Jump to content
FORUMS
Sign in to follow this  
Zadina

Hearthstone Blue Post Round-Up: September 6

Recommended Posts

32856-ben-brode-and-ben-thompson-twitter

Ben Brode answered some questions on Reddit regarding the recently announced balance changes.

The Fiery War Axe nerf was probably the most discussed and disputed one among the other upcoming card nerfs. It was only natural that people questioned the change to one of Warrior's most iconic cards. While Ben Brode didn't address the nerf specifically, he explained that they found the rate of Basic/Classic and Standard cards worrisome. Ideally, a deck should have around 10 "evergreen" cards.

Blizzard Logobbrode

when reading the justification for the change to Fiery War Axe (and, by extension, the Murloc Warleader change).

I just want to make it clear that those are meant to cover some of the thinking behind why we went with option A over option B - not why we decided to make a change to begin with.

In a world where we are looking at making a change, we felt like these changes are slightly less disruptive and that isupside, in a vacuum.

It's not a vacuum, obviously, but the goal here was to reduce power level because the ratio of basic/classic cards in Standard decks is still too high (they represent the biggest percentage of played cards, still).

Commonly, when we mention that we think about a wide variety of players, it can come off like we are focusing on new players at the expense of currently engaged players. That isn't the way we think about it. Usually we look for win-win solutions, where a change is good for the ongoing fun of playing Hearthstone and is also not disruptive to loosely engaged players. We've definitely made changes that are quite disruptive because it's very important to keep Hearthstone fun for engaged players. Just because we prefer non-disruptive changes doesn't mean we are trying to do that at the expense of other types of players.

Specifically, we made these changes for engaged players who are most affected by imbalance (deck diversity goes down the higher rank you are), and who are most likely to want to see the meta change when new sets come out or during the yearly set rotation. (source)

 


 

isn't that the whole point why classic set is evergreen? not only that, basic cards solidify class identity. not a big fan of war axe, innervate, and warleader changes mr brode.

What do you think the right percentage of evergreen cards in decks should be?

I tend to think 10-ish cards might be right. We're way above that right now, and I think it would be better if it were closer to 10. (source)

On the topic of an "evergreen" set, Ben Brode answered that it was never Team 5's plan to leave Basic and Classic cards unchanged. 

Blizzard Logobbrode

Keeping Basic and Classic around with no changes was never the plan. We launched rotation with twelve nerfs, specifically because we knew we couldn't just have evergreen sets as-is. There is value in having evergreen sets, but there is a balance to it. Our Hall of Fame system is similar in some ways to a rotating core set. (source)

In more exciting news, the Hearthstone team plans to announce in the beginning of 2018 something relevant to meta decks being more easily accessed by new players!

Blizzard Logobbrode

bbrode how will you make the game accessible for new players if they cant build matadecks for even longer than now?

Hoping to have something to announce that will help with these problems early next year. We have a lot of work to do on the new player experience, but some of these problems can be mitigated by matchmaking, to some extent. (source)

Lastly, Mike Donais had some clarifications on Hearthstone's copy mechanics.

Blizzard Logomdonais

The rough rule for copying is:

If you copy something that is in play and the copy is in play it keeps stats. (Faceless Manipulator)

If you copy something from other zones it is the base card. (Thoughsteal)

If you copy something in play to another zone it is a base card. (Echoes of Medivh)

If you move something from deck or hand then it is still that exact card so it keeps stats. (Death Grip, Deathlord.)

If something leaves play it loses buffs. (Sap)

We are trying to make this the consistent rule and reviewing existing and future cards with this in mind. (source)

Share this post


Link to post
Share on other sites

There are so many different decks and every player (or most I guess) likes to more than one good deck. So when I have 2 priest decks and they have more than 10 basic/classic cards in it they still have different cards from the new expansions. Do they really worry that much about ppl buying to less new expansion packs? 

btw, still no date for the nerf patch? 

Edited by Caldyrvan

Share this post


Link to post
Share on other sites

10 seems about right honestly

I make priest example evergreens:

Shadow Word Death

Shadow Word Pain

Northshire Cleric

Power Word Shield

putting them in 2x is only 8 cards other cards like Velen or Holy Nova are always good but they are included only if required and not by default

Share this post


Link to post
Share on other sites
12 hours ago, Hanz39 said:

10 seems about right honestly

I make priest example evergreens:

Shadow Word Death

Shadow Word Pain

Northshire Cleric

Power Word Shield

putting them in 2x is only 8 cards other cards like Velen or Holy Nova are always good but they are included only if required and not by default

That's just priest specific ever greens. What about tech cards from neutral, or all the powerful legendaries there. Ysera, bloodmage Thalnos, blademaster, doomsayer, deathwing.... etc. There are a LOT of ever green cards that make up decks beyond just class cards. Priest is also one of them that has benefited the most from the latest expansions.

