It was a busy week last week for Hearthstone; the second round of nerfs for Descent of Dragons went live, including some buffs for Battlegrounds and Arena balancing, and the new Galakrond's Awakening adventure was given details, along with some new card reveals (look forward to reviews from us on those soon!).
Mixed in with all that exciting news, we got a treat - Dean "Iksar" Ayala took to the official Hearthstone forums and Twitter on Friday to discuss card design philosophy, buffs and nerfs. We've highlighted the standouts from his posts below, as well as providing the full text and links.
Highlights
- The frequency of balance changes this expansion is a conscious change in policy, rather than a reaction to any particularly powerful cards.
- Galakrond Shaman changes were necessary; other cards would've been saved for later under their previous philosophy.
- Research has shown them that more frequent changes is better for player retention than less frequent.
- They're still monitoring this - after all, they've only been doing frequent changes fairly recently, and so need more data. Audience feedback is always appreciated!
- Rez Priest and Face Hunter are popular below Rank 10, but not at higher ranks; they expect experimentation of new decks in higher ranks to trickle down and keep them in check.
- They are monitoring Face Hunter, and will make changes if necessary.
- Buffs can happen if they make sense, but in general nerfs are better for changing the meta.
- They're trying to keep power level of expansions high, without just powercreeping old cards.
- The second round of nerfs to Shaman were somewhat preemptive, based on an expected trend from their data. Rather than wait and return to Shamanstone, they chose to act.
Full Posts
Quote From Dean Ayala In response to a forum post titled "Does Pirate War really need a nerf?"
I think under the normal circumstances in Hearthstone history, maybe not.
The influx of card changes this expansion has a little to do with those cards being quite powerful, but it’s mostly that we wanted to try a different approach to the cadence we make card changes.
The changes I feel were absolutely necessary this expansion were the ones to Galakrond Shaman. It was really the only archetype that was at a power level unacceptable under any past circumstance. Even after the first round of changes, there turned out to be an undiscovered deck that played a little slower and was even more powerful than the version being used during the first couple weeks. During playtesting, we honestly just thought that Galakrond Shaman was an incredibly fun deck to play and wanted to push it to a level where it would be considered one of the more powerful decks. We pushed too far, it happens.
As far as the rest of the changes, I think in the past we would have waited a little longer to take action. There are some advantages and disadvantages to waiting. One of the advantages is that the fewer changes you make, the more I think players are motivated to deckbuild and create new solutions rather than depend on us to make balance changes to things that might appear to be slightly out of line. In general, it’s probably healthier for the game if your first reaction to a powerful strategy is to try and find ways to beat it rather than join along and ride the wave because investing time into finding alternatives is undermined by constant changes.
One of the core disadvantages is that change happens less frequently. If there is something that frustrates you, maybe you can play a different strategy but maybe you don’t enjoy that strategy as much. Maybe you don’t own the cards for it. Maybe your favorite class is just weak to whatever the popular deck is and you don’t get to play it. Some of these things are very hard to avoid, but a faster rate of change makes it so you are less likely to be frustrated by a particular thing for too long. Change can be fun. Expansions aren’t just fun for players with the new cards, they can be fun for players playing old strategies too because the meta environment totally changes.
So, why are we trying something different? Some of it has to do with research. We dug through a bunch of data trying to find out what the behavior of players is when they have a strategy they play get nerfed. I think it’s pretty reasonable to assume that a dedicated Shaman player might see a large decrease in play if their deck is nerfed in a way that makes them less excited to play it. It turns out, data hasn’t really backed up that theory in a way we might have expected. We’ve done this kind of research in the past, but as Garrosh might say, times change.
Of course, we’ve just started on a track to a different strategy. It’s possible we’ll find that over time increasing the cadence of change fatigues players in a way we would only find out after sticking to the strategy for a longer period. It’s possible that because we’re opting to change more cards more often, we’ll end up changing cards players didn’t think needed changes at a rate that makes people unhappy. We look to the audience for feedback on that, so let us know!
(Source)
In response to a forum post titled "About not nerfing Hunter whatsoever (and Priest)"
Face Hunter and Priest have both been very popular and rather successful from about rank 10 and down. Rank 10 to Legend don’t see very much success from either deck.
The reason we chose not to make changes to Priest or Hunter in this patch was not because players at those ranks don’t matter, it’s because we generally see a trickle down effect on the meta that starts in Legend and moves down to rank 17-18. We’d expect the population of both those decks to decrease as players experiment with new decks.
Face Hunter is generally popular at lower ranks because it’s a fairly low cost deck. RIght now it’s weak to a lot of the Shaman, Rogue, and Warlock strategies out there and I imagine that will still be true after the nerfs to those decks. If Face Hunter still continues to be super high population after after 16.2 has been out for a bit it’s likely we would address that deck in some way that makes for a more varied experience.
Edit: I flubbed the matchup data, I was referring to Rezz Priest win rates when mentioning its matchups with Rogue, Shaman, and Warlock. Would still expect the population of Hunter to go down as decks like Pirate Warrior and Galakrond Warrior rise up in population at lower ranks.
