Iksar on Naga Sea Witch: "We’ve Been Discussing a Variety of Changes"
This one, this one is a long one! It turns out when you think the developers are being too quiet on an issue, all it takes is to spend $21.17 of your hard-earned cash on reddit ads to get them to come out and talk about things, which is exactly what /u/JamieFTW did.
Now, please don't take that too literally, we're mainly speaking here in jest, but there definitely is a lot of quiet-time from the Hearthstone developers and whether or not that's appropriate, we've got some news to share on Hearthstone game balance today. Nothing is concrete right now, but here's what Iksar has been talking about this Sunday.
General Info
- It takes time to evaluate problematic cards. If something is simply "flavor of the week", it probably doesn't need a change.
- The team is constantly evaluating cards and playtesting every day, not just the days they public talk about doing it.
- They don't make announcements about exact changes on their social accounts because they want to make sure the information gets out to all localizations of Hearthstone. There can be info lost in translation which would be bad.
Card Balance
- Naga Sea Witch (NSW) style decks are definitely not "flavor of the week".
- For NSW, they are currently looking at the cost of the card or the overall design of the card for potential change targets.
- Barnes was on the list of cards to look at but no longer is. Most Wild decks have a tool to deal with him.
- If they make a change to the Odd Paladin Hero Power granted by Baku the Mooneater, it'll probably also be made to Justicar Trueheart.
- The obvious change they could make to Odd Paladin Hero Power is to make the Silver Hand Recruit a 2/2. Less swarm.
- If Odd Paladin needed more of a nerf, they'd change the Silver Hand Recruit to be a different minion, either for the new 2/2 or for the 2 1/1s.
Classes
- Current Paladin decks are weak to Cubelock which warped the meta in such a way where it was still beneficial to play Cubelock even though there are counters out there.
- Hunter is in a good position right now, no changes being tested or planned.
Potentially Un-fun Cards
The following cards have been discussed as being "potentially un-fun".
Dean notes that not all of them would be changed if changes are made.
Dean Ayala Speaks
Quote from Dean "Iksar" AyalaFor NSW it's one of those strategies that is pretty cool to see once in awhile but when it's a core part of the meta it gets really un-fun to play against. Just like anything else, it takes some time to evaluate whether or not it's going to be a flavor of the week....
Or more long-term. At this point it feels like it's going to be a higher than we would like population unless a change happens, so we've been discussing how best to go forward with that if it becomes necessary.
As far as standard goes, every day we are playing on the ladder and evaluating player data. Every expansion we prep balance changes for high population or unfun community decks/cards, but I think it's still too early to make an informed enough decision on a balance patch. (Source)
This was a tweet reply to someone asking, but I'll try to give more context here.
When we say we’re evaluating and playtesting every day, it’s actually happening. Not every time we speak on reddit or twitter (almost never, actually) is going to be an announcement of some grand change we’ve made. What we can do is be open about what our current thoughts are and the kinds of things we’ve been thinking about changing. When a decision does get made, community and dev will work together on drafting an official message, localization will translate that message into many different languages, then we’ll simultaneously release that message to every region.
So, what have we been thinking about? For NSW, I think the original tweet was taken out of context, but that’s probably my fault for splitting the message up. What I intended to say is that it takes time to understand whether a strategy is a flavor of the week, but in the case of NSW decks, that time has passed. We’ve been discussing a variety of changes for either just the cost or design. We haven’t 100% landed on one yet, but will continue this discussion when we do.
