Blizzard asked us to reach out to our community here on HearthPwn to see what questions you'd like answered in the developer livestream taking place this Friday, January 13 at 9 AM PST (12 PM EST, 5 PM GMT).
Your questions can be about anything that you're interested in having an answer for. We'll be forwarding on a list of questions so that they can possibly be answered on the stream.
During the Q&A, Ben Brode and Dean Ayala will be sharing insight into the current State of the Game, the New Player Experience, and the Ranked Play System in addition to viewer Q&A.
The Grimy Goons have such a cool hand buff mechanic, however aside from Pirate Warrior these 3 classes rarely see competitive play. Are there any plans to adjust the balance here? Seems like only 7 seven heroes exist on ladder since MSoG release.
Rollback Post to RevisionRollBack
Still not sure if I hate Hearthstone...or love it.
1) With reno going to wild in the next expansion, but cards like Solia, Kazakus and Raza The Chained being implemented in the game, will we see more cards to support this archetype in the future?
2) Could you tell us about the thought process of creating Mayor Noggenfogger, and its mana cost?
3) What is a card you expected to come in many decks, but saw little to no play?
1. Wouldn't it be better to increase the max hp 40 to balance some power creep / create design space? Maybe 40? Let Alec heal to 20 and push freeze mage /control mage again (duplicate should be in classic btw).
2. What about "bans"? Maybe one card per month and another per week? Let the community vote on one? Create another game mode for it?
1) Wild tends to take a backseat to Arena/Standard when it comes to discussion about feedback, but so far has that format met their expectations from a design perspective? Do they reflect on the state of that format much or is the design and balance effort currently solely focused on Arena and Standard?
2) With solid digital card games like Eternal entering open beta and gaining steam, do they spend any time playing them in at least a casual capacity? If they do, does this make them re-evaluate if their implementations and approaches to the game could improve?
3) Which period of the game was their favorite, and why?
4) Do they feel like Fireside Gatherings have been successful? It seems like outside of giant cities there really aren't any to attend, and I miss the social aspect of casual tournaments similar to the MTG pre-release event happening this weekend.
5) How many people have crafted golden Purify? I crafted two of them as soon as I was able to and always wondered how many other people did the same.
6) Are there any plans for Hearthstone APIs for developers to hook into? I'd love to have more accurate tools to analyze my ladder data.
7) Has there been much discussion or investigation into something like an achievement system? It seems like it would give players a different kind of progression that wasn't tied solely to winrate.
Dear Blizzard. Can you make this game cheaper? Currently, to get all the new cards of an expansion, it requires hundreds of dollars. That is, an insult to the minimum wage working community. I can only afford about 10 dollars a month for the game. So that's about 80 dollars for the full expansion (considering the 8 months between expansions, I get the adventures with gold usually). Can you please bring the game's cost somewhere closer to that?
1.) MSG seems to have shown a farewell to the Burgle mechanic in Rogue with only one new card. Is this true? Also should we be expecting Stealth gameplay to come back to the Rogue class?
2.) What are your thoughts on Wild as the card pool progresses? Are there any limiting factors when printing cards because of it?
3.) Are you planning to reintroduce older mechanics like Inspire and Joust? The community still believes potential is there, but the right cards haven't been implemented yet.
4.) I've noticed the lack of Windfury and Charge minions being printed. Are you slowly moving away from those mechanics? And if so, is it to prevent Aggro dominance on the ladder? I feel like there is a way to make unique cards with those keywords that won't break the game.
What's the status on an in-game tournament mode? I know China got a companion app that allowed this, will other regions see that in the near future?
Now that MSoG has been out for a while, Arena seems harder than ever. Is that apparent from the stats on Arena games? Has the average wins gone up or down with the newest expansion?
Rollback Post to RevisionRollBack
Quit complaining and just have fun with this game!
Honestly, I am completely fine with whatever you decide to do with the classic set. Even my golden rag and leeroy, while I'd be sad to see them go, I have complete faith that blizzard would at least give me the option to dust them (though I doubt I could bring myself to do so.) My question, however, is towards mean streets nerfs. I'm worried that in all the hubbub about classic we'll forget that a 1 mana 3/2 is just too powerful and needs to be adressed. TLDR: Are you at least considering nerfing some of the new cards?
Why does the dev team think that rotating out older cards will refresh the meta, when the meta is entirely aggro dominated and suffocating everything which is appears to also be the cause of a metas becoming stale quickly?
Why is there no deck favored to beat aggro like aggro is favored to beat everything else? Jade golems counters fatigue and control. Yet aggro is favored against everything.
If auto include cards are bad, when can we expect a nerf to Smalltime Buccaneer and patches?
