I can see how they’d miss the Colossal’s though. While admittedly low probability, it IS possible that they play-test and just never hit a Colossal. But as someone above already pointed out, it’s literally impossible to miss that this evolves into another ten drop unless they did zero playtesting at all on it.
I agree with this. I think devolving a 0 cost minion should just kill the minion, while evolving a 10 cost minion should just give a generic stated minion called like “evolved monstrosity” or something like that
Absolutely no way they playtest, at least no where near the extent they need to playtest
I’d much rather they have a beta for each expansion. Even a close-beta. I’d much rather they have SOMETHING to put all the new cards to the test before they enter the game than worry about leaks.
Wrong example. You can add, or subtract zero. Especially when computers are involved, you often do.
This is a bigger nerf than that.
What would previously happen is that if the evolved Gnoll went down in health, they would re-evolve it to “heal” it. That play now always resolves into the Gnoll. Which could be acceptable in some cases, but it’s a lot weaker than many of the Rush 10 drops available.
And Shyla, turn 3 Gnoll is around 8-10% of games going second. And somewhere in the 1% range going first. That’s just about 5% of total games (since we add both and divide by two).
Good decks win in other than 5% highrolls.
I have a distinct feeling that those other 95% games, squeezing out that extra mana will make a difference sometimes.
These moron developers already said in an interview before that the way they playtest is not through data but just through feel by playing the cards. I think its painfully obvious that the balance changes they do are not really for proper balance and long term game health but just to temporarily appease the playerbase until they release the next broken card/combo/archetype in the game to entice players to spend money to try out these shiny new cards. The cycle has been like this for years now.
May I ask where you obtained these numbers?
Don’t be fooled. This team does not play test. There are many examples of cards that had broken interactions, were not working correctly, etc. that were obvious to many of us before their release, and after, and the team could not have missed them if there were even the slightest of play testing.
You can plug the cards into a hyper geometric calculator.
You can calculate the odds of any combo being drawn by multiplying the odds of each card being drawn.
It’s in the 8% ballpark for turn 3 going second before Blazing Transmutation. I don’t remember exactly at a greater significant digits from when I calculated it. Changing the the final card from 4 to 6 copies doesn’t increase the odds linearly.
Could you calculate the probability of pulling off this combo by turn 5? I? would try, but am really bad with numbers.
No. There’s too many variables by turn 5.
You would have to calculate the odds for drawing prescience, the odds of getting Gnolls from Prescience. The odds of getting Far Sight (since it counts as drawing one more card in those games).
I can do it, but it’s very hard and time consuming.
I looked at free HSREPLAY. Average Gnoll turn is between 5 and 6.
Thanks, buddy, appreciate it.
Very well written explanation of jibberish… and Im not saying you’re wrong you’re just reciting the instruction manual and I’m bored.
Regardless of how correct you are in your statement…
It still doesn’t account for the common sense fact that if ANYONE AT BLIZZARD played Hearthstone… they would see a lot of these issues.
When you get in your car and drive… are you conducting “internal testing” for the manufacturer of your car?
YES AND NO
TLDR: If something is broken its broken regardless if people are aware of it.
Something changed.
Somehow the Shaman win rate collapsed today in HSREPLAY.
I don’t pay, so i see no change, tell me what’s new?
And how could they have not at least tested the specific interaction that drove the nerf?!? (i.e. Gnoll>BlazingTrans)
This is where my head has been since Nathria. They are looking for faster games. Maybe to tap the mobile market a bit more. I hope we’re both wrong, though, I do like winning quickly but not because I played my green cards and blew up my opponent’s face on Turn 6.
So fast they put renathal…
Seriously you’re only seeing what you want here.
Renathal was nerf literally for being overpopular due to make in game decisions less impacting.
They’re not caring to the mobile audience.
They just did stop care for low rank whiners who think that the game should start at turn 10.
It’s 2 very different things with a ton of middleground between.
I agree with you that they didn’t want the longest of greed games and have acted to prevent them and that there’s a big space between greed priest and marvel snap.
Would you elaborate?
It’s kinda simple when you take things like the mana wyrm nerf during the boomsday project expansion.
That nerf was fueled by general sentiment that games should not be decide in the first turns at any cost(even if it reduces player agency).
It did reach at it’s peak with renathal release since with extra 10 health early turns did matter less than ever.
Finally after many years a group of players against that direction created enough critical mass to be heard regarding how terrible that philosofy is.
In other words:
If you skip turn 1 your winrate should be affected by that.
Early game has to matter.
Otherwise you never gonna have a reason to play for board rather than hide behind tons of board clears,card draw and end game combos.
We’re not going to anywhere new. We’re returning to how it should be.
There still some stuff to be done but the path is correct.