Following the last nerfs that arrived on the night of January 9th to 10th in Hearthstone, the community asked questions to Dean Ayala, a member of Team 5.
Why not nerf the Face Warrior and/or the Resurrect Priest?
Face Hunter and Priest have both been very popular and rather successful from about rank 10 and down. Rank 10 to Legend don’t see very much success from either deck.
The reason we chose not to make changes to Priest or Hunter in this patch was not because players at those ranks don’t matter, it’s because we generally see a trickle down effect on the meta that starts in Legend and moves down to rank 17-18. We’d expect the population of both those decks to decrease as players experiment with new decks.
Face Hunter is generally popular at lower ranks because it’s a fairly low cost deck. RIght now it’s weak to a lot of the Shaman, Rogue, and Warlock strategies out there and I imagine that will still be true after the nerfs to those decks. If Face Hunter still continues to be super high population after after 16.2 has been out for a bit it’s likely we would address that deck in some way that makes for a more varied experience.
Edit: I flubbed the matchup data, I was referring to Rezz Priest win rates when mentioning its matchups with Rogue, Shaman, and Warlock. Would still expect the population of Hunter to go down as decks like Pirate Warrior and Galakrond Warrior rise up in population at lower ranks. (Source)
Does Pirate Warrior really need a nerf?
I think under the normal circumstances in Hearthstone history, maybe not.
The influx of card changes this expansion has a little to do with those cards being quite powerful, but it’s mostly that we wanted to try a different approach to the cadence we make card changes.
The changes I feel were absolutely necessary this expansion were the ones to Galakrond Shaman. It was really the only archetype that was at a power level unacceptable under any past circumstance. Even after the first round of changes, there turned out to be an undiscovered deck that played a little slower and was even more powerful than the version being used during the first couple weeks. During playtesting, we honestly just thought that Galakrond Shaman was an incredibly fun deck to play and wanted to push it to a level where it would be considered one of the more powerful decks. We pushed too far, it happens.
As far as the rest of the changes, I think in the past we would have waited a little longer to take action. There are some advantages and disadvantages to waiting. One of the advantages is that the fewer changes you make, the more I think players are motivated to deckbuild and create new solutions rather than depend on us to make balance changes to things that might appear to be slightly out of line. In general, it’s probably healthier for the game if your first reaction to a powerful strategy is to try and find ways to beat it rather than join along and ride the wave because investing time into finding alternatives is undermined by constant changes.
One of the core disadvantages is that change happens less frequently. If there is something that frustrates you, maybe you can play a different strategy but maybe you don’t enjoy that strategy as much. Maybe you don’t own the cards for it. Maybe your favorite class is just weak to whatever the popular deck is and you don’t get to play it. Some of these things are very hard to avoid, but a faster rate of change makes it so you are less likely to be frustrated by a particular thing for too long. Change can be fun. Expansions aren’t just fun for players with the new cards, they can be fun for players playing old strategies too because the meta environment totally changes.
So, why are we trying something different? Some of it has to do with research. We dug through a bunch of data trying to find out what the behavior of players is when they have a strategy they play get nerfed. I think it’s pretty reasonable to assume that a dedicated Shaman player might see a large decrease in play if their deck is nerfed in a way that makes them less excited to play it. It turns out, data hasn’t really backed up that theory in a way we might have expected. We’ve done this kind of research in the past, but as Garrosh might say, times change.
Of course, we’ve just started on a track to a different strategy. It’s possible we’ll find that over time increasing the cadence of change fatigues players in a way we would only find out after sticking to the strategy for a longer period. It’s possible that because we’re opting to change more cards more often, we’ll end up changing cards players didn’t think needed changes at a rate that makes people unhappy. We look to the audience for feedback on that, so let us know! (Source)
Why did you bring back Dragonmaw Poacher in Arena?
It's a bug introduced with the new patch. I think Keaton may have already fixed it internally but we have to coordinate with the team to deploy the fix to you all. It's a server side change so it shouldn't be too long, will check in the morning. (Source)