disclaimer: this thread is for informational purposes regarding the reward track offerings for players, a comparison between the old system and new, and discussion thereof. If you want to talk about how “Hearthstone is still too expensive!!!” then you’re free to go make your own thread about it and I’ll happily contribute my own wishlist of things I think should be done to make the game more F2P-friendly. This, however, is not that conversation.
Edit: Because apparently I’m a doofus and suck at manual counting FAR more than math, I misrepresented the 1-50 reward track gold as 5,050. That’s wrong, it’s 5,650. The rest of this post has been edited to reflect as such. I blame Evo Shaman for reducing my overall sanity level.
I’m going to post my observations regarding the most recent version of the reward track in terms of raw earnable gold in comparison to the old system that we had. To do that, we need a baseline “average Joe” player that can serve as our test dummy for playing both systems and give us our assumed values. Obviously no one example can cover every archetype of player, this is just my attempt and finding a reasonable baseline average.
Since the roughly “hour a day” experience seems to be widely talked about, we’ll go with:
- One hour, or 400xp worth of playing done per day.
- 50% winrate
- 8 minutes average match length with queue time included in that
- All daily/Weekly quests completed
- Four high-value dailies (60g/1000xp) and three low-value dailies (50g/900xp) completely per week.
- Usually most folks can reroll better than that, but other times if you want to play, you reroll into something like draw 30 cards and can’t play for an hour without doing it, or get loaded down with low-value quests.
Some values will be fractional. You cannot play seven and a half matches, but remember that this is serving as an average so fractional values still matter and add up.
This comparison ignores XP from achievements, as not everyone will have the same access to that.
Old system
- 390 gold per week from quests. Pretty cut and dry.
- 7.5 matches played per hour. 50% winrate means 3.75 wins per hour (assuming the above match length & winrate) which comes out to 12.5 gold per hour. Doing that for seven days gives someone 87.5 per week from wins.
- the above values give us 477.5 gold per week, which is 68.21 (rounded) gold per day or 8,185 gold per 120-day expansion cycle.
New system
- 6,000xp per week from weekly quests.
- 6,700xp per week from daily quests
- 2,800xp per week from play time
- XP to level 50 is 156,960. That gets you 5,650 gold.
- 50 gold per level after 50, but the level requirements are incremental. I’m going to use 1,500xp per level because I still see it as the safest conservative estimate.
- 15,500xp per week = 2,214.29xp per day, = 265,714.8xp per expansion cycle.
- 265,714 - 156,960 (to get to lvl 50) = 5,650 gold earned and 108,754xp left to level beyond that.
- 108,754 ÷ 1,500 = 72 levels gained beyond 50. That’s 3,600 gold.
- this totals up to 9,250 gold per expansion cycle, possibly more if the post-50 leveling averages require less than 1,500xp per level.
Given as close to the same circumstances as I can estimate for the “hour per day” player, it’s 8,185ish gold under the old system and 9,250ish gold under the new reward track.
Obviously plenty of us have seen different figures under the old system than is being shown, but just as your gold earned would be more by playing more each day, having a higher winrate etc. you’ll be earning more than 400xp per day and pushing yourself further beyond level 122 each expansion to earn more gold by having above-average time invested/performance in the new system.
Well, that’s pretty much it. I keep seeing it brought up so I figured I’d give a singular post to show the math I reference.