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文件:Ranks.jpg
The 25 numbered ranks in Ranked play.

排名模式  (EN:Ranked ) ,又被称为天梯,是《炉石传说》中对战模式下的一种模式,玩家可以通过比赛以提升自己的天梯等级,以获得诸如卡背暴雪嘉年华积分等战利品,也可以通过高排名证明自己的实力。作为对战模式下的模式,对战模式同样分为标准狂野两个模式,两种模式间天梯等级互不影响。

在排名模式中,每个天梯赛季持续时间为1个月。 在一个赛季结束后,下个月第一次登录游戏时,你会根据获得你的天梯成绩获得相应的宝箱。不同的等级得到的宝箱内容也不尽一致,包括共有的卡背和根据等级获得的下赛季星级,以及各自不同的标准模式金色卡牌奥术之尘。此外,第一次跻身传说等级时,还会获得一张“这就是传说”卡背。

排名

等级

天梯的25个等级

《炉石传说》中有25个排名等级以及一个“传说”等级。25个等级各有其称号与图标,其中25~2级都以随从来命名,1级则是旅店老板。新玩家进入游戏后的等级从25级“愤怒的小鸡”开始,通过在排名模式的匹配对战中获胜获得星星从而升级。

每次胜利会使你获得1颗星星,获得升级所需要的星星数时你就会升级。在25~21级,以及20级、15级、10级、5级的0星状态下,即使你战败也不会失去星星;在其他情况下,战败会使你失去1颗星星,而此时若你在该等级中已经没有星星,你就会降级。在25~5级之间,连续获得3场胜利后,从第3场胜利开始每次获胜会获得2颗星星。

在1级满星时获得胜利便会到达传说级别,第一次到达传说级别时会立刻获得“你就是传说”卡背。传说玩家的图标是一颗橙色的水晶。当你成为传说玩家时,你的排名会随着时间和胜负场不断发生变化,但直到赛季结束前都不会离开传说级别。传说级别下,玩家排名会显示在你的图标中央。

文件:Ranked win streak.jpg
Achieving a win streak
等级 等级称号 星数 等级 等级称号 星数
25 愤怒的小鸡 Star.pngStar.png 12 战歌指挥官 Star.pngStar.pngStar.pngStar.png
24 麻疯侏儒 Star.pngStar.png 11 王牌猎人 Star.pngStar.pngStar.pngStar.png
23 银色侍从 Star.pngStar.png 10 食人魔法师 Star.pngStar.pngStar.pngStar.pngStar.png
22 鱼人袭击者 Star.pngStar.png 9 白银之手骑士 Star.pngStar.pngStar.pngStar.pngStar.png
21 南海船工 Star.pngStar.png 8 霜狼督军 Star.pngStar.pngStar.pngStar.pngStar.png
20 持盾卫士 Star.pngStar.pngStar.png 7 烈日行者 Star.pngStar.pngStar.pngStar.pngStar.png
19 工程师学徒 Star.pngStar.pngStar.png 6 战争古树 Star.pngStar.pngStar.pngStar.pngStar.png
18 巫师学徒 Star.pngStar.pngStar.png 5 海巨人 Star.pngStar.pngStar.pngStar.pngStar.png
17 牛头人战士 Star.pngStar.pngStar.png 4 山巨人 Star.pngStar.pngStar.pngStar.pngStar.png
16 任务达人 Star.pngStar.pngStar.png 3 熔岩巨人 Star.pngStar.pngStar.pngStar.pngStar.png
15 银月城卫兵 Star.pngStar.pngStar.pngStar.png 2 黑骑士 Star.pngStar.pngStar.pngStar.pngStar.png
14 团队领袖 Star.pngStar.pngStar.pngStar.png 1 旅店老板 Star.pngStar.pngStar.pngStar.pngStar.png
13 恐怖海盗 Star.pngStar.pngStar.pngStar.png 0 传说

注:

