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Hearthstone Closed Beta - Open beta in NA, elsewhere next few days. New thread soon!

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Man, I'm on a role. 4 consecutive ranked wins with my shitty basic only custom Mage deck.

The playstyle of a Mage really suits me (that is if I'm even playing it right...).

I think project Arena is on tonight ;)



Artosis uploaded his Blizzcon preperation on his Twitch channel with lots of commentary. The problem is however, and I would say that's the case for all streams, you will not have half of the cards used in these streams.

I did see this, my only worry was that it would be on prior patch versions and possibly out of date, also you raise a good in that I only have the basic decks for 5 races so far.
 
Fuck.

Couldn't finish my priest arena run in time before the patch

2x 10cost MC incoming :(

They haven't said anything about when the patch is coming. The server downtime today is just the weekly maintanance AFAIK.

In better news, at least the patch will also have a fix for the tracking bug + new ranked play (according to @CM_Zeriyah on Twitter).
 
I just don't understand. Went from 1200 Gold to 0 in Arena.
I get to draft garbage, draw garbage and get matched up against opponents with ridiculous decks. How can it be good design to draft 3 Warlock Decks in a row with not one single Imp.

And I'm no newbie. 500+ Arena wins and I only paid real money twice in the beginning.
My skill is surely not in the range of the best 5% of players .. but well above average.
Playing on EU Server doesn't help either. Seems harder than the NA streams I watch.

Maybe I should play some constructed even before patch. Something to do with my 5500 Dust. At least that way the draft RNG is gone and I only get trolled by the draw RNG.

Edit: Yup, last run ended: Pally mirror: My 0 Truesilver vs. his 3 + SoJ. well played My 0 Argent Protector and 0 Blessing of Kings were just no match to his skill.
 
They haven't said anything about when the patch is coming. The server downtime today is just the weekly maintanance AFAIK.

In better news, at least the patch will also have a fix for the tracking bug + new ranked play (according to @CM_Zeriyah on Twitter).
Ah thanks
I just don't understand. Went from 1200 Gold to 0 in Arena.
I get to draft garbage, draw garbage and get matched up against opponents with ridiculous decks. How can it be good design to draft 3 Warlock Decks in a row with not one single Imp.

And I'm no newbie. 500+ Arena wins and I only paid real money twice in the beginning.
My skill is surely not in the range of the best 5% of players .. but well above average.
Playing on EU Server doesn't help either. Seems harder than the NA streams I watch.

Maybe I should play some constructed even before patch. Something to do with my 5500 Dust. At least that way the draft RNG is gone and I only get trolled by the draw RNG.

Edit: Yup, last run ended: Pally mirror: My 0 Truesilver vs. his 3 + SoJ. well played My 0 Argent Protector and 0 Blessing of Kings were just no match to his skill.
That has nothing to do with design, just bad luck.

You won't Wanna hear this but it just sounds like you suck at arena and limited formats in general.

Either that or you're just a huge drama queen
 
I just don't understand. Went from 1200 Gold to 0 in Arena.
I get to draft garbage, draw garbage and get matched up against opponents with ridiculous decks. How can it be good design to draft 3 Warlock Decks in a row with not one single Imp.

And I'm no newbie. 500+ Arena wins and I only paid real money twice in the beginning.
My skill is surely not in the range of the best 5% of players .. but well above average.
Playing on EU Server doesn't help either. Seems harder than the NA streams I watch.

Maybe I should play some constructed even before patch. Something to do with my 5500 Dust. At least that way the draft RNG is gone and I only get trolled by the draw RNG.

Edit: Yup, last run ended: Pally mirror: My 0 Truesilver vs. his 3 + SoJ. well played My 0 Argent Protector and 0 Blessing of Kings were just no match to his skill.

Maybe you should consider taking a break? Based on your posts in here, it absolutely seems like you're playing on tilt, which is never a good thing. Thinking the game is out to get you can't be good for putting you in the mindset to make well though out, rational decisions each turn.
 
You won't Wanna hear this but it just sounds like you suck at arena and limited formats in general.

If I suck at the game then the game must be 100% RNG. Otherwise I couldn't have played 2 daily arena runs for 2 Months without paying money.
But yeah, logic is not for everyone.

