What Was Lost Can Be Found Again Hearthstone

The land of Hearthstone in 2022: So many things at once

Deck of Lunacy card art
(Image credit: Blizzard)

The state of PC gaming

Hearthstone

(Prototype credit: Blizzard)

To kick off 2022, nosotros're taking a await at the major games, genres and platforms that make PC gaming to see where they're at as nosotros brainstorm a new year's day.

"The transformation from game to platform continues, and information technology looks like players will be spoiled for choice for some fourth dimension to come up—only don't expect the ride to be entirely smooth."

That is how last twelvemonth'southward State of Hearthstone wrapped upwardly, and in hindsight, I don't know if it was possible to brand a larger understatement. The changes that happened in 2021 were bigger than over the previous year, and considering 2020 included the add-on of a whole new class to the game… let's just say there'due south a lot to cover.

It's near incommunicable to speak nearly Hearthstone every bit a unmarried entity these days. When information technology comes to modes, it contains multitudes. It's a collectible card game, an autobattler, a dungeon-itch roguelike, and—as of this year—a Pokémon/gacha-inspired something. The listing goes on! I'm going to resist the urge to compile a complete We Didn't Start The Fire-style listing of everything you might accept missed last year, just there's just one place to start…

An important note

In June of 2021, the State of California sued Activision-Blizzard alleging the visitor's piece of work environment was discriminatory and rife with sexual harassment. The specifics were shocking, and in that location take been many stories corroborating the allegations, including additional details involving CEO Bobby Kotick himself.  Many current employees at Blizzard accept spoken up in support of their local teams and directly peers every bit the story has stayed in the public eye for six months and counting since the news broke. By comparison, even the huge Blitzchung incident, which made national TV news, but lasted for a few months in 2019.

The discrimination suit has too been a catalyst for a larger discussion on worker's rights, unionization, and cultural inclusion at studios. From a purely Hearthstone perspective, the initial filing happened during the pre-release hype cycle for the United in Stormwind expansion, while the Bobby Kotick allegations dropped during the equivalent period four months afterwards for the Fractured in Alterac Valley set up. I tin can only imagine how difficult it must be to stay focused on edifice momentum for your team's piece of work during that time.

And then, how is Hearthstone right now?

The proper noun Hearthstone yet evokes an almost eight-year-old collectible card game, but for a huge chunk of the player base it now primarily ways "the program I click to launch Battlegrounds". For a brief moment it looked like the new Mercenaries manner might exist a third major manner to play the game… but after the initial hype, it's increasingly unclear that there's a substantial audience for it. Certainly not in its current implementation.

Fascinatingly, this year nosotros have some data from the Firestone deck tracker developer which breaks down the games and hours played by mode.

Hours played by fashion, according to the 3rd party data app Firestone. (Image credit: Blizzard)

Alright, let's beginning with Standard

Since nosotros spoke in January 2021, the Archetype set was removed from Standard in one of the largest upheavals to the format e'er. It was replaced by the free Cadre set, which was loaded with returning cards from older sets, brand new creations, and some staples that were bafflingly kept around—I'k talking to y'all, Shadowstep—while other cards that seemed impossible to alive without like Shield Block, Savage Roar, and my beloved Voidwalker, got cut. (Flame Imp without Void Walker is like peanut butter minus the jelly, only with more ichor.) Overall, the movement was well-received. Getting rid of crusty old cards and replacing them with new stuff, while also making the game cheaper? Nosotros have those.

This year's expansions had to fill the power vacuum left by the Year of the Dragon, only instead of going for more than splashy carte generation, the approach was instead to push efficiency. Starting with Forged in the Barrens, cards were more aggressively priced than we've seen in the past, with the gear up non including a single card over 8 Mana. The Barrens meta was heavy on grindy value, but the groundwork was laid for a future world of hyper-efficient card draw and fast kills from hand. That future arrived with United in Stormwind.

Stormwind brought the return of Quests simply with a twist. Now called Questlines, these cards rewarded their players with bonuses at multiple steps on the manner to a final game-shattering reward. Prior quest cycles were much patchier in terms of ability, with the notable exception of  The Caverns Below, which had to be nerfed twice. This fourth dimension effectually, the quest cards divers the meta. And that meta was well-nigh speed, giant combos, and games ending with players sighing: "Oh, guess I'm expressionless."

The ability of the game felt pushed to the brink and combo decks built effectually effects similar Stealer of Souls broke some of Hearthstone'due south about cardinal rules regarding Mana, even without including the Warlock Quest.

