The Grand Tournament: Hearthstone, Power Creep,
and Why You Shouldn’t Worry (For Now)
Perspective
My last Perspectives piece was
decidedly too not-about card games, so I’m back here today to rectify that. So
welcome to another surprise piece here on The Impact Factor! Don’t get too used
to these mega-content weeks. I’m usually a pretty busy graduate student I
swear.
This past Friday, August 14th,
Blizzard hosted a stream showing off a bunch of the new cards we can expect when
Hearthstone’s next expansion launches
later this month. The stream was shortly followed by a massive image dump on
the Hearthstone Facebook page in
which all of the set’s cards were revealed. As a huge fan of Hearthstone this got me super excited. There’s nothing quite as great as going through each
and every card from a new expansion, reading the card text, seeing where it
might fit into competitive play, and attempting to understand the design
philosophy behind it. Overall, I’d say people were pretty happy with what was
shown. There had been a lot of talk since we first started seeing new cards
from The Grand Tournament that the expansion was pretty weak. While I disagreed
and saw plenty of potential in a good handful of cards, I can understand where
some of the complaints come from.
Balancing the power level of
new cards in competitive card games like Hearthstone
can be quite challenging. You want to incentivize your players to buy-in, and
one of the easiest ways to do that is makig super powerful cards. At the same
time, though, you need to balance just how powerful these new cards can be in
the context of the existing card pool. Making old cards obsolete because they
are strictly less powerful than new ones can push older or more invested
players away from the game. It cheapens the investment they’ve made and can
come off as a money grab. This tension is not so easily resolved. Of the many
card games I’ve played, none have found the perfect way to add new powerful
cards while maintaining the full power level of older ones.
So, what usually happens in
these card games is a thing called “power creep.” Power creep is a phenomenon
in collectible card games that arises due to this tension, resulting in new
cards that are generally more powerful than cards released previously. The
longer a game is around its cards will gradually become more and more powerful, to
the point where cards that were once staples (used all the time in competitive
decks) are so weak they don’t warrant inclusion in any deck. Power creep is
nefarious. Because of this need to sell new cards, power creep will happen. In Magic the Gathering, power creep is the most evident when looking
at creature cards. One of the best examples is Serra Angel versus Baneslayer
Angel. For a long time, Serra Angel was a top tier card included in many decks.
Then Baneslayer Angel was released. For the same cost, Baneslayer angel has
better stats and more powerful effects. Why would anyone play the former over
the latter in competitive play? The answer is simple: they wouldn’t and didn’t.
Baneslayer Angel replaces Serra
Angel, which is one of the worst kinds of power creep.
Serra Angel, meet your replacement. |
Rarity is also a factor here.
Serra Angel is an uncommon and Baneslayer Angel is a mythic, the rarest kind of
card you can open in a pack. If players wanted to run a deck that would have
used Serra Angel, they now needed to run Baneslayer Angel in its place. To do
so would be a significant resource investment. You could open more packs in
hopes to get a playset, trade valuable cards with other players for Baneslayer
Angels, or outright buy the card individually (which can get quite expensive). Magic the Gathering has since taken
steps to not print cards that are strictly
better than previous cards, but creature power creep certainly still exists. It
is imperative for designers to acknowledge the existence of power creep and
work as best they can to slow its rate. Certain measures can be implemented to
assuage the damage of power creep, such as card-pool-restricted formats, but
since Hearthstone hasn’t taken any
such initiatives I won’t go down that rabbit hole.
The Magic the Gathering example above will help frame my Hearthstone power creep discussion. The
important things to take away are: use in competitive play, strict upgrades,
and resource investment. Got it? Good.
Amidst all the excitement for
new Hearthstone cards came a huge
wave of negativity, centered around the power creep evident in two of the 132
new cards. The cards in question? Ice Rager and Evil Heckler. Fans of the game
took to the forums and Twitter and wherever else people complain to express their
outrage over the evil power creep evident in The Grand Tournament. The
complaint was simple: Ice Rager is strictly better than Magma Rager and Evil
Heckler is strictly better than Booty Bay Bodyguard (BBB). For them, this was a
huge issue. Magma Rager and BBB are default cards i.e. you start with them in
your collection when you first begin Hearthstone.
By printing strictly better versions of those two cards in The Grand
Tournament, Blizzard is making Magma Rager and BBB completely obsolete. The
move shows clear power creep because the cards are strictly better and Blizzard
is a money hungry monster.
The perpetrators. Ice Rager has 1 more health. Evil Heckler costs 1 less. |
A 3 mana 5/2 that's never played. |
Magma Rager and BBB are two
cards that are essentially unplayable. Their stats are terrible for their cost.
