Adventure rewards not worth the time and cost

Value proposition for single player adventures was really strong when you got guaranteed cards with the raids. Most addicting thing I’ve ever run into with hearthstone.

These new grindy dungeon runs, that only reward more random card packs, are not compelling enough. They are grindy, expensive, and without sufficient reward.

Bring back raids with guaranteed loot. The slot machine is boring and I can get a bunch of dupes that translate into inefficient dust.

Stop valuing our time and money at such a low bar.

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On the other hand, now you’re not forced to do single player content for multiplayer progress. So people who are focused on maximizing resources for multiplayer matches know they can safely skip the adventure and spend their resources on packs instead.

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The heist stuff is pretty fun regardless of rewards.

Ninja Gaiden (2004) offered no rewards, was quite difficult and at times grindy, and is still one of my favorite games of all time.

But… i really did enjoy getting cards like Emporer from completing quests so i can’t wholly disagree.

Minimum dust for 2800g worth of packs:

40*28= 1120

Minimum dust from spending 2800g on the adventure:

40*15+300= 900

So you lose 240 dust if everything is crap. Given that you get a golden Zayle, two card backs and the rather fun adventure, I’d say your 240 dust is more than made up for, not to mention the golden pack also having a pity timer, which means better than average odds of a golden Legendary.

but it isnt boring
ive been having a lot of fun and havent tried all heroes yet

Maximum dust for 2800g worth of packs:

800*28= 224000

Maximum dust form spending 2800g on the adventure:

8000*15+300= 120300

So you lose 103700 dust if everything is golden legendary. Do you see how taking an extreme example that never happened to a single player in the game to try to make your point is dishonest? There’s guaranteed epics and legendaries per number of opened packs, if you arbitrarily take the lowest possible value and even ignore the fact that you’re guaranteed to open some epic among those packs to intentionally skew the results in a way that supports your point of view you can’t expect to be taken seriously.

So let’s take actual average dust values per pack instead. The average value of a pack is about 105 dust, according to hearthstone wiki. So if we do the calculations again, we get:

(105x28) - (105*15+300) = 1065 dust.

In other words, the average player will lose about 1065 dust if they buy the adventure instead of just buying packs. That’s significantly higher than the 240 dust you arbitrarily came up with.

Use actual statistics instead of impossibly low numbers if you want to make a point.

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I went with minimum because I couldn’t find the average, although I didn’t look too hard because to be completely honest, I don’t care.

Now let’s factor in the other stuff you get - a golden legendary, two card backs and fun.

The golden legendary not being dustable doesn’t change that it’s there, nor that a non golden Zayle carries with it a dust value of roughly 60,000. The Golden is, obviously, much higher.

Would you rather have 28 RoS Packs or 15,1golden pack, 5 fully golden, ladder viable decks (yes, yes, they’re not optimized, I know. They’re still quite capable of competing in ranked), two card backs and fun content?

I have two meta decks, I’m mostly f2p and I’m picking the adventure. I’m glad I did too, even without packs it’s a fun Hearthstone Roguelike experience that gave me five fun, shiny decks as well

When I was a kid I asked my dad “why do I need to complete or play a video game anyway if I dont get a free toy or trophy from the game company in the end” he said its for fun. I guess for some people the heist and this format is fun. If the sales from money bombed maybe they wont release it again.

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i do hope they keep releasing more content like this

is fun to play it

Your view appears (based on what I have read over the years) to represent a minority view.
During the days of the old adventures with guaranteed loot that was only available through those adventures, there were lots of complaints. “Why do I have to pay 5 x 700 gold for just a small set of cards? If I just want that one card that is a reward in wing 5, why do I need to pay 3500 gold instead of just crafting it from arcane dust? Why am I forced to play a format I do not like just to get those cards?”

Blizzard listened to these complaints and stopped creating adventures as the only way to get content. Instead they started doing adventures that were completely free and had no reward, except a card back (and sometimes a single card or card pack). Obviously with no income from the game mode they had to limit developer resources for it. And then they were greeted with comments that the new solo modes were boring, shallow, not interesting, etc etc.

The Dalaran Heist represents the next step in their attempt to find balance. By making it paid (by either money or gold) they ensure more income, which allows them to invest more time and effort to create deeper and more varied challenges. But making it paid made them feel compelled to also increase the rewards … without resurreecting the old problem of cards that are only available through a paid adventure. Hence the reward for each wing is 3 packs, plus a golden pack at the end. And a card that is not otherwise obtainable, but that due to its design will never be a “needed” card for competitive players.

If you don’t like this solo play mode, then the simple solution is to not spend any money or time on it. The first wing was free so you are able to sample the mode before you even spend a single dime or gold coin on it.
If you do not like the game mode, keep the gold or money, and use it to buy packs. That will, for you, be the most value for money.
If you do like the game mode, pay the 700 gold (or money equivalent) and enjoy the many hours of gameplay you can get from this mode. That will, for you, be the most value for money (and you get three packs thrown in as well).

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