The contrast from Barrens' plodding environment was jarring and players who preferred slower games of a sudden institute themselves without a home. Others found themselves loving the plentiful draw and effective win weather in every course, with the hilarious exception of Priest. (That was me. I'm "other players".) I can't remember a meta quite equally polarized as Stormwind and I'm not only talking about the matchup percentages. The discourse around Standard became emotionally charged.

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There was a seemingly endless fence effectually what qualified as a 'command' deck' and if slower strategies would ever be good once more—ignoring that mere weeks prior Command Priest was a dominant deck in Barrens. And that deck generated as many complaints equally information technology did copies of Soul Mirror.

Control clearly ways dissimilar things to dissimilar players, merely to summarize the complaints virtually Stormwind: games were likewise fast for some and reactive tools were not reliable plenty to prevent dying to combo. Consequently, each remainder patch was aimed to wearisome things down and many of these were successful, specially when combined with the defensive and anti-spell tools that came with Fractured in Alterac Valley. That release, plus some post-launch nerfs, looked like it was going to evangelize the promised state of slower games with less obnoxious combo kills and many praised the meta for its deck diversity.

So people found out about Rogue. Whoops.

(Prototype credit: Blizzard)

The current meta is warped badly around the Rogue class and high fable is hard to savor at the moment with the sheer density of 0-Mana Wildpaw Gnolls, sequential Cloak of Shadows turns, and enormous impairment from hand. Nevertheless, Alterac was super fun before the meta narrowed, so hopefully solutions won't exist hard for the blueprint team to notice and implement in the confirmed January 25th patch.

Battlegrounds is Hearthstone'southward biggest allure

There is a very real possibility that this is Hearthstone's main way for the foreseeable futurity. Battlegrounds is incredibly popular, dominates Twitch viewership, and is notwithstanding nowhere near the money maker that Standard is—despite the increasing prevalence of paid cosmetics. The shop is brimming with hero skins to the point of excess, although I will allow Pet Salon Bigglesworth.

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2021 saw Battlegrounds evolve, receiving a massive overhaul intended as a functional equivalent to the Standard rotation. In August of last year, lxx minions changed and several entirely new mechanics were introduced. New systems accept been implemented as well, including a 15-impairment cap until someone in the anteroom dies, a brilliant variable armor system that allows for heroes to be dynamically adapted based on their current functioning, and… Diablo. Expect, what?

Yes, believe it or not, Diablo joined up with Battlegrounds. At first, the big cherry boi was little more than a meme. High-MMR streamers commented that his initial implementation was so underpowered that it was similar picking from three heroes rather than four. Later a buff… he was OK! And then they buffed him again and all hell bankrupt loose. He was so powerful and and then prominent in games that Diablo ended up existence removed a mere month later on his introduction. He hadn't made a lot of friends.

The Battlegrounds team has tested ideas and pushed the boundaries of power much similar the constructed team, though absolutely it doesn't seem like the resources were nowadays to react quickly to the outliers that popped up this twelvemonth. Multiple designers have been hired, so this might all the same be a work in progress, and resources are finally being allocated to Battlegrounds esports. Official competitions will be held in 2022 nether the Battlegrounds: Anteroom Legends banner, with invitations determined purely past ladder ranking. Even if information technology isn't a banker for Blizzard, Battlegrounds' hereafter looks very vivid. Which is more than can be said for the newest style on the cake.

Images from Hearthstone's Mercenaries mode.

(Image credit: Blizzard)

Has Mercenaries vanished?

Back in September I called it a masterclass in how non to denote a mode, but followed up with some more positive impressions after launch, fifty-fifty going so far as to compare it to mac 'north' cheese (subsequently a heated culinary debate with the editor). Mercs seemed like it might be a fun distraction for many and a dizzyingly deep competitive pursuit for some.

What I didn't run into coming was the game'south very structure fighting back against its players. Fully unlocking and leveling characters felt like it was intended to be a slow procedure gated behind randomly rolled daily tasks–merely hunting for these tasks on PvE maps proved a mind-numbing endgame. The choice was clear: spend hours grinding the aforementioned Air Elemental maps to level your party or struggle to keep upwards.

Screenshot from Hearthstone's Mercenaries spinoff mode.

(Image credit: Blizzard)

The competitive meta that emerged for those players who could be bothered was quite complex and many early on tournaments showcased the skill inherent in the mode. Simply there's never been a bigger disconnect between seeing a cool comp and getting to play information technology yourself in terms of fourth dimension (or money) commitment. Not to mention that you take to start all over with new Mercs whenever they're released. There was some initial acknowledgement of the problem by Blizzard, simply since then official advice has been express and interest for the mode looks to have evaporated.