Maybe you should consider taking a break? Based on your posts in here, it seems like you're absolutely playing on tilt, which is never a good thing. Thinking the game is out to get you can't be good for putting you in the mindset to make calm, rational decisions each turn.

yeah that will be best.
Reminds me of my poker downswings, where I just would'nt play my best anymore without even noticing it.
 
Flame Imp now deals 3 damage? Really? That's 6 damage for free if you play both. You save ONE mana...

Warlock: The only class that uses neutral minions only (+Blood Imp). :X

But hey, leave the other utter crap Demons like Succubus, Felguard etc alone... Wish they'd buff a few useless cards on top of nerfing others and not only doing one of them.
 
Flame Imp now deals 3 damage? Really? That's 6 damage for free if you play both. You save ONE mana...

Warlock: The only class that uses neutral minions only (+Blood Imp). :X

But hey, leave the other utter crap Demons like Succubus, Felguard etc alone... Wish they'd buff a few useless cards on top of nerfing others and not only doing one of them.

I don't understand the Flame Imp change at all.
II never really felt that they were OP. Blood Imp's are way more problematic in my opinion.
Nerf Blood Imp (maybe adjacent only) + Buff other Warlock cards would have been better.
 
I can't wait to play my Druid vs Mage, or my Paladin vs Mage, or my Shaman vs Mage, or anything vs Mage because I won't be seing any other classes yayyyyy
 
I can't wait to play my Druid vs Mage, or my Paladin vs Mage, or my Shaman vs Mage, or anything vs Mage because I won't be seing any other classes yayyyyy

Build an anti-mage deck and win all your games? :p That or watch your matchups stop being mages when you use it.
 
Build an anti-mage deck and win all your games? :p That or watch your matchups stop being mages when you use it.

well, as I said sometimes before i'm not a competitive person. So playing against mages only just sucks the fun out of this game
 
What kind of deck is best against mages? Especially I'm interesting to hear about what kind of neutral minions should I take in the anti-mage deck.

I think there is two ways to defeat mage. Kill her before pyro or heal yourself constantly. Classes without heal should go for the fast kill, but mage has great freeze control...
 
What kind of deck is best against mages? Especially I'm interesting to hear about what kind of neutral minions should I take in the anti-mage deck.

I think there is two ways to defeat mage. Kill her before pyro or heal yourself constantly. Classes without heal should go for the fast kill, but mage has great freeze control...

i'm no expert but i'd say you can make a pretty good anti-mage Druid deck
 
I don't understand the Flame Imp change at all.

A 3/2 minion on turn 1 is pretty powerful. And coin + two 3/2 minions on turn 1 is one of the strongest openings in the game. Granted, these moves are still strong, but the change will make the flame imp more useless in the late game when you're getting low on health. Which means it will be riskier to include 2 flame imps in your deck.

Also, post-patch you lose one extra life tap by playing those 2 flame imps. This is not insignificant.
 
Is there a way to re-join a game if you're disconnected? I was 6-1 and about to win my seventh game (lethal on board), apparently my internet hiccuped (although I didn't see any other services DC), and I got the 'reconnect to battle.net' message.

I logged in ~5 seconds later and it was an automatic loss.

Seems like they really weren't ready to add in pay-to-play options if they weren't ready to have basic online infrastructure and a reimbursement system.


also, about the draft RNG discussion: I think it's a little silly you can only choose from three cards. It adds far too much inherent randomness to the game, and makes choices pretty damn shallow. I attribute a lot of my success in this game to luck.

Still... It'd be nice if I were passing cards to other players so I'd have to think a little more about my choices.
 
Is there a way to re-join a game if you're disconnected? I was 6-1 and about to win my seventh game (lethal on board), apparently my internet hiccuped (although I didn't see any other services DC), and I got the 'reconnect to battle.net' message.

I logged in ~5 seconds later and it was an automatic loss.

Seems like they really weren't ready to add in pay-to-play options if they weren't ready to have basic online infrastructure and a reimbursement system.


also, about the draft RNG discussion: I think it's a little silly you can only choose from three cards. It adds far too much inherent randomness to the game, and makes choices pretty damn shallow. I attribute a lot of my success in this game to luck.

Still... It'd be nice if I were passing cards to other players so I'd have to think a little more about my choices.

If they ever do a proper "draft" mode it'll be a separate thing from Arena, which is basically drafting casualized.
Arena really has way too much of your win % based on Class Selection right now. If I see a Pally/Mage? Almost always an 8-X. Not so much with the others. Should probably try Rogue out a bit more since its apparently not as bad as I thought.

