I’m in between, I think. There were some obvious attempts to improve on the game, per common complaints, but I’m mostly grinding my teeth at what looks like a bunch of the same lazy features.
Adventure value: You make a good point about prior adventures. This is not much different from the last two. I still think that “Well then you shouldn’t have bought it” does nothing to actually confront criticisms of the game, though. If prior fans of the game gave Blizzard money hoping to have a good time, and they didn’t, those are real if minor points against the expansion, just as your enjoyment of it is a point for it.
Combined Hero Powers: This…really just felt like the extra powers last time. Which isn’t bad, it’s just that the combined power thing doesn’t seem to add much. I’m sure there will be a few interesting ones.
Passives/buckets/Treasures: The most obvious improvement over DH is that there are a bunch of new options, and at least a handful that feel like new ideas, Rather than “Here’s Captured Flag, the same Deathrattle deviled egg, et all…, again, but we threw in a few more.” I was really impressed with that.
…I feel like I should give that more praise, but it was just a simple and welcome improvement that went a long ways, and I’m 100% with you on enjoying them. NEW CONTENT, YES PLEASE.
Complaints are tl;dr: building your game around RNG and variance, and your strategy around synergy is a bad mix. They still have the same core problem that “random” rewards just feel like punishments, sometimes. yeah, yeah, Roguelikes. But get offered mostly speed upgrades in Binding of Isaac, and with enough skill, you have a viable character that plays differently and offers a different challenge. Take a spell Passive then get offered a bunch of Minion buckets, and it’s “Have fun playing the same vanilla minion deck AGAIN. Git Psykik, bruh.”
Also, it STILL feels like too many of the buckets are just s***ty, once you figure in context. Like, that doesn’t prevent me from building a good deck, but why are there so many mediocre minions in a spell-focused class, and why are there sooooooo many secrets, and why do they keep showing up when I have a deck that clearly has no use for them? Basically: how does offering me so many options that make my deck worse, make the game better?
Bob: Still Bob, with better options. It’s starting to go down the path that buckets did last expansion: same core options and a handful of others that you’d MUCH rather see, but I won’t belabor my issues with that. Bob was a great idea, and I’m glad he’s back.
Challenge: Ugh, inciting the “git gud” crowd as always with this one. I’m just not gonna play Heroic. Not because I’m struggling with Normal, but:
- Because the bosses have the same “Too bad you took the Magic Rabbits power we have a boss that kills Magic rabbits” arbitrary difficulty (again, didn’t lose to bosses that spammed minions when I was offered no AoE the whole run, they were just boring to fight)
- The difficulty is stacked on the later bosses, and I’m already seeing the same early bosses. Facing Linzi and Wendy 8000 times, each time hoping I don’t see Haro, was maybe the most soul-crushing part of DH.
- Because there are no save points, and you don’t know until several games in, whether your deck is gonna have what it takes to not lose because of a lackluster opening hand.
You’re spot-on, though, that the Plague Lord mechanic goes a long ways towards mitigating #2 and #3, there. I’ve seen people complaining about this, but it’s easily my favorite feature. I hope Blizzard finds more ways to make the opening games of a run feel less like a chore.
All in all, well, I obviously have a lot of complaints, but they’re all the same complaints I had about DH, and honestly have had about solo adventures for a while. It seems like an improvement over DH on pretty much every front, and I think lots of folks are gonna see this as their favorite after a while. And as always, glad you’re having fun!