That question just raises in my head because of the interaction between Snip Snap and Reckless Experimenter. Announcing a nerf of a long-time existing cards because of a careless print of a new Legendary. Back then when Pirate Warriors were the cancer of the meta, did they not test the real deck and the synergies among those pirates? It took the team such a long time to nerf Patches. Is it really hard to hire a gamer to build the new decks and test them?
They did. Dean Ayala, aka Iksar, was one of the upper end of players during the Beta when he started working with Team 5 on card design, then was later hired about a year later.
The patches situation was a matter of not looking at the correct data. They were focused on win rates and "OPness" at the time and, despite what many like to cry out about it, pirate warrior did NOT win most of its matches. In fact, from a pure data perspective, the meta was very balanced and diverse with a lot of different decks being used.
Those people who look at that last sentence and going "BULL@#$()#(!".. yeah. that's the problem. The actual data showed one thing but the game FELT like something else. It took them several months to realize that perception matters A LOT and that while someone crying "it sucks" may not have the reason correct, they are correct that SOMETHING is making it feel sucky.
Since then they've become sensitive towards elements that will make the game feel horrible, which is why a lot of the current nerfs have been less about 'OPness" and more about things like polarization, or general 'feels bad to play against'.
I'm guessing the current Snip Snap is similar: their data shows that the decks made out of it won't be OP but that we're already screaming about it means no one is going to like actually losing to the thing.
Do you think that they really follow the meta and then give the correct decision of nerfs and buffs? I think that there should be a member of their own team who plays the game for the purpose of UX improving. Moreover, I believe they intended to keep the card state as they want to drive the players to meta of their predicted scheme. Such decks as Heal Zoo are unpredictable but Pirate Warrior is certainly crystal cleared.
But they day and as with any game the true test is when a game goes live and you see actual real time results and make adjustments then. Blizzard isn't, as the fun memes go, a small indie company. They pour buckets of dollars into development for each expansion. As with anything there will be things that are missed and picked up by the public playing the game and they will then make the adjustments as needed.
But they day and as with any game the true test is when a game goes live and you see actual real time results and make adjustments then. Blizzard isn't, as the fun memes go, a small indie company. They pour buckets of dollars into development for each expansion. As with anything there will be things that are missed and picked up by the public playing the game and they will then make the adjustments as needed.
Thats the thing with a card game (even more in wild) there are WAY too many combinations to be able to test them all in a closed enviroment (cant justify reckless experimentor... maybe just a little) so players end up being the best at covering all possobilities post release
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That question just raises in my head because of the interaction between Snip Snap and Reckless Experimenter. Announcing a nerf of a long-time existing cards because of a careless print of a new Legendary.
Back then when Pirate Warriors were the cancer of the meta, did they not test the real deck and the synergies among those pirates? It took the team such a long time to nerf Patches. Is it really hard to hire a gamer to build the new decks and test them?
They did. Dean Ayala, aka Iksar, was one of the upper end of players during the Beta when he started working with Team 5 on card design, then was later hired about a year later.
The patches situation was a matter of not looking at the correct data. They were focused on win rates and "OPness" at the time and, despite what many like to cry out about it, pirate warrior did NOT win most of its matches. In fact, from a pure data perspective, the meta was very balanced and diverse with a lot of different decks being used.
Those people who look at that last sentence and going "BULL@#$()#(!".. yeah. that's the problem. The actual data showed one thing but the game FELT like something else. It took them several months to realize that perception matters A LOT and that while someone crying "it sucks" may not have the reason correct, they are correct that SOMETHING is making it feel sucky.
Since then they've become sensitive towards elements that will make the game feel horrible, which is why a lot of the current nerfs have been less about 'OPness" and more about things like polarization, or general 'feels bad to play against'.
I'm guessing the current Snip Snap is similar: their data shows that the decks made out of it won't be OP but that we're already screaming about it means no one is going to like actually losing to the thing.
One does not simply walk into Mordor,
unless they want to be the best they can be.
Do you think that they really follow the meta and then give the correct decision of nerfs and buffs? I think that there should be a member of their own team who plays the game for the purpose of UX improving. Moreover, I believe they intended to keep the card state as they want to drive the players to meta of their predicted scheme. Such decks as Heal Zoo are unpredictable but Pirate Warrior is certainly crystal cleared.
There is a reason you have to wait 3 months between expansions dude.
But they day and as with any game the true test is when a game goes live and you see actual real time results and make adjustments then.
Blizzard isn't, as the fun memes go, a small indie company. They pour buckets of dollars into development for each expansion.
As with anything there will be things that are missed and picked up by the public playing the game and they will then make the adjustments as needed.
Thats the thing with a card game (even more in wild) there are WAY too many combinations to be able to test them all in a closed enviroment (cant justify reckless experimentor... maybe just a little) so players end up being the best at covering all possobilities post release