It's worth noting that in the unofficial Mercenaries discord, lead programmer Paul Nguyen routinely engages with players and shares insights on what'southward to come up. Clearly, substantial iteration volition have time, but information technology's also easy to imagine how quickly this kind of project might be written off if it were an indie game without the Blizzard tag. Personally, the most frustrating thing is how enjoyable PvP is simply how hard it is to go to the point of being competitive. It most feels similar the core gameplay and levelling construction were developed by different teams. It's also hard to ignore that Battlegrounds has carried the 'beta' moniker for nigh ii years despite its robust gameplay, while Mercenaries was considered fully broiled right away. Was it based on the team's confidence? Or was it due to the demand for Mercs to sell pre-orders and packs immediately?

Hearthstone Duels

(Epitome credit: Blizzard)

Is there anything else to cover?

Yes. But to be frank, I'thousand way past the discussion count. These are the headlines, though:

  • Hearthstone Esports is transforming. Last year, I wrote that respected producer Abar had left due to Hearthstone outsourcing the product of its competitions. But he's back as the new managing director of the entire program and has already put changes in move, including the consummate elimination of Hearthstone Grandmasters for a more open path to the World Championship. Esports under his spotter is much more transparent than it has been in prior years, and hopefully 2022 will transform a plan in desperate need of free energy since the disastrous switch to YouTube from Twitch.
  • Duels: Slowly edifice steam. There's not much physical news to share, but Duels as a fashion has garnered grassroots back up for a bunch of reasons: the paywalls around hero powers and signature treasures were removed, streamers like RegisKillbin started playing, and the gameplay is really fun! The FireStone data shows this as the third virtually popular mode in the game. I was surprised besides.
  • Wild: Past the bespeak of no return? If you idea this year had stiff cards in Standard, you wouldn't believe what happened in Wild. Stealer of Souls brought the first ever ban to the format and and then Stormwind broke things in half with the Questlines. The Demon Seed was the recipient of the next ban, but the format is perennially busted. As an case, Reno Jackson is now considered too irksome to be viable. Yeah. And that'southward not even considering the concerns of high-level players nearly the rise of "animation cheaters" playing Ignite Mage. It's unclear how widespread the problem is, just I know that multiple players accept hit rank 1 legend with the exploit. It'due south crazy to run into in action.

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  • Arena: An unknown future. Normally, I wouldn't even mention Arena, which is a commentary on the mode in and of itself. Alas, it was recently revealed that all the balance micro-adjustments in loonshit were handled past a unmarried data scientist, Tian Ding, who has since left the company. Information technology'due south fair to say that does not bode well for the short of midterm future of the unloved draft style.
  • Customs team levels up. Multiple notable members from the Hearthstone scene have been hired to the community team, including Brine Layke and DeckTech, as well as promoting tenured Blizzard folks like Celso O'Donnell. Last year we noted how the devs were ramping up communication, and that trend has continued. Alkali specifically has fabricated major strides in community education on content cosmos and inclusivity exterior of major established streamers who already had the visibility. It's been a jiff of fresh air!

United in Stormwind announcement cards

(Image credit: Blizzard)

And then what's next?

This is the difficult role. Nosotros've been through ii years of Hearthstone transforming at a breakneck pace. Is it even possible to predict anymore? In a way, nosotros already know. The team has made multiple comments maxim that 2022 is focused on sustainability. Of course there will notwithstanding be cool stuff, but instead of multiple new game modes in a 12-month period, we're more likely to go upgrades to what we have. Frankly, it'southward most time the client gets some honey.

As for the new sets, I suspect this year will see a render to three disconnected themes rather than an overarching story. We're due for some goofy Hearthstone whimsy, and it's been a while since we've had a chilling set as well! My guess is that it's fourth dimension to finally make Undead a tribal type and give u.s.a. a gear up based on the Forsaken. Sylvanas is certainly overdue for a render to constructed.

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New features are what I'k most excited about, since the team has alluded to all sorts of options that they're thinking nearly adding to the game. In-client tournament mode sounds like it's back on the menu finally, and even though I'thousand skeptical that it will make it into the game whatever time soon, I tin dream about being able to pick and ban without using a crappy third-party website. Will they revamp the collection screen? Can we choose which quests we desire based on the modes we play? Is it finally time for auto-squelch?!

We'll see what comes next, merely hopefully we'll be able to look back on 2022 and say that instead of doing more, Hearthstone did amend.

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Source: https://www.pcgamer.com/the-state-of-hearthstone-in-2022-so-many-things-at-once/

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