(Source)
In response to a tweet: "if you're nerfing cards this quick, are you up for buffing cards if you end up nerfing stuff too hard?"
We are, the window for success on buffs is super small though. We would be changing a super low population strategy with the hope it ends up in the window of 3-5% play rate or something.
Also making buffs usually requires much more change for similar impact. You could theoretically take a 'bad' deck to a decent deck with one change, but that one changed card would have to be so powerful that it would make for a bad experience.
Still, I'm sure there will be a circumstance where a buff makes sense and falls into place, just not this time.
(Source)
In response to a tweet: "is DOD power level something to expect more of in the future? because tbh i like the "make a really strong set, then tweak it post-launch til we get it right" approach you guys are trying right now."
The raw power of this set is pretty high, but I think the level at which people describe it is a little overblown. Galakrond archetypes are very meta and they are high density DoD, which makes the set representation really high. If the meta shifts, DoD population goes way down.
But yes, we tend to be less safe with the idea that it's better to push and miss on the high power side than it is to play safe and miss on the low power side. We are trying to get it exactly right and not just power creep sets but there will always be misses.
(Source)
In response to a tweet: "was it absolutely necessary according to data to nerf both dragon's pack and invocation of frost?"
It's a subjective thing. I think it depends on what necessary means to you. Past us would probably have held off on the second round of nerfs and waited to see if the meta didn't go high Shaman population. These second round of changes was mostly preemptive.
All of our data pointed to the post first-round nerf Shaman still being the best overall deck and it was still being refined. It hadn't hit huge play rate yet, but we expect that it would have. Opted to make a change instead of waiting to find out.
(Source)
Comments
I'm not buying your bullshit anymore Blizzard.
Since Barnes, Hong Kong, card art cencoring, R1p-Sn4p and promoting to play Big Priest on their official site in Wild.
You are slow with balance, you are out of touch with your community, you have no honor, money has corrupted your mind and we will no longer stand to your failures, traitors!
"the window for success on buffs is super small" I think you could buff cards like [Hearthstone Card (hir'eek the bat) Not Found] with out any risk. At least let legendary's have meme potential.
HSReplays is currently tracking 25 decks with win-rates at or above 50% - each of the nerfed decks (Galakrond Shaman, Pirate Warrior, Deathrattle Rogue and Galakrond Zoo) remain in this group. A lot of folks complaining about the nerfs are acting as if Blizzard deleted those decks from the game. They didn't. If the purported "laziness" of the design team consistently produces meta-games with over two dozen viable decks, including all the nerfed decks, perhaps Blizzard should consider hiring a bunch of even lazier bastards to design their game . . .
Honestly the 'not being deleted from the game' is a very recent change in balance philosophy. Many decks in the past were deleted from the game, despite them being incredibly weak to current decks/strats nowadays (including Patron Warrior). While these current nerfs not deleting the decks still time around the fear that a reversal in design philosophy (again) presents a still very real concern. Who is really to say that constant nerfs wouldn't just bring such a philosophy reversal back sooner?
You're also glossing over the fact that T5 doesn't just nerf due to power level, they have, at times (especially recently) nerfed due to popularity as well. If you get enough players voting with their wallets until they get decks that they are bored with gutted then it wouldn't matter if you had 25 viable decks. Some players will still b*&*( and whine if they dare have to see an old deck still queueing up against them. Take a look at the old Raging Worgen Warrior of old. Complete semi-meme deck that got gutted despite never even seeing the light of tier 1 status, ever. Look at Quest Rogue, nerfed multiple times not because it was always some broken tier 0 deck but simply because it acted as scissors to paper (control) and stayed or resurfaced in the meta multiple times.
It's easy to say Galakrond Shaman, or warrior, PW, Face Hunter, DR Rogue, etc aren't deleted now, but who is to really confidently say that eventually they won't get the Quest Rogue or Raging Worgen treatment later (most likely due to standard players that for some reason can't stomache established metas for a season)?
EDIT: Concerning laziness I still stand by that point. It is the easy route to turn a few value switches and nerf something than it is to create new mechanics that counter old synergies. HS has something to learn from MtG in that aspect. So often counter synergies have either been created in new sets against old plays or communities have have actually worked hard to create them on their own with their current cards. Since when have we looked at tier 1 status decks as actual 'tier 0' decks that must be dealt with with near instant nerfs? Allow the community to counter strategies once in a while instead of going the easy route each time.
I think it's fair to ask at this point why certain strats and decks are even put on the table and supposedly tested if you're going to nerf most of the non-memes anyway. Why waste development time, as well as player time/money if there is most likely going to be nerfs to said involved cards anyway?
Frequent nerfs to me seems like a priortizing of appeasing to a bored minority over having consistency in the game (as far as knowing you can craft a favored deck without having a deck potentially dismantled). I really don't like the idea of changing things just for the sake of changing things. I'm not saying every nerf was unnecessary, but the massive amount of nerfs does reek of what other posters have mentioned; nerfing things just because some players are bored after a month and want the popular meta decks completely shifted around.
