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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

    Posted 6 years, 11 months ago (Source)

    To this end, we’re adding the new quest described above, and going forward, we’ll keep this feedback in mind for the launch of new single-player content.

    Where is this described? Is it a launch special quest or a new repeatable added to the pool?

    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

    Posted 6 years, 11 months ago (Source)

    " To this end, we’re adding the new quest described above, and going forward, we’ll keep this feedback in mind for the launch of new single-player content. "

    So will there be a quest to re-visit the rumble run with these changes? If there was a quest reward given today, I would gladly give it a shot again. However if not, now that I have my card back, I have no urge to revisit the changes.

    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

    Posted 6 years, 11 months ago (Source)

    What exactly was changed about the bosses? AI behaviour? Cards? Deck? Could you clarify this please? Thank you!

    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

    Posted 6 years, 11 months ago (Source)

    So we want to bring that back. With this update, whenever you lose, you can expect to always be offered the shrine you just lost with. The shrine that the boss used to beat you in your last run will also be offered, per the status quo.

    So when I'm trying to play with the 27th shrine to finish them all, I have to reroll with only 1 random, new option each time? Given it's a shrine that is never seen vs the 1st boss. Seems like it'd have just been a load easier to revert back to letting people just choose. "Encouraging players to try different shrines, especially to experiment with stuff they normally wouldn’t" seems like quite the lackluster reason. If people want to experiment, they would even with all the options at their disposal. IMO people quit experimenting because the tediousness of nonsensical rerolling. To me it seems like you took a baby step in the right direction when a giant leap was within the realm of possibilities.

    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

    Posted 6 years, 11 months ago (Source)

    Please tell us more about the quest. Is it only for people who have never played the mode before?

    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

    Posted 6 years, 11 months ago (Source)

    Thanks for the changes! Rumble Run should be a lot more fun now.

    Will we be able to expect more missions in the future like the adventures that we had in the past? I still enjoy playing them and would enjoy to have more :)

    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

    Posted 6 years, 11 months ago (Source)

    I realize it might be unlikely, but are you guys open in the future to the idea of adding content to old Run-style SP content? I'm mostly thinking for Rumble Run to be honest, but I would love it for Monster Hunt and Dungeon Run too. Not necessarily anything huge - bucket updates would already be fantastic.

    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

    Posted 6 years, 11 months ago (Source)

    /u/TheFargo, have you ever considered reverting all card nerfs only for single player content? Also are you looking forward to supporting Dungeon Run and Witch Hunt?

    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

    Posted 6 years, 11 months ago (Source)

    u/TheFargo, I follow the logic on wanting players to experience different shrines, but while the change made makes it potentially easier to practice with a specific shrine until you get a single victory I'm concerned about whether it actually addresses the issue of not getting access to shrines you want to try or enjoy most.

    Unless you are currently on a specific shrine or lose specifically to it, the chances of getting any particular shrine or set of shrines for your next run has dropped by nearly half. And if you choose to try something new for a single run, the new rules make it harder than before to get your favorites again (e.g. dropped from 1/13 to 1/25 for a single desired shrine).

    In Dungeon Run, I greatly enjoyed learning Warlock, especially demon focused control decks. Not every run had options to go towards my favorite strategies, so part of getting better at the class was learning when to lean to zoo, etc. Eventually I felt pretty confident in victory, regardless of whether I got my favored passives or not in the first pick. Unless you purposely lose, there's still no way to persistently explore any set of options narrower than ~half the total shrines.

    Edit: On further reflection, this seems to particularly punish trying an unfamiliar shrine. If you don't like it, you know up front you'll be stuck with it in your next pool as well, whereas if you don't experiment and stick with something you like, you know that you'll either win or have an option you like next time.

    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

    Posted 6 years, 11 months ago (Source)

    thought I'd check it out in-game but I can't start my 3rd match, against Zentimo, because it keeps loading for a while (also giving me my current waiting time and average queue time) and then crashes saying "oops, we were unable to start a game for you"

    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

    Posted 6 years, 11 months ago (Source)

    We had a ton of fun making mode

    Grammar error in case you want to quickly fix that /u/TheFargo ;)

    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

    Posted 6 years, 11 months ago (Source)

    My god. Rumble Run changes can't come soon enough. Tried a round with Battlecry Shaman and wasn't offered a single Battlecry-synergy card in 6 fights. A lot of Murloc and Spell synergy, but the only battlecry I saw in either of those buckets was Electra, which doesn't even activate extra.

    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

    Posted 6 years, 11 months ago (Source)

    I like the adventure aspect of Dungeon Run, Witch Hunt, Rumble Run, etc...

    Has anyone at Blizzard played a game like "Etherlords II"? It would be exceedingly fun to have a bit more of an adventure component to something like this. A game mode where I can capture buildings to earn resources to craft cards for my wondering hero on his quest to defeat an enemy. (Think like top-down walking around on a map type of adventure).

    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

    Posted 6 years, 11 months ago (Source)

    In early builds of the Rumble Run, we allowed players to pick a class and shrine before playing. What we found was that playtesters immediately picked their favorite class, gravitated to a certain shrine, and played that shrine repeatedly.