  • 因为在二十级以下星星不会损失,所以只要完成一定局数的比赛,任何玩家都可以到达二十级。因此可以说,排名模式真正始于二十级,将排名较低的对手做为踏板从而让自己达到更高的等级。
  • 每个等级都可以分为没有星星,一些星星和所有星星三个阶段。一旦玩家在一个等级中获得所有星星,只要再获取一个,玩家就将进入下一个等级,显示一颗星星。然而,失去这颗星星并不会使玩家回到之前的等级,只会将星星移除,使他们处于新的更高级别而没有星星。从这个位置失去另一颗星将导致玩家下降一个等级,并会失去一颗星。
也就是说:任何一个满星的等级与下一个无星的等级相等。不同的是:任何等级的满星只能通过赢得下一场比赛从而达到更高等级;而没有星星的玩家在输掉最后一场比赛后,将会下降到下一个等级(除非你的等级在25~20、15、10、5级中)。
  • 五级及以上的等级不再被授予连胜的奖励星,然而,六级满星时胜利获得的奖励星是可以带到五级的。
  • 如果你拥有一个等级的满星,并赢得一场比赛,所有的星星以及连胜的奖励星(如果适用)将直接应用到下个等级,实现晋升。举个例子,如果你的排名是25,有2颗星,你赢得下一场比赛,一颗星将直接应用到第24级,使之成为1/2。如果你因为这场比赛的连胜而获得一个奖励星,你将在排名第二十四位并拥有两个星星(2/2)。

等级图标

天梯等级每级由图标表示;每变更一个天梯等级,图标就会自动更新至你的当前等级。图标由卡牌插画,等级数字和边框构成(狂野模式下图标会多出绿藤),其中,同一段位的等级图标边框相同,不同段位图标边框不同。你的等级图标会出现在自己的对战模式选项上,你的任务栏中以及你的好友的社交栏中你的战网ID左侧。

赛季

每个赛季持续一个月。玩家在这一个月中通过匹配比赛来提升等级,并在赛季末获得宝箱作为奖励。

现在进行的是第43赛季。

赛季更替

文件:Season new 5.jpg
你每个赛季的最高等级将会为你下一个赛季赢得奖励星

在每一个赛季的开始阶段,排名将会被重置,此时每个玩家的新排名取决于上一赛季的最高排名:如果玩家等级高于二十五级,就会在赛季开始时获得上赛季等级所对应的奖励星,玩家将以总奖励星为基础开始新赛季的排名和星级评定。

  • 例如:一个在旧赛季中最高排名15级的玩家将有资格获得十个奖励星(25-15=10),10颗星累计后的结果是21级“南海船工”及两颗星。
旧赛季的最高等级 新赛季初的等级 旧赛季的最高等级 新赛季初的等级
25 愤怒的小鸡 等级 25: 愤怒的小鸡, 零星 12 战歌指挥官 等级 20: 持盾卫士, 三星
24 麻疯侏儒 等级 25: 愤怒的小鸡, 一星 11 王牌猎人 等级 19: 工程师学徒, 一星
23 银色侍从 等级 25: 愤怒的小鸡, 两星 10 食人魔法师 等级 19: 工程师学徒, 两星
22 鱼人袭击者 等级 24: 麻风侏儒, 一星 9 白银之手骑士 等级 19: 工程师学徒, 三星
21 南海船工 等级 24: 麻风侏儒, 两星 8 霜狼督军 等级 18: 巫师学徒, 一星
20 持盾卫士 等级 23: 银色侍从, 一星 7 烈日行者 等级 18: 巫师学徒, 两星
19 工程师学徒 等级 23: 银色侍从, 两星 6 战争古树 等级 18: 巫师学徒, 三星
18 巫师学徒 等级 22: 鱼人袭击者, 一星 5 海巨人 等级 17: 牛头人战士, 一星
17 牛头人战士 等级 22: 鱼人袭击者, 两星 4 山岭巨人 等级 17: 牛头人战士, 两星
16 任务达人 等级 21: 南海船工, 一星 3 熔核巨人 等级 17: 牛头人战士, 三星
15 银月城卫兵 等级 21: 南海船工, 两星 2 黑骑士 等级 16: 任务达人, 一星
14 团队领袖 等级 20: 持盾卫士, 一星 1 旅店老板 等级 16: 任务达人, 两星
13 恐怖海盗 等级 20: 持盾卫士, 两星 0 传说 等级 16: 任务达人, 三星