Nerfing is also lazy game design. Instead of intentionally creating counter strategies, or better yet having the community counter previous strategies just demand nerfs. There's nothing to be solved in this scenario, no critical thinking at all. You don't like something just nerf it.
Seems like just a giant cycle of building hype with new sets/cards/strats, break those new strats, then make new strats and break them again when the next set comes out.
Expansions come every 4 months. I think its fair to say that few players would like to wait that long for an introduction of counter cards. Also I think your idea that team5 have not come out with counter cards for oppressive decks is just untrue. There's always a few tech cards in every expansion that addresses, to certain extents, the previous meta or expected meta. From DoD alone;
- Platebreaker - control warrior
- Bad Luck Albatross - highlander
- Zul'Drak Ritualist - Little known res priest counter
- Kobold Stickyfinger - Mostly for kingsbane rogue
- Dragonmaw Poacher - dragon counter in a dragon themed expansion
More than enough to debunk your theory. As the devs explained, it was intentional to have Galakrond shaman be very powerful but it seems that it had gone a little too far in practice. If they decided to nerf this on week one, then kudos to them for immediately correcting their mistake. In the past it would have been 2 months of this bs until they eventually nuke it.
Also, if you're going to talk about the nerfs being 'changing things just for the sake of changing things', I think you owe it to whoever who reads your post to place an example. At least they would get a chance to see it from your point of view.
Personally I don’t care about frequency of changes, but rather timeliness of changed when needed. I feel like these have been good lately.
Also, having a golden Dragon’s Pack and golden Scion helped make the nerfs pretty nice for me personally!
They still completely overnerfed shaman. The first round of nerfs were obviously super necessary, and the second nerf to the deck was needed too but they completely over did it. They basically killed the archetype and the class. I'm super bummed about it because there was finally a deck that could play all the cool spell based shaman legendaries they printed with zero support (Elektra, Zentimo, Krag'wa), and they instantly nuke it. Very frustrating.
meanwhile Rogue only gets one nerf. Amazing.
I actually don't like frequent nerfing unless the power level of a deck is out of hand (first wave of Shaman nerfs, Rise of shadows Tempo Rogue). All they did with these nerfs is shift the power around. Now Rogue is going to end up on top, are they going to just nerf that too?
I'm still playing shaman at rank 7/8 with over 65% winrate... I think the deck is fine LUL
"A cool deck"
If you consider a deck being abused by 70% of the community "cool".
I call that dumb braindead netdecking. Galakrond/invoke in general is a bad mechanic, a cookie cutter deck that Blizzard pre-build for the lazy people.
did you even read my post. I said the first nerf was super needed and the second nerf was also very logical, just that it was overdone. 70% of the players wouldn't be playing it if it was appropriately balanced. people are going to netdeck no matter what the best deck is, thinking otherwise is silly and unrelated to this discussion. Almost all hearthstone archetypes are cookie cutter. they don't have a big enough card pool to brew that much uniqueness in standard.
If you hate Galakrond that is fair, but they didn't nerf Gala Rogue and now it's in basically the same spot as shaman before the second nerfs.
The frequency of balance changes this expansion is a conscious change in policy
Lulz the change is policy is no longer playtesting expansions
You don't say...
I'm just glad they stopped assuming their players were idiots and more would benefit from the more frequent changes than being "too confusing" for existing and returning players.
This news has made me more excited for the future of Hearthstone.
To be fair to them, the reason they gave wasn't that people would be confused by frequent changes, but that someone having their favourite deck nerfed frequently wouldn't want to play the game anymore.
Thankfully, they seem to have concluded that the number of people who would leave over frequent changes is far smaller than those who would be happy to see them, even if it means seeing their favourite deck nerfed.
I do appreciate them being more candid with their reasoning - it feels like a lot of the 'too confusing' answers previously were PR talk trying to dance around why or why not they were actually doing something.
As a player since 2013, i'm enjoying this meta not being stable for too long and i always hoped they did something like this one day! So, I'm loving this new HS philosophy, even though i know activision greed has a place on it.
High powerlevel + frequent nerfs => Mass Hysteria
We are forgetting that cards should be released balanced, and nerfs shouldn't be the norm...
You cannot expect them to perfectly judge the power of 135 cards when they are part of a huge and complex system. There are just way too many variables to get every last one of them right, especially when some cards are intended to be powerful. This is no excuse for not trying to balance the cards properly, just a reason for the players to forgive a few mistakes each expansion.
The power of the Galakrond decks was a major misstep though, and Shaman's especially should never have been allowed out. This in particular has inflated the number of changes this expansion, alongside the recent change in philosophy from the devs it seems.
The point is that, SURELY, if your main goal is powerlevel, frequent nerfs become an excuse.
Just look at Galakrond Shaman: it was OBVIOUSLY OP, with no need of testing!
But hey, people seem to like this policy and unstable meta. So they are right in being nearly careless with design and nerfs.
I just wonder how sustainable it is, about attracting and keeping new players in the game...
i dont agree except for the galakrond shaman. it was clearly OP to me when they announced its cards. after the first round of nerfs i also didnt think it would be enough. cant believe they let it go free for so long. outside of that i think u cant except them to predict which will be op or not