Do you feel pirates have taken the place of what the grimey goons was supposed to be?
After the recent announcement about potentially moving some of the classic cards to wild I got a little confused. Wouldn't it be simpler to create a ban list for standard? You get to edit it, allowing for cards to be re-introduced if it ever feels right, you don't need to nerf them into unplayable status (as seems to be the trend that annoys some players) and you even get to deal with cards like Yogg Saron. People can still have fun in wild with the card as it was intended to be, while not disrupting the competitive scene in standard.
Also, in case it gets to the devs, great job with Mean Streets, liked it almost as much as Old Gods, which is a lot :)
1) What cards from classic are you looking at nerfing/moving to wild?
2) What do you think the meta will look like after the year of the kraken ends? The decks that looks to lose the most from this change are Reno Mage/Lock, Dragon, and even shamans lose Tunnel Trogg and Totem Golem. Pirate warrior and Miracle Rogue however are hardly effected at all.
3) Is there any any card from MSoG that you feel is not performing as well as expected?
Moving forward, if you were to move an nerfed card into Wild from the Classic or Basic set, would you consider unerfing them?
While I can appreciate wanting to keep standard fresh, completely destroying decks in Wild because key cards got nerfed feels like we're slowly losing some of the Hearthstone legacy since Wild should be a collection of the best decks of Hearthstone's history with new decks built with cards from Naxx to the latest set.
I feel like when it comes to nerfing, Blizzard often "overnerfs" a card - instead of making it balanced, they make it unplayably weak. Many cards that were once stamples no longer see play after being nerfed.
1) Have you considered buffing cards that have already been nerfed but turned out to be too weak after the nerf?
2) Why do we have to wait 6-12 months for such nerfs / buffs to happen? Don't you think the game could benefit from more often but less radical changes? A lot of players complain about Blizzard not being able to find the balance, maybe iterating would help.
Will it be possible to have more Brawls where players gang up against either another player (or two) or the AI? Had considered buying a Unity asset for card games to build one myself, but figured if it was at all successful that y'all would just do something and make me regret spending the time :-)
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Ask the Devs: Livestream Edition
Blizzard asked us to reach out to our community here on HearthPwn to see what questions you'd like answered in the developer livestream taking place this Friday, January 13 at 9 AM PST (12 PM EST, 5 PM GMT).
Your questions can be about anything that you're interested in having an answer for. We'll be forwarding on a list of questions so that they can possibly be answered on the stream.
During the Q&A, Ben Brode and Dean Ayala will be sharing insight into the current State of the Game, the New Player Experience, and the Ranked Play System in addition to viewer Q&A.
Bring on those questions!
The Grimy Goons have such a cool hand buff mechanic, however aside from Pirate Warrior these 3 classes rarely see competitive play. Are there any plans to adjust the balance here? Seems like only 7 seven heroes exist on ladder since MSoG release.
Still not sure if I hate Hearthstone...or love it.
1) With reno going to wild in the next expansion, but cards like Solia, Kazakus and Raza The Chained being implemented in the game, will we see more cards to support this archetype in the future?
2) Could you tell us about the thought process of creating Mayor Noggenfogger, and its mana cost?
3) What is a card you expected to come in many decks, but saw little to no play?
1. Wouldn't it be better to increase the max hp 40 to balance some power creep / create design space? Maybe 40? Let Alec heal to 20 and push freeze mage /control mage again (duplicate should be in classic btw).
2. What about "bans"? Maybe one card per month and another per week? Let the community vote on one? Create another game mode for it?
1) Wild tends to take a backseat to Arena/Standard when it comes to discussion about feedback, but so far has that format met their expectations from a design perspective? Do they reflect on the state of that format much or is the design and balance effort currently solely focused on Arena and Standard?
2) With solid digital card games like Eternal entering open beta and gaining steam, do they spend any time playing them in at least a casual capacity? If they do, does this make them re-evaluate if their implementations and approaches to the game could improve?
3) Which period of the game was their favorite, and why?
4) Do they feel like Fireside Gatherings have been successful? It seems like outside of giant cities there really aren't any to attend, and I miss the social aspect of casual tournaments similar to the MTG pre-release event happening this weekend.
5) How many people have crafted golden Purify? I crafted two of them as soon as I was able to and always wondered how many other people did the same.
6) Are there any plans for Hearthstone APIs for developers to hook into? I'd love to have more accurate tools to analyze my ladder data.
7) Has there been much discussion or investigation into something like an achievement system? It seems like it would give players a different kind of progression that wasn't tied solely to winrate.