新赛季开始时,当玩家第一次登陆或进入比赛前,系统将显示玩家在上赛季的成绩结算:包含赛季结束时的排名,赢得的奖励星和计算后的新赛季的初始排名,而玩家的最高排名将显示玩家在该地区活跃玩家中所处的位置。[1]在最后,如果在上赛季达到20级,系统会展示旧季度的成绩所赢得的#宝箱

奖励星和宝箱均以赛季最高成绩计算,而不是赛季末成绩。另外,如果赛季更替时玩家仍在游戏,赛季更替的动画窗口将妨碍玩家进行游戏操作,直到赛季动画结束,因此建议在1日0时前退出比赛以防止干扰。

匹配

在1~25级间,玩家在进行排名模式时匹配的都是等级上相同或相近的对手。少量情况下,玩家可能匹配到与自己等级差较大的玩家,由于高等级玩家数量较少,高等级玩家更难随时匹配到同等级的玩家。

在传说分段,玩家间的匹配由MMR(通常被称为隐藏分)决定。玩家的游戏水平与胜负影响着自己的MMR,而MMR越相近的玩家越容易互相匹配到。MMR同时还影响玩家在获胜或战败时增减排名的多少。当非传说玩家与传说玩家对战时,一般由MMR来进行匹配。

奖励

宝箱

如果在上赛季达到20级,在赛季结算时,系统会展示旧季度的成绩所赢得的宝箱。在赛季中,玩家的最高级别每升高一次,玩家将领取的宝箱便会得到一次升级。宝箱以赛季最高成绩计算。

旧赛季等级 宝箱 奖励 折合奥术之尘
传说 海巨人宝箱(传说) 金色普通*3,金色史诗*1,赛季卡背 550
1 金色普通*2,金色史诗*1,25尘,赛季卡背 525
2 金色普通*2,金色史诗*1,20尘,赛季卡背 520
3 金色普通*2,金色史诗*1,15尘,赛季卡背 515
4 金色普通*2,金色史诗*1,10尘,赛季卡背 510
5 金色普通*2,金色史诗*1,5尘,赛季卡背 505
6
文件:食人魔法师宝箱.jpg
食人魔法师宝箱
金色普通*2,金色稀有*1,25尘,赛季卡背 225
7 金色普通*2,金色稀有*1,20尘,赛季卡背 220
8 金色普通*2,金色稀有*1,15尘,赛季卡背 215
9 金色普通*2,金色稀有*1,10尘,赛季卡背 210
10 金色普通*2,金色稀有*1,5尘,赛季卡背 205
11
文件:银月城卫兵宝箱.jpg
银月城卫兵宝箱
金色普通*1,金色稀有*1,25尘,赛季卡背 175
12 金色普通*1,金色稀有*1,20尘,赛季卡背 170
13 金色普通*1,金色稀有*1,15尘,赛季卡背 165
14 金色普通*1,金色稀有*1,10尘,赛季卡背 160
15 金色普通*1,金色稀有*1,5尘,赛季卡背 155
16 金色普通*1,25尘,赛季卡背 75
17 金色普通*1,20尘,赛季卡背 70
18 金色普通*1,15尘,赛季卡背 65
19 金色普通*1,10尘,赛季卡背 60
20 金色普通*1,5尘,赛季卡背 55

赛季卡背

2014年4月的赛季卡背

当玩家在一个赛季达到20级时,便会在月末宝箱中得到当前赛季的卡背。玩家在每个赛季需要至少登录一次才能获得领取当前月份卡背的资格,即使之前赛季的奖励星已经足够使自己达到20级。[2]

