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Hearthstone Update - January 9th. Arena and Rumble Run Changes!
Hello Reddit!
Today we implemented a patch that included some adjustments to the Arena and single player Rumble Run. Full patch notes: https://playhearthstone.com/en-us/blog/22856515
This is the first time (since the Knights of the Frozen Throne missions, at least) that we did a significant balance patch to single-player content after release, so in the interest of more communication, we wrote up a little more context in the patch notes. These changes are based on the data we’ve seen as well as YOUR feedback as you’ve been playing (we lurk on Reddit quite a bit!) A big thank you to everyone who took the time to write up thoughtful feedback!
I’ll stick around this thread in case you want to AMAATRR. (Ask Me Anything… About The Rumble Run).
Dave Kosak
We'll have to correct that - there's a new quest being added to the daily rotation later this month, Defeat 3 Rumble Run Bosses to earn a free pack! This is a client change, so it's not part of this patch, it's coming shortly.
Dave Kosak
Yeah we need to clarify that on the blog - there's a new quest being added to the daily rotation later this month, Defeat 3 Rumble Run Bosses to earn a free pack! This is a client change, so it's not part of this patch, but it's coming shortly.
Dave Kosak
Almost exclusively changes to their deck! Between this and the greater likelihood of getting synergy in your own cards, it should be an easier fight and a little less swingy.
The difficulty is still high - the bosses are still going to put up a fight! But we looked at the data and softened the blows of the worst offenders.
Dave Kosak
Another change we made (not in the patch notes) is ensuring that one of the three shrines offered is always one you haven't beaten the mode with yet.
Dave Kosak
Yeah we need to clarify that on the blog - there's a new quest being added to the daily rotation in an upcoming patch, Defeat 3 Rumble Run Bosses to earn a free pack! This is a client change, so it's not part of this patch, but it's coming shortly.
Dave Kosak
We like to keep changing things up, and with every new release we learn a little more. Someday we'll almost definitely go back to puzzles, and while the linear content of old adventures isn't as replayable, it WAS a lot of fun - so we may return to it someday!
Dave Kosak
It's unlikely. We sometimes go back to fix bugs (like when the patched Patches was still in the Charge! bucket), but for the most part we want old missions to live in the expansion that they shipped with. It would be a huge effort to re-do the content of every old mission with each new release, and would also take away some of their uniqueness.
I would never say never, but I feel comfortable saying "Probably not." :)
Dave Kosak
Reverting nerfs in single-player means creating a second copy of the card with the original stats, which we will do in the case of puzzles (where a card change might make a solution impossible) but try to avoid in general. (One super fun exception was the Tavern Brawl that recreated tournament-winning decks from past Hearthstone championships).
As I mention in another comment it's unlikely we'll go back and change up the decks/etc. of previous mission content. (https://www.reddit.com/r/hearthstone/comments/aeasg9/hearthstone_update_january_9th_arena_and_rumble/ednuali/)
Dave Kosak
You're right in that the changes definitely impact the people who want to win over and over again with the same shrine in favor of encouraging people to try to play with lots of different shrines. This time around we thought the latter was more important for more people.
I'm not sure we'd make the same decision again; we definitely want to experiment with each release and get lots of feedback. The early feedback we had indicated people had more fun when they were trying lots of different shrines and different builds, so we leaned into it for Rumble Run.
Dave Kosak
This seems like a connectivity bug that may or may not be related to the patch. Have you restarted the client and reconnected? Curious if anyone else is seeing connectivity issues since this morning's rollout.
Dave Kosak
Obviously I was referring to Pie a la Mode, which is delicious. It was also fun developing the Rumble Run, which we should've made clear.
Dave Kosak
It sounds like the Loa of RNG was particularly displeased with you. After the changes, you're far more likely to see synergistic buckets (though not guaranteed), so hopefully you'll have better runs this afternoon!
Dave Kosak
One of the strengths of Dungeon Run style missions is that it was a very elegant system - it focused on drafting cards and core Hearthstone mechanics while simplifying everything else (the "Dungeon" or "Forest" etc. was portrayed as a stack of cards, so you get right into the action.)
But man, it feels like we're only scratching the surface of what Hearthstone single player could be. We've got so many ideas! You're right in that there's tons more to explore. The next few years are going to be a lot of fun.
Dave Kosak
Not exactly. We tried it both ways and found more people had more fun the latter way.
Wrapped up in this decision was our experiment to grant the cardback after a single victory instead of, say, 9 wins or 27 wins. So the question was, "what will give players the most interesting journey to their cardback?" We tried it a couple different ways, gathered feedback, and made the decision.
