Hearthstone: 10 Bits Of Design Wisdom
Video Statistics and Information
Channel: GDC
Views: 100,672
Rating: 4.7190518 out of 5
Keywords: gdc, talk, panel, game, games, gaming, development, hd, design
Id: pyjDMPTgxxk
Channel Id: undefined
Length: 50min 30sec (3030 seconds)
Published: Thu Nov 12 2015
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Isn't this really old? I think we've known about this for 2 years
I'll never understand how to die turn 6 to aggro shaman or dragon warrior makes people feel better than having a minion stolen from them. But if that's the problem with priest why the hell do they keep on with the steal theme that leads to a pile of garbage cards? May as well change the concept behind priest so maybe we can have decent priest cards
Was that about the nerf to 10 mana or was Mind Control less than 8 mana at one point?
i think i would feel worse getting knocked from 60 health to 0 from an OTK warrior than priest stealing one of my minions
but hey blizzard definitely knows what they're doing
I think it is interesting to keep in mind that "Emotional Balance" is the thing keeping Forced Discard out of Hearthstone. It's a natural check against overly greedy Combo and Control and Aggro "clean-up" strategies. That's sorely missed in some meta-games. Because it is missing, you have to ride herd on those other parts of the meta-game much more tightly.
You know what feels worse? Dying on turn 5 to aggro. Can we balance around that? Maybe increase the cost of aggro cards to 10? Clearly it is not a great experience.
I wish they would balance around my emotions and make [[Divine Favor]] cost 5 mana. That card triggers me like nothing else.
Being balanced=/=being fun to play against.
Let's look at Overwatch for a minute, specifically at Mei. Almost all of her abilities take away some degree of control. Her ice wall blocks off paths, her Ice Block makes her immune to everything (while still allowing Mei to contest whatever point is in being fought over), and her right click/ultimate completely freezes her enemies, giving them no escape from a quick headshot.
Mei is probably the single most hated character in Overwatch because of her "control stealing" kit. Yet, she isn't overpowered.
In fact, at the highest professional level, Mei has one of the lowest play rates of any hero. Once you understand Mei and know how to completely nullify her attempts to use her abilities, she is such an easy hero to deal with. Yet, she is so hated because she "feels" bad to play against.
So, do you balance for what is mathematically fair, or do you balance for what is FUN? You can't always cater to both at once.
Cabal and Entomb still make me flip my shit.