由于在20级以下时,在对战中败北不会使玩家失去星星,所以只要多进行一些比赛,每名玩家都能获得赛季卡背。

金色英雄

详情请阅读:金色英雄

当玩家使用一个职业获得500场排名模式胜利后,玩家会获得这个职业所有英雄的金色英雄头像。金色英雄类似于金色卡牌,具有特殊动画效果以及金色边框,还能将英雄技能同样升级为金色。

世界锦标赛积分

在每月天梯月末结算时位居前100名(标准或狂野)的玩家会依照自己的排名获得相应的世界锦标赛中国地区积分,以及黄金积分。其中,前10名可以获得3分,第11~50名获得2分,第51~100名获得1分。

Ranking percentages

While the ranks provide a handy guide to your progression within the Ranked play system, they do not directly state your success in relation to other players. However, while ranks change rapidly over the course of each season, by the conclusion of any season a certain percentage of players will have attained each rank. With a knowledge of the percentage of players at each rank, it is therefore possible to state a player's overall ranking within their region's Ranked play competitors.

The following data, released by Blizzard in September 2014,[3] shows the average percentage of active players at each rank at the end of any given season, based on combined data from Ranked Seasons 1-5.[4][5] By comparing your own rank at the end of each season, this can be used to get a rough idea of your overall standing in Ranked play.

  • 75% of players are between ranks 25 and 15
  • 17.5% of players are between ranks 15 and 10
  • 5.5% of players are between ranks 10 and 5
  • 2% of players are between ranks 5 and Legend
  • 0.5% of players are at Legend

This data allows for further extrapolation of figures:

  • Players at or above rank 15 are in at least the top 25% of players
  • Players at or above rank 10 are in at least the top 7.5%

NB: The above figures appear to include rounding up, since the combined total equals 100.5% of players. However, it is assumed this does not majorly affect the overall proportions represented by the statistics.

You're better than you think

One characteristic of this distribution is that players commonly underestimate their true ranking within their region, due to the disproportionately small number of players reaching the higher ranks, as referenced by Blizzard in the title of their report - "You're Better Than You Think!" A player exactly half way up through the ranking system (Rank 13, Legend excluded) may expect to be better than precisely 50% of other players, when they are in fact ranked above at least 80% of their peers.

This uneven distribution across the ranks is magnified even further when the total number of stars is considered, the higher ranks having larger numbers of stars per rank. By this measure the middle rank is Rank 8 and 5 stars - a ranking which is in fact seen by only around the top 5% of players.

When total stars are taken into account, 75% of players can be seen to inhabit roughly the bottom 20% of possible rankings, with the other 80% of rankings populated by the top 25% of players. The true "top half" of rankings is populated by roughly 5% of players, with the other 95% of players occupying the lower "half" of possible ranks.

Perspective

One important factor to take into account is that these numbers include players of all levels of participation. Included are those who have played every single day and spent lots of money and/or gold on packs, as well as those who have barely played that season and who are mostly relying on basic cards.

At the least, these percentages should be considered a reflection of performance, not ability or true potential. Players who find less time to climb the ladder will inevitably end the season with lower ranks, and factors such as which cards are owned, and whether the deck is handmade or copied from an expertly-crafted decklist, will continue to affect the player's success.

Notes

  • A greater variety of classes and deck types tend to be found at lower ranks.[6]
  • Ranked accounts for the majority of games played in Play mode, as of November 2016.[7]

Commentary

文件:Play mode victory.jpg
Every 3 victories in Play mode awards 10 gold

The rank system has certain characteristics which affect the nature and overall pattern of matchmaking in Play mode. Firstly, player ranks are subject to a soft-reset at the start of each season, reducing players to between Rank 25 and Rank 16. Over the course of a season players then slowly progress to higher ranks before their ranks are once again reset. Because players must defeat other players of roughly equal rank in order to gain rank, it is usually a little time after the start of each season before any player reaches Legend rank. Similarly, almost all players can be considered to be below their 'true' rank until well into the season.