I'm also interested in this 2 curve Rogue vivafringe is shilling.
 
If they ever do a proper "draft" mode it'll be a separate thing from Arena, which is basically drafting casualized.

I think this is the best option.

Arena has its own benefits -- like the ability to stop between rounds.

It's still really funny to open up your rare and see murlok lord / the other murlok lord / the crab that kills murloks when it comes into play.
 
Arena really has way too much of your win % based on Class Selection right now. If I see a Pally/Mage? Almost always an 8-X. Not so much with the others. Should probably try Rogue out a bit more since its apparently not as bad as I thought.

Trump's stats:

Winsrate AS class: win/loss (% winrate):
priest: 108/27 (80.00% winrate)
warrior: 125/32 (79.62% winrate)
mage: 111/31 (78.17% winrate)
paladin: 102/29 (77.86% winrate)
shaman: 180/52 (77.59% winrate)
warlock: 161/48 (77.03% winrate)
rogue: 100/35 (74.07% winrate)
hunter: 89/43 (67.42% winrate)
druid: 70/34 (67.31% winrate)

http://www.local.se/trumpstats_afterpatch.pl

Surprised to see rogue that low, and druid lower than hunter. But otherwise it looks nothing out of the ordinary.

Also interesting:

Winrate when going first:
Wins/losses: 523/161 (76.46% winrate)

Winrate when going second:
Wins/losses: 523/170 (75.47% winrate)

So much for coin being op.
 
Trump's stats:



http://www.local.se/trumpstats_afterpatch.pl

Surprised to see rogue that low, and druid lower than hunter. But otherwise it looks nothing out of the ordinary.

Also interesting:

My pick order has always been:

Mage > Priest > Druid > Warrior = Warlock = Shaman > Paladin > Rogue > Hunter.


Very surprised to see druid at the bottom (have had a number of 8 and 9 win runs with druid, but not a statistically significant amount) and hunter above him, but I suppose it makes sense. Good information to have, thanks.
 
The only problem I have with Hearthstone drafting is... how would drafting class cards work?

I have some ideas but they're all cumbersome in their own ways.

Idea one:
5 packs of 10
2 rares (epics and legendaries replace rares) per pack of 10.
2 packs of 10 are made up completely of class cards.
At the end you wind up with 50 cards, then you pick your class and make your deck.

Idea 2:
Pick your class first
4 packs of 10
2 rares (epics and legendaries replace rares) per pack of 10
3 cards of every pack are class cards.
Whenever you encounter a class card, it'll show one card of whatever class you picked. So, if I'm a Rogue, I might see Sap as my class card. But once I pass it to my right, who's a Pally, he might see Eye for an Eye. It would add to the strategy if you could see all the cards a specific class card represents.
At the end you make your deck out of those 40 cards.

Idea 3:
3 packs of 15
2 rares (epics and legendaries replace rares) per pack of 10
Instead of class cards, you get class tokens that are common, rare, epics or legendaries. Any card can be a token instead.
At the end of the draft, you can cash in your tokens for the equivalent card from your class's pool of cards and make your deck out of your 45.
 
How exactly does arena work? Does it put you against people with a similar winrate in that particular session or is there an overall mmr it places you with?
 
I think the easiest Drafting Change to reduce RNG a bit would be to Draft 35-40 Cards, which then in the end have to be discarded to get down to 30. That way you can remove at least some of the trash (like combocards with no use).

Or show the next 3+ picks in advance. That way you can draft at least for some synergy.

Edit: Just thought about it. Drafting more than 30 cards and then discarding would make the "multipe OP card syndrom" even worse. Draft ALL the truesilvers. Cards therefore would have to cap at 2 or 3.
 
Shiv on drugs, I like.

AND HAND DISRUPTION, FINALLY.

Sap - Return an enemy minion to its owner's your opponent's hand.
And they're finally changing the wording for these kinds of cards.
 
Ok, I'm not crazy. Time to stop picking Druid. (I've been trying to figure it out with little sucess.)

Hand Disruption? Where?

