What's on Your Hearthstone Wishlist for Next Year?
Hearthstone Game Designer, August Dean Ayala, took to Twitter yesterday to ask the community what they'd like to see from the game next year.
So HearthPwnians, what stuff do you want to see from the game next year? Personally, I'd love to see more of the developer insights series that Ben Brode started and I won't even be picky about who you put on.
Overwatch's Game Director, Jeff Kaplan, does pretty regular updates for that community and they're filled with insight. Talk to us about some upcoming content, even if its vague. Provide us with interesting stats here and there - don't be afraid to release stuff like that. Or hey, I know this sounds crazy, but maybe you guys could even use that blog for updates that aren't guacboi.
Quote from @IksarHSWhat's on your Hearthstone wishlist for 2017?
I give it an A for effort
Well, I'm no poet, but I thought you guys would like it. What do you mean by clean looking formatting? I did format it line by line before posting, was pretty sure it's ok.
Maybe formatting was the wrong word, idk, it just isn't easy on the eyes though.
four mana seven/seven
fixed*
Kappa
Tournament mode, more stats and more love for arena.
1. A Heroic Brawl with an actual heroic ruleset, eg each deck contains 40 cards and heroes have 40 health. Also, if keeping the original reward system, at least coincide the Heroic Brawl with a new expansion so the card packs are actually an exciting reward for veteran players.
2. More deck slots. I would suggest 9 per class (81 total), as the interface could work quite cleanly and intuitively - in deck construction and deck selection, you would first select a class to reveal the 9 deck slots for that class to choose from.
3. Less swingy RNG. It's fine for random effects to have a variety of outcomes, but there should not be such a huge variance in the value of each outcome. Well-designed random effects can open up strategic options and reward player skill, both in prior set-up and subsequent plays; poorly designed random effects decide the game on a series of coin-flips and negate player skill. More of the former, NONE of the latter, thank you.
4. Strong late-game cards and catch-up mechanics. Players are already incentivized to play aggro decks since games are quicker, so they can climb ladder faster. Control archetypes need a bit more love.
1. I'm not sure why more cards and health would be good, seems a bit random
2. This would be difficult to implement in a not tedious manner. I wouldn't want to have to click a class then click my deck, its a quality of life thing. Ideally I think they want all the decks to somehow be on one page, which is why they are struggling so much.
3. I would argue high variance increases the skill necessary to increase your average winrate over a large sample set. Most bad players struggle to account properly for random stuff.
4. Aggro decks will always be used on ladder due to speed of games, but considering the tournament scene regularly has a fair bit of control, this isn't a problem like people think it is.
Less powerful 1-drops
More uses of existing mechanics. Like how Drakonid Operative uses Discover to "steal" a card.
More options to buy in game stuff with gold (deck backs, alternative heroes, pre order).
Better rewards on Arena high wins.
Revamp of the ladder (maybe less rank fall from season end to season start or 2 wins win streaks).
- New classes
- alternate hero powers for each class
- 2v2, 3v3,
- new game mods
- achievements
- more new player friendly (i want about 500 000 new players monthly to join hs)
1-More musics
2-best pruzes for ranked mode(at least 50-100dust for each milestone)
And christmas gifts
I wish some achievments for hearthstone like kill 10 000 minoins at total and get cardback or gold or smth special. i dont have twitter account if someone wishes the same and have account post this pls
- New Game mode
- The heroic Brawl but with arena price.
- More free portraits
- Replay's that you can save as a file on your desktop or send to people through Hearthstone itself
- More statistics that you can observe in hearthstone without using 3rd party software
One simple thing: Let my card back be a random one from my collection each game.
One complex keyword: "Overkill" Any damage dealt in excess of what's needed to kill an opposing minion when attacking heals your hero by that much. e.g. After I attack an Armorsmith with my Arcane Giant (pretending the giant has the overkill keyword) my hero is healed by 4.
i feel it should be the opposite: each expansion and adventure should bring its own unique theme and content rather than try to keep up with older card sets.
Imagine that in an expansion next year, Blizzard spends the effort to make, say, 10 cards that support the C'Thun archetype. What happens when next year C'Thun rotates out of standard? Have Blizzard made 10 cards that can only competitively be played in Wild that could otherwise be used in Standard reliably? Don't forget that most of Hearthstone's player base is in Standard.
I would point out Kazakus and the Kabal legendaries. They might be good now, but when Reno Jackson rotates out, will people still be able to play them in ladder anymore? Will I have spent 3200 dust to craft my golden Kazakus, only to discover that in 3 months I won't be able to ladder with it?
This is my problem with expanding on old mechanics, and why I think they should let old mechanics be.
I wouldn't think that, especially in this agressive meta, Kazakus alone is powerful enough to set the 1 card limitation on yourself. That's probably why you see all these people on this page whining for Reno Jackson to be made part of the classic set. Although I think you're probably right - it does look like Blizzard is planning to help along the 1-card archetype.
However, in the case of C'Thun, where C'Thun himself is the basis of the whole deck, I don't see a way they could keep the archetype going without reintroducing C'Thun back into standard.
Arthas!