Jump to content
FORUMS
Zadina

Chinese Interview with Ben Thompson and Dean Ayala

Recommended Posts

42705-marked-shot-reveal-rise-of-shadows

Ben Thompson and Dean "Iksar" Ayala sat down with Chinese media for a two-hour interview session and we've summarised all the important info!

Czhihong was the one who did all the hard work, translating this interview in English and transcribing it into two parts on Reddit - so go him an upvote! In this article, you can find the most interesting points.

In the first part, the two devs talked about a variety of topics:

  • As far as the story is concerned, there are still some new characters that haven't been unveiled yet and they are almost certainly going to be "good guys", since we've seen all of the villains in Rise of Shadows.
  • They talked about Dr. Boom's Scheme, a card which was also discussed in yesterday's Q&A. Iksar admitted that they experimented with Boom Bots and dealing a bunch of damage, but they felt like Armor was more in-line with what they wanted to see for Warrior in the future. It's possible that the card becomes good with the right support, similar to Silence Priest cards in the past.
  • They are adding more Lackey cards in the next expansions, but probably not for Lackey Rogue.
  • When talking about RNG in the game, Iksar mentioned Flame Juggler and said that it's pretty unlikely they will make cards like that in the future, with high impact/early game randomness.
  • The decision to HoF Genn Greymane and Baku the Mooneater was made pretty early, but they felt the right time to announce it was at the rotation.
  • Specialist format: It could feel a bit homogenous in the future, so they are keeping an eye on it. It hasn’t influenced card design. However, when they design counter cards, they try making them more like Tar Creeper instead of a sharp counter like Golakka Crawler.
  • They might change Archivist Elysiana for tournaments only.

Here is an interesting answer on game length:

Blizzard LogoIksar

Q: In Standard currently, we're lacking big finishers, resulting in players increasingly adding tools that help generate more value. This leads to much longer games, especially for control mirrors. What are your thoughts on this issue?

It’s something that we look at quite a bit, the length of time it takes to play a game. In general, average game length has been sitting around 7-8 minutes basically since the dawn of Hearthstone. Even though that hasn’t changed, the extremes have changed quite a bit.

It’s intentional that there are no small packages of cards that basically say “I win”; In Mecha’thun, there were situations where you go “Ok I was holding these 4 cards in my hand, now I win”. It’s intentional that that exists less now, but part of that means we’re moving into more of a resource battle. I think that can be fun, but pushing the game to a conclusion is also something we want to do, so we’re just trying to balance right now between those things.

In the second part, they talked about Arena, Wild, achievements, communication and more:

  • It is possible that at some point Charge cards, like Stonetusk Boar and Leeroy Jenkins, get HoFed. Stonetusk Boar is actually at higher risk, since Leeroy represents Warcraft fantasy better.
  • They don't think Malygos ruins the fun in Standard, but they are keeping a very close eye on him - "it's a very thin line".
  • Single player content: They feel that the cost associated with the single-player for Rise of Shadows is consistent with the amount of content behind it. The free portion of the Adventure already has enough stuff, like a new Hero skin, 3 new Hero Powers and 4 new decks, one of which is random and has a lot of fun stuff when it goes off. There will be lots of different options to track your progress.
  • If they add an Achievements system on Hearthstone, it’s going to be similar to a progression system that makes you a better player (for exampe, win x games) instead of something like "Play 25 Murlocs".

Share this post


Link to post
Share on other sites

Two things:
 

Quote

Iksar admitted that they experimented with Boom Bots and dealing a bunch of damage, but they felt like Armor was more in-line with what they wanted to see for Warrior in the future.

 

Called it.   Funny they admit it after denying it last interview, but w/e.    Still think it was probably changed because the boom bots decks were too effective with it in testing (they're still pretty strong).

Quote

It is possible that at some point Charge cards, like Stonetusk Boar and Leeroy Jenkins, get HoFed. Stonetusk Boar is actually at higher risk, since Leeroy is such a key Warcraft character.

 

...?    Leeroy is a key warcraft character?    He's a meme from a youtube video.    Leeroy Jenkins doesn't actually exist in wow.   Moreover of the two cards Leeroy is the far more abused, he's been behind MANY One Turn Kill combos before, and Rogue's abusing him even now.

Edited by Migol
  • Like 2

Share this post


Link to post
Share on other sites

Uhm, while you are technically right that Leeroy was a meme from WoW classic days, Blizzard did make him available in game in WoD, you would ressurect and keep him alive throughout your neo-UBRS run until you killed Beast (or, most likely, just ressurect him and speedrun the dungeon until Beast was killed at which point it was probably safe for Leeroy to do his running), he'd get devout shoulders from it somehow and you'd then be able to recruit him as a powerful epic follower!