Datamined Patch Notes said:
All Classes
Ability
I Am Murloc (New) Summon three, four, or five 1/1 Murlocs. Cost: 4
Power of the Horde (New) Summon a random Horde Warrior. Cost: 4
Rogues Do It... (New) Deal 4 damage. Draw a card. Cost: 4
Steal Card (New) Steal a random card from your opponent. Set: Cheat

I have no idea what these mean but I hope "steal a random card" is not just a flavor friendly reword of Thoughtseize.

EDIT: Okay wait, it doesn't specify "Hand", so it could be anything. Welp, hype -infinity.
 
I have no idea what these mean but I hope "steal a random card" is not just a flavor friendly reword of Thoughtseize.

EDIT: Okay wait, it doesn't specify "Hand", so it could be anything. Welp, hype -infinity.

Doesn't the fact that the Card Set it is part of being called "Cheat" imply that it isn't a real card people will find in packs?
 
Some one please give me key :( tired if watching streams of people playing. I haven't played this game and i think mages have it easy in terms of damage cards.
 
Re: Mage Specific Changes- I'd like to see Fireball either move to 5 damage or 5cc.

Flamestrike should be 8cc. Its too close on the curve to Blizzard currently.
 
Bad card efficiency spells:

Charge (rare for it to save you from spending cards)
Execute (limits the enemy's ability to trade more than 2 for 1, but you will ALWAYS have to trade 2 for 1 at a minimum)
Inner Rage (sometimes worth it to use with Enrage cards, but it also makes it easier for the enemy to trade up)
Rampage (significant trade-up for minions, but often a dead card)
Slam (since either you kill the minion and get no card draw, or you need another card to finish the job)
Shield Slam (too situational)
Whirlwind (does the same damage to your board)

Thanks for the good advice. I believe I have 2 Executes and 2 Slams in my deck. I thought they were pretty sweet, convenient cards, but I understand what you mean about being inefficient. I'll swap a couple of those out.
 
I'd like to see diminshing returns on freeze, honestly. It worked in WoW and it could work here.
 
Can you please paste the change list ?

Here you go:

Our latest Hearthstone patch is here! We’ve included a lot of great features and bug fixes in this update, including the ability to abandon one Quest per day, animations for all of our Golden cards, and the addition of the epic rocker Elite Tauren Chieftain! That’s not all—we’ve also added a completely new Ranked Play system, where you can work your way through the ranks to become a Hearthstone Legend. Check out the details on the new Ranked Play system below, along with the full patch notes.

Ranked Play Details

First of all, we’ve really amped up the visuals on the Ranked Play and Unranked Play (now called Casual) tabs in Play mode, so it’ll be immediately obvious which mode you’re about to dive in to once you’re ready to pit your best deck against real opponents.

All players first stepping foot into the revamped Ranked Play mode will start at Rank 25: Angry Chicken. In Ranked Play, you’ll be pitted against opponents equal to or as close to your rank as possible. You and your opponent’s ranks will be visible to each other as you battle. Every time you find yourself victorious against your opponent, you’ll gain a star above your medal. Collect enough stars, and you’ll eventually find yourself attaining the next rank—Rank 24: Leper Gnome. There are 25 different ranks to attain, starting at Angry Chicken and going up to Rank 1: Innkeeper.

As you progress through the ranks, you’ll continue to be matched with opponents of equal or close-to-equal rank. If you hit a win streak, you may notice you collect more stars per win. However, once you progress up to Rank 20, a loss will cause you to lose stars, so play carefully! Win streaks will also end starting at Rank 5 through Rank 1, so every match will really count at those high ranks.

Once you become a Rank 1: Innkeeper with five stars to your name, another win will push you into a special rank: Legend. Legend rank will be represented by a Legendary orange mana crystal with a number in the middle of it. That number tells you exactly where you rank against other players in your region. If your Legend rank shows the number 300, you’re the 300th best Hearthstone player in your region.

Legend Ranks and Matchmaking Rating

You’ll continue to be matched against opponents of equal or close-to-equal skill in Legend rank using a hidden Matchmaking Rating (MMR). Matchmaking Rating follows a couple of simple general rules:
  • MMR is gained with wins and lost with losses.
  • The amount of MMR gained or lost is dependent on the MMR of your opponent.

Legend rankings in your region will only be displayed for the top 10,000 Legend players, so battle on if your Legendary mana crystal doesn’t show a number. Keep racking up those wins, and you may become the #1-ranked Hearthstone Legend!