For Standard, what we generally do is look at all the high population, high win-rate, or potentially unfun cards and discuss changes to them so we’re ready when the time comes. We would not change all of these cards, but these are the cards we’ve discussed. Sunkeeper, Call to Arms, Baku Paladin Hero Power, Spiteful, Lackey, Gul’dan, Dark Pact, Librarian, Quest Rogue, and Doomguard. Again, we wouldn’t change every single one of those, but in the spirit of being open about what card changes we’ve been discussing/playtesting, those are it. I know a lot of you want to know the exact timeline for when a decision will be made, but reddit/twitter isn’t going to be the place where that is discussed, at least from individual developers. We'll continue having these discussions at work this week and the next time you hear more about a potential balance/design patch will likely be from an official channel. (Source)
This is the kind of thing I'm still feeling out. Whether people would rather hear what we're thinking about doing, or would rather hear nothing until there is a solid decision with a timeline in place. Both are pretty reasonable, but if any discussion without a decision/timetable is a 'nothing' response then all posts are going to be 'nothing' responses. I tend to think just having the discussion is better, knowing there will be people that are upset the decision they want isn't being made right then and there. (Source)
Don't forget Barnes as well. Can compete with Naga for the most hated card of wild.
We talked about Barnes for awhile but ultimately removed it from the list of cards we were considering changing, at least for the time being. Most Wild decks have some way to deal with Barnes, and he creates some interesting archetypes that are fun for people to play. I would agree it can be frustrating to lose to a T4 Barnes, but in the end we have to weigh all the positives and negatives of a card and make a judgment call. For now, we think there are enough answers out there for Barnes strategies that it doesn't warrant making a change. (Source)
My great frustration is that paladin and warlock (as the two greatest offenders) are largely the same decks they were before the rotation. How did these cards make it through the K&K nerf pass and Hall of Fame move?
We knew they were risks going in. Rather than do a balance patch on launch when so much was changing we opted to wait and see how the first few weeks went. I think the biggest unexpected deck for me personally was even-paladin. It performed so well that it drove the population of paladin up and warped the meta in such a way that cubelock was a really strong deck to play even if there were enough metagame counters for it. I actually think the dynamic of even/odd paladin is different enough that it's cool to see even if a lot of the cards in the decks are the same as pre-rotation, it's just that the cube population gets a lot higher because of it and the meta starts to feel similar to pre-witchwood. These are all the things you have to learn over the first few weeks in order to make a good decision on how to move forward. (Source)
If you did end up changing baku paladin's hero power would said change also apply to justicar trueheart since they both use the same upgraded hero powers?
Probably both. We haven't discussed that with all the people that would need to have an opinion, but currently I think both is the direction we'd lean if we felt odd paladin was becoming oppressive to other decks. Lately popularity seems to have shifted to Murloc and Even Paladin decks, though. (Source)
that's such a lazy approach. nobody has ever complained about justicar's paladin hero power
Yeah, we're aware of that. It's mostly a question of how important is it to keep Baku and Justicar's hero powers consistent vs how important it is to keep Justicar's hero power exactly the same. Neither strike me as a 'we MUST do this' but we still have to make a decision. Also, I should repeat that we were discussing hypothetical changes to the hero power if we end up needing to address odd-paladin, not ones we're actually doing. If you have an opinion on what we should do, that is the whole intention of discussing it publicly. (Source)
Obviously balance should be the major concern if the hero power is changed but please keep in mind that the upgraded Paladin hero power is one of the most flavourful around so if you do change it, try to find a way to preserve that unique class feel to it.
The most obvious one (at least to me) is to make the minion a 2/2. I think some people would argue that's even better, but I think the minion swarm nature of the deck and how you can buff multiple targets is where most of the power lies. If odd paladin truly was a problem and that wasn't enough, we would probably make either the 2/2 minion not a silver hand recruit to get buffed by recruit cards, or change the 1/1 minions to new minions for the same reason. Those are the three changes we'd been considering if we needed to change it in some way. (Source)
When you say "Quest Rogue" you mean the Rogue quest card itself right? Just asking for clarity.