One consequence of this is that matchmaking early in a season is a little more random, with players frequently matched against opponents of widely varying ability. As players continue to spread out through the ranks, matchmaking should pair players more accurately with opponents of similar level. This also tends to make competition more fierce early in the season, and easier as the season progresses. A player may only be able to reach Rank 14 a few days after the start of the season, but later ascend to Rank 11 once players have spread out through the ranks. Matchmaking at any level is also affected by the ascendancy of individual players. A player who has fought their way up to Rank 15 may meet a previous Legend rank player, who due to not having played since the season reset, is currently placed at Rank 16, thus providing a surprisingly stiff and rapidly overwhelming challenge from this apparently lower-ranked contender. The consequence of such individual ascent is therefore to reduce the rank of all players encountered during the climb back to their previous rank.

Due to the overall shape of player distribution through the ranks, matchmaking also tends to be most precise at roughly Ranks 20-15 (although this will shift over the course of a season). Matchmaking at these ranks usually succeeds in finding a player of almost equal stars, presumably due to the large pool of players at these ranks. In contrast, at higher ranks it is common to see pairings between players with several ranks' difference, while Ranks 25-21 often feature pairings separated by 2 or more ranks. In both cases this is likely due to a far sparser selection of players from which to find suitable opponents.

Another feature of Ranked play is the win-streak feature. This allows players winning more than two games in a row to gain an extra star each time they win a game, below Rank 5. This is useful for higher-ranked players when they begin playing each season, accelerating their ascent to an appropriate rank, but also acts to drive all players toward higher ranks, in turn further causing the average player rank to improve over the course of a season. The lack of a complementary lose-streak feature also makes uneven play rewarding - win-streaks followed by lose-streaks offer more bonus stars than the overall win:loss ratio, and can cause players to gain in rank even when they lose more matches than they win.

In theory, the win-streak feature may mean that given enough time and the right matches, almost all players would reach Rank 5. Most players at higher ranks would therefore likely end up Legends. Consider that if two Rank 25 players were to face each other continuously in Ranked play, taking turns to win a streak of games before then losing an equal streak of games, each player would in fact slowly gain in rank due to the stars awarded from their win-streaks. Given enough time, these two players would eventually reach Rank 5, without requiring any progression in their decks or abilities. If this type of progression were to occur with a large enough group of players, one would only need to be moderately superior in ability to the worst of these players in order to reach Legend rank. If this model is indeed also applicable to the larger and more random pairings found in actual Ranked matchmaking, it can be considered that there is no 'correct' rank, only the rank which players are able to reach before the end of the season, with longer seasons offering proportionately greater ranking opportunities.

In development

In October 2016 Ben Brode explained that the developers are "not 100% happy" with the current Ranked ladder system, and mentioned a number of areas that were currently under discussion:[8]

  • Better expressing the ranking percentiles
  • Improving the "last-minute jostling for high Legend ranks" at the end of a season
  • Countering the feeling of the ladder "grind"
  • Adding win-streaks for the top 5 ranks[9]
  • Reanalysing and possibly changing the number of stars awarded for each rank at the end of a season
  • Developing simulation tools to explore various possible changes: "With better simulation tools, we are planning on trying a lot of crazy things."

However, Brode warned that it was still "early talks" for the discussion.[10]

History

文件:Beta ranked medals PAX.jpg
The medals used in the game's beta phase, prior to Patch 1.0.0.4217: Novice, Journeyman, Copper, Silver, Gold, Platinum, Diamond, Master and Grand Master
文件:Beta ranked medal gz.jpg
In the old system, players would be awarded a medal at the end of each week, based upon their current rank.
文件:Ranked history SS.jpg
Queuing for a Ranked game in the early beta. The medal indicates the player's rank, while the small icon in the top-right corner serves to toggle Ranked and Unranked play. The bar at the top indicated queue progress, prior to the addition of the Finding Opponent screen. Also of note are the old hero portraits.

