In seinen Tweets zu diesem Thema ging dieser Mitarbeiter von Blizzard Entertainment auf mehrere Aspekte dieses Formats ein und äußerte sich unter anderem dazu, wie die Pläne der Entwickler für diesen Spielmodus aussehen, wie sie auf das Feedback der Spieler reagieren und welche Deckarten sie im Moment wegen ihrer überdurchschnittlich hohen Spielstärke ganz genau im Auge behalten. Wer keine Lust hat den Twitter-Account dieses Entwicklers nach den entsprechenden Tweet abzusuchen, der findet folgend praktischerweise eine Zusammenfassung der interessantesten Aussagen von Dean Ayala.
Die interessantesten Aussagen des Entwicklers: Es gibt aktuell keine Pläne für Spielbalanceänderungen im Wilden Format. Das Team möchte sehen, wie sich die erste Erweiterung des Jahres 2020 auf das Wilde Format auswirkt. Danach denken sie über konkrete Änderungen nach. Wenn die Spielerschaft sich bestimmte Anpassungen wünscht, dann würden die Entwickler diesen Forderungen nachkommen. Im Wilden Format sollen die Spieler ihre favorisierten Decks solange verwenden können, bis sie die Lust daran verlieren. Einige wenige Karten wie beispielsweise SN1P-SN4P oder Barnes überschritten eine eindeutige Grenze. Die Entwickler haben keine Probleme damit notwendige Nerfs zu veröffentlichen. Es gibt allerdings keine festen Regeln dafür, wann eine Karte die Grenze überschreitet. Das Team hält aktuell mehrere Decks im Wilden Format ganz genau im Auge. Dabei handelt es sich um Darkest Hour Lock, Quest Mage, Secret Mage und Mech Paladin .
Of all decks, I think Darkest Hour Lock, Quest Mage, Secret Mage, and Mech Paladin are the ones we look closest at. (Quelle) Darkest Hour and Mech Paladin because they create the most early/mid game states that feel impossible to overcome. (Quelle) Quest Mage because of vast population size and the feeling that it invalidates grindy control archetypes Wild players tend to enjoy playing. (Quelle) And Quest Mage because of a strong population and power level that could drive it to be more populous over time. (Quelle) In our current thoughts, none of these decks have crossed the line to the point where we feel the need to step in and adjust them, though we do certainly talk about and evaluate them as time goes by. (Quelle)
Dear Team 5 dev (@IksarHS @Celestalon @Chris_Attalus @Songbird_HS)please, I beg you: do something for Wild players! You are doing an amazing job with HS & BG, please don’t forget about us! No plans for balance changes in Wild. Wild is always going to be a place where very slow control decks have a hard time with extreme power combos that utilize all cards in Hearthstone history. Quest Mage is one example of this but there are many others. (Quelle) Wild balance changes are mostly reserved for extreme unfun power swings in early/mid game or an archetype that appears that is considerably more powerful than all others. (Quelle)
One thing that I don’t understand is, why you’re so strict about Blizzard’s philosophy around Wild, when almost like 99% of the actual Wild players are begging you for some nerfs to make other cards more visible. Nothing against you, I love what you do, but #WildNeedsNerfs. If we believed 99% of Wild players wanted something, we would act on it. The reality is there is nothing ever close to being that agreed upon. I think different forms of media can be echo chambers for a particular desire, but they aren’t always representative of the playerbase. (Quelle)
Hmm, interesting, thanks for your thoughts. I just gave up a long time ago asking for changes regarding Wild, because I know I just can’t do anything to prove that some interactions are really annoying and unfair – as one person on twitter. (As I know your desires for Wild bal.) The spirit of Wild is that it’s the place you can go to enjoy whatever deck you love most for as long as you want. Standard is a place where metas shift more rapidly and set rotation shakes up the cards available to force change. (Quelle) I imagine there are probably Wild players out there that would enjoy meta shifts and shakeups more often as well as Standard players who wish they wouldn’t have to swap decks as often to be competitive. (Quelle) Our hope is that we can stay true to the spirit of each format while addressing the outliers in Wild like Sea Witch, SN1P, Barnes, etc. It’s totally possible Quest Mage crosses the threshold of being one of those outliers, it’s just not something we have plans for right now. (Quelle) I wish I could give you some ruleset of guideline to follow of when that line will be crossed, but it’s something we’ll have to feel out over time. Population size, power level, and community feedback all play a role in that. (Quelle)
Imo I feel that others (and even my frustrations) at times come from wanting to be able to use old cards but not be as burdened by the god tier strategies that constantly destroy. I think a third format that utilizes a restricted card pool might help alleviate some frustrations. If the goal is to be able to use old cards but not run into very powerful synergistic decks then I would agree Wild is probably not the ideal environment for that. Have you heard of any rotating format ideas you liked a lot? (Quelle)
hey dean, could you elaborate a bit more now that we’re on this topic, esp. regarding quest mage? china has a much larger wild playerbase than the rest of the world combined, and quest mage is one of the most frequent topics on chinese hs forums I mentioned this some other places, but I’m just referring to plans we have made for the near future. We’d like to see how the first expansion of the year shakes out before re-evaluating Wild. (Quelle) I hate making black and white statements because opinions can always change. However, our stance on Wild is that it is not a place where consistent balance changes are likely to happen. (Quelle) Part of the identity of Wild is that it’s a place where you are generally more safe from a constantly fluctuating meta environment like Standarad can be at times. (Quelle) Of all decks, I think Darkest Hour Lock, Quest Mage, Secret Mage, and Mech Paladin are the ones we look closest at. (Quelle) Darkest Hour and Mech Paladin because they create the most early/mid game states that feel impossible to overcome. (Quelle) Quest Mage because of vast population size and the feeling that it invalidates grindy control archetypes Wild players tend to enjoy playing. (Quelle) And Quest Mage because of a strong population and power level that could drive it to be more populous over time. (Quelle) In our current thoughts, none of these decks have crossed the line to the point where we feel the need to step in and adjust them, though we do certainly talk about and evaluate them as time goes by. (Quelle)