Was fun 🙂

Share this post


Link to post
Share on other sites

I'd like to see Leeroy in HoF.

Just because I have him and I like to receive dust^^

(To be honest, I like every card that is moved to HoF, no matter if I have them. If I have them - free dust. If I do not have them - free card.)

Share this post


Link to post
Share on other sites
21 hours ago, Zadina said:

They might change Archivist Elysiana for tournaments only.

Sounds pretty bad to me. One of the key interests in watching tournaments online (or sports on TV for that matter) is that the rules are the same as when you play the game yourself for your own fun. If they start making different rules for tournaments, they will confuse and possibly lose the audience by creating a distance. If they think Elysiana is wrong for whatever reason, they should fix it for everybody. It will also be much better for tournament contenders, as I can't see how they would prepare their decks if they can't play them with the same rules that will apply during the tournaments.

22 hours ago, Zadina said:

It is possible that at some point Charge cards, like Stonetusk Boar and Leeroy Jenkins, get HoFed. Stonetusk Boar is actually at higher risk, since Leeroy represents Warcraft fantasy better.

There are a lot more minions with charge (plus 2 spells). Why focus on Boar and Leeroy Jenkins? Unleash the Hounds, Tundra Rhino, King KrushKor'kron Elite and Grommash Hellscream see significant play too, not to mention neutral minions Southsea Deckhand and Bluegill Warrior (although I'm aware that Leeroy Jenkins is the most popular of all by a fair margin). If they think charge is bad, they should remove the keyword and all related cards completely. If charge is OK then Stonetusk Boar is one of the weakest charge minions in the game, so moving it to Hall of Fame and keeping the rest is fully nonsensical. Plus Stonetusk Boar belongs to the WoW universe too, so their reasoning doesn't hold. If anything would need tweaking, that would be Leeroy Jenkins in my opinion. And they should only consider the game mechanics to make such decisions. Lore is a nice addition to a card game, but it only works on top of working mechanics.

Share this post


Link to post
Share on other sites

I still don't understand, and I think I'll never do, why charge isn't good for the game, while burn is. Why a combo deck based on spell should be fair, while a combo deck based on charge is not?

  • Like 2

Share this post


Link to post
Share on other sites
6 hours ago, Synesthesy said:

I still don't understand, and I think I'll never do, why charge isn't good for the game, while burn is. Why a combo deck based on spell should be fair, while a combo deck based on charge is not?

Hearthstone has always privileged minion interactions while leaving spells mostly as "fire & forget" cards. In a vacuum, there are indeed not many differences between This Guy and Generic Removal; both are in the end 6 damage to a target. The difference is that the game is build so that it is way more easier to assemble a combo that is much larger than the sum of its parts with Leeroy than with Fireball. Hence, more Fireballs, less Leeroys.

Share this post


Link to post
Share on other sites
7 hours ago, Synesthesy said:

I still don't understand, and I think I'll never do, why charge isn't good for the game, while burn is. Why a combo deck based on spell should be fair, while a combo deck based on charge is not?

And there are tools against charge. Taunt.

Against spells there is nothing. (Well, apart from Counterspell which is only avaiable to mage)

Share this post


Link to post
Share on other sites
13 hours ago, Keizoku said:

Hearthstone has always privileged minion interactions while leaving spells mostly as "fire & forget" cards. In a vacuum, there are indeed not many differences between This Guy and Generic Removal; both are in the end 6 damage to a target. The difference is that the game is build so that it is way more easier to assemble a combo that is much larger than the sum of its parts with Leeroy than with Fireball. Hence, more Fireballs, less Leeroys. 

Well, you can't deal infinite damage with Leeroy, while you can with Fireball (and a 5 cards combo). Most of the OTK I can think about, are based on spell and spell damage and not on charge minions. Malygos rogue, Malygos Druid, mind blast priest, exodia mage, old freeze mage, ... Charge based OTK are lots less, I now remember a combo in warlock that wasn't a true OTK because it was capped at 28, old combo warrior with that windfury worgen, and the patron of old and the force of nature druid of old, both I never played. But if you see, the second decks have all been nerfed, while the first are almost all alive, at least in wild. Why?

Share this post


Link to post
Share on other sites
8 hours ago, Synesthesy said:

Most of the OTK I can think about, are based on spell and spell damage and not on charge minions.

 That's because you consider them all to be different decks, but they're not really: ultimately there are only two pure spells 'OTK' archetypes:

- Archmage Antonidas, which centers on generating way too much fireballs and is mage-exclusive.

