The fact that Blizzard would rather change what they're selling rather than simply telling people what they're buying tells you everything you need to know about this.
Hold on, so EU players were crowing infinitely about how NA was the test server. Now that players are going to be compensated you guys are whining that you don't get it either?
Mate, what in the hell are you actually talking about?
1) The reason that Purify had to be addressed was because there was community outrage at large. Yeah, there were popular streamers involved in that, but the animus towards it began on Reddit as soon as the card was spoiled and continued long after streamers were mining it for content. r/Hearthstone literally had to put limits on the amount of threads per day being opened about it. If you think that is simply because people are following a herd and not because people perceived a fundamental problem with the approach that Team 5 were taking in reference to Priest, I'm not the person who should be challenged to add something valuable here.
2) Yeah, Kripp, Reynad and others had a more negative opinion about it than Kibler did. So what? People have different opinions all the time. Kibler argued for using Crush in Control Warrior, most other folks thought that card was trash. Are you trying to say that everyone didn't have the right to their opinion because it differed from Kibler's? This argument is either pointless or ridiculous, which is it?
3) Yes, Team 5 has "all the rights in the world" to make bad cards whenever they want to make them, in the same way that people who are investing time into and paying money to play their game have the right to be mad when they feel as if the people in charge of the game are screwing it up and making their investment less worthwhile.
End of the day, the parallels between these two situations should be abundantly clear, but let me spell it out for you since it seems you're missing the point. People were angry about Purify because they felt it demonstrated that Team 5 was completely out of touch with both the community and the game at large. People in the community were talking about how weak Priest was in the lead up to Karazhan and viewed Karazhan as an opportunity for Priest to be given cards that would serve to fix the core issues that the class has as opposed to more crappy gimmicks that don't do anything. When Purify was spoiled, it not only felt like Team 5 didn't understand what the class needed to succeed, but also that it flat out ignored the community, which is why it was outraged.
Wanna know the funniest thing? Ben Brode agreed with this sentiment and that's what the quote is about.
Look at the state of the game now. The community has been screaming since Blade Flurry was nerfed into the ground that Rogue has core problems that make it inherently weaker than other classes in the game. We were told when Blade Flurry was nerfed that it "limited design space" for weapons and meant that Rogue couldn't be given better cards because of it. Since that time, Team 5 has delivered nothing for the class. Once again, the community went into the expansion viewing it as an opportunity to fix the core issues that the class has as opposed to being given crappy gimmicks that don't do anything. Low and behold, Team 5 unveils a garbage gimmick and the community has rightly blown up because once again it feels like it's being ignored.
How do you not understand this? Seriously, look at the massive amount of downvotes your posts are getting. Maybe you should consider why that's actually happening before you get on a high horse about "basics in game design".
If you're going to trot out the same ridiculous argument for terrible card design than Ben Brode used to cover his ass for the Purify debacle, stop missing the important part:
"Another thing I've heard about Purify is "Why now? Priest is bad right now. This is an opportunity to make Priest great"
I think that's super fair criticism. I think we really misread the community sentiment going into the reveal and so there was kind of a spotlight on the Priest cards as we were revealing them and Purify is absolutely the wrong card for that environment. Knowing what we know we would have put a different card in there given that environment so I think we messed that up."
This is the exact same situation playing out with a different class and the idea that it can be excused with "Not all cards need to be good" is farcical. The only way that this is going to change is if people start holding them to account as opposed to continuing to let them off the hook because the head of the team laughs a lot in videos.
Totemcarver isn't win more, it's supposed to be a win condition because totems in and of themselves are still (largely, there are obviously exceptions) 0 atk creatures that don't win the game on their own.
I'm not saying that I think you're wrong about it being an average, situational card, but win more has a pretty strict definition.
Wizards recently boasted that MTG is estimated to have 12 million active players worldwide. Hearthstone has 20 million accounts. Granted, most of those are inactive, but that's not shabby considering it has only been around a year compared to MTG.
I also wonder how many truly active players Hearthstone has. Based upon Blizzard's own numbers that 0.5% people make legend each season, and that there are only ~5000 legends at the end of each month, I'm going to guesstimate that there are between 3 - 6 million truly active players around the world (not including China).