    What the fuck? Basically, you found that players wanted to have fun with single player content the way they wanted to have fun with it, and you said "well screw them, not on my watch!" and then deliberately hamstrung the mode so that people were forced to not have as much fun.

    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

    Posted 6 years, 11 months ago (Source)

    With this update, whenever you lose, you can expect to always be offered the shrine you just lost with.

    How about: There is a selection screen, in the beginning you have to pick random, but every shrine you lost or won with gets "unlocked" and can be selected at any time freely.

    That way players have to try everything once but then can pick whatever they want

    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

    Posted 6 years, 11 months ago (Source)

    Giving players the chance to replay with the shrine they lost with is a very good change. It means that once they find the shrine they enjoy, they can stick with it.

    One thing that does worry me though is that you haven't fixed the interaction between the Thekal retaliation shrine and the Hi'reek self-damage shrine. Do you consider it a problem when one of the shrine matchups is a guaranteed blowout on turn 2?

    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

    Posted 6 years, 11 months ago (Source)

    I'm glad you've revisited Rumble Run, but this absurdly overly-complicated change makes no sense, and goes against the community's complaints. What's about to follow in my comment might sound harsh, but it comes with the best intentions.

    In early builds of the Rumble Run, we allowed players to pick a class and shrine before playing. What we found was that playtesters immediately picked their favorite class, gravitated to a certain shrine, and played that shrine repeatedly.

    So? This is a single-player mode, without any rewards. It is there just for fun. If I want to complete Rumble Run with a specific class and shrine for the umpteenth time, so be it.

    Preventing people from playing the game how they want just because you don't want them to is an awful excuse to not allowing us pick a class. Rumble Run is hardly a 'competitive' mode; as I said people play it for fun, and this only needlessly frustrates players.

    If you wanted to incite players to choose different classes – fine, you could've left the first 1 month of the expansion be a random-draft run, and then 'reintroduced' class picks.

    Instead, you try to address criticism by making it even harder for people to pick up their favorite class and just complete a run in their free afternoon. Your excuse makes as much sense as forcing players to play a 'random' deck from their collection when facing adventure bosses.

    As a result, I have played Rumble Runs the great grand total of 4 times. Not that I did not like the concept of the mode, but I certainly did not enjoy being forced to pick a class, just because the developers felt I shouldn't have fun the way I want to. There was no strategic decision making involved in picking your class (unlike in Arena), so the forced 'choice' was even worse.

    The only explanation I can think of is that the code for the class selection system has been removed at some point completely, and it requires too much effort to reintroduce it now. But if that was the case, I do not wish to imagine what kind of Italian linguini, pici, pappardelle and tagliatelle is the code that powers Rumble Runs.

    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

    Posted 6 years, 11 months ago (Source)

    Thank you! Rumble Run felt punishing. I've only tried a few runs so far, but I've got a Boss 8 waiting for the bus ride home this afternoon. Hope it goes well!

    Good luck!!

  • Dave Kosak

    Posted 6 years, 11 months ago (Source)

    Hi, thanks for posting this and lurking. I have a question for you:

    I've really enjoyed Dungeon Run and Monster Hunt. Each has provided me with dozens of hours of fun. So why is Rumble Run so short? I think it took me 2 hours to finish. That wasn't remotely possible on the other two.

    I like the format alot, but it's just such a short single run through that it's hard to get excited about it. Why not make it 9 different classes ala Dungeon Run, or at least with 4 different champions ala Monster Hunt?

    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

    Posted 6 years, 11 months ago (Source)

    Overwhelming feedback has been about shrine/class choice. Why not just let us pick what we want to play with? Of course some will get used more than others, but people will be having fun.

    Not that I don’t appreciate changes to RR (it was not really skill dependant), but this is the thing talked about most, aside from the unfair AI turns.

    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

    Posted 6 years, 11 months ago (Source)

    Only thing I can't stand is that apparently they had the ability to let us choose class/shrine, but decided not to because people kept picking their favorites and that's bad for some reason.

    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

    Posted 6 years, 11 months ago (Source)

    I will never understand the reasoning for "when players were offered maximum freedom, they did X and played their favorite Y, therefore we made that impossible."

    I really hate being condescended to in how I play the game. I don't need you to tell me I play your free game mode incorrectly.

  • Dave Kosak

    Posted 6 years, 11 months ago (Source)

    Hi. I appreciate that you are taking feedback. I've written a lot, but before I get into it I would like to say that I imagine there was a lot of hard work by the team that was put into the Rumble. I also imagine there was a lot of disappointment for how negatively it has been recieved. As someone that found it be an unpleasant experience, I want it to be known that I don't want people to lose their jobs or feel bad. I just want future content to be more enjoyable. With than in mind, I tried to provide clearly defined things that I have enjoyed or disliked about recent PVE releases.

    Dungeon Run was supercharged versions of traditional class and core Hearthstone strategies; the card buckets and treasures really dialed that in with a variety strategies. The treasures and the buffs make normal cards much more powerful in a dirty of ways and contexts. It's still the best of the new style of PVE content.

