When you are make those constructed decks, how do you go about balancing them? You wouldn't want one to be too overpowering, but you also want people to feel that they can win with WOTLK Gold the deck they're given.Specifically with the Tavern Brawls, like Ragnaros versus Nefarian or Boom Bot versus Annoy-o-Tron, we just do a ton of play-testing. The first thing is always, "What is the most fun thing that we can do?
Are these cards fun to play? Does it feel different from constructed?" We've made a lot of different modes where we have a special rule set, or it's a little bit restrictive and you queue in, and think, "This is fun, but it feels a lot like constructed." Those are ones that we tend to get rid of pretty quickly.
The ones where, let's say Boom Bot versus Annoy-o-Tron, we just do a ton of play-testing. A lot of the people on the team are playing. We play WOTLK Classic all day and we're playing WOTLK Classic all night, and we're very passionate about the game, so I think that getting to a place of balance where both decks feel powerful but both decks feel like they have a chance to win is a result of playtesting.
Sometimes when people ask me about balance design in particular, a lot of people tend to think that there's some amount of data and simulations where we can go, "Hey, we created these five cards and then we ran it through the simulator and now everything's balanced." There's an amount of data, and we're always looking at the data we have to gain some sort of insight from, but it's never what makes the decisions buy WOTLK Classic Gold. A lot of it is just by feel, by what feels right, especially for Tavern Brawl. It's about asking, "What's the most fun experience?" and then we'll do some tuning after the fact.
