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Sign Up for free or Log In if you already have an account to be able to post messages, change how messages are displayed, and view media in posts. The number of times I'm matched against an overpowered first opponent seems ridiculous. First game is nearly always my hardest and even on most of my 12 win runs I've lost them. Probably is just luck as well as perhaps down to me not figuring out how to get the best out of my deck straight away.
Just the amount of stuff like OP says though It seems to happen so often in the first game and then not again until I reach 5 or 6 wins. It matches based on number of wins so 0 wins will always be a random grab bag since there is nothing to indicate how strong your opponents deck is yet to the game. They could be about to go or along with anything in-between.
What if you started a tourney and your first match was Firebat? It's also worth noting that if you hit 2 losses and you go on a string of wins, you're likely ruining peoples' dreams. Note that this is partially speculation though I'm a seasoned arena veteran and I notice that the first matches are often unusually tough. It seems strange that subsequent games are easier, considering that your opponents are then at positive wins and 0 losses. Players are ranked by their average wins per run, with a minimum of 30 runs. Arena end of month leaderboards use a player's best 30 consecutive runs as their average.
Arena competition presents a very specific pattern of player elimination. This allows players to mathematically rank their run in the Arena according to the percentage of players who have achieved the same record.
Note that these statistics do not represent the player's actual chances of reaching any number of wins. Success in Arena is substantially determined by deck construction and skill in playing each match. The numbers below merely reflect the proportion of players who reach each number of wins. In addition, while these numbers reflect the intended design, for reasons of shortening queue times it is possible players will not always be matched against players with precisely the same score. However, given the large player pools currently seen in-game, any deviation from the design is expected to be negligible.
Players may complete their Arena runs with between 0 and 12 wins, with the number of wins directly determining the scale of the prizes awarded. The below table lists the percentage of runs that reach each number of wins. For example, Arena runs achieving 5 wins are in the top Each Arena run features a potential of 14 matches for each player, with runs ended upon reaching 3 losses or 12 wins.
In each match, it is possible to win or lose the game, dividing the players between one of two possible paths. The below table shows the percent of runs that will reach each given point on the overall potential sequence of matches, with numbers rounded off to two decimal places.
The numbers in bold indicate possible final scores, assuming the player does not retire their deck. For example, we can see that only 0. In October , official statistics were released for Arena play between January and September A series of infographics listed the top players in each region , followed by some global statistics.
The original infographics can be found here. The performance of individual players was broken down by region, and by a number of criteria. Some of these statistics are collated for all regions below.
As a rule China and Asia tallied higher numbers of total wins, runs and win runs, compared to the Europe and Americas regions. The individual class records were mostly claimed by the Americas region, while the Europe region dominated in areas related to average run performances. The following stats were presented collated for all regions, for January-September period. Additional stats can be found in the original infographics.
The design of the Arena provides for a very different way of playing Hearthstone than that found in constructed play. In comparison, Arena rewards players based more on their ability to construct decks from a less than ideal selection of cards, and to improvise in unlikely match circumstances. It also features a greater emphasis on basic gameplay skills, rather than complex strategies and specific gimmicks.
Arena is far less dependent upon knowledge of the current meta, and sees far fewer highly organised decks, but frequently features unlikely, improvised and sometimes extraordinary plays which can be extremely hard to predict.
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Arena also provides a second chance for cards rarely seen in constructed play. Many cards widely considered poor choices for constructed decks are presented to players as Arena picks, and end up finding their way into players' decks. Because of this, the diversity of cards seen in Arena is far greater than that of constructed, again contributing to a greater focus on improvisation in response to unexpected circumstances.
This is one answer to the often asked questions regarding the existence of certain seemingly poor cards; while they may rarely be chosen in constructed, their presence in Arena broadens the variety of the game mode, and allows it to offer almost an additional set of cards to that seen in constructed play. Not only does their presence provide a greater range of options, but due to the random nature of Arena picks, these otherwise panned cards have the opportunity in Arena to become valuable and even game-winning choices, due in part to the other unlikely cards presented to players when constructing their decks.
Because of the far greater difficulty in constructing a deck with a specific design, knowledge of the current meta, and the ability to play around a central gimmick or specific strategy are far less valuable in the Arena. Improvisational skills are highly important, both in responding to an unpredictable opponent and in playing a less than ideally constructed deck.
Players cannot rely on a common sense expectation of what the opponent's deck should hold, nor on a consistent or balanced deck of their own. While "net-decking" the latest top-ranked decklists can provide great advantage in constructed, Arena is far more rewarding of a knowledge of the constituent parts of a deck, and the many ways in which they can be combined when ideal opportunities fail to present themselves. For these reasons, a different type of player can expect to shine in Arena than in constructed play.
While it is possible for players to excel at both, many will find themselves consistently seeing more success in one type of play than in the other. Players with a greater knowledge of the current meta and a focus upon refining specific decks and strategies will likely fare better in constructed, while those less well-versed in the latest trends may have a better chance in the Arena.
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The lack of opportunity for ideal deck construction allows players with less advanced deck building knowledge a greater chance of success, with familiarity with the latest decklist less valuable than a shrewd instinct for the basic building blocks of the game. Arena can also provide a break from the relatively construction-focused domain of constructed play.
While success in constructed often requires constant tweaks to a deck, and may punish players who do not keep an eye on the latest developments in the meta, a deck made in Arena cannot be changed, and once built must be played as is for better or worse. This can allow players to simply enjoy doing their best under less than ideal circumstances, without excessive focus on where they could have improved the deck, especially considering the great variety between the cards offered in each Arena run.
Arena also gives players a chance to experience many interesting and hard to obtain cards which they may not have the opportunity to play with in the rest of the game.
While higher rarity cards are relatively uncommon picks, Arena is the only mode besides the limited realm of adventures ' Class Challenges and certain Tavern Brawls in which players can play with cards that they do not actually own. This can provide great insight into which cards to craft , or simply highlight the fun of playing with cards the player has never chosen to experiment with. The variety of classes found in Arena can also give players an opportunity to experience playing with classes they do not often choose, as well as sampling those classes' higher rarity cards and higher basic cards, which the player may not yet have earned.
The Arena - originally titled 'The Forge' - was first conceived as a way to incorporate 'draft mode' style play into the game. Drafting with a physical CCG involved players passing round packs of cards, drawing individual cards until they had each built a deck - something many of the developers enjoyed, but which would be difficult to implement within Hearthstone.
To solve this problem, the developers implemented asynchronous drafting, allowing each player to separately - yet randomly - build, or 'forge' a unique deck. Early versions of the Forge had players keeping all the cards they drew for their deck. Admission cost several card packs, and would win packs in exchange for achieving wins. One snapshot of the development process shows the player earning a pack for each win above 4, with 10, 15 and 20 wins granting 5, 15, and 30 additional packs.
Arena - Hearthstone Wiki
The developers eventually decided to remove both the card pack admission cost, and the reward of keeping the chosen cards. One reason for this was to remove the conflict between whether to choose the card that was better for the current Arena run, or the card which the player ultimately wanted to add to their collection. This change allowed players to focus purely on building the best possible Arena deck. Another reason for the change was to remove restrictions on which cards were presented. When the player kept the chosen cards, it was necessary for the range of cards presented for selection to match those which would have been obtained if the player had simply opened the card packs spent to enter the Arena.
This ensured the result was fair, but also tied the developers' hands for Arena balance.