Was the win streak bug helpful in any way?

One of the more infamous Hearthstone bugs in 2016 was a simple one: win streaks started after just two wins instead of three. Many thought it was an undocumented change at first, but once Twitter was no longer down in what ended up being terrible timing, the developers were quick to say that it was unintended and informed the community that it would be fixed as soon as possible.

Some from the community were a bit up in arms, convinced that Blizzard showed bias by not quickly fixing other impactful bugs. Others, which they argued benefited the players, were patched within a day or so. This was no exception and it's certainly not the first time people have enjoyed a bug only to have it fixed.

We asked Blizzard if they at least learned something important from the entire process.

The bug where everyone got win streaks at two. It seemed like a lot of people liked it. Did you gather any useful feedback from that accident?

Yong: Not really. Generally speaking, when we have an all player impacting bug like that where we can not really calculate the impact on what's about to happen, we need to fix it right away. I don't think that's the right place to be like, "Oh okay, well it happened, let's experiment."

So I do think and we've been talking about this through BlizzCon a fair bit. I do think it is worth taking a good look at the ranked mode and making sure all the numbers are [and] how the system works right now is how we want it to be.

I was saying this earlier in another interview as well, the Hearthstone team would never like to say something like, "This is how it is, this is the best version of it and we know that's true and this is how it's going to be forever."

This is a continuously learning experience and it's a dialogue between us and the player base.

There are a lot of different options we can have for ranked mode. We're really putting a lot of brainpower into trying to understand how ranked mode feels and what aspect we want to tackle.

For instance, another big topic that comes up, we talk about it a lot, is a majority of players are in the 20 to 15 range, right? But I think a lot of our players don't feel a lot of satisfaction going from 20 to 19, 19 to 18, and 17, even if it signifies a substantial increase in their accomplishment. If a dude goes from 20 to 17, I would congratulate that guy. "Hey, you went from 80 percentile to 60 percentile," that's a substantial achievement. But it doesn't feel that way right now.

Dean: That's not how I feel at all. I think when you have a system in which we actively communicate to you, "No, trust us, you're doing great!"

Obviously, that's not a good system. If anything it should be the other way around.

"I'm Platinum, I'm awesome!"

Even if you're really not that good. That's how it should be, but our stuff is kind of the opposite.

That's clearly a problem, overhauling the entire system is a lot of work to do.

Yong: Yeah, exactly. We are talking a lot about it. I think we can do a better job.

Dean: I think in the future we'll be looking at some of these game modes that we have. Looking at play mode in depth, looking at arena in depth - the stuff that's going to exist forever.

Adding new stuff is awesome, I think Tavern Brawl is awesome, but a lot of focus into making the existing modes better first.

More From Our Interview

Want to read more about Mean Streets of Gadgetzan and Hearthstone in general? Check out our previously published snippets.


Mean Streets of Gadgetzan Guide

This wraps up our BlizzCon interview! We certainly hope you enjoyed it. For more information, you can head on over to our official Mean Streets of Gadgetzan guide including all of the revealed cards, gameplay, trailers, and more!