- Spell damage, using either Malygos or Prophet Velen (or both) and blasting face with a couple cheap but grossly boosted spells; which is/has been available to most classes at one point in the game. Conceptually it doesn't really matter whether the deck cheats out the spell damage out for cheap or finds a way to have it stick to the board, the end result is exactly the same.

By the same token, there are only two big minion-based 'OTK' deck archetypes:

- Overboost one single minion to ungodly levels: Inner FireDivine Spirit combo has been a staple of priest's gameplay since the beginning of the game: usually it uses one big sticky minion but as Dog demonstrated with his Topsy Turvy Madness, even Stonetusk Boar can work. The old Warrior Worgen falls under this one as well.

- Minion multiplication shenanigans: this is where most charge OTK's fall under: Patrons, FoN, Doomguard Cubelock, etc... Druid's much maligned Aviana-Kun combo enabler falls under this as well. Again, those are but variations of the same concept of getting so much on the board it overwhelms your opponent, and you don't especially need charge here either.

Lastly, some more food for thought: Blizzard has the habit to nerf/HoF to Wild enablers for such 'fun' decks. If spell-based OTK's ever become a problem it's Malygos and Antonidas who are on the chopping block, not the damage spells themselves.

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...

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym
      There's some unprecedented changes coming to Hearthstone with the Rise of the Mech update on June 3rd, and we're getting the first card buffs ever to happen in the game! There's also a free legendary for logging in during the event, but the big news are the buffs to 18 cards from the Boomsday Project, 2 from each class.

      Most of these weren't really played, and with the buffs it seems Pogo-Hopper and Security Rover look worrisome, maybe too good. Dr. Boom Mad Genius was already a card people were complaining about being OP, and it's going to be even better now with all these buffs.
      But let's take a look at the exact details:
      Behold the Rise of the Mech (source)
      Blastmaster Boom is headed back to the drawing board to upgrade his arsenal and perfect some of his pet projects. Check out what’s coming to the Tavern during the Rise of the Mech event, including a brand new Legendary Mech, SN1P-SN4P!
       

      Behold Your New Mechanical Overlord!
      Log in to the Rise of the Mech event by anytime between June 3 and July 1 and earn a golden copy of the new neutral Legendary Mech, SN1P-SN4P! Crash this clawed clunker into another Mech to build a behemoth of a bot, then do it again!

      Missed the event? You can craft a normal SN1P-SN4P for the usual cost of 1600 Dust.
      Important Note: SN1P-SN4P will be considered part of the The Boomsday Project and will rotate with that set. Note, however that SN1P-SN4P will not drop from The Boomsday Project card packs. Golden SN1P-SN4P will only be obtainable as part of the Rise of the Mech event, and the normal SN1P-SN4P can only be crafted with dust.  

      Card Changes:
      The twisted tinkerer Blastmaster Boom has been busy in the lab cooking up buffs to cards from every class! These changes are permanent, and the cards will keep their updated stats after The Boomsday Project rotates out of Standard next year. For some context and insight into why we’re updating these cards, here’s a comment from the design team:
      For this update, we decided to take two cards from The Boomsday Project from each class and give them a slight power boost. We think all the cards we chose can lead to fun and interesting experiences, and our aim for these changes is to encourage you to think differently about how you’re currently building decks. We’re hoping that some of these cards will see consistent play in the current rotation, and even inspire completely new decks without having a lasting negative impact on their respective classes. If the goal of a balance update is to address metagame outliers, then the goal of something like the Rise of the Mech update is to inspire some fun, new ideas. We look forward to hearing your feedback!
      Druid
      Gloop Sprayer to (7) Mana. (Down from ?
      Mulchmuncher to (9) Mana. (Down from 10)
      Hunter
      Necromechanic to (4) Mana. (Down from 5)
      Flark's Boom-Zooka to (7) Mana. (Down from ?
      Mage
      Unexpected Results to (3) Mana. (Down from 4)
      Luna’s Pocket Galaxy to (5) Mana. (Down from 7)
      Paladin
      Crystology to (1) Mana. (Down from 2)
      Glowstone Technician to (5) Mana. (Down from 6)
      Priest
      Extra Arms to (2) Mana. (Down from 3)
      Cloning Device to (1) Mana. (Down from 2)
      Rogue
      Pogo-Hopper to (1) Mana. (Down from 2)
      Violet Haze to (2) Mana. (Down from 3)
      Shaman
      The Storm Bringer to (6) Mana. (Down from 7)
      Thunderhead to 3/6/ (Up from 3/5)
      Warlock
      Spirit Bomb to (1) Mana. (Down from 2)
      Dr. Morrigan to (6) Mana. (Down from ?
      Warrior
      Security Rover to 2/6 stats. (Up from 2/5)
      Beryllium Nullifier to 4/8 stats. (Up from 3/8)
       
      Want to see these cards in action? Be sure to tune in to the Mech-vitational event being held June 3-4.


