Max McCall parla delle Provocazioni e delle carte con Carica
Max McCall ha recentemente risposto sul forum ufficiale ad alcune argomentazioni circa le carte caratterizzate da Carica e Provocazione.
Nello specifico, Max ha detto che le carte con Provocazione sono utilissime perché ci consentono di usare, al meglio, tanti altri nostri servitori che sono “protetti” dai nostri muri; per quanto riguarda le carte con carica Max le ha invece definite “problematiche” essendo queste estremamente pericolose data la loro predisposizione naturale alla strategia “one turn kill” (ovvero uccidere l’avversario in un turno anche se questo dispone di tantissimi punti vita)…specialmente per quanto riguarda i servitori che costano poco mana.
In futuro McCall ha promesso che vedremo molte più carte con Carica ma prima il team dovrà riuscire a trovare una giusta soluzione per evitare che queste creature non siano negative per l’esperienza di gioco.
In questo senso, Blizzard sta lavorando su creature con Carica il cui utilizzo sia più problematico o comunque “difficile”…ne sono un esempio i nuovi servitori Verrociclista di Tanaris, Verrociclista Borchiato e Varrociclista Capo.
Di seguito il messaggio ufficiale…cosa ne pensate community?
Neither taunt nor charge are inherently bad for Hearthstone.
Taunt is great. Taunt minions let players defend themselves and their other minions and add a lot of depth to direct minion combat.
Charge can be problematic, though. Minions’ ability to directly attack other minions means that a player who achieves control of the board early will tend to snowball their lead. When you control the board, you can arrange for minion trades that further cement your board control. Minions with charge are a useful tool for allowing players who have fallen behind on the board to catch up. Spells are a good way to catch people up as well, but cards like Stormwind Knight can kill a 3/2 and establish a board at the same time. Different ways to catch up when you’re behind gives the game more texture, and offers more strategic choices.
Charge becomes a problem for Hearthstone when you use it to kill your opponent out of nowhere in one turn. Playing Druid of the Claw as a 4/4 charge for 5 is good gameplay. Playing Bluegill Warrior, casting Power Overwhelming on it twice, then copying it with Faceless Manipulator to attack your opponent for 20 isn’t. In that example, charge is only a problem because of how efficient it makes converting minion buffs into direct damage. We could make more charge minions if we made minion buffs worse, but minion buffs have more design space than charge minions. Minion buffs are also fun and also enable you to catch up with weaker minions your opponent hasn’t gotten around to trading off yet.
Note that it’s specifically cheap charge minions that tend to cause problems, because they’re easier to combine with buffs and Faceless Manipulator. No one uses Reckless Rocketeer or King Krush for evil. We’re cautiously experimenting with more expensive charge minions that are harder to use in degenerate combos. The Hogriders in Mean Streets were the first example of this, and it’s reassuring to see that no one is using them to one-shot their opponents. We’ll do more charge stuff in the future as we figure out what’s safe.