GamesBeat: Was it difficult to find a way to get these new basic demon hunter cards to players? I know that was always the question that was raised when people talked about new classes: Are people going to buy Classic packs again and get all these duplicates? How did you settle on the delivery service that you came up with?

Lee: In terms of how players get them, the first thing we wanted to make sure of was that getting the demon hunter hunter class would be free. Introducing a new class to the game, we want that class to be played, obviously. We want people to have fun and get into the action immediately. Having a barrier, a financial barrier to entry is the worst thing in that case. It also just means that if you want to play this new character, you have to fork over either a lot of time or money or whatever may be the case, and we didn’t want that. We wanted demon hunter to be impactful, be big, be fun, be something players can log into the game and get access to as soon as possible. But we wanted to do a little bit of training and explanation about who demon hunters are and what their abilities are and how they work. I very much believe in learning by playing. As a team we definitely do.

Over the years the team’s made some great interesting single-player content, so we wanted to take some of that and bend it to both teach about the character, about the lore, and about the mechanics. We created this demon hunter prologue story where you play through these four missions against various characters from Illidan’s past. You learn about his journey from being a mage into becoming a demon hunter. You get to play different demon hunter cards and use different demon hunter abilities as you go through. And at the end of it you unlock a fully playable demon hunter deck where you’ll be able to jump into the game as soon as Ashes of Outlands launches on April 7. Again, I think we’re really happy with the experience. The demon hunter prologue has just gone live 40 minutes ago, so players are already playing through that now. We’re seeing a huge amount of people playing it already, which is great. They’ll be able to unlock it and play demon hunter on private firesides this weekend. Then they’ll be able to play it next week in the game.

Aggressive decisions

GamesBeat: Compared to something like mage, where there are just tons of mages in Warcraft lore, there aren’t necessarily a ton of demon hunters that we know about through  World of Warcraft. Does that make finding characters to base cards on more difficult?

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Lee: Yes and no. We want to do a mixture, always. We want to create new characters ourselves, and we want to use the Warcraft license and bring characters to the forefront. Kayn Sunfury is an example of that. He’s one of the more well-known demon hunters in World of Warcraft, and we wanted to give him a really awesome card. He’s one of the first Charge minions we’ve introduced in the game in a while. He does ignore taunt. But only while he’s on the board. But on the flip side of that we wanted to introduce our own things, like Furious Felfin, which is a murloc demon hunter. He’s just a normal minion, but you can apply that to legendary cards in the future. There will be some new, some old, and just some different takes that the team wanted to have on what they think demon hunter characters can be.

Above: Kayn Sunfury.

Image Credit: Blizzard

GamesBeat: It’s funny that you brought up Kayn, because I was going to ask about that card specifically. Does printing this card, after shying away from Charge so much in the past few years — does this make the team a little nervous?

Lee: Not really? It makes us excited. There’s a right time and a place for Charge. On neutral minions it probably isn’t the right place. Leeroy Jenkins is an example. He was so prevalent in the game that it was to a point where it was frustrating to play against him. When you think about the pain points that players have in the game, losing is probably one of the biggest, if one of the biggest pain points that players have. You remember the cards that end the game, that you lose to, and they create a positive feeling for the winner, but they definitely create negative feelings for the loser. And Leeroy is probably responsible for players losing more games than any other card in Hearthstone’s history. It’s a high powered neutral Charge card. It also kind of — the familiarity and the prevalence of that leads to player frustration and unhappiness as well.

If Leeroy was a class-based card in one of the classes that we want to be doing that kind of gameplay, he would be super-fine. But unfortunately he’s neutral, and the same can be said for things like Mountain Giant. They’re win conditions, and neutral win conditions are OK sometimes, but we generally would want them to lean more toward being a neutral card that plays one or two classes, rather than just being ubiquitous for every class. Kayn Sunfury is a demon hunter-only card. Demon hunter, one of their big things is going face, dealing damage, trying to get your opponent down as quickly as possible. He fits into their kit. He fits into their identity, like King Krush lives in hunter. We’re fine with him being there. You can play it in a one-of deck. We feel good about that space for Charge cards. But having tons of neutral minions that players can play with and go face straightaway, that’s not really where we want the game to be.

GamesBeat: Was it difficult to pick which demon hunter cards were going in the basic set and which ones would be available through the expansion?

Lee: Not really, to be honest? One thing we’re looking to do in the future is look back at demon hunter and figure out what’s right for it in the future. For now we have the demon hunter initiate set, which is tied to Year of the Dragon, to rotate out on purpose and bring their power level back to the same as all of the other cards at next year’s rotation point. We also wanted to make sure we gave people good starting building blocks for being free. Next year we have to re-address which cards should remain in demon hunter, which is something we’re happy to do.

Launching a new class is a very unknown quantity for us. We have a great set design team who’ve worked very hard on this, and a QA team that’s done tons of testing on it. But when you put the game in the hands of millions of people, in the first hours of demon hunter being played, the amount of games will probably be tens of thousands of times the amount that we can test internally over a lengthy period of time, just due to the volume of players that Hearthstone has. You can’t compete with that testing at any duration. The team tried their best and I’m proud of the work they do, but when you have that volume of testing and players, you just can’t predict what they’re going to do and what they’re going to try. We’re going to look at the data that we get over the year from the different demon hunter cards and make the right decisions based on that, as to what will make up demon hunter’s future as well. We’re happy to be flexible, basically.

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