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Patches Good for the Meta ("), Card-Draw RNG, and More 'Hearthstone' Weekly News in 'Touchstone' #78

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Patches Good for the Meta ("), Card-Draw RNG, and More 'Hearthstone' Weekly News in 'Touchstone' #78 Patches Good for the Meta ("), Card-Draw RNG, and More 'Hearthstone' Weekly News in 'Touchstone' #78

Patches Good for the Meta ("), Card-Draw RNG, and More 'Hearthstone' Weekly News in 'Touchstone' #78





Welcome one and all to another Touchstone Tavern, our weekly column on everything and anything Hearthstone [Free]. I hope you've been enjoying your holidays and your rest - if you've been lucky enough to have some of that. And, of course, I hope you've had the opportunity to play Hearthstone more than usual; if you have, then you've probably seen plenty of Pirate Warriors and, increasingly, our old friend, Mr. Midrange Shaman. As you can imagine, this past week (and a bit) hasn't been the most eventful in the world of Hearthstone, but there's still news to talk about and plenty of videos to watch. Without further ado, let's jump in then, shall we"

 
 
The Making of Mean Streets of Gadgetzan
If you want to learn more about the design process that brought us Gadgetzan, take a look at this story where designer Matt Place and art director Ben Thompson talk about the origins of this very entertaining expansion. They talk about how early in development the team had a very different concept better described as "cops and robbers." As the expansion evolved, it became all about the robbers side. The ideas for Jade Lotus came pretty early in development, with the Kabal coming later.

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In terms of mechanics, originally there were cost reductions to the three crime faction Legendaries, which would urge you to use cards from one family more. While thematically the idea was fun, they found it limited design space, so they shifted away. Instead, they made the Legendaries cheaper so they would see more play. The story goes on to provide all kinds of details on how Jade Golems came about, the hand-buff mechanic, and much more, and it's definitely worth a read.  
 
Misplays Rarely Punished in the Game
The writer of this story claims that unfortunately for the game, misplays are rarely punished, especially at higher levels. He believes that because of how static Hearthstone is - so dependent on minion-based combat - misplays are too easy to recover from. When a player misplays - or plays suboptimally - he usually still has a sufficiently-strong board position, which means for an opponent to take full advantage of a misplay, she needs to be able to clear the board and heal. Unfortunately,  there aren't many cards in the game that can do that. With healing and board clears uncommon, players can't really take advantage of misplays if the opponent has a strong board position at the time.
The only times when misplays are punished are during very close games, but those cases aren't that common. The writer believes part of the problem is the lack of cards that punish these kinds of misplays. We used to have Molten Giant, but the card has been nerfed. Apparently, the seed for this story was the writer watching Seatstory Cup and seeing plenty of misplays that kept going unpunished and also seeing players who didn't make any misplays actually losing to ones who did.
 
Pirate Warrior D...
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Source of news: Touch Arcade
Source of publication: 29-12-2016 03:29
visto: 2

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