During the game's beta test, and prior to December 2013's Patch 1.0.0.4217, a notably different ranked system was used in Hearthstone.

Like the current system, there were several available ranks, each of which could have 0-3 stars, and the player's current rank was displayed on the Play mode deck selection screen. However, winning or losing a match did not usually result in the player gaining or losing stars. Players would often have to achieve a reasonable win-streak to earn an additional star, and could stand to lose several games without losing stars. Matchmaking was also less transparent, as player rank was not displayed during battles, and some posters on the official forums contended that the matchmaking pool for both Ranked and Unranked play (the original name for 'Casual' play) was in fact the same.

Rank was reset at the end of each week, which raised some complaint from less active players. Once the ranks reset, upon logging in each player would be awarded a medal equal to their previous rank. The intention was to have players collect these medals, either for vanity or for some other more useful purpose. However, this was never implemented before the system was changed.

Unlike the 26 detailed and iconic named ranks of the current system, the original 9 ranks were named more traditionally: Novice, Journeyman, Copper, Silver, Gold, Platinum, Diamond, Master and Grand Master. The term "Three-Star Master" was commonly used to refer to the highest level below Grand Master, and was often used as a standard for high-level play. These medals are still used for Arena keys, although some of them have been given different names, or adapted slightly.

Ranked mode was originally known as "Weekly Tournament".[11]

Patch 1.0.0.4217

With Patch 1.0.0.4217, the system was overhauled, replacing the previous rank system with 26 brand new ranks and rebranding Unranked as 'Casual' play. The new ranks featured icons and names derived from minion cards, and the number of stars for the higher ranks was expanded to 4 or 5. The new system was far more transparent than the previous design; player rank was displayed during battle for each player. While the match was not always precise, it allowed players to understand the occasionally notable disparity between opponents, and helped to make the matchmaking process more transparent. Separate MMRs for Ranked and Casual were confirmed.

In comparison to the hidden and lethargic rank-changes of the previous system, the new system simply granted one star for each win, and removed one for each loss. A specific win-streak feature was also added, awarding bonus stars upon winning more than 2 games in a row - until Rank 5, at least. Finally, the weekly reset was changed to take place at the end of each new 'season' of play, allowing players more time to climb the ladder, and fitting plans for future rewards.

Patch 1.0.0.4944

Immediately preceding the release of Hearthstone, Patch 1.0.0.4944 saw further adjustments to Ranked Play mode. Most significant was the change of the season reset from a complete reset to a soft reset, with each player's rank increased by one star for each rank they previously held. Prior to this, at the start of each season all players would be reset to Rank 25: Angry Chicken, throwing the previous season's Legend rank players in with the newest and least experienced. One result of this was an extremely unpredictable and often challenging experience at the start of each season, with newer players often unable to gain any stars due to repeatedly being matched against high-level players, and Legend rank players sometimes battling each other simply in order to rise above Rank 25. The new system allowed higher-rank players to start each season at a higher rank, preventing the mayhem of Legend rank Angry Chickens, and allowing lower ranked players to pick up roughly where they left off at the end of the last season, without a protracted period of lose-streaks.

With the end of the beta test seasons, this patch also finally saw the implementation of the planned rewards for Ranked play, in the form of golden heroes and the introduction of card backs. The new seasons began to take shape as strictly monthly terms determined by the calendar, complete with names and unique rewards, with the remaining duration of the current season displayed to players in-game.

Patch 3.0.0.9786

The next change to the system would not come until Patch 3.0.0.9786, with the addition of the Highest Rank Bonus Chest. For the first time, this added tangible rewards for improving your rank, aside from the seasonal card back at Rank 20 and the Legend card back at Legend rank.

