity :. As you can see, it is cheaper to craft cards in Gwent than in Hearthstone.
Consider that in order to craft a legendary in Hearthstone you need mana, while in Gwent you only need Scraps. The same goes for Golden Legendaries, which are the same as Legendary Premium cards in Gwent -- where they are twice as cheap.
Gwent definitely offers a very interesting concept of a digital CCG and there is an already established fanbase coming from The Witcher 3.
But the real question is: Can Gwent attract many other new players? Can it ultimately compete with such a beast as Hearthstone?
The answer is: Probably not. This is also hard to compare, but here is what I did assuming the average player completes the daily quest and the 3 win reward:.
Gwent: ore per 6 rounds 3 wins. You actually get a little bit of resources for every 2 rounds won. Hearthstone: Achieving rank 5 gets you 2 Golden Commons, 1 Golden epic, and 5 dust.
About in total dust. Every month you get 10g a day, so gold. You also get the dust at month end, which is about One month of HS gets you I am excluding daily quests!!
I assume they are equal and are a wash. Gwent's probably take more time, so this is a slightly Gwent favorable assumption, in my opinion. Game time lengths: Overall my guess is Gwent games are longer, on average, but also more consistent.
HS games, especially because of all the aggro, are probably shorter, but can be much longer. Deck building rules and constraints. HS is fixed at 30 cards per deck.
Gwent can use 25 - HS has no restrictions on rarity. Gwent you can only use 4 Golds and 6 Silver. Leaders: Gwent you earn the leaders through PvE content, which is similar to the early HS experience.
I assumed it was a wash. Low tier card mill difference: I only included the mill difference in terms of cost to create a deck. I actually think the low mill value of HS common cards is a big deal 'cost' wise, but that is a suspicion - I did not run additional numbers on it.
HS has three expansions a year for its players to keep up with, but the Gwent system is really not known yet. I held off from analyzing the 'maintenance cost'.
I was also going to look at the total cost of a collection, but no. So many assumptions, the games are in very different stages of their life-cycles, etc.
I am not perfect and did this for 'fun. I tried to run a quick comparison of HS vs Gwent cost. I removed the impact of daily quests - assuming they were equivalent.
I also did not run any analysis on drop rates, etc, simply assuming a HS pack is worth 40 dust, and a Gwent keg is worth 60 scrap.
HS decks cost: Highlander Priest: packs or Aggro Pally: packs or A Gwent deck with all 'rare' bronze cards: 1.
Another user sent me a PM saying that the packs are closer to dust for HS and 80 scrap for Gwent, on average. Using those assumptions I am getting 7.
Some people saying excluding Arena HS is unfair. I did not know how to include Arena in the analysis - assuming over 3 wins is not reasonable.
But, for good Arena players it is a great way to grind value for their HS accounts. I think Arena is the best most fun and most rewarding HS mode.
One thing that I found as a major difference between the two is that in Gwent, when you open a keg, you get a choice of 3 cards as your rare, while in HS, you get what you get.
This makes it significantly easier to get good golds, and allows you to focus on what decks you are likely to build. I am getting a lot of PMs saying how my analysis is unfair to HS I really was not trying to make it unfair , but you are the first to remind me of this dynamic.
Simply that I love both games. I love Gwent and I played Witcher 3. I know the lore, just not enough time to play.
But I quit HS b'coz I can't keep up with the costs. The moment I tried Gwent, i realized they're doing good and respond well to the community, a very fresh change.
And this is coming from a Blizzard fanboy. True, and it's worse that some expansion gave rise to broken decks, making many 'legendaries' feel not so legendary, and costs a lot of time to obtain.
I've slowly evolved from a player that aspires to play all classes, to focusing on a few classes to collect, all the way to 'I quit'. I was so close to getting my Mage gold border.
Let's put it this way. Also, the think people do not mention is that Gwent cant really 'deck cost creep' unless they change the rules rarities.
HS's top tier decks only continue to get more expensive. It already HAS 'cost creeped' due to the bronze problem already mentioned, but it's already hit it's ceiling.
Honestly I don't think they know how to solve the 'common' problem they've created for themselves. If they change all the bronzes to the same rarity, then kegs suddenly swing wildly in value.
