Pochi giorni fa Dean Ayala ha confermato su reddit che 12 carte sono assenti dal Draft quando in realtà dovrebbero esserci. Una prossima patch correggerà questo ed eventuali altri errori.
IskarHS ha scritto
Offering bonus should be the same as stated in previous patch notes. I'll look into it this morning, though we did test before we launched to make sure it was the same bonus Un'Goro had when it launched.
There are 12 cards missing from arena. This was a bug that has been fixed internally and will go out with a server patch sometime this week (unless something goes wrong). Whether or not something is 'draftable' is a checkbox in our editor. Very late in KFT development, when we published any change to a card that checkbox would become unchecked due to an editor bug. This has also been fixed so it should no longer occur.
As far as synergy picks go, it's only been a few days and we're still gathering feedback from here, our official forums, internally, and from our best arena players. We'll continue to monitor that and make whatever changes are necessary. We've been making small changes to the drafting process for quite some time now and will continue to do so. Appreciate all the feedback!
Si è parlato anche delle nuove sinergie in Arena. Diversi appassionati hanno comunicato il loro disappunto sia su questa novità, sia perché appaiono sottosviluppate e influenzano negativamente le strategie del draft, sia sul poco preavviso e poca trasparenza nel merito delle regole dell'Arena.
Nello stesso post di reddit è intervenuto anche Ben Brode che ha spiegato le motivazioni del team: l'idea che ogni cambiamento venga portato in live perfettamente testato è irrealistica, ed è necessario che sviluppatori e giocatori dialoghino in assenza di un clima di conflitto.
bbrode ha scritto
We do not deserve to be experimented on with severely underdeveloped ideas. Arena players deserve better.
With every new thing we add to the game, we learn from community feedback, and iterate. Community feedback is a critical part of the process, and the idea that we should only release perfect things that require no feedback is unrealistic.
We believe mixing the Arena experience up more frequently is better than leaving a single rule-set in place forever.
Regarding "synergy picks", one of the areas we think Arena is weak right now is the ability for players to feel really clever during the Arena drafting process. Often you pick cards that are individually powerful, but taking a card that is powerful given other cards you might see is very risky.
We've been experimenting with different prototypes to try and bring this level of gameplay to Arena, including paper printouts of Hearthstone cards so we can test without needing engineers to go in and change the whole system before we find out if a change is even fun.
It's been difficult to provide the ability for players to chase synergies (and to feel clever by doing so), while maintaining the "anything can happen" feel that makes Arena awesome. This was a first foray, and the community feedback will feed into our next iteration. We consider Arena, and hell, the entire game, to be a collaboration with the community.
I come to reddit every day. I love reading about and discussing Hearthstone, the development process, and how we can make things better together. I don't want our communities to have a "players vs developers" vibe. I want to work with players to make the game we all love to play even better.
Feedback is critical, but when it's delivered in a way that pits us against each other as factions, it is damaging. Let's work together!