    Monster Hunt felt like Dungeon Run 2 with new class styles based on existing class frameworks. This was a subtle yet important tweak as Toki in MH doesn't feel like Jaina in DR (and so on). I really enjoyed the iteration of the ideas and concepts in DR and it was fairly well executed, if a bit short. I really enjoyed the Hagatha boss fight as it tied the mode together and provided one of best boss fights we've had (like Medihv vs Prince Malchezar).

    I disliked the Boomday Project on every level imaginable. It felt like homework. Many of the tasks felt like tutorials and I ended up just using the solution guides. I know most people used the solution guides so the card back has absolutely zero clout. It is a fancy basic card back to me. I haven't even bothered to do the easily repeated challenges to obtain it on my alternate account. Specific issues include lack of variables means everyone has the same experience, lack of replay value, lack of sense of accomplishment due to rampant guide use, and no sense of epicness. Aside from the streamers who solved it for an audience, few people were ever going to feel a sense of pride and accomplishment upon completion compared to other PVE content.

    The only reason I don't consider Boomsday Project the worse PVE content is that Rumble was released. Whereas Monster Hunt improved upon Dungeon Run, RR swerved into so many of the mistakes you avoided. The bonuses that you based your deck around were fragile. The power scaling was terribly lopsided. Instead of feeling like I had a powerful deck, I felt like I had a few powerful cards. I won two Rumbles on the back of the Shaman cost reduction Shrine and Unstable Evolution. My goal was to grab every random spell generator that I could so I could RNG into more Unstable Evolutions. I was hard mulling for my only Unstable Evolution. Just because i wanted to win, get my cardback, and stop playing, I used the easiest methods known. I tried to do it honestly for several hours and it sucked. So instead I just went full cheese. It was boring yet effective. I used Mage to complete it twice as well. It was again a cheese out situation. Perhaps the retooling will help, but the game mode has scarred me.

    This is one of the real problems with Rumble. You only have to win it once to get the reward (thank god) so there is minimal incentive to master it (and mastery feels like enduring RNG). There is also no real way to define mastery. Unlocking Heroic cardbacks or Prince Arthas was mastering an Adventure. Defeating all 9 classes in Dungeon Run felt like mastery. Same with clearing Monster Hunt with all four classes and defeating Hagatha in Monster Hunt. Rumble offers a personal challenge, but it is difficult to navigate and is either grueling (all 9 classes) or nuts (all 27 shrines). A good solo mode needs a clear, reasonable demarcation point of mastery.

    What I would like to see from solo content is a return to a traditional adventure like we had with Knights of the Frozen Throne. This adventure was great for many reasons such as having a tutorial on Deathknights, giving a free Deathknight to players long after the initial release (making it easier to jump into the game for newer plyers), having a variety of different solo missions, and the really unfair fights against The Lich King. I feel like anyone who has Arthas went through the same hard times I went through. I feel a sense of community from knowing that someone else dedicated themselves to obtaining him in spite the daunting challenge. However, I do understand that these type of adventures are less welcoming to Standard players so I wouldn't expect more than one a year.

    I would also like to see the production of Duneon Run/Monster Hunt/Rumble variations slowed. Three of the last four PVE releases used the buffs/treasures + buckets gameplay style. This is a walking disaster as there are only so many cards printed each year so we only have so many potential options. How many variations on C'Thun, Jades, Dragons, Pirates, Spell Mage etc with mostly the same cards can we have with it still be entertaining? Dungeon Run had these buckets in various class identies and some were retouched on in Monster Hunt. Some found themselves in RR, too. So a moratorium on some frequent mechanics to make room for others is something that I would suggest. A specific request of mine would be a Monster Hunt style PVE with the classes that werent used (Warlock, Priest, Paladin, Shaman, and Druid)

    Finally, I would like to talk about rewards. I am bored by cardbacks. I get 12 a year from Monthly chests. I've earned many from PVE content, Legend ranking, promotions, alternate heroes, etc. I have like 50 cardbacks. Some people have way more than I own due to preorders and playing longer. Please have a different final reward sometimes. Prince Arthas was a fitting reward for such a challenge. We've since had 4 cardbacks. I dont expect every reward to be an Alternate Hero, but i would hope that not every reward is a cardback. Things I would suggest as rewards: if there is a C'Thun or Marin the Fox like card given away then perhaps completing the PVE content unlocks the Golden version; alternate heroes; a random golden epic from the set. The reward isn't the main point, but the destination of the journey does matter. Knowing I would get Arthas or the K&C cardback kept me going during some rough challenges. The Rumble cardback was serviceable, but I mostly finished it because I didn't want to be a quitter.

    Tl;dr:

    1) Please bring back Adventures

    2) Fewer Dungeon Run style releases please (one per year would be better than two a year)

    3) Keep innovating, but only to improve the experience not merely to do something different

    4) Using something other than a Cardback for a final reward could be cool

    5) A good solo mode needs a clear, reasonable demarcation point of mastery.

    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!




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