The main reason some of them are looking at Hearthstone is because the playerbase is enormous. It doesn't matter if the game will ever be as "skillful" as Magic or not to them, it just matters that they can apply their existing skillbase to it and get money/fame from the masses of hearthstoners that tune into them.
That's super cynical. One hopes that they wouldn't continue if they weren't also enjoying the game. Judging from their articles and streams, they are enjoying Hearthstone. I imagine it would be hard to fake real enjoyment for very long.
Granted, they might have been attracted to the Hearthstone scene because of the huge popularity and buzz, but I'd like to think they're staying because they're finding the game challenging and fun.
Fox isn't cynical, he's absolutely correct and you are being naive. There are a shit tonne of Magic pros who are downright mercenaries. They're coming because e-sports is hot, Hearthstone is on the rise and basically all of their skills are transferable.
Why do you think piles of Magic players end up playing Poker? Do you really think it's because it's the most fun game around?
The biggest problem I see with the longevity of hearthstone is that blizzard seems reluctant to add new mechanics into the game. Naxx didn't add anything new and they already stated that the next card expansion wont introduce new mechanics either. Without new interactions between the card pool, the game will become stale very quickly for a lot of players.
I do not think that is a fair assessment. Hearthstone has been barely out for 6-7 months, and has had exactly 1 mini-adventure so far, which is explicitly explained that it is not an expansion.
When there is room for design space to further explore existing mechanics, it should be done before adding new mechanics. Looking at Magic and its 120 keywords (I don't know exactly how many, but its over 100), any new players will be moderately intimidated, I don't think I would ever want to see Hearthstone go down that path. If Magic launched with some 20 keywords initially, that is 5 new keywords introduced every year over these 20 years. New keywords get players excited and go out and buy the expansion, so part of it has to do with marketing as well, but what turns me off is the release of new cards every 3 months, it is simply too fast for casual players who might only play the game once a week (you need to allocate a significant amount of time for a gaming night with friends).
The keyword complexity argument is only relevant if you're talking about formats other than Standard / Type 2, which most new players probably wouldn't consider playing anyway due to the high barriers to entry in cost (have fun buying Power 9, or even mana bases for Modern with lands being upwards of $20 per), sourcing cards (secondary markets for things that aren't standard are nowhere near as easy) and player accessibility (Standard is far and away the most widely played constructed format, meaning you'll always have a higher chance of finding players).
Reasons why Magic is not suited to online adaptation include :
The inclusion of instant-speed abilities slows the game down horribly and requires that players are constantly clicking to pass priority back to their opponent.
Similarly, having the opponent choose blocks involves the passing of priority (this is more acceptable IMHO).
Tournament structures are such that players need to set aside several uninterruptable hours for play.
Card complexity in Magic means that a very significant amount of coding and beta testing is necessary to implement each new set (4 sets per year).
Personally, while these points are all valid, they could largely be mitigated by better interface design and either better policies with getting developers early access to cards or theoretically better developers.
I think the biggest point you're missing about why MTGO eats shit is tix. Honestly, if all you had to pay for was product in order to draft, I would never play Hearthstone again.
One key area where Hearthstone loses complexity when compared to Magic is in the use of character classes instead of different colours. Magic's greatest strength, and its greatest weakness, is the colour system. The 5 colours and the land bases required to power a deck result in incredibly skilful deck construction. Hearthstone can not hope to recreate this level of depth and, wisely IMHO, has not attempted to.
Indeed, the colour mechanic of Magic is also the game's key failing. The more colours you include in your deck the more access you have to powerful cards and complementary strategies. However, you also dramatically increase your chances of drawing an unworkable opening hand or, alternatively, starting well and then randomly drawing consecutive land cards until you are overwhelmed. Around a quarter of Magic games are decided by mana screw, colour screw or mana flood. Experienced players learn to accept this fact but, on the face of it, this is totally unacceptable in any game. There is a massive trade off between the strategic depth which the colour mechanism offers and the void, frustrating games which it regularly produces.
Screw and flood are annoying, but they are arguably why the game has endured for so long. While they exist only as the bi-product of the game's core mechanic, they are an inbuilt balance mechanic that allow worse players to beat better players (a requirement for a lot of low tier players to maintain interest) in a percentage of games without Wizards ever having to address it directly by either creating ridiculous comeback cards / mechanics (Yugioh) or by building large amounts of randomness into the system (Hearthstone).
