

– The game having so much removal is why it sucked in the past. You can either deal with the chaos or whine about balancing an unbalanceable game mode.

It will never be a balanced or competitive environment and shouldnt be viewed as such. Minion/hand mage has been getting support for a long long time and has never been quite there, until now. – Mountain giant is a great card, and mage having a competitively, complex deck has been a long time coming. If you really want to beat it, you’d be much better off with a faster deck. The current incarnation of control warrior has lots of trouble dealing with so many big swing turns, and has always had trouble with dealing with 2 big threats at a time as a class. – Warrior gets countered hard by this deck. It will always be infinitely more consistent in warlock, the deck is a solid mid-range deck, which is based around big tempo swings. Stephen working on finishing the final set for this year’s cycle, and Liv is already way out in front designing the first set for next year!Īt least we get our fresh new Year of the Dragon and Rise of Shadows set in less than two weeks!!Ĭheck out ALL the new cards – the whole set has now been revealed – over at the Play Hearthstone website.–The consistency of getting mountain giants on turn 4 for MAGE is extremely low. Meanwhile, we also learned these fine folks are already working so far ahead of us. As someone with a Golden Whizbang the Wonderful I really appreciate getting to use him and know he’s not going to die horribly on a regular basis. And they are well balanced in a very broad way.Īnd I must give a big nod to Stephen Chang’s involvement with the ongoing efforts to make the Deck Recipes as high quality as possible. While recent arrivals like Rush and Discover do a very good job of explaining what they are right there in the name and don’t take much getting used to. The idea that a keyword like ‘Adapt’ just requires too much explanation if it were to appear out of the blue and doesn’t have a natural ongoing fit with the game. I also enjoyed exploring the difference between flavour mechanics that are tied closely to an expansion set versus core mechanics that work really well with the whole game. This time it gets called “Repeatable this turn”, which we have seen used before too. One of the new Hagatha cards is a further example, delivering something akin to an Echo effect but not using that keyword – because the effect was also very 'ghostly' in style (and, indeed, derived from an earlier abandoned Ghostly keyword concept) that suited Witchwood very well. They were able to easily test this feature, and move quickly toward the sense that the Twinspell idea is a really nice fit as an evolution of the existing Echo mechanic. Not the attack immediately kind, but more like a wand or weapon where each use gives you the card again but takes one charge off the remaining uses. This also speaks so well to the idea of how Twinspell evolved out of an idea to give a card ‘charges’. The idea that the design team has a nicely built concept tool makes perfect sense, of course, but I just wish I could get a chance to play with it! Being able to visually script some card mechanics into a playtest tool just sounds like a blast. But here’s a few of the highlights from the discussion. You can tune into the whole chat right there in the player above, or grab it through The Scrapyard podcast feed. Subscribe: Acast / iTunes / Pocketcasts / Spotify / RSS Wait ’til you hear how cool their concepting tools are! That should be a game all its own…
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Inside the Hearthstone toolbox with game designers Liv Breeden and Stephen Changįrom concept to finished card, we explore some of the latest arrivals in the newest set Rise of Shadows with two of Hearthstone’s game designers, Liv Breedenįrom concept to finished card, we explore some of the latest arrivals in the newest set Rise of Shadows with two of Hearthstone’s game designers, Liv Breeden and Stephen Chang.
