I wonder who was the dev that said “lets give warrior ramp and double battlecries” “lets give shaman a elemental deck with face damage and synergy with elementals” lets give dual class cards etc etc etc . I mean someone comes up with that kind of ideas and everyone in the meeting says “yeah thats great idea,its going to be very fun” ?
Every time you are matched against one of those warriors, or one of those shamans, you’ve encountered someone who is saying “yes, this is fun” and is voting with their feet
That’s the fun part they aren’t. It’s all about flash and style. {and balancing way to late}
While yes flash is good and sell packs but they let stuff linger for way too long.
weeeeell reno warrior been one the worst deck for weeks so they didnt had a reason to make any changes to it
The culture of Blizzard is generally and very obviously extremely lopsided towards favoring “feelings and aesthetics” ideas over structural integrity of gameplay. E.g. their game engines were never cutting edge; their Art was always easily in the best 99th percentile of the industry; the HS interface is simple for 10 years and while it looks pretty it’s extremely counterintuitive in some cases (e.g. not grouping Arena together with BGs and Constructed but having it next to Mercenaries (???)).
The lead dev of the entire game just posted “I thought it would be cool to have 3 cards being 7 mana and 7/7 so I forced it that way”; or “I forced a card to require 42 combined heroes hp because it’s funny”; those people are aesthetics/feelings/flavor over the technicals of gameplay from the top to the bottom in the culture of the company.
I agree but in some games , WOW ,Diablo 4 and very suprising Overwatch 2 we saw some changes towards quality , yes they have their shops and the typical big companies things but after Microsoft is in charge we saw some good changes.Diablo 4 specially is a different game with Vessel but they brought a whole new dev team . I think is time for something really new in HS too
You suggest giving them an elemental deck with no elemental synergy ?
Yeah thats not even a synergy , just playing elementals all the time to increase damage is not a synergy
It’s just Diablo 3 version 2. they realized they screwed up and went back to what worked a decade ago.
So we only focus on winconditions and ignore the entire deck ?
Just checking at the n°1 elemental shaman deck on hsreplay, 16 out of its 30 cards are elemental synergy cards. 16 cards that achieve nothing if not played before or after elementals
And ofcourse i dont even mention Battlegrounds , the definition of unrewarding waste of time , i laugh hard everytime im at 4th place , playing for 30+ minutes and earning an impressive +1 rating , very impressive and “feel good” moment,the meaning of entertainment.Some devs lately realize the importance of what we call “quality of life” ,not HS devs
What do you mean? If you became 4th in a group of similar (or worse) MMRs to yours you didn’t do anything impressive.
Also you contradict yourself if you call fun to get “points” so you don’t want fun but …points.
That just means you have met your current skill ceiling. You need to figure out what parts of your game you need to work on and get better at it. You cannot just infinitely rise your rating without earning it. That would be very unrewarding to keep getting 1st and 2nd as a pseudo participation trophy.
Fun is connected to some kind of reward , many devs understand this ,you play and feel you doing something , not in competitive way but to be satisfied from something .Even in an old arcade game you finish the game and feel some satisfaction,this does not exist in BGs
I don’t think this is necessarily true. The way I see it, fun is something only the player can determine, it’s an enjoyable experience, whereas reward is a game design feature, it’s the developer pointing in a direction and saying “hey player, the fun is that way!” The game designer needs to understand what will be fun and structure the rewards in the game to draw players towards those things. In a good game the fun is connected to reward, the game uses reward to guide the player towards the best experience; in bad game design, fun and reward clash with each other.
That’s true. I wonder if Blizzard thinks of it this way, and not “we’ll drive them there because we can sell a Pass”.
They aren’t thinking. That’s the problem.