To be clear, this isn't me saying that screw and flood were intentionally designed (they might have been but I don't have any evidence of that, much less even believe it), but given the amount of time that has gone past Wizards has had ample time to deal with the problem and they haven't REALLY bothered (fixers exist, but they could do a lot better), to me that says something.
Lastly on this point, I think you're overstating the amount of games that screw and flood directly determines the outcome of as I don't think it's anywhere near 25%
Keep in mind the potential for new cards. Not only is there the theoretical difficulty of having to design EVERY beast with buzzard in mind, but the change could be a real preemptive fix to what is on the horizon. Not saying "oh man best beasts ever about to drop", just saying there could be external factors to consider other than the current meta.
Wisely spoken. Some people behave as if Blizzard, the company which is actually known for excellent balancing (SC, SC2), has no single clue what they were doing with the Buzzard nerf.
Just let the meta do the work.
Wow... few things to mention.
1) Balancing a card game is completely different to balancing an RTS. Blizzard has had 5 cracks at balancing an RTS, this is their first go at a card game.
2) Achieving balance in Starcraft (I don't even know if that's true given I don't play the game) doesn't paper over the fact that Blizzard's record with balancing things in GENERAL seems fairly atrocious. WoW has been littered with problems for ages, I don't remember Warcraft 3 going much better.
3) Going a step further than that, in the short amount of time Blizzard has been running Hearthstone, their balancing record has been laughable. Anyone remember Tinkmaster? Might be hard given he hasn't been put into a deck for months. How about both major variants of Warlock being massively over-represented for multiple seasons in a row without even being considered for changes?
Nerfing Buzzard is a necessary step for the game (and it could certainly be argued was always the problem in the first place as opposed to Hounds), but the terrible design of the nerf is just comical, as is anyone in this thread who's arguing for different cost and number configurations as if it's the only way to deal with the issue. The card could have been left at the exact same cost and merely changed to trigger when a beast is played from hand as opposed to summoned, making it a ghetto Auctioneer. This would have stopped the immediate problem of gaining card advantage through playing Hounds as well as kept the spirit of the card intact, instead all they've done is fiddle with some numbers in the hope that changing the time at which the degenerate combo occurs (which btw, remains intact) is enough.
Recognising that a problem exists is one thing, Blizzard seems to be able to do that (in some cases), but their analysis of the real root causes of those problems and therefore the way to fix them is either poor or completely non-existent. This may improve with time, but right now I find it hard to believe that anyone could argue with that fact, especially when faced with the evidence that Blizzard took this long to deal with an Affinity level problem.
Generally the idea of balancing the cards is a logical step and sounds good. However Blizzard went way too far in the past and made some of the cards unplayable. This part needs to stop as it makes no sense, it is no difference to a ban. Buzzard is the newest example of this, they went way too far. Sylvanas is a good example how a nerf should be done, it is still viable, but far from overpowered.
In fairness, Blizzard is going after the right cards, but they very clearly don't have a concept of the right nerfs to apply (or alternatively don't have the ability to nerf cards in certain ways).
Buzzard could have been nerfed by changing the ability to trigger only when playing a beast as opposed to one coming into play, which deals with the Hounds problem while keeping the spirit of the card intact. Tinkmaster could have been nerfed to either make the variance less extreme or remove the variance entirely, allowing it to still be playable and powerful without being game defining.
Bear in mind that we are eventually going to go through this problem with Warlock as well. Besides the fact that the outcry over Zoo is going to increase exponentially after the patch goes into place (rightly or wrongly, we'll see), there is the fact that the hero power, Soulfire and Doomguard are incredibly badly designed and woefully undercosted.
Also, massive props to Joziaac. That is the exact post I wanted to write but phrased a thousand times more eloquently than I would have done it. Well done.
2
What the eff are you smoking? Both Control and Bomb Warrior variants are among the highest win rate decks in the game currently, Are you mental?
4
The fact that Blizzard would rather change what they're selling rather than simply telling people what they're buying tells you everything you need to know about this.
2
If you have to "state, restate and restate" that you don't believe your players are idiots, maybe it's because your actions don't match your words.