What about mage, (mana wyrm, sorcerers apprentice, arcane missiles, frost bolt, ice block, arcane intellect, counterspell, ice barrier, frost nova, mirror entity, water elemental, fire ball, polymorf, (maybe) blizzard or flame strike, and archmage) Most mage decks can easily make it up to 15-20 ever greens.

Share this post


Link to post
Share on other sites
2 hours ago, Laragon said:

Most mage decks can easily make it up to 15-20 ever greens.

So what? You still need get cards from the new expansions to create the viable tier 1 decks. This is not done by just buying a handful of card packs. And even with a lot of the basic/classic cards the theme and mechanic of a deck can be totally different.

Share this post


Link to post
Share on other sites

I'm okay with nerfing more basic and classic cards as long as they make it more accessible for us to get the other sets. More ways to earn gold, or crafting cost nerfs perhaps.

 

But as it stands, I think it's a bit much to both plan on having much less classic/basic cards and not do anything to make new cards more accessible.

Share this post


Link to post
Share on other sites

I think even if it's major purpose is the promotion, giving out free packs before a new set goes live, a guaranteed legend in the first 10 packs of a new expansion or getting additional packs for choosing a tournaments champion are things making it a bit easier. But in fact it's not much when you look at the speed of how fast they release new sets now and including more and more expensive cards required for top decks.

Not getting duplicate legends (unless you have all of set) is a good thing as well but with the randomness of cards packs it's not rare that player open 50-100 packs and still miss many crucial cards. I know the concept behind this is ppl pay more and if the game would bring no money they would no longer support it. But that's pretty bad for new players and/or those with limited time and money.

A slight increase in gold gain and/or dust cost for cards reduced and/or increase dust gain for disenchanting would help a lot.

Edited by Caldyrvan

Share this post


Link to post
Share on other sites
On 9/7/2017 at 4:40 PM, Caldyrvan said:

Not getting duplicate legends (unless you have all of set) is a good thing as well but with the randomness of cards packs it's not rare that player open 50-100 packs and still miss many crucial cards. I know the concept behind this is ppl pay more and if the game would bring no money they would no longer support it. But that's pretty bad for new players and/or those with limited time and money.

I generally find epics are the biggest issue on my F2P account. They are expensive enough that they are hard to get, but there are enough of them in decks to struggle to get what you need.

  • Like 1

Share this post


Link to post
Share on other sites

I see the same problem. You can avoid decks which require a legend (well, lately less and less)but epics are essential for many types of decks. And I often get "lucky" instead of getting an epic I want/need I keep getting things like Mindgames.

Edited by Caldyrvan

Share this post


Link to post
Share on other sites
16 hours ago, Caldyrvan said:

I see the same problem. You can avoid decks which require a legend (well, lately less and less)but epics are essential for many types of decks. And I often get "lucky" instead of getting an epic I want/need I keep getting things like Mindgames.

Exactly. Especially with the fact that you can put 2 of each epic into a deck.

  • Like 1

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By positiv2
      This thread is for comments about our Dalaran Heist Rogue guide.
    • By positiv2
      This thread is for comments about our Dalaran Heist Priest guide.
    • By Stan
      A new round of hotfixes has been applied to the Dalaran Heist solo adventure. Check out the hotfix patch notes for more details!
      Blizzard (Source)
      We’ve just applied the following adjustments to the The Dalaran Heist solo adventure. You will not need to patch your game client in order to receive these updates.
      BALANCE CHANGES
      Adjusted the rarity of some passive Treasures. Slightly increased the power of the “Togwaggle’s Dice” Treasure. Note: Togwaggle’s Dice does not randomize between 0 and 10, it increases or decreases the cost of cards at random. Normal Encounter Adjustments: Decreased the power of Vas’No’s deck. Heroic Encounter Adjustments: Changed the theme and playstyle of Sky Captain Smigg’s deck to be more aggressive. Increased the cost of Anarii Duskgrove’s “Summon Protectors” to (3). Increased the power of the following Heroic encounter decks: The Amazing "Bonepaw" Dagg Cruelmight Dalaran Fountain Golem Draemus Kazamon Steelskin Valdera Highborne Ol’ Toomba Ichoron Millificent Manastorm Decreased the power of the following Heroic encounter decks: Linzi Redgrin Aki the Brilliant Vas’No Haro Setting-Sun Anarii Duskgrove Tala Stonerage Disidra Stormglory Ranger Ar’ha Ungan Oddkind Bookmaster Bae Chao BUG FIXES
      Fixed a bug that caused Queen Wagtoggle’s Hero Power to summon low-cost minions too frequently. Fixed a bug where Xur’ios would use his Normal deck in Heroic mode.
    • By Zadina
      After the announcement of the Rise of the Mech event, which brings card buffs and a new Legendary to the game, players realised that an overpowered combo could be created with that new Legendary and Reckless Experimenter.
      As a reminder, the new neutral Legendary is called SN1P-SN4P. Its Golden version will be given for free to anyone who logs in during the Rise of the Mech event, between June 3 and July 1.

