Hearthstone Copa América 2017 Summer is a multi-stage major Hearthstone tournament played in summer 2017. The tournament started with four online qualifiers of up to 1024 players each, one for global participants and three for Latin American residents only. These were followed by a 16-player group stage from which eight players qualified to the single-elimination playoffs. The prize pool of the tournament is $10,000.
In this post, I take a look at the decks and results of the group stage that was played on the 15th and 16th July, including class distribution, archetypes, and archetype performance.
Titanar Hearthstone Open International LAN finals were played from 12th to 13th July in China. Sixteen players had qualified for this major tournament with a $30,000 prize pool: there were two qualifier tournaments, a 256-player qualifier in China (top-8 to the tournament), and a 128-player international qualifier (top-8 to the tournament).
As the first tournament after the Quest Rogue nerf, this was an interesting tournament to observe.
In this post, I take a look at the decks and results, including class distribution and archetypes.
Hearthstone Championship Tour’s (HCT) Spring Championship 2017 was played from 7th to 9th July in Shanghai, China. Sixteen players from four regional playoffs had qualified for this major tournament with a $250,000 prize pool.
In this post, I take a look at the decks and results, including class distribution, archetypes, archetype performance, and ban decisions.
The Hearthstone Finnish Championships in 2017 is a multi-stage event. The first event, which determined one of the two players for the Grand Final, was played on 9 and 10 June, and the second event, which determined the second finalist, was played on 30 June and 1 July. The Grand Final itself – yes, just a single match – will take place at Assembly Summer LAN in the beginning of August.
In this post, I take a look at the decks and results of the second event, including class distribution, archetypes, archetype performance, and ban decisions.
SeatStory Cup VII Hearthstone tournament was played from 22 to 25 June 2017. It was a major LAN invitational tournament with 32 players, who played two group stages (32 players and 16 players in groups of four players) followed by top-8 single-elimination playoffs. The group stages were played in best-of-five Last Hero Standing with one ban format, and the playoffs were played in best-of-seven Last Hero Standing with one ban format. The tournament featured a $20,000 prize pool.
In this post, I will take a look at the decks and results of the playoff stage (top 8), including class distribution, archetypes, and tech choices.
The analysis here is shorter than usual, as SeatStory Cup was extraordinarily difficult to analyze: decks were not public and much of the casting was focused on memes over gameplay, so viewers were not told about bans, for example, and in some cases it was not even possible to find out what classes players had brought to the tournament. I believe there is nonetheless something of value in this brief overview.
Dreamhack Summer 2017 Hearthstone Grand Prix was played from 17 to 19 June 2017. It was a major LAN tournament with a 200-player Swiss (9 rounds) followed by top-16 single-elimination playoffs, all played in a best-of-five Last Hero Standing with one ban format. The tournament featured a $25,000 prize pool.
In this post, I will take a look at the decks and results of the playoff stage (top 16), including class distribution, archetypes, and tech choices.
Blizzard Entertainment’s Hearthstone is the market-leader in digital collectible card games. In addition to a considerable casual user base, the game is also a popular esports title with several small online tournaments played around the world every day and multiple global live tournaments taking place every month. According to Esports earnings data, the prize money awarded in Hearthstone tournaments is the seventh-largest amongst all esports games.
Despite all of this, the three-and-a-half-year-old game has no in-client competitive play support whatsoever. The developers have expressed interest in adding such support, but according to their latest statements, they are planning a full in-client tournament experience with no estimated completion date.
This seems to contradict all modern software development methodologies. We have agile sprints with new functionality delivered each sprint. We have minimum viable product (MVP) methodologies that identify the essential features and start by delivering those and expanding later. Yet, the development of Hearthstone does not seem to follow such methodologies.