8
Hold on, so EU players were crowing infinitely about how NA was the test server. Now that players are going to be compensated you guys are whining that you don't get it either?
The entitlement is real.
3
Mate, what in the hell are you actually talking about?
1) The reason that Purify had to be addressed was because there was community outrage at large. Yeah, there were popular streamers involved in that, but the animus towards it began on Reddit as soon as the card was spoiled and continued long after streamers were mining it for content. r/Hearthstone literally had to put limits on the amount of threads per day being opened about it. If you think that is simply because people are following a herd and not because people perceived a fundamental problem with the approach that Team 5 were taking in reference to Priest, I'm not the person who should be challenged to add something valuable here.
2) Yeah, Kripp, Reynad and others had a more negative opinion about it than Kibler did. So what? People have different opinions all the time. Kibler argued for using Crush in Control Warrior, most other folks thought that card was trash. Are you trying to say that everyone didn't have the right to their opinion because it differed from Kibler's? This argument is either pointless or ridiculous, which is it?
3) Yes, Team 5 has "all the rights in the world" to make bad cards whenever they want to make them, in the same way that people who are investing time into and paying money to play their game have the right to be mad when they feel as if the people in charge of the game are screwing it up and making their investment less worthwhile.
End of the day, the parallels between these two situations should be abundantly clear, but let me spell it out for you since it seems you're missing the point. People were angry about Purify because they felt it demonstrated that Team 5 was completely out of touch with both the community and the game at large. People in the community were talking about how weak Priest was in the lead up to Karazhan and viewed Karazhan as an opportunity for Priest to be given cards that would serve to fix the core issues that the class has as opposed to more crappy gimmicks that don't do anything. When Purify was spoiled, it not only felt like Team 5 didn't understand what the class needed to succeed, but also that it flat out ignored the community, which is why it was outraged.
Wanna know the funniest thing? Ben Brode agreed with this sentiment and that's what the quote is about.
Look at the state of the game now. The community has been screaming since Blade Flurry was nerfed into the ground that Rogue has core problems that make it inherently weaker than other classes in the game. We were told when Blade Flurry was nerfed that it "limited design space" for weapons and meant that Rogue couldn't be given better cards because of it. Since that time, Team 5 has delivered nothing for the class. Once again, the community went into the expansion viewing it as an opportunity to fix the core issues that the class has as opposed to being given crappy gimmicks that don't do anything. Low and behold, Team 5 unveils a garbage gimmick and the community has rightly blown up because once again it feels like it's being ignored.
How do you not understand this? Seriously, look at the massive amount of downvotes your posts are getting. Maybe you should consider why that's actually happening before you get on a high horse about "basics in game design".
3
If you're going to trot out the same ridiculous argument for terrible card design than Ben Brode used to cover his ass for the Purify debacle, stop missing the important part:
"Another thing I've heard about Purify is "Why now? Priest is bad right now. This is an opportunity to make Priest great"
I think that's super fair criticism. I think we really misread the community sentiment going into the reveal and so there was kind of a spotlight on the Priest cards as we were revealing them and Purify is absolutely the wrong card for that environment. Knowing what we know we would have put a different card in there given that environment so I think we messed that up."
This is the exact same situation playing out with a different class and the idea that it can be excused with "Not all cards need to be good" is farcical. The only way that this is going to change is if people start holding them to account as opposed to continuing to let them off the hook because the head of the team laughs a lot in videos.
4
On the plus side, we're probably going to get another video where Ben Brode trots out another tired explanation and the community loves him for it.
-5
To call these "insights" is insulting to the word.
These are thought bubbles at best, not particularly well formed ones either.
0
Totemcarver isn't win more, it's supposed to be a win condition because totems in and of themselves are still (largely, there are obviously exceptions) 0 atk creatures that don't win the game on their own.
I'm not saying that I think you're wrong about it being an average, situational card, but win more has a pretty strict definition.
0
Fox isn't cynical, he's absolutely correct and you are being naive. There are a shit tonne of Magic pros who are downright mercenaries. They're coming because e-sports is hot, Hearthstone is on the rise and basically all of their skills are transferable.
Why do you think piles of Magic players end up playing Poker? Do you really think it's because it's the most fun game around?
