Do you think the devs have thought about adding Mastery (or even Specs) as an option in a future expansion? Similar to in WoW, different classes could focus a specific mastery as a way to build a unique deck. Off the top of my head, something like Poisons (Assassination spec) & Dagger Mastery for rogues, Shadow or Discipline mastery for Priest, Warriors with Arms mastery or Prot spec.
If they went the Mastery route, classes could start out with a buff to their deck going into the match, similar to how we begin with a buff in Dungeon Runs. I feel like the possibilities for this type of thing are endless.
I think this could work and it would bring more identity to the classes. We might see that in future expansions, maybe a class Legendary who give a bonus effect when play certain cards, e.g if you choose to focus on a Fire Mage then Fireball and Pyroblast should be improved! I'd definitely love this.
I think this could work and it would bring more identity to the classes. We might see that in future expansions, maybe a class Legendary who give a bonus effect when play certain cards, e.g if you choose to focus on a Fire Mage then Fireball and Pyroblast should be improved! I'd definitely love this.
Yes, I probably should have used Mage with Fire, Frost, and Arcane as an example. I really want to see this at some point.
I think it'd be cool if we got alternate hero powers one expansion. A hero power can affect a lot of interactions, and maybe allow for new playstyles within a class.
It's certainly interesting, but it would take a lot of work and careful balancing, otherwise things could go bad real fast. And we know how Blizzard is about things that need careful considerations.
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If you need a Wild deck that is fun, competitive, high skill, and low RNG, check out my Highlander Malygos Deck!
I'm pretty sure this is being considered, given that we've already experimented with hero power/style changes via DK and reliable early game effects like quests. The trick is balance.
A LOT of what balances a CCG is actually RNG. We can allow broken mechanics because it's not a sure fire thing to DRAW those mechanics. Not only does this limit how many 'god draws' you face, but that lack of reliability forces decks to water down the decks with alternative win conditions, stalls, card draw, ext, to deal with games where you don't get JUST what you want, which leaves you with more openings to punish such decks.
A mastery that's reliablly occuring turn 1 counteracts that. Quests got away with it by negatives such as the actual quest not doing anything turn 1 while eating up a card and then making further demands to your deck to evoke the benefit.
That's not to say that masteries are a bad idea. Just that I can see it being 'difficult' to incorporate without a lot of testing. Nevertheless, I'm all for it.
Sure, balance would be an issue like it is every expansion, but we all know blizzard likes to rotate which classes shine. I don't think it would be that problematic. Cards involved in a mastery type of deck would probably have some kind of a drawback but they would obviously synergize well.
It would really bring some extra character to decks you love to play, similar to quest decks but with tons more potential given that classes in WoW can have mastery effect a number of different skill trees.
I think this could work and it would bring more identity to the classes. We might see that in future expansions, maybe a class Legendary who give a bonus effect when play certain cards, e.g if you choose to focus on a Fire Mage then Fireball and Pyroblast should be improved! I'd definitely love this.
I think it'd be cool if we got alternate hero powers one expansion. A hero power can affect a lot of interactions, and maybe allow for new playstyles within a class.
I actually noticed that the Dungeon Run Bosses are of a specific class. A few of them do mix and match spells from multiple classes, but most of them are one class.
I think it'd be pretty cool to have those Dungeon Bosses as "playable" heroes. Obviously balance their hero power (and some wouldn't be used, like the final bosses).
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The Roshambo to Hearthstone. Please be nice. Don't insult or be mad at someone for throwing Rock.
I think this could work and it would bring more identity to the classes. We might see that in future expansions, maybe a class Legendary who give a bonus effect when play certain cards, e.g if you choose to focus on a Fire Mage then Fireball and Pyroblast should be improved! I'd definitely love this.
Do you think the devs have thought about adding Mastery (or even Specs) as an option in a future expansion? Similar to in WoW, different classes could focus a specific mastery as a way to build a unique deck. Off the top of my head, something like Poisons (Assassination spec) & Dagger Mastery for rogues, Shadow or Discipline mastery for Priest, Warriors with Arms mastery or Prot spec.
If they went the Mastery route, classes could start out with a buff to their deck going into the match, similar to how we begin with a buff in Dungeon Runs. I feel like the possibilities for this type of thing are endless.
I think this could work and it would bring more identity to the classes. We might see that in future expansions, maybe a class Legendary who give a bonus effect when play certain cards, e.g if you choose to focus on a Fire Mage then Fireball and Pyroblast should be improved! I'd definitely love this.
I think it'd be cool if we got alternate hero powers one expansion. A hero power can affect a lot of interactions, and maybe allow for new playstyles within a class.
It's certainly interesting, but it would take a lot of work and careful balancing, otherwise things could go bad real fast. And we know how Blizzard is about things that need careful considerations.
If you need a Wild deck that is fun, competitive, high skill, and low RNG, check out my Highlander Malygos Deck!
I'm pretty sure this is being considered, given that we've already experimented with hero power/style changes via DK and reliable early game effects like quests. The trick is balance.
A LOT of what balances a CCG is actually RNG. We can allow broken mechanics because it's not a sure fire thing to DRAW those mechanics. Not only does this limit how many 'god draws' you face, but that lack of reliability forces decks to water down the decks with alternative win conditions, stalls, card draw, ext, to deal with games where you don't get JUST what you want, which leaves you with more openings to punish such decks.
A mastery that's reliablly occuring turn 1 counteracts that. Quests got away with it by negatives such as the actual quest not doing anything turn 1 while eating up a card and then making further demands to your deck to evoke the benefit.
That's not to say that masteries are a bad idea. Just that I can see it being 'difficult' to incorporate without a lot of testing. Nevertheless, I'm all for it.
One does not simply walk into Mordor,
unless they want to be the best they can be.
Sure, balance would be an issue like it is every expansion, but we all know blizzard likes to rotate which classes shine. I don't think it would be that problematic. Cards involved in a mastery type of deck would probably have some kind of a drawback but they would obviously synergize well.
It would really bring some extra character to decks you love to play, similar to quest decks but with tons more potential given that classes in WoW can have mastery effect a number of different skill trees.
--Alfi--
The Roshambo to Hearthstone. Please be nice. Don't insult or be mad at someone for throwing Rock.