      Our Next Arena Season will be Electrifying!
      Blastmaster Boom needs more test subjects, and what better place to find them than the Arena? Starting with the Rise of the Mech update on June 3, the available cards in Arena drafts will be rotating to the following explosively exciting sets:
      Classic Basic Goblins vs. Gnomes The Grand Tournament Karazhan The Boomsday Project Rise of Shadows There's unprecedented buffs coming to 18 Boomsday Project cards!
    • By Zadina
      Fully updated each week after the release of each chapter!
      With the Adventure having launched last week with two chapters available and the third chapter to be released this week, we figured it's the right time to showcase our brand new Dalaran Heist guide.
      With the Adventure not being released fully, the guide is obviously a work-in-progress. For now, you can see some pretty solid information on the first two chapters, as well as general info on the Dalaran Heist itself.
      For example, you can find which bosses you can face at each level and a full list of all available treasures and card buckets per class.
      We'll keep updating our guide and we'll be sure to let you know when it's complete.
    • By Zadina
      The widely anticipated Adventure - the first for the Year of the Dragon - is now live and you can play its first two chapters.
      The widely anticipated Adventure - the first for the Year of the Dragon - is now live and you can play its first two chapters.
      There are a lot of things to know about the Dalaran Heist. You can read an overview of them here. In this post, we are including only the information that is relevant to the first two chapters.
      Introduction
      Dalaran Heist follows the same core format as the Dungeon Run and Monster Hunt. There's a lot more to it, though: as you progress, you can unlock different starting decks and alternative Hero Powers. Each Hero has access to three different Hero Powers and three starting decks. The three starting decks promote different archetypes and synergies, while a fourth random deck option can also be unlocked.
      Tavern encounters will allow you to manipulate your deck - essentially changing it by recruiting new cards or discarding ones you don't need.

      The Adventure also has a Heroic mode, a more difficult version of it, as well as Anomaly mode (which will be available when you finish all chapters). Meanwhile, progress tracking is very meticulous this time: you will literally be able to track whatever you do during the Dalaran Heist.
      The first chapter is free. Each subsequent chapter can be unlocked for 700 gold or 6.99 USD/Euros. All five chapters can be bought together and they cost 19.99 USD/Euros.
      Chapter 1 & 2 Details
      Each chapter features its own unique encounters, twists and mechanics.

      Chapter 1 is called Dalaran Bank. Your goal is to break into the Bank of Dalaran to loot its most precious artifacts. The twist is called Coin-filled Coffers: A Cache of Cash will spawn on the opponent's side of the board. It is a 0/3 minion that has Deathrattle: Give each player 2 Coins.

      The Violet Hold is the 2nd Chapter, where you will have to defeat the guards of this magical prison to unleash the horrors within. The twist is called Imprisoned Minions – Random dormant minions are spawned on both sides of the board. They will awaken after a specific amount of turns.
      The Heroes
      When you first start Dalaran Heist, you start as a Mage. Once you start progressing, you unlock more Heroes.
      The Mage hero for Chapter 1 is Rakanishu. Here are its potential Hero Powers and starting decks:

      Hero Powers
      Fireblast (2 mana) – Deal 1 damage. Burning Wit (1 mana) – Reduce the cost of a random card in your hand by (2). Frostburn (2 mana) – Freeze a character. If it’s already Frozen, deal 2 damage. Available decks
      Flickster Trickster – Lots of Spells The Elements – Elemental archetype BURN! – Spell Damage + Secrets In Chapter 2, you will unlock two heroes: Ol' Barkeye (Hunter) and Vessina (Shaman).
      Here are the Hunter Hero Powers and starting decks:

      Hero Powers
      Steady Shot (2 mana) – Deal 2 damage to the enemy hero. Opportunist (2 mana) – Give a minion +2 Attack this turn. Pet Training (1 mana) – Add a 1/1 Shifting Chameleon to your hand. Available Decks
      Beast Within – Beasts (duh!) Locked and Loaded – Spell Hunter with Lock and Load Tech and Death – Mechs & Deathrattles And lastly, you can find the Shaman Hero Powers and starting decks below:

      Hero Powers
      Totemic Call (2 mana) – Summon a random Totem. Evolution (2 mana)  – Transform a friendly minion into one that costs (1) more. Refresh (1 mana) – Draw a card. Overload (1) Available Decks
      Carve and Curse – Midrange Shaman Primal Storms – Aggro deck with lots of Overload cards The Swamp –  Murlocs! Rewards
      For now, for completing Chapters 1 and 2 you will get a total of 6 Rise of Shadows card packs. More rewards to follow with the next wings!

