Bluetracker
Tracks Blizzard employees across various accounts.
Blizzard, you want an easy straightforward way to add a bit more skill and consistency to the game? Add positional spells!
1) Positional spells are already in the game - see [[Betrayal]] and [[Explosive Shot]] and [[Power Shot]]. Adjacency bonus minions like [[Dire Wolf Alpha]] and [[Flametongue Totem]] continue to be played at higher ranks. And we keep getting powers like 'damage the left most minion' if you look at Heigan's hero power.
2) Positional spells are 'easy to get, but tough to master'. We can tell what looks like good minion order and we see it in game. But it is much tougher to execute and get good at. Players can continually practice this skill.
3) Position is consistent. Even more so than your discover card draw. You have a great deal of control over where a minion goes barring a little RNG. At least far more consistent than Yogg or Barnes. A professional can display superb positioning and distinguish themselves from others.
4) It allows for counter play and interesting executions. Want to apply a positional spell on the 2nd minion to the left, but need it to be the left most? You need to remove the left most guy first and then have it juggle up.
5) You can create tradeoffs and meta game cards at the same time. What if Rogues got a 'Assassinate left minion' and an 'Assassinate right minion' with their betrayal card? Not the most well thought out design, but even in this you can tell which player is playing around X or Y. You can create baits. Jukes. Metagame the opponent.
It is literally right there for you to get! Everybody wins!
New players get an easy to understand but hard to master mechanic to practice. Pros get to display their skill and distinguish themselves. Spectators get to see cool interactions and see things line up as more complex skill based plays emerge. AND it is easy for you to design, since well you've already done it Blizzard!
There's a recent post of Firebat's 'Bat Wisdom' that is making the rounds and generating some interesting discussion on why competitive play is inconsistent. How about we move away from potential RNG fiascos like Barnes and Yogg and move more towards positioning as the new 'thing'?
Iksar
I think what I meant to say is we already have adjacent mechanics, so in order for outermost to be very useful it would have to accomplish something things like powershot/argus don't already do on a semi-regular basis.
Iksar
Most of us are reading here every day, but if you are looking for feedback in general I think the customhearthstone reddit is a good place to look. Lots of amateur and non-amateur designers are there discussing a variety of mechanic/card topics that I find really cool. In terms of pitching ideas directly, we're happy to read them and talk about general design principles when addressed to the community. There is some legal stuff I actually don't fully understand that makes soliciting and commenting on pitches not something we can do.
Iksar
I'm usually thinking about some Hearthstone idea when I wake up in the morning. Especially in times like this when people are experimenting with new decks I just wake up and come here to hang out.
Iksar
We do some dynamic card text stuff like with numbers and spell damage. I think in this scenario the confusing part is playing around it, not actually playing it. If my opponent has a minion on the right and I cast 'kill right minion' that isn't too bad. If I know my opponent probably has 'kill right minion' I'm not sure a large percentage of people would know how to position their stuff in the most optimal way to play around it.
Iksar
Maybe I'm losing my mind but I think even when you look at the board state from a top-down perspective, depending on which way your head is facing left and right still swap. AM I? I just stood up and looked at my keyboard from both sides then put it above my head. My co-workers are probably wondering what is going on.
Iksar
Yep! This is cool and something I've seen in the past. An issue in my mind is that the term 'outermost' is cool when the board state is 3+ minions. Most turns in Hearthstone have 1-2 minions so 'outermost' usually just minions 'all enemy minions'. I think it still might be cool, maybe we could do it in a more controlled state like an adventure and create scenarios which you are likely to have many minions.
Iksar
I think if we had something like 15 designs we thought were totally awesome that dealt with left and right positioning, adding UI elements to help communicate that is a conversation we might spin up. It's sort of a 'death by a thousand cuts' scenario where adding one simple thing seems like it might be a good idea, then 5 years down the line the clean and beautiful Hearthstone UI starts to look like a command center of 100 mechanical elements. I think C'Thun was worth it because it was such a core piece of what made Old Gods a cool expansion. I think in this particular scenario we would have a hard time justifying the cost. In any case, we'll continue trying position matters stuff in the future and ideally we'll come up with cards that don't require extra work to explain.
Iksar
I don't fully disagree with any of this, but I think a good goal is to try and capture the best of both worlds. Betrayal captures some minion positioning interactions but doesn't pose a bunch of questions to what adjacent means behind the scenes. I think the first time that card is played against you, you have a pretty good idea how it works and what you need to do to play around it. I'm sure there are more designs that can work in that space but still be interesting. An example of what you are describing is the fact minions will always summon on the right and what you might learn to do based on having that information. (Always put your Tuskarr Totemic's on the left!) I think that's cool, but we tend be careful introducing too many things that aren't easily communicated by reading the cards in your hand and in play.
Iksar
Couple things here. We actually agree some positional stuff is cool, as you and many other people in the thread mention there are many such positional spells and minions that already exist in Hearthstone for that reason. Using the terms 'left' and 'right' has been pretty confusing in playtesting. We use it in adventures because there is only one player perspective. Say we were to give Priest a spell that said 'Destroy the left-most enemy minion'. If you were trying to play around that would you think to play your weakest minion on your left or your opponent's left? They are actually the same thing, strangely enough. Have you ever noticed that summoned minions always spawn to your right, but when your opponent summons a minion they summon to their left? If you have a Sunwalker, Taz'dingo, and a Huge Toad from left to right on your screen, your opponent actually sees the same thing even though you might expect them to see the order Huge Toad, Taz'dingo, Sunwalker. None of this is to say we shouldn't ever do positional spells, it's just a tidbit I thought I'd share from past playtesting.
I like using adjacent for now, but I'm sure there are some other designs out there to capture the same things you are talking about. Thanks for the suggestions!