HEARTHSTONE: TEAM 5

in #games6 years ago (edited)

IGN: Last year was all about having a special type of legendary for every
class in each set. We had quests, weapons and Death Knights

The Angry Chicken podcast that the team were actually origin
ally discussing having a monster card in every class for this set

There were a number of different designs in that space but as we explored LadyinWhite-PrinceLiam-720x515.jpg

IGN: Do you think that it would have also been hard to communicate that theme to players? It's a bit subtler than “every class gets a quest

IGN: Oh okay. Interestin

Peter Whalen

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First set, you have a lot of room to explore because so many cards just left the Standard environment. There are fewer
Wild, as a whole, is a much safer place for these kinds of interactions
There's just more powerful answers that exist and more powerful proactive strategies

Dean Ayala

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A lot of the dragons are rotating from BRM
a really strong card like Drakonid Operative and let it play out until rotation happenscard like Drakonid Operative for
dragons
but in cases like that, we can take little bit more risk with the decks that are already

Peter Whalen

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From a game balance perspective Just because when you think of things for the second set and the third set of the year
You can look at the meta report and maybe there's the top five decks already very powerful
Only in the sense that we play a lot - a lot of games

Dean Ayala

Szikei-the-Serpent_Iteration-300x417.jpg

Genn actually was in Old Gods a long, long time ago with a totally different design
Heroes and so we piggybacked on that voice session and recorded some lines and did some cool stuffI think it went between a charge guy and a taunt guy

Peter Whalen

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anymore, but they were very much in that space - powerful Hero cards with cool Hero Powers
draw your cool card, your deck is awesome Your deck has a pretty bad curve
Okay, what's the thing that you always have
So if you have a bunch of odd cost cards

Dean Ayala

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That's something that we try to be really careful with
won or lost based on the fact that you drew
Having cards that are good at different times in the game
based on whether or not you drew this card
We just have to make it feel like the rest of the game

Peter Whalen

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I think if people are using the Hero Power every turn
When you have just a few of these archetypes that are Odd and Even cost decks
The goal with those was to shore up either the side lot more interesting upside for
Old Gods a long, long time ago with a totally different design