      Players quickly realised a broken combo between SN1P-SN4P and Reckless Experimenter that allows for an early-game infinite damage combo in Priest - something that had escaped Blizzard's radar. They quickly amended their omission by nerfing Reckless Experimenter. The Epic Priest minion will still reduce the cost of Deathrattle minions by 3 mana, but the cost now can’t be reduced to less than 1.
      The combo, of course, will still be doable but it will not be infinite. There are other infinite combos with SN1P-SN4P in Wild, along with Mechwarper, but Team 5 has decided to let them be - for now.
      The Reckless Experimenter nerf will go live on June 3, along with the Rise of the Mech update.
      u/Chris_Attalus
      Hey Folks,  
       
      After the announcement of the Rise of the Mech update, we became aware of an interaction between SN1P-SN4P and Reckless Experimenter that allows for an early-game infinite damage combo in Priest. As a result of this, we’ve opted to make a change to Reckless Experimenter to go along with the 14.4 patch (scheduled to release June 3) so this combo is no longer possible. We’re also aware of some interactions that SN1P-SN4P creates in Wild when played alongside multiple copies of Mechwarper. We’ll be keeping a close eye on how that plays out over the following weeks. Here is how the card now reads (updated card asset here) :
       
      Reckless Experimenter – Deathrattle minions you play cost (3) less, but die at end of turn. (Cost can’t be reduced below 1.)  
       
      Once the change to Reckless Experimenter is live, you will be able to disenchant it for its full Arcane Dust value for two weeks.  
       
      Cheers,
      Chris_Attalus
      (source)
    • By Zadina
      In Chapter 3 of the Dalaran Heist, the League of E.V.I.L sows chaos in the Streets of Dalaran.
      You can purchase this new chapter as part of the $19.99 complete Dalaran Heist bundle. You can also grab Streets of Dalaran, or other individual chapters, for $6.99 or 700 Gold by purchasing them in the in-game shop.
      Chapter 3 Details

      The twist for this chapter is called Crowded Streets. Three untargetable minions will be present on each player's side of the board, restricting the number of minions that can be in play. You can therefore only have 4 minions up at a time.
      The Heroes
      The Streets of Dalaran chapter introduces two new Heroes: the Priest and the Rogue.
      Kriziki is the Priest hero. Here are its potential Hero Powers and starting decks:

      Hero Powers
      Lesser Heal (2 mana) – Restore 2 Health. Disort (2 mana) – Swap a minion’s Attack and Health. Soothe (1 mana) – Give a minion -2 Attack until next turn. Starting Decks
      Disciplined – A typical Priest deck with Divine Spirit and Inner Fire, as well as healing spells Shadows – Shadow-themed cards Visions – Deathrattle minions + 0 mana spells The Rogue hero is Captain Eudora, one of the few World of Warcraft characters in the Dalaran Heist. Here are her Hero Powers and starting decks:

      Hero Powers
      Dagger Mastery (2 mana) – Equip a 1/2 Dagger. Yoink (2 mana) – Add a random card to your hand (from another class). Cut-less (2 mana) – Deal 2 damage to an undamaged minion. Starting Decks
      Skulker – Tempo deck with some Stealth cards Dead Man’s Tale – Deathrattle + Thief cards Kobold’s Desire –  Bouncing and shuffling cards into your deck Rewards
      For now, by beating five bosses in Chapter 3 you will receive three Rise of Shadows card packs. If you have beaten five bosses in each of the previous two chapters, you will now have a total of nine packs. More rewards will follow in the next wings.

      Don't forget to check out our guide for everything you need to know about the Dalaran Heist. We'll be sure to update with the bosses for Chapter 3.
×
×
  • Create New...