about 1 year
ago -
PlayHearthstone
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Me as soon as the new expansion drops. http://pbs.twimg.com/tweet_video_thumb/FiG0BdAWQAczQZQ.jpg
Late in development, we wanted to give Blood a bit more Corpse-generation, and Frost a bit more card-generation. We saw an opportunity to turn these 3 strikes into a ‘cycle’, one for each Rune, with similar resource-generating designs. #BehindTheCards https://t.co/ouMjgSXMrG
(1/2) This card design came out of a discussion focused on how Unholy Death Knights should feel like an endless army of minions. Their minions should feel easily killable, but where one falls, more would take its place. #BehindTheCards https://t.co/cAr2fbbVyL
(1/2) These two cards laid the groundwork for how we would think about buffs in Unholy. Anti-Magic Shell fit well to show that Unholy was meant to go wide, and Dark Transformation reinforced that by being a stronger buff the weaker the target. #BehindTheCards https://t.co/4WvrLvOrsx
(1/3) One of the things we tried with Corpses was to make each Rune feel like it handled Corpses a little differently, by creating different ways that each spent Corpses. #BehindTheCards https://t.co/dCA1K7Dnpl
(1/2) The goal with designing Lord Marrowgar was to be the ultimate Corpse-spender. His design started out as just buffing your other minions. #BehindTheCards https://t.co/fr4SylXvIg
Through most of development, this design was on Frost Strike. When we turned the Heart/Frost/Plague Strike trio into a cycle of resource-generating damage spells, we kept the old Frost Strike design around by moving it onto Glacial Advance. #BehindTheCards https://t.co/aGceeCnh2Y
(1/3) Up until very late in development, this minion was just a big wall of stats, with just Taunt and Lifesteal, as a simple example of how Blood liked big defensive minions. #BehindTheCards https://t.co/CmJx6IOAjf