      As we've traditionally done for all previous Hearthstone Adventures, we should have a guide with all the important details for the Dalaran Heist really soon.
      Information from HS Top Decks was used in this article.
    • By Zadina
      Rogue is taking a big hit this week with three of its cards getting nerfed. Archivist Elysiana's mana cost will also be increased by one.
      Almost two months after Rise of Shadows' release, Team 5 decided it was time to tone down Rogue a little bit. EVIL Miscreant is losing one health, dropping to 4, while Raiding Party will have its mana cost increased by 1. Moreover, Preparation is going to lose some of its power, as it will now decrease your next spell's cost by 2 instead of 3.
      Archivist Elysiana has also been a problematic card from week 1, since it made matches quite longer than expected. In their previous communication(s) about it, Hearthstone devs had said that they were considering nerfing the card only in tournaments, but it seems they decided to take a more standard approach.
      The patch with the nerfs will be applied this Wednesday, May 22.
      Blizzard Entertainment
      After evaluating game data and working through internal and external feedback on the most popular decks currently in the meta, we’re looking to address the power level and overall pervasiveness of Rogue decks, alongside a specific interaction with Archivist Elysiana. Look for these changes in an update slated for May 22.
      We chose to focus primarily on Rogue in this update due to seeing the meta stabilize around the class’s most popular decks. Currently, if you want to build a deck that is strong against Rogue, you have just one reasonable option: Warrior. If you compare Rogue to Warrior, however, you’ll find that the latter class has a wide variety of good and bad matchups, which makes it unlikely that it’ll overtake Rogue in popularity in the current meta.
      While we recognize that there are other powerful and popular decks (like Token Druid, Conjurer Mage, and Mech Hunter), we decided to not address them in this update because they all have varied matchups. If any of these decks were to emerge as the new prominent strategy, there are plenty of decks available to combat them, which would allow the meta to continue shifting.
      As always, we’ll be evaluating the results of these changes over the coming weeks and look forward to your feedback. Read on for details on these changes, our thought process around them, and our goals for each of the cards we adjusted.
       

      Upcoming Card Changes:
       
      EVIL Miscreant - Now has 4 Health. (Down from 5) EVIL Miscreant is meant to be a value-generating card that creates future swing turns, but having 5 Health on this minion means Rogue players sacrifice very little to set up those turns. We expect that EVIL Miscreant will continue to be a great option for Rogue decks, just at a power level that is more in line with other available cards.  
      Raiding Party – Now costs 4 mana. (Up from 3) Rogue already excels at drawing cards, so having another powerful option that offers consistent results has resulted in Rogue games that play out a little too similarly than we think is fun. We’re making this change to better represent the power level of drawing from a very specific subset of cards.  
      Preparation – Now reads: The next spell you cast this turn costs (2) less. All changes we make to the Basic and Classic sets are aimed at ensuring Hearthstone’s long-term health. Preparation is currently seen as such a powerful card that it appears in nearly all Rogue deck archetypes. That said, the change we’ve landed on is a small one. While we do want the card’s power to decrease, we also think it’s important for Preparation to remain a reasonable option, since it fits the Rogue class fantasy so well. Preparation is regularly used to reduce the cost of cards like Sap or Eviscerate, and those interactions will remain unchanged. Reducing the cost of your next spell by 2 as opposed to 3 opens our design options up a little more to create higher cost Rogue spells without having to balance so closely around the assumption that they’ll be cast alongside Preparation.  
      Archivist Elysiana – Now costs 9 mana. (Up from 8 ) Our goal here was to preserve the feeling and power level of Archivist Elysiana when it comes to general use, while making much more difficult to play her multiple times in the same game. Shaman will still be able to replay Elysiana through Shudderwock, but this is not as common or problematic as what we’ve seen in control Warrior decks. Now, playing Elysiana alongside cards like Baleful Banker or Youthful Brewmaster should be a less consistent strategy.  

      As with previous card changes, once these changes are live, players will be able to disenchant the updated cards for their full Arcane Dust value for two weeks.
      (source)
    • By positiv2
      This thread is for comments about our Dalaran Heist Tavern Encounter guide.
×
×
  • Create New...