And So Begins Test Season 1

With all that said, this patch marks the start of our first test season of Ranked Play mode. Since we’re in closed beta, we expect some things to break along the way, and we hope you’ll post your feedback and findings on the forums and contribute to various discussions revolving around the updates we made to this mode.

Every month of Ranked Play is called a “season,” and Ranked Play rankings are intended to reset at the end of every season. However, since this test season is starting a bit later in the month than a season normally would, it may act a little strangely. Casual Play will not reset on a monthly basis like Ranked Play does—Casual Play will continue to match you with other players of similar skill. We’ll keep an eye on things as time goes on and make changes as necessary.

During this first test season, Ranked Play rewards (alternate card backs and Golden Heroes) will not be available. We want to make sure the rewards for Ranked Play are available to anyone who wants to attain them—with your help, we can get Hearthstone out of closed beta and let the game loose to everyone!

Check out the detailed patch notes below, and play Hearthstone!

Hearthstone Patch Notes

General

  • You are now able to abandon one quest per day. When you abandon a quest, you’ll receive a new, random quest in its place.
  • New Feature: Recently played Opponent – Your friends list now displays the last person you played against, provided they were not a Real ID or BattleTag friend. If you had a particularly great match against someone, you can now friend them for future play!
  • New Feature: Players Near Me - You can now opt-in to seeing other Hearthstone players on your local network in your friends list.
  • Parental controls can now disable in-game Shop purchases.
  • You now have the option to keep the sound playing while the game is running in the background.
  • The amount of gold gained by winning games in Play mode per day is now capped at 100. This cap does not affect gold gained through Quests, Arena, or Achievements. There will now be an indication within the game when this gold cap is reached. This cap is intended to combat certain methods of gold acquisition that violate our Terms of Service. The spirit of fair play is extremely important to us, and we will continue to monitor gold acquisition activity closely to ensure a fun and enjoyable game environment for everyone.

Ranking

  • The Ranked play system has been completely redone
  • There are now month long seasons that reset at the end of each month
  • There are new ranks and minion portraits for all levels of play
  • You earn a star for each win and lose one for each loss and your stars determine your rank
  • Players who get to top rank of legend and are in the top 10,000 players have their exact region-wide ranking displayed
  • There will be rewards for playing ranked mode in the future, but they were not implemented with this patch, and will be added at a future date.

Arena

  • The number of matches you can win in Arena has increased to 12 (up from 9).
  • Arena rewards have been restructured.

Gameplay

  • General
  • All Golden cards are now animated.
  • The visual effects of some cards have been improved.
  • Ysera now summons her Dream cards directly from the Emerald Dream!
  • King Krush now makes a dinosauric appearance when played!
  • Al’Akir the Windlord now rides into battle on the tempest itself!
Hunter
  • Unleash the Hounds has been reworked and now reads: “(4) For each enemy minion, summon a 1/1 Hound with Charge”.
  • The previous version of this card was allowing Hunters to win in a single turn, starting with no minions on the board. The new version should give hunters some fun new card combinations and bolster their AoE ability.
  • Temporarily increased the amount of dust that you get from disenchanting Unleash the Hounds such that it is equal to the amount of dust that it would have originally cost to craft Unleash the Hounds.
  • Starving Buzzard is now a 2/1 (was a 2/2).
  • At some ranks, Hunter was too strong against Mage, Druid and Rogue. This change to Starving Buzzard helps even the playing field against those classes.
Priest
Mind Control’s mana cost is now 10 (up from 8).
  • Mind Control was frustrating to play against. Players worked to summon their powerful minions and not only lose the minion but die to that same minion the next turn. This change will give you a couple more turns to play with your Ragnaros.
Warlock
  • Flame Imp’s Battlecry now deals 3 damage (up from 2).
  • This minor change should help bring the warlock’s early game down a small amount. We’re keeping our eye on other cards that help the Warlock maintain early board advantage and will make additional changes if necessary in a future patch.
  • Temporarily increased the amount of dust that you get from disenchanting Flame Imp such that it is equal to the amount of dust that it would have originally cost to craft Flame Imp.
Neutral
  • Argent Commander is now a 4/2 (was a 4/3).
  • Argent Commander is played more often than we’d like, so we are reducing its power slightly to increase the variety of cards being played.
  • Temporarily increased the amount of dust that you get from disenchanting Argent Commander such that it is equal to the amount of dust that it would have originally cost to craft Argent Commander.
  • Shattered Sun Cleric is now a 3/2 (was a 3/3).
  • Shattered Sun Cleric is keeping the creature rush decks healthy enough to avoid many board clearing spells. By reducing the Health by 1, this leaves Shattered Sun Cleric a bit more vulnerable while still remaining strong.
  • The golden version of the Elite Tauren Chieftain has been added to collections of those who attended BlizzCon 2013 or who purchased a Virtual Ticket.
  • If this card does not show up, make sure the code found on the back of the digital items card found in the badge holder, or sent to you with a purchase of the Virtual Ticket, has been added to your Battle.net Account.