Probably the card itself, yes. Quest Rogue matchups are so polarizing that they can leave you feeling like the outcome of the match is decided before the game begins rather than what happened during the game. It's fine if Quest Rogue is a niche metagame counter for fatigue decks, but it become an issue if it becomes a metagame counter for a huge variety of control decks. I would say this is the most debated one internally, because it's unclear if we're actually facing a current of future 'meta of the quest rogue' problem. Part of the reason to list all the things we're discussing is to gauge what you are the most important issues to address, or if there is anything unlisted that you think is worth talking about. (Source)
I know that sometimes "stuff happens" with these kinds of things, but perhaps I could just put forth this question: If you guys didn't really want to see a control-stomper in the meta, why did you print Sonya after gutting quest rogue the first time around?
Well, like I said we think it's okay if it's a niche deck to play against extremely greedy archetypes. I also don't think the entire identity of Sonya is quest rogue. We knew the card would help quest rogue going in, but not to the degree that it would make the deck dominant. I think this has been true so far. (Source)
What changes should we expect for Hunter cards? I think we all remember undertaker and agree it's far past time Hunter gets nerfed into the ground. I think Deathstalker Rexxar should cost 9 Mana, for instance, and it's hero power should cost 4.
We don't currently have any changes in testing or planned for current Hunter cards. People are playing Spell-hunter, Mid-Range Hunter, and Odd-Hunter on ladder right now and they all feel like they are in a good place to us. (Source)
They must have access to hundreds of thousands of match results. How can 5hey not have a precisely clear picture of the meta game breakdown?
We do have access to all the data, but the meta-game shifts pretty drastically every couple of days. The missing piece from data is whether something is fun to play with and against, how much different it feels from previous metas, and where the meta will eventually stabilize. (Source)
From the looks of that card list, there's a chance they're going to give in to the complaining regardless of any actual design problems. Doomguard is just bloody fine. The fact that a few recent interactions make it look so much scarier says more about those interactions than it does Doomguard.
Changing Spiteful Summoner's battlecry to a deathrattle would fix it cleanly and easily. There's some wiggle room for tweaking Bloodreaver Gul'dan, but I can't imagine Kobold Librarian can be meddled with and still be playable afterward. And how the hell is Carnivorous Cube not in that list? There is no Cubelock without Cube. They can't just be overlooking it altogether can they?
EDIT: I also find it concerning they're considering retooling the buffed paladin hero power. The "problem" isn't with the hero power; it's with having that power from the start of the game. It's not like that hero power set the world on fire when Justicar Trueheart was still kicking. Maybe rethink Baku and Genn first while they're still new? Egads, their approach to troubleshooting is completely out of whack.
Sure, Doomguard wasn't specially problematic before Bloodreaver Gul'dan, Carnivorous Cube, etc. But the fact that a couple of cards enabled it to become such an issue is proof that the card itself limits design space and has a potencial of being a problem again in the future.
So just like they did with Blade Flurry, they could deal with the Doomguard now and be able to print other demons or demon-synergy oriented cards in the future (IF they choose to nerf Doomguard, of corse).
How is Doomguard fine exactly? How is 15+ damage by turn 6 fine?
Sunkeeper Tarim- doesn't need a change.. the card isn't too oppressive, and paladin should have a win condition.. it didn't had a strong card that "wins more" before unguru. I think this card is fun.
Call to Arms- needs a nerf clearly overtuned.. probably will make it 3 1 drops. neither odd or even paladin can use it, aggro/murloc paladin can still use it, and probably will still do.
Spiteful Summoner - Dunno they will probably remove the card from the game with a big nerf.. I can't think about a nerf that would lower it's power level a bit but not too much... will probably then see the same amount of play as bonemere
Possessed Lackey - I mean.. how would you nerf this card? make it cost 6.. ok sure..
Bloodreaver Gul'dan -) I think this card is really fun and it's really powerful as a 10 mana card SHOULD BE but.. if they are gonna change it.. maybe the resurrect effect will limit to one copy of each minion or hero power 2 damage lifesteal instead of 3.
Dark Pact reduce healing to 5/6, the effect is good enough by itself.
Doomguard if they want to kill cubelock then just link the charge part to the battlecry.
The Caverns Below This card.. already got nerfed... imagine if it was still unnerfed now lol.. what are they gonna nerf?
