14 days ago - /u/Dan_Felder - Direct link

Originally posted by Gardomirror

Idk why it would be such a hustle to release the champions as extra cards for PvP. Perhaps some extra balance would be needed but at least I'd have interest in playing the game again.

Because PvP needs puts huge additional constraints on the design (some stuff you can do to AI jsut fine is NOT fun when some player does it to you) and the hours required for balance testing are immense.

Let's say 4 designers test 1000 hours each with a new champion. They pair off so that's 2000 total hours of games. Assuming a 40 hour work week, that's 25 weeks of dedidcated balance testing. About 6 months of time spent on it.

The first 1000 players will equal that testing in a few hours after launch. it's a BIG commitment to do so much balance testing and iteration that you can make cards resilient enough for the broader community.

In PvE balance still matters, but the target is way wider. In PvP the difference between a deck with a 48% win rate and a 52% win rate is massive. One is low tier and one is quite high tier. However that's only going to matter about 5 times in every 100 games. it's very hard to eyeball that difference from brute force testing. In a PvE Roguelike Mode, ti's okay to have some champions that are stronger than other champions, since each is still a meaningfully different experience and is fun to use on different challenges. Some would be more fun if they were balanced differnetly, but it's a MUCH broader target. You have a lot more flexibility.