Any ideas what this not-random bug was? How was the game selecting which players would be offered which heroes?
To be fair, we bring up years-old Hearthstone quotes to declare that we agree with them, which is the exact opposite to cancelling people over careless statements on social media that we disagree with. We agree that Hearthstone should be "fun and interactive", and are disappointed that the preponderance of face-damage spells, unstoppable early aggro boards, and game-ending quests has made the game less so.
I feared this meta and the utter shafting of the control archetype before the set released, based on the strength of the non-interactive questlines. Consider:
- Warlock: All self-damage now burns the opponent's face instead.
- Mage: +3 spell damage to burn the opponent's face
- Shaman: Double all face-burning spells and obscenely boost your hero's windfury attacks to smash the opponent's face
- Hunter: Constantly refresh your free hero power; sure you could use it to clear minions, but why do that when you can just burn the opponent's face
- Druid: Copy Guff and keep attacking the opponent's face
- Demon Hunter: Make your draws cheaper to more easily pull off your Il'gynoth OTK and wreck the opponent's face
- Priest: Control can do nothing against this before you inevitably draw a card that effectively says "Deal infinite damage to the opponent's face".
Blizzard could have designed more of the questlines to help you control the board and improve your survivability without incentivising pure face damage. Instead, control decks have to sit there helplessly until their face gets burned off. Control against any of the above questlines is pretty much an automatic loss, and it's the exact opposite of "fun and interactive".
"We have plans to introduce new archetypes, some of which will definitely be non-aggro"
"some of which"... implying most of the new archetypes are not non-aggro. Would be disappointing if so - aggro has already enjoyed dominance for much of Hearthstone's history while being further incentivized as a faster way to climb the ladder. I'd love to play cool, expensive cards but it's hardly possible when games tend to end by turn 5, especially in Wild. Please, Dean, let's make ALL of the new archetypes non-aggro!
What a delightful counter to Mecha'thun Warlock (in Wild) - play their Cataclysm and return them a hand of 0 cards!