Both die easily from attacks by smaller creatures or cheap spells due to their
horrid health number. If I were to guess, Magma Rager and BBB exist to teach
newer Hearthstone players a lesson
about how important the health stat can be. So we’re already starting to tear
at the façade of the power creep argument—neither Magma Rager nor BBB were seen
in any competitive deck. Ice Rager and Evil Heckler do have strictly better stats, sure, but they are also not good enough to see competitive
play. Druid already had a 3-mana 5/2 with Druid of the Flame and it doesn’t see
play. Evil Heckler has a good stat total for the mana cost, but the 4 health
makes it incredibly vulnerable to unfavorable trades (i.e. your opponent can
kill it will a lower cost creature, weapon, or spell). While I can’t know for
sure, I suspect neither Ice Rager nor Evil Heckler will see any competitive play. I think it’s
pretty clear why this kind of power creep is not something to be worried about.
If a strict upgrade of a card that is never played is still weak enough to be
never played, players remain unaffected.
Now some may still take issue
with the fact that strictly better versions of default cards even exist. I
know the source of the frustration. Hearthstone
is a game I would have easily recommended back around the first expansion,
Goblins vs. Gnomes, because it was still decently easy for new players to get
into from a cost & time perspective. Now with Blackrock Mountain out and
The Grand Tournament forthcoming, Blizzard still has not put any substantial
measures into place to help newer players deal with the growing cost of playing
Hearthstone. In that way, making two
of the few cards you do start with
completely obsolete is just another of Blizzard’s many offenses. I get that.
But when you frame it as a power creep problem, that’s where I’ll start to argue.
Both Ice Rager and Evil
Heckler are commons. A pack contains about 3.5 commons
on average. The pool of commons is pretty small in The Grand Tournament, so
chances are good that you’ll open most commons you want within a (relatively)
small number of packs. Further, crafting commons costs 40 Dust. The average
dust you get from a pack is somewhere between 100-110. That means, in just two
packs, you could have enough dust to have a full playset of both Ice Rager and
Evil Heckler. If the two were good
enough to see play, any player with 200 gold could get them (on average). That’s pretty
easy. This refutes the other tenant of nefarious power creep:
resource investment. Baneslayer Angel was a problem because it was so difficult
and/or expensive to obtain. That’s not the case here. If Ice Rager and Evil Heckler were so good they were staples, it
would only be an issue if they were Epic or Legendary rarity. You know, the
ones that require a significant resource investment to obtain.
If you go by the most rigid
and limited definition of power creep, sure, Ice Rager and Evil Heckler are a
problem because they are strictly better than previously released cards. But
failure to consider the impact of use in competitive play and resource cost
ignores the bigger picture. Ice Rager and Evil Heckler are not the power creep
you need to worry about. You know what is? Dr. Boom and Piloted Shredder.
Poor little guy. |
Let’s first look at Dr. Boom.
He is a legendary card that’s strictly better than another 7 mana card, War
Golem. Dr. Boom fits all parameters of "evil" power creep. Is it strictly more
powerful than another card? Check. Is it used in competitive play? Huge
freakin’ check. Unless your deck is trying to always kill your opponent before
turn seven, chances are you should consider adding Dr. Boom to your deck. Is
it a significant resource investment? Check. On average, you open a legendary
card in only 1/20 packs. The chances of opening a specific legendary like Dr.
Boom are substantially lower. The cost to craft Dr. Boom is a whopping 1600
dust. So if we’re going by averages, that’s a minimum of 16 packs you need to dust. Ouch. Most agree Dr. Boom is the most powerful card in Hearthstone, and should be on the tip of
anyone’s tongue that wants to talk power creep.
Yeah. Dr. Boom is just a bit too good. |
Way worse than Shredder. |
Piloted Shredder is more
complicated example in the power creep discussion, but one that’s certainly
worth mentioning. Piloted Shredder is not strictly
better than previous 4 mana minions and it is common rarity. What’s really out
of check is its use in competitive play. Summoning a 2 mana minion upon death
is really powerful. The average
stat of a two cost minion is ~2/2.5. This makes Piloted Shredder, on
average, a 6/5.5 for 4 mana. When you compare that to other 4 drops, you can
see how crazy that is. The generally accepted “good” stats for a 4 cost minion
is 4/5. If you go higher than that the card will include some kind of drawback,
like the 5/6 Hungry Dragon. Even when considering Hungry Dragon, though,
Piloted Shredder still has better
stats (on average) and has no
drawback. Piloted Shredder is so good that no other four mana minion can
compare, which leads to the question, “Why play [insert other 4-drop] when you
can play Shredder?” And that’s a fair question. This makes Piloted Shredder
exist in an interesting place in the power creep discussion. While not strictly better, it is significantly better (on average). It
sees tons of competitive play. And, while cheap to create, it is so powerful
you’re essentially forced to create
and use it. I see that as a problem.
I know this got long. My apologies.
This whole thing got me kind of mad. I even ranted a bit about it on Twitter. In the end, Ice Rager
and Evil Heckler are not the kind of power creep to worry about in Hearthstone. Dr. Boom and Piloted
Shredder are. Enjoy The Grand Tournament. It looks fun. Check back here once it
releases for a video of me opening 75+ packs. I’m really looking forward to it.
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