With the launch of today’s patch, a Battlegrounds MMR change accidentally found it’s way in as well. While this change was still going to happen, it was meant to go live after we messaged out what the change was… apologies on that!
Now, let’s dive into what actually was changed.
The Problem: Players at very high MMR were continuing to climb by playing lots of games. Despite playing against players with a lower MMR, the MMR awarded at the end of the match was still very high.
We got feedback from several of our top players asking us to adjust this downward, even though it will lower their rating and climbing speed after the change.
The Solution: At very high MMR, you’re more likely to matchmake with other players that have an average rating above or below you. In these cases, the multiplier has been greatly increased.
In the old system, if you played against 7 opponents with an average of 1,000 rating below you, you would still get ~90% of your points for first place. In the new system, you will get about ~50% of your points for first place in that same situation (please note that these numbers are not exact). So, if you land 8th place when playing against 7 opponents with an average of 1,000 MMR below you, you will now lose a lot more points than before.
If you’re paired against opponents with an average rating equal to your rating then nothing changes. This means that players around 3,000 - 5,000 MMR will not see any difference.
TL;DR: Players with very high MMR will see a change in how many points they are awarded at the end of their matches. The majority of players will not see a change.
In the future, we are considering an MMR normalization pass. What this means is that we would bring in everyone’s MMR closer to the 4,000 range.
We are continuing to keep an eye on MMR and how it affects your play experience. We hope you enjoy the balance changes and we’ll see you on the Battlegrounds <3
The Hearthstone Team
We like bacon.
But really, it looks like you got to the point in your install where you could launch the game but may still have assets/files that need to finish downloading. Sorry for the tasty confusion! If it doesn't resolve itself over time, try fully uninstalling and reinstalling the app.
I've not seen anyone report that to us on the Bug or Technical Support forums. Make sure your game client is updated if you haven't already. If you're on mobile, the update will be releasing there shortly.
This is expected right now. The Pre-Release Fireside Gatherings are scheduled to begin tomorrow.
Pre-Release events will take place the weekend before Descent of Dragons goes live, December 6 – December 9.
We did. We should have included images of the golden and base versions. We're working on that now and are updating with the stats for both versions. For reference:
King Bargurgle is a 6/3 that gives +2/+2.
Floating Watcher is a 4/4 that gains +2/+2.
Correct! We are aware and working on getting it fixed.
The Hearthstone team is looking into this!
Sure thing. You’ll have it next week.
I believe they don’t spawn until the rolling is done, but I’m out of the office now so I can’t check to be 100% sure. But I’m about 98.76% sure.
I believe it just keeps on rolling.
If one direction is empty it will definitely go the other direction.
We talked a lot about it how these effects should work with Divine Shield and settled on the implementation we have. I talk more about it on another reply in this thread.
Happy to answer questions about the new cards!
:) It's easy to check interactions when I can just hop in and test them.
Once it chooses it can't turn back. Too much momentum!
Did you catch the two follow-up replies? They go a bit more into the "why" of the interaction. Essentially we could have made it block all damage, block 1 damage and the rest is excess, or block the health's damage and the rest is excess. We chose the last one because it made the most sense in most situations, and also had the most interesting gameplay and fit best thematically. You can imagine an Argent Squire being played vs Tirion and can feel smart about playing Tirion to soak up more of the damage from the Explosive Rune (or in this case the Rolling Fireball).
Glad you're excited for the expansion! We all are as well! Can't wait for the set to go live!
Yep. it picks a direction and keeps on rolling.
It depends where you position it. If you play it on the left or right most it will kill then all. If you play it on the second wisp from the left it could roll left and stop or roll right and kill 6 wisps. In this scenario you’d want target it on the ends and it would always kill all the wisps.
Peter explained this a while back when the question came for Explosive Runes. https://twitter.com/LegendaryFerret/status/934128833502040065