Bluetracker

Tracks Blizzard employees across various accounts.


Could We Please Speed Up the Casting Time of Spreading Plague?

This card is so tedious to play against when you have more than 2 minions on the board. Surely it is possible to do quality of life adjustment to the cast time for this card when there are multiple minions on the opposing side of the board?


  • Hadidjah

    Posted 7 years, 8 months ago (Source)

    Nothing compared to Avenging Wrath casted with enemy Frothing Berserker on the board.

    Man those repeat procs make me die a little inside.

    There's an engineer and I that revisit these when we have some time freed up; just that every time so far when we think we've come up with some brilliant solution, and are smugly breaking out the champagne, we get to running more thorough tests and then it turns out the 'fix' breaks more than it fixes. We've made some decent headway on one for Volcano and Healing Rain, but right now our almost-fix jacks the board lighting for the rest of the game, which we would like it to not do.:P Fixing Avenging Wrath specifically would require re-writing most of the spell system, so... That one might take a while.:B

    I know that's all a bunch of timeline-less "we're looking into it," which is totally reddit's favorite thing, but we do want to fix these things and are trying to find good fixes for them. We don't like them either.//^

  • Hadidjah

    Posted 7 years, 8 months ago (Source)

    Would it be possible to play in "dev mode" with all effects turned off? Would speed up games for people without a lot of time to play.

    The disable option is a tough one because it creates a fairness gap, since the way it winds up playing out is that you just have time for more actions on. (I think there are plenty of cases where that fairness gap is a clear sign that I have work to do on the FX timings.:P But since most FX aren’t instant-resolve there’ll always be some competitive edge that turning off the FX gives you.)

    Being someone who fell in love with Commutestone this one always kind of breaks my heart though. I think there’s a lot that can be done by just being more conscious of how much time FX take to return to the game loop (I’m hoping Witchwood is a titch better in that regard; I’ve definitely still got plenty to fine-tune, but hitting that visual arc + quick timing balance is one I’m really trying to improve), fixing some of these big time-sinks with prices and stuff, things like that. Hopefully it ends up in a place where everyone is still playing the same game, but that game’s a fair chunk quicker.:)

  • Hadidjah

    Posted 7 years, 8 months ago (Source)

    so do other guys consider these problematic mechanics when making new cards or are they like "nah let the animation guys worry about it, not our job lul"

    Haha it’s definitely not a kicking-it-down-the-line “good luck suckas!” kind of situation. If there are mechanics that Design is considering but feels the visuals will play an especially important role in, they loop me in super early, if needed we find time during prototyping for me to block something out for them to play test and iterate (an early version of Sonya Shadowdancer got a lot of prototype FX, Shudderwock was a tooon of early discussion, etc.), if something gets changed up at the last minute we all run around with our hair on fire together (:coy-Glimmerroot-ough:). I probably spend more time talking with Design and Engineering than art, honestly.:P

    There’s plenty of emergent wackiness and crazy designs and changes, because game dev, but Design and I are buds.

  • Hadidjah

    Posted 7 years, 8 months ago (Source)

    I love the insights from you guys into the little things about game development. You don't get to hear Devs candidly speaking about this stuff usually. Cheers

    Glad that you enjoy them! Cheers mate.^^




Tweet