D.S
0
The keyword complexity argument is only relevant if you're talking about formats other than Standard / Type 2, which most new players probably wouldn't consider playing anyway due to the high barriers to entry in cost (have fun buying Power 9, or even mana bases for Modern with lands being upwards of $20 per), sourcing cards (secondary markets for things that aren't standard are nowhere near as easy) and player accessibility (Standard is far and away the most widely played constructed format, meaning you'll always have a higher chance of finding players).
Personally, while these points are all valid, they could largely be mitigated by better interface design and either better policies with getting developers early access to cards or theoretically better developers.
I think the biggest point you're missing about why MTGO eats shit is tix. Honestly, if all you had to pay for was product in order to draft, I would never play Hearthstone again.
Screw and flood are annoying, but they are arguably why the game has endured for so long. While they exist only as the bi-product of the game's core mechanic, they are an inbuilt balance mechanic that allow worse players to beat better players (a requirement for a lot of low tier players to maintain interest) in a percentage of games without Wizards ever having to address it directly by either creating ridiculous comeback cards / mechanics (Yugioh) or by building large amounts of randomness into the system (Hearthstone).
To be clear, this isn't me saying that screw and flood were intentionally designed (they might have been but I don't have any evidence of that, much less even believe it), but given the amount of time that has gone past Wizards has had ample time to deal with the problem and they haven't REALLY bothered (fixers exist, but they could do a lot better), to me that says something.
Lastly on this point, I think you're overstating the amount of games that screw and flood directly determines the outcome of as I don't think it's anywhere near 25%
D.S
2
Wow... few things to mention.
1) Balancing a card game is completely different to balancing an RTS. Blizzard has had 5 cracks at balancing an RTS, this is their first go at a card game.
2) Achieving balance in Starcraft (I don't even know if that's true given I don't play the game) doesn't paper over the fact that Blizzard's record with balancing things in GENERAL seems fairly atrocious. WoW has been littered with problems for ages, I don't remember Warcraft 3 going much better.
3) Going a step further than that, in the short amount of time Blizzard has been running Hearthstone, their balancing record has been laughable. Anyone remember Tinkmaster? Might be hard given he hasn't been put into a deck for months. How about both major variants of Warlock being massively over-represented for multiple seasons in a row without even being considered for changes?
Nerfing Buzzard is a necessary step for the game (and it could certainly be argued was always the problem in the first place as opposed to Hounds), but the terrible design of the nerf is just comical, as is anyone in this thread who's arguing for different cost and number configurations as if it's the only way to deal with the issue. The card could have been left at the exact same cost and merely changed to trigger when a beast is played from hand as opposed to summoned, making it a ghetto Auctioneer. This would have stopped the immediate problem of gaining card advantage through playing Hounds as well as kept the spirit of the card intact, instead all they've done is fiddle with some numbers in the hope that changing the time at which the degenerate combo occurs (which btw, remains intact) is enough.
Recognising that a problem exists is one thing, Blizzard seems to be able to do that (in some cases), but their analysis of the real root causes of those problems and therefore the way to fix them is either poor or completely non-existent. This may improve with time, but right now I find it hard to believe that anyone could argue with that fact, especially when faced with the evidence that Blizzard took this long to deal with an Affinity level problem.
0
In fairness, Blizzard is going after the right cards, but they very clearly don't have a concept of the right nerfs to apply (or alternatively don't have the ability to nerf cards in certain ways).
Buzzard could have been nerfed by changing the ability to trigger only when playing a beast as opposed to one coming into play, which deals with the Hounds problem while keeping the spirit of the card intact. Tinkmaster could have been nerfed to either make the variance less extreme or remove the variance entirely, allowing it to still be playable and powerful without being game defining.
Bear in mind that we are eventually going to go through this problem with Warlock as well. Besides the fact that the outcry over Zoo is going to increase exponentially after the patch goes into place (rightly or wrongly, we'll see), there is the fact that the hero power, Soulfire and Doomguard are incredibly badly designed and woefully undercosted.
Also, massive props to Joziaac. That is the exact post I wanted to write but phrased a thousand times more eloquently than I would have done it. Well done.
0
I'm guessing you've never heard of an errata?
0
A generic heal for Priest.