Articles I suggest every player reads to improve at the game;
MTG/Hearthstone biases to avoid
Reframing negative Hearthstone experiences to improve at the game
Who's the Beatdown?
Dear Blizzard. Can you make this game cheaper? Currently, to get all the new cards of an expansion, it requires hundreds of dollars. That is, an insult to the minimum wage working community. I can only afford about 10 dollars a month for the game. So that's about 80 dollars for the full expansion (considering the 8 months between expansions, I get the adventures with gold usually). Can you please bring the game's cost somewhere closer to that?
1.) MSG seems to have shown a farewell to the Burgle mechanic in Rogue with only one new card. Is this true? Also should we be expecting Stealth gameplay to come back to the Rogue class?
2.) What are your thoughts on Wild as the card pool progresses? Are there any limiting factors when printing cards because of it?
3.) Are you planning to reintroduce older mechanics like Inspire and Joust? The community still believes potential is there, but the right cards haven't been implemented yet.
4.) I've noticed the lack of Windfury and Charge minions being printed. Are you slowly moving away from those mechanics? And if so, is it to prevent Aggro dominance on the ladder? I feel like there is a way to make unique cards with those keywords that won't break the game.
I'd like to know if there are any existing ideas towards Priests getting weapons and secrets in the future? :)
♔
1) Is there any chance that Yogg will be returned to his normal state post-rotation due to him no longer being playable in Tournies?
2) Which class do you feel is the worst right now, and which do you feel is the best.
3) Were there any cards you feel were a mistake printing in the Year of the Kraken?
What's the status on an in-game tournament mode? I know China got a companion app that allowed this, will other regions see that in the near future?
Now that MSoG has been out for a while, Arena seems harder than ever. Is that apparent from the stats on Arena games? Has the average wins gone up or down with the newest expansion?
Quit complaining and just have fun with this game!
Honestly, I am completely fine with whatever you decide to do with the classic set. Even my golden rag and leeroy, while I'd be sad to see them go, I have complete faith that blizzard would at least give me the option to dust them (though I doubt I could bring myself to do so.) My question, however, is towards mean streets nerfs. I'm worried that in all the hubbub about classic we'll forget that a 1 mana 3/2 is just too powerful and needs to be adressed. TLDR: Are you at least considering nerfing some of the new cards?
Why does the dev team think that rotating out older cards will refresh the meta, when the meta is entirely aggro dominated and suffocating everything which is appears to also be the cause of a metas becoming stale quickly?
Why is there no deck favored to beat aggro like aggro is favored to beat everything else? Jade golems counters fatigue and control. Yet aggro is favored against everything.
If auto include cards are bad, when can we expect a nerf to Smalltime Buccaneer and patches?
Do you feel pirates have taken the place of what the grimey goons was supposed to be?
Now that the game is no longer 'Heroes of Warcraft', can we expect to see more cross-over content from other Blizzard games?
Free to try and find a game, dealing cards for sorrow, cards for pain.
After the recent announcement about potentially moving some of the classic cards to wild I got a little confused. Wouldn't it be simpler to create a ban list for standard? You get to edit it, allowing for cards to be re-introduced if it ever feels right, you don't need to nerf them into unplayable status (as seems to be the trend that annoys some players) and you even get to deal with cards like Yogg Saron. People can still have fun in wild with the card as it was intended to be, while not disrupting the competitive scene in standard.
Also, in case it gets to the devs, great job with Mean Streets, liked it almost as much as Old Gods, which is a lot :)
1) What cards from classic are you looking at nerfing/moving to wild?
2) What do you think the meta will look like after the year of the kraken ends? The decks that looks to lose the most from this change are Reno Mage/Lock, Dragon, and even shamans lose Tunnel Trogg and Totem Golem. Pirate warrior and Miracle Rogue however are hardly effected at all.
3) Is there any any card from MSoG that you feel is not performing as well as expected?
Moving forward, if you were to move an nerfed card into Wild from the Classic or Basic set, would you consider unerfing them?
While I can appreciate wanting to keep standard fresh, completely destroying decks in Wild because key cards got nerfed feels like we're slowly losing some of the Hearthstone legacy since Wild should be a collection of the best decks of Hearthstone's history with new decks built with cards from Naxx to the latest set.
This space intentionally left blank.
Are you planning on pushing the Reno archetype further, or do you feel that it has had its time in the spotlight?
Are you planning to keep pushing aggro with awesome strong cheap drops in the 2k17?
need take time to make new pic and signature using the new cards.
Will it be possible to have more Brawls where players gang up against either another player (or two) or the AI? Had considered buying a Unity asset for card games to build one myself, but figured if it was at all successful that y'all would just do something and make me regret spending the time :-)