The OP has already set the deck value at ceiling, since he assumes all bronzes are rares. There can be no further cost creep, unless the rules change.
I've said this before, commons in Gwent only really exist as a rarity to make rare cards rare. You can craft one every keg you get, and so adding any extra common to the set only delays that common being a keg pull you've already got by 3 kegs.
Rares outnumbered commons before the patch. Now it's just silly. It lessens the overall value of kegs by having the rarities so skewed.
Commons also exist as quickly crafted cards for newbies. So yeah as a rarity that's all they're for and for any ccg with random packs all they'll mainly be but as building blocks for a newbie experience they're invaluable.
Yes, well that is a rule change. In HS you can have an all legendary deck, which would be very expensive. How does 1 week of grinding get you at least 3 specific golds being generous since RD is basic and used quite a bit and 5 specific silvers same as gold but with Horn?
That was enough to get me casino dwarfs. Then climbing with dwarves got me enough for witcher alchemy.
That's where I'm at now :. Edit: I only disenchanted like 2 or 3 starting golds. Probably not great long term, but I wanted a good deck fast.
Made it easy to climb and get more. He wasn't me, who made the original claim. But if you look above I explained how I did indeed make my deck in a week.
I'll point out that I did buy the starting pack, but I probably got more free kegs than I got through that pack anyways. I don't think that's a really good idea, considering as a new player you don't really need to upgrade your deck to tier 1 ASAP.
When I first started playing I incrementally upgraded my frost Eredin budget deck and did just fine with it in ranked until rank And now that there are daily quests requiring you to win with specific factions scrapping everything is just handicapping yourself in both deckbuilding and completing said quests.
I don't really care for the additional income from quests because at my current state I have the cards monsters and tons of left over scrap.
The earning cards part is over and now I'm just working to grind out ranked games. Is it fun to play?
Am I rewarded for crafting a winning deck? These are the questions that draw players to CCGs and keep them playing.
Hearthstone is the oldest game on the list, and as such, it also set many of the standards for digital card games. Its strategy pulls from physical card games like Magic: The Gathering in that players can play minions and spells for a set mana cost in an attempt to bring the opponent to 0 life points.
Although, Hearthstone improved upon this formula, introducing the mana system that modern DCCGs know and love: get one mana at the start of the game, then one more every turn up to Other CCGs tweak the numbers a bit, but the concept remains the same.
As the first in the mainstream, Hearthstone has become something of a boilerplate for other developers to base their own card games on, changing a few names and strategies here and there.
As such, starting a couple years ago, Hearthstone began implementing Standard vs. Wild collections to differentiate which cards are eligible for competitive play, versus which cards should only be allowed in casual settings.
This leads to a very large and robust card ecosystem. But in practice, Hearthstone games often feel like they come down to luck rather than skill.
Whenever a game goes longer than a few turns, players will eventually run out of cards in their hand, forcing them to pray every turn that the top card is something they can use.
In my opinion, this leads to a very frustrating way to play. Meanwhile, The Elder Scrolls: Legends took care to learn from its predecessors. It took the updated mana and taunt systems from Hearthstone , mixed them with old-school elements from games like MTG , such as multi-color decks and lingering enchantments supports , and then added their own improvements on top.
In practice, this means that as a game becomes more dire a player is granted more cards with which to fight back.
It makes for a very satisfying comeback mechanic that enables a player to rely on their skills and their deck rather than luck.
Not to mention, TESL takes the battlefield and divides it into two lanes that can be affected by modifiers.
Perhaps an influence from Gwent? This adds another layer of strategy when considering how to attack the opponent, or defend against their onslaught.
Essentially, throughout every game players work to complete quests. When accepting the morality point you can choose good or evil. Not to mention, each game is played on a different map with different quests, adding a new flavor of strategy to every game that can be expanded upon in future updates.
But, I suppose it comes down to what flavor of strategy you prefer in your CCGs. Gwent is the only game on this list that lives entirely outside of the Hearthstone boilerplate.
Based on the mini-game from The Witcher 3 , Gwent is based on the simple premise that the battlefield has two rows — melee and ranged -, and that a player only gets one hand with which to win two out of three rounds.