In Kobolds & Catacombs, Warlock had “big demons” was one of their themes and “self damage” was the other theme. One of the things we try to do for each set is to have one or two, maybe a third, theme that each of the classes is going for. Can you tell me a little bit about how you approached the design for Warlock for Kobolds & Catacombs? Peter: Sure. Warlock really got a lot of cards that all synergise together, but also pair with Bloodreaver Gul'dan and N'Zoth. A natural place to start would be Warlock because Warlock got a full suite with this expansion. IGN: Let's discuss some of the cards and archetypes that are dominating the game, and the thinking behind the designs. Right now we're just learning and we're listening to the players and we're thinking about all kinds of stuff, like Wild and Standard and stuff like that. Can you tell me some of the cards that are on your watch list right now? Mike: I think we'll see more after the World Championships. It contains some new event stuff and we're going to take a look at the meta game as it's been and as it is in the World Championships and we'll take a look and see what kind of changes we want to make. This is a balance patch? Peter: Ben talked about it a little bit. After the World Championships we're planning to do a patch next month and that's when we'll talk more about stuff like that. Lots of them have multiple decks and they're all very powerful," feels like you're always doing something really cool. All these different classes have different decks. Mike: I think there's a lot of really powerful things like Cubelock going on and I think that a lot of decks being powerful and exciting can often be like, "Oh, look. Cubelock, for instance, can be very, very difficult to beat. there are some match-ups where you can get just run over or locked out. I think we're seeing that right now… IGN: Do you think there's anything problematic in the mix? I agree that it's pretty varied but I guess I would also say that. It's a lot of fun to feel that level of power but still have things balanced because there's a lot of great stuff going on at the same time. So there's a number of different archetypes that you can play that all do very powerful, very cool things. As the Standard cycle goes through there’s just fewer cards in the meta game, so there’s fewer super powerful cards in the meta game… by the third block, the third set of a year, we've done a lot of different cool things and so there's a lot of powerful things pushing in a lot of different directions. Is that solely because it’s the largest pool of cards in the game to date or is it also a reflection of conscious design decisions you guys have made? Peter: I think we’re always going to see this. IGN: The power level in Hearthstone right now is pretty crazy.
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