Kobold Librarian - They will probably make it cost 2 mana.. but I hope they will just make it a 1/1 for 1 so zoo can still run it alongside keleseth.
Making Doomguard's charge part of the battlecry is actually a very good idea
I understand (and agree!). IMHO not only Doomguard, but every discard card should be "if you discard, benefit; else it's just normal stats for it's cost", or even something like "(...) else you discard anyway... even if it's summoned and not played from hand". I mean, if the card is "overpowered" for its cost because of discard, you should discard cards to have acess to that "power". If Blizzard try to make a mechanic that has ups and downs, they shouldn't let you bypass the downs. Or at least not to Cubelock extent.
But another point that came to me is "what they are gonna to (the idea of a) discard lock"? Discard is a warlock mechanic that they tried more than once to make viable since beta, and it is on basic and classic sets with Doomguard and Succubus. I can't remember any competitive discard-based lock, other than some fun-like or almost-good decks. But I can remember discard cards being playing on other warlock decks, like Doomguard itself being used as a finisher or with empty hand lategame. Summoning discard cards with Bloodreaver Gul'dan, Possessed Lackey or Carnivorous Cube seems more of a problem than old Doomguard. You are not only summoning two discard cards without the downside, you are also multiplying them - and you actually have different ways to do that.
So, are they going to nerf discard, a mechanic that - if the intention is to make it viable - actually need a buff not a nerf? Or are they going to nerf Doomguard, a classic card that could be ruined or made unplayable just because of one-or-two expansion sets?
But if they want to make disco lock more consistent and viable in the long run, even through different rotations, maybe Blizzard just need to redesign discard from scratch, or else it would be just discard cards fitting some non-discard based decks.
EDIT: Also, the same idea of "discard to profit, or else don't" could be applied to shaman's "overload to profit, or else don't". Seems like the difference is that Shaman, don't have "broken" mechanics to deal with. Unless you Lesser Sapphire Spellstone a Earth Elemental with Ancestral Spirit... but that is not a consistent deck. Warlock can made more than one variations of the deck that are very good ones.
Then you would have to reconsider whether it discards 2 cards.
Whythefuck are you upvoting me instead of DoubleSummon
Has anybody really checked the tier list lately? Is Warlock really that much of an issue? Is it worth killing the class (again- just a year ago Warlock was the worst)? I get Call to Arms and Spiteful Summoner (and ya kill Quest Rogue), but Sunkeeper Tarim? Really? I hope the balance change is A LOT smaller than the cards already discussed.
I'd appreciate if they don't hit Tarim, but hey I'll take that extra 1200 dust if so.
The issue with Tarim is that it is a massive reward for such a low cost. 6 mana 3/7 taunt is a very meh taunt, but hitting even one minion with this is quite strong. The 3/7 statline means that you may have to trade three of your minions on board to kill it, and due to the number of ways paladins can continually swarm the board, this is a massive full board boost while lowering the value of the opponent's board. As long as paladin keeps getting easy access to tons of tokens, Tarim is far too good to keep as is.
Yeah but it doesn't MAKE or BREAK anything, it's just a big good control minion, like Lich King or Hadronox. Hit the swarming methods instead so it's less of a tool for enabling that.
There's an alarming number of cards on that list that are fine but see tons of complaints regardless. Looks like they're thinking more about player experience than game balance.
Hmm...I wonder what cards Blizzard has begun developing for release in a few months when it might make or break something.
Why do they wanna change odd Pala hero power? Isn't even version stronger?
Nah, odd's hero power is really friggin good, the only reason why Even is considered the better deck overall is because it has access to Paladin's famous 4 drops, and most especially, Call to Arms.
Even version is stronger in a match against odd version, but it has few worse match-ups as well.
Nerf Tarim, Summoner, Call to Arms, Baku hero power for paladin, Dark Pact, Rogue Quest and some Mage cards so tempo mage doesn't get too powerful and I'll be happy.