Thanks for all of the great feedback in this thread. It helps us navigate how the game is feeling and these posts bolster what we’ve seen in other threads, on social media, etc.
We’re definitely looking at which builds are prevailing most and which abilities players are enjoying. It’s important to us that this mode still maintains a “party” feel, while not becoming too frustrating during the times when you aren’t getting a significantly better spell. One of the pillars of Plunderstorm is “Pick Up & Play”. Part of that is not necessarily giving you perfect knowledge of how much more exact damage you’ll be doing as you level or rank up spells, but instead, we want to make sure things feel better as you level. Some abilities may simply feel better to rank up and that can be because of multiple reasons.
This wasn’t just one team at Blizzard that worked on this. It was a tremendous amount of effort between all of us here. We care deeply about a fun player experience and this was developed to be a fun thing you can jump into and play with low barriers to entry. Hopefully, players can walk away feeling like they could gain a sense of understanding the game after just a few matches.
We are listening to feedback here and elsewhere, and we’re looking into changes we might make that would meaningfully make the plunder aspects of Plundertorm more rewarding. Ultimately, not every player in every match can play their way to a ton of plunder, but we want to support as many different playstyles as we can.
We’ve already seen a lot of feedback that the game could more-clearly communicate facts such as: how Renown is earned through Plunder, the clarity of the winning bonus, and more. We’re talking about all of that as a team, looking at how plunder progression has been going, and making sure that this is a rewarding experience.
As always, continue to leave your feedback here. We’re listening and working to increase the fun.