Hearthstone: Einige Klassenkarten werden aus der Arena entfernt

Hearthstone: Einige Klassenkarten werden aus der Arena entfernt
Hearthstone: Einige Klassenkarten werden aus der Arena entfernt
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Wer sich einmal ein wenig genauer mit der in Hearthstone: Heroes of Warcraft vorhandenen Arena beschäftigt, der wird relativ schnell feststellen, dass es in diesem Spielmodus im Moment einige Helden und Karten gibt, die beinahe immer von Spielern ausgewählt werden und im Grunde einfach besser als die angebotenen Alternativen sind. Um dieses Ungleichgewicht zwischen den Helden und den verschiedenen Karten in der Arena endlich zu beheben, haben die Entwickler von Hearthstone im Verlauf des heutigen Abends nun einige umfangreiche Anpassungen für die Arena vorgestellt, die mit einem zukünftigen Patch für dieses Kartenspiel erscheinen sollen.

Dabei überarbeiten die Entwickler dann allerdings weder die Mechaniken noch die Funktionsweise dieses Features, sondern sie möchten laut ihrer Ankündigung mit diesem kommenden Update insgesamt 45 Klassenkarten aus dem Draft der Arena entfernen, die ab diesem Zeitpunkt dann nicht mehr länger bei der Zusammenstellung eines Arenadecks auftauchen können werden. Während der Magier und der Schurke aufgrund ihrer Spielstärke in diesem Modus durch diese Änderung beide jeweils einige nützliche und spielstarke Klassenkarten verlieren, so entfernen die Entwickler beider jeder anderen Klasse außer dem Paladin dann nur Klassenkarten, die aktuell sehr schwach sind und beim Draft häufig nur einen Platz verschwenden.

In folgendem Artikel der Entwickler könnt ihr euch durchlesen, welche Klassenkarten in der Zukunft aus dem Draft der Arena verschwinden.

 

Hearthside Chat: Upcoming Arena Changes with Dean Ayala

There’s been a lot of internal and public discussion regarding the state of Arena recently. Today, I’d like to share what the Hearthstone team’s goals are for Arena and shed some additional light on where our overall focus is for the future.

Hearthstone has four major game modes right now: Constructed, Arena, Solo Adventures, and Tavern Brawl. One goal we have for Arena is that we want it to feel meaningfully different from any other way you might play Hearthstone. I think we’re hitting that goal now, but it’s important for us to keep that in mind when thinking about future changes. Variety among all game modes is important to us, but an equally important goal is to have a wide range of experiences within each game mode.

This is an area where we feel Arena has some room for improvement. When you first enter Arena and are offered the choice of three different classes, our goal is that you can look at those choices and choose any class without feeling disadvantaged because of their difference in power level.

Most of the feedback we’ve received on Arena is centered around class balance. For the last few content releases, Mage and Rogue have bounced back and forth as the top two most played and most powerful classes. Paladin has been in a tier by itself below Mage and Rogue, while the last five classes have done some shifting around in a tier below these three.

So what are some ways we can address Arena balance? Tools that we have available immediately involve removing cards from Arena completely—C’Thun-synergy cards and Purify are examples of this. We’d like to avoid removing strong spells and weapons from the Arena, because they add to a lot of the unpredictability and excitement surrounding the possibilities outside the current board state. We’d also like to avoid removing iconic cards, since they are generally versatile and familiar tools to veteran and new Arena players alike. Additionally, we can remove lower-performing cards in order to make room for a class’ more commonly utilized cards to show up more often in your Arena draft.

With those things in mind, we will be removing the following cards from the Arena draft in an upcoming patch:

Mage

  • Forgotten Torch
  • Snowchugger
  • Faceless Summoner

 

Rogue

  • Goblin Auto Barber
  • Undercity Valiant

 

Paladin

– No changes

 

Shaman

  • Vitality Totem
  • Dust Devil
  • Totemic Might
  • Ancestral Healing
  • Dunemaul Shaman
  • Windspeaker

 

Warlock

  • Anima Golem
  • Sacrificial Pact
  • Curse of Rafaam
  • Sense Demons
  • Void Crusher
  • Reliquary Seeker
  • Succubus

 

Druid

  • Savagery
  • Poison Seeds
  • Soul of the Forest
  • Mark of Nature
  • Tree of Life
  • Astral Communion

 

Warrior

  • Warsong Commander
  • Bolster
  • Charge
  • Bouncing Blade
  • Axe Flinger
  • Rampage
  • Ogre Warmaul

 

Hunter

  • Starving Buzzard
  • Call Pet
  • Timber Wolf
  • Cobra Shot
  • Lock and Load
  • Dart Trap
  • Snipe

 

Priest

  • Mind Blast
  • Shadowbomber
  • Lightwell
  • Power Word: Glory
  • Confuse
  • Convert
  • Inner Fire

 

We’re looking to develop additional solutions to balance Arena as well, such as the ability to adjust the rate that individual cards show up in your draft depending on a designer input value. If we pursue that route, there is still the matter of deciding on the best way to go about using that tool to achieve balance for each of the nine classes and still have Arena feel fun and different each run.

Drafting by card rarity is another discussion that we’ve been hearing a lot. If it’s a matter of balance, we’re fairly confident the ability to adjust the “weights” of cards available can solve that.

We think Arena is a fun environment that could use some overall balance tuning. We hope the above changes will help to address that, and we will be monitoring the Arena closely to see the impact of these changes. We also need your feedback to help us ensure that the Arena remains enjoyable for years to come, so let us know your thoughts!

 

 

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1 Comment

  1. Mage, Rogue, Paladin und dann „the last five classes“. Offziell ist also der Priester nicht im Spiel. Man hat das Problem erkannt.

    Die Veränderung ist aber völlig unerwartet und ziemlich genial. Kripp wird sich einscheißen vor Glück.

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