Game formats

The advent of game formats in April 2016 brought substantial changes throughout Hearthstone, but perhaps most significantly in its effects on Ranked play. This marked the first time previously released cards had been barred from use in any game mode (aside from the odd Tavern Brawl), and the arrival of Standard format provoked a strong reaction among many players, for the first time facing losing the option to play with a sizeable portion of their hard-won cards.

Where previously there had only been a single Ranked ladder, there were now two separate ladders for Ranked Standard and Ranked Wild, with players able to choose between two different paths for pursuing their laddering ambitions. Players rank's were initially set based on the player's current rank at the point game formats are added to the game, with the two ladders independent from then on.[12]

Trivia

  • The system of minion cards used to represent the ranks does not strictly adhere to any single rule. The main pattern is an increase in mana cost at higher ranks, although this is not entirely consistent; Silvermoon Guardian, Dread Corsair and The Black Knight break the order, the latter quite notably. There is also an increase in rarity at the higher ranks, with Ranks 6, 5, 4 and 3 being epic, and Rank 2 being legendary (Rank 1's the innkeeper presumably trumping even legendary status), but below this the rarity is fairly random, with even Rank 25 being rare, while Rank 8 is a common Basic card. In addition, there is clearly an intention to have less valuable or effective minions at the lower ranks, with the quality, value and power of the minions growing as the rank increases. This fits quite well with the increase in rarity, and is best depicted by Angry Chicken at Rank 25, as well as the innkeeper himself at Rank 1.

Gallery

End of season rewards
Ranked Chest
文件:Ranked Chest victory screenshot.jpg
Each time a player reaches a new highest rank for the season, their chest is upgraded

Patch changes

  • 模板:Patch 5.0.0.12574
    • With the arrival of game formats, Ranked has been split into Ranked Standard and Ranked Wild. Rewards are now based on whichever rank is highest.
  • 模板:Patch 3.0.0.9786
    • A bonus chest will be granted at the end of each season based on the highest rank reached in Ranked Play mode.
    • The gaining rank animation has been updated and lengthened.
  • 模板:Patch 2.4.0.8311 The end of season rank announcement now includes a percentile for the player's success on that month's Ranked play ladder: "That puts you in the top _% of our ranked play players!"
  • March 21st 2014: The remaining duration of the current Ranked season is now displayed upon logging into the game, or entering Play mode. This system was added with Patch 1.0.0.4944, but not activated until March 21st.
  • 模板:Patch 1.0.0.4944
    • During each Ranked Season change, players may now start the new season at a rank higher than the default Angry Chicken rank, depending on the rank that was obtained at the end of the previous season. You’ll receive one bonus star for every rank you achieved in the previous season.
    • The Angry Chicken rank now starts with 0 stars, instead of 1. Bawk!?
    • Rewards for ranked play have been implemented.
      • A special card back will be available each season, gained by reaching Rank 20
      • Golden heroes are now available, gained by achieving 500 wins on that hero in Ranked play
  • Unknown patch: Sound effects have been added when gaining or losing stars
  • 模板:Patch 1.0.0.4217
    • 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
      • Unranked is now known as Casual
    • User interface:
      • The toggle between Casual and Ranked Play modes is now more explicit.
      • Your player rank (icon and number) is now visible in the friends list, the versus screen and your BattleTag in-game.

References

  1. Zeriyah on Twitter. (2015-04-01). 
  2. Blizzard Entertainment (2014-06-01). Hearthstone™ Ranked Play Season 3 – Colors of the Rainbow!
  3. Hearthside Chat - You're Better Than You Think!. (2014-09-18). 
  4. Zeriyah on Twitter. (2014-09-18). 
  5. Zeriyah on Twitter. (2014-09-18). 
  6. Ben Brode on Twitter. (2014-11-12). 
  7. 模板:Cw
  8. 模板:Cw
  9. 模板:Cw
  10. Ben Brode on Twitter. (2016-10-21). 
  11. Ben Brode on Twitter. (2015-06-08). 
  12. A New Way to Play. (2016-02-02). 


模板:Game modes

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