Interestingly, I find that GVG in many ways does the opposite of what he describes. Consider:
Hunters were known for huge tempo swings leading to face damage. They got: Steamwheedle Sniper (The quintessential 'stop facerolling, start controlling' card), Feign Death (Potentially very powerful if you have board control and some strong Deathrattle minions of the kind typically found in control decks, like Sludge Belcher and Sylvanas Windrunner), and Gahz'rilla (a surefire end-of-the-game board-dominating killer for control decks).
Priests were known for clever resource conservation and thieving. They got: Shadowbomber (a 1st-turn offensive minion that knocks more life off of the opponent than any other 1cc creature), Shrinkmeister (a card that, on its own, enables a minion to trade without dying -- pure tempo gain), and Vol'jin (a midrange tempo driving beast).
In short, GVG gave most of the classes at least the beginnings of a path to be played in ways they haven't been played before. Now yes, it did also manage to keep each classes' flavor well into account, and clearly based on the meta the 'beginnings of a path' are going to take a while to come to fruition if they ever do, but I think to say that GVG carefully gave each class more of what it already had is selling the designers short in a big way.
I looked at this card originally and I thought, you know, it's a card, and you play this card. The card will be that card that you play so you're playing a card. So, it is one thing to play a card. If you're opponent doesn't really have any cards, the card will screw up the card pretty hard, and that means it's a pretty good card.
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Found this Article on the GvG expansion, it makes some cool points.
http://sftechbeat.com/index.php/video-games/217-hearthstone-expansion-goblins-versus-gnomes-it-s-what-an-expansion-pack-should-be
Here's the main point of it:
"Though GvG provided a plethora of solutions, it should be known for accentuating the distinct strengths of each class."
What do you think
Is this like.... a middle school project to write this?
lol
Batman V Superman: Dawn of Justice - Sneak Review! http://www.thepoxbox.com/challenges.php?id=batmanvsuperman
I think he had to dumb down a lot of the terms so norm peeps can understand Hearthstone lingo.
It sounds kinda odd for HS players since it feels like talking to a kid.
Just in gen.. I like how the game does add more variety and stuff
Interestingly, I find that GVG in many ways does the opposite of what he describes. Consider:
Hunters were known for huge tempo swings leading to face damage. They got: Steamwheedle Sniper (The quintessential 'stop facerolling, start controlling' card), Feign Death (Potentially very powerful if you have board control and some strong Deathrattle minions of the kind typically found in control decks, like Sludge Belcher and Sylvanas Windrunner), and Gahz'rilla (a surefire end-of-the-game board-dominating killer for control decks).
Priests were known for clever resource conservation and thieving. They got: Shadowbomber (a 1st-turn offensive minion that knocks more life off of the opponent than any other 1cc creature), Shrinkmeister (a card that, on its own, enables a minion to trade without dying -- pure tempo gain), and Vol'jin (a midrange tempo driving beast).
Shaman were known for being midrange beasts with not much by way of healing, draw power, or fast offense. Neptulon, Siltfin Spiritwalker, Vitality Totem, Whirling Zap-o-matic, Dunemaul Shaman.
In short, GVG gave most of the classes at least the beginnings of a path to be played in ways they haven't been played before. Now yes, it did also manage to keep each classes' flavor well into account, and clearly based on the meta the 'beginnings of a path' are going to take a while to come to fruition if they ever do, but I think to say that GVG carefully gave each class more of what it already had is selling the designers short in a big way.
I looked at this card originally and I thought, you know, it's a card, and you play this card. The card will be that card that you play so you're playing a card. So, it is one thing to play a card. If you're opponent doesn't really have any cards, the card will screw up the card pretty hard, and that means it's a pretty good card.