The pay to win model ruins it, but there is always arena.
Except, you can't forget that Arena is Pay to Play. This actually makes Hearthstone feel more like a super cheesy F2P mobile game where you're artificially restricted in your playtime by some sort of "stamina" mechanic. Someone may say, "but you can pay with gold!", and they're correct. However, you have to earn the gold first. You earn 10 gold per three wins and potentially 40-60 gold per quest (or a card pack). Given you get one quest per day, it could take you upwards of 27 wins (or more) to make enough gold to play
one Arena run. Hopefully you don't get a bad draw and go 0-3! :biggrin:
Of course, if you're out of quests, it will take 45 wins just to make enough to play one Arena run. This makes Arena sound more like some "treat" that you're supposed to savor after suffering through normal constructed play. That's why I'd still like to see a free Arena that provides no rewards. I'd even be fine if you weren't allowed to complete quests in it!
One of the fun parts of a CCG is opening packs and building your collection.
I agree about what's fun with CCGs, but do you think that Hearthstone's digital aspect makes it a bit less collectible (the first 'C' in CCG)? I guess I'm just including the ability to trade cards and such as part of the collectible nature. Also, the idea of rarity is another aspect that Hearthstone lessened by making any card (with the exception of a few achievement reward cards and basic cards) craftable.
Those that just start playing can't expect to catch up without buying packs.
Do you think that's an issue? I don't follow CCGs much, but I've seen some say that Magic would remove earlier card packs/expansions to avoid a glut of cards. In some ways, Blizzard is already doing this by creating obviously better cards (e.g. Magma Rager replaced by Frost Rager).