UI

  • The chat UI has received additional improvements.
  • Your player rank (icon and number) is now visible in the friends list, the versus screen and your BattleTag in-game.
  • The PrintScreen key now takes a screenshot of your game and saves it to your desktop.
  • Custom art has been added to headers for each class in the collection manager.
  • The toggle between Casual and Ranked Play modes is now more explicit.
  • The art has been updated for the box and pack opening screens.

Bug Fixes

  • Alexstrasza’s ability no longer counts as a healing effect when raising the target’s health to 15 and will not affect Armor when lowering health to 15.
  • Fixed an issue where Truesilver Champion could trigger twice from one attack.
  • Faceless Manipulator will now properly copy all buffs on a minion.
  • Fixed an issue where replacing your hero with Lord Jaraxxus counted as a minion death.
  • Fixed a visual issue where casting Mass Dispel while multiple global buffs were active was not updating the stats correctly.
  • Fixed various issues involving the use of Tracking.
  • Fixed an issue where Fatigue damage triggering Ice Block caused the client to halt.
  • Playing a minion during Brawl’s animation no longer causes client issues.
  • Freeze should now always properly cause the affected minion or Hero to miss its next attack phase.
  • Fixed various issues involving the mechanic of returning cards to a player’s hand.
  • Minions returning to the board from resurrection effects no longer trigger secrets.
  • Fixed various issues resulting from viewing the credits.
  • The cinematic can now be viewed multiple times from the Game Menu.
  • Fixes various issues where twinkling sound effects would loop.
  • Using the “<” or “>” symbols while naming decks no longer causes client issues.
  • The Coin now displays the correct highlight as it enters your hand.
  • The warning message for disenchanting cards should now appear at the appropriate times.
  • Green highlights around minions are now updating correctly.
  • Golden cards earned in the Arena now appear with the correct border on the reward screen.
  • Fixed multiple spelling and grammatical errors in card flavor text.
 
Re: Mage Specific Changes- I'd like to see Fireball either move to 5 damage or 5cc.

Flamestrike should be 8cc. Its too close on the curve to Blizzard currently.

Mages actually deal extra damage with their nukes just for being Mages. The standard for direct damage spells is to deal casting-cost-plus-one. "Draw a card" costs an additional two mana; most other effects (like Freeze) cost an additional one mana. Mages deal casting-cost-plus-two instead.

So yeah, if Fireball were balanced against other classes, it would deal 5 damage or cost 5 mana. Frostbolt would deal 2 damage or cost 3 mana; Pyroblast would deal 9 damage or cost 9 mana.
 
Was hoping they would add daily "sidequests" to earn some more Gold.
At least you can now abandon the 40g ones and pray to RNJesus for 60g or 100g Quests.
 
seems like a good time to start with a new patch and all, 12 wins in arena huh? Is that still 3 losses as well?
 
Looks like no pressure on ranked play this month, no rewards. Guess it's cool you can see what # player you are when you hit the top ranking in your region.

Looking forward to some easy games again being at the bottom of the ranking right now, maybe I'll get through my dailies quick, I just cannot win with a warrior or rogue deck in unranked/ranked, but at ranking level 1, maybe my odds are much better.

Also, nice you can swap out a quest once per day for a brand new one. Wonder if you can swap out a win X battles for another type? Like the 100 gold one if you were lucky? Then there'd be no reason not to swap one quest each day, unless it's a really easy one you like.

Looks like the very first opening menu/board is a different color too, perhaps it changes as you climb ranks?

Sounds like they want next month's monthly ranked mode to start the open beta actually from the description above, saying how they want everyone to have a shot at the prizes, so they didn't do it this month.
 
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