We did hope that giving players some insight onto the decision process is interesting. You make sausage, you pay attention to the feedback, you look at the data, and then get back to the sausage-making!
Dave Kosak
That's an awesome idea! What's fun about that is that the class selection screen would be like a 'trophy room' that you would fill out through gameplay. That's outside the scope of Rumble Run right now, but it's not that different than some ideas we've talked about for future content!
Dave Kosak
We kinda thought it was rare enough and funny enough that we wanted to leave it in as one of those crazy stories that comes up in the Rumble Run (it certainly gets posted a lot here in Reddit!). I don't know though - what do you guys think about leaving weird little interactions like that in? (It's only when two specific shrines interact out of 27).
Dave Kosak
Thank you for writing this, very well said! I love talking about this stuff since it's really where game design is an art rather than a science. Who's the audience for Rumble Run? What's the skill level of the players and how committed will they be to beating it with (or even trying out) every shrine?
If the answer is, "Hardcore players, high skill level, want to beat it with every shrine," then the original format would've been fine.
But not everyone falls into that category. Giving players a choice of 27 things that they had to browse through via paging back and forth between two separate screens did not feel ideal, especially when we put it into practice and put it in front of a variety of players.
The question we asked was how to make that initial decision fun and how to get players to try different stuff? And, elsewhere in the game, we had an alternate approach - Arena class selection. So we gave that a try. The feedback was more immediately positive - players' first choice is interesting, and more focused because you were comparing three things. Players played with a larger variety of shrines and reported having more fun. For players that just wanted to play around and get a card back, it was a much more satisfying experience. (Our decision to give the card back after a single victory – right or wrong – impacted a lot of other design decisions. Including this one!) Also, it was something we hadn't tried in single player before, so we went with it! We often like to experiment to learn.
There’s a lot of merit to the idea you mentioned – starting with a random interface and then switching it up later on to allow completionists to hit everything. And elsewhere in this thread someone had suggested something similar but getting to unlock each choice, almost like filling out a trophy room. What’s great about these ideas is that they’re better at addressing the needs of both types of players (albeit at the cost of adding some UI screens). Going forward, with everything we’ve learned from Rumble Run, we’ll probably explore ideas like that.
I doubt this post has changed anyone's mind but at least you have some insight in how we think about this stuff. Really appreciate this type of feedback. Rumble on!
Dave Kosak
Good luck!!
Dave Kosak
I'm glad you asked! We wanted to really focus in on our troll champions, to zero in on nine characters that you would get to know in your quest to be the best (As opposed to having 40+ minor characters). We worried that although you'd get to know the quirks of these characters really well (they'll also be featured in Tavern Brawls this season!), this might make the mode less replayable.
So rather than put the card back after nine victories, we put it in sooner - after your first victory! One of the big things we wanted to find out is if people would continue playing the mode even if they got their card back sooner. The nice thing about releasing content every few months is that you can experiment with stuff and see how it shakes out.
What did you think? Would it have felt differently (better or worse) if we required 9 wins? (or 27!!) Did Monster Hunt's four-win goal feel better than the Dungeon Run's 9-win goal? I know what the data says but I'm always curious to hear what people like you think.
We're constantly talking about single-player rewards, by the way, this isn't something we think we've figured out.
Dave Kosak
I responded in more detail elsewhere in the thread, linking to it here: https://www.reddit.com/r/hearthstone/comments/aeasg9/hearthstone_update_january_9th_arena_and_rumble/edo8ck6/
Dave Kosak
I talked about this in a little more detail elsewhere in the thread, here's the relevant exchange: https://www.reddit.com/r/hearthstone/comments/aeasg9/hearthstone_update_january_9th_arena_and_rumble/edo8ck6/
Dave Kosak
I talk about this elsewhere in the thread, let me link it here: https://www.reddit.com/r/hearthstone/comments/aeasg9/hearthstone_update_january_9th_arena_and_rumble/edo8ck6/
Dave Kosak
Thank you for taking the time to write this out! This kind of feedback is really useful to us – lots of great feedback on specific mechanics or modes and your personal experience with them. I know this thread is a day old and will soon slide off of the front page but I wanted to make sure to say that.
I’ve commented on many of the things you brought up elsewhere, but I wanted to call this out: “A good solo mode needs a clear, reasonable demarcation point of mastery.” Well said! I might steal that.
Sorry puzzles didn’t work for you – response to that mode was all over the map, with some players loving it and others having your reaction. Fortunately, there’s new content every few months, and we’re going to keep experimenting with new and old formats!