So I'm curious as to how strong the community thinks the new Overkill mechanic will be since we're roughly halfway through the reveals and are seeing how Blizzard is weighting the keyword on some of the revealed cards. Do you think it will be game breaking? Situationally really strong? Mediocre? I'll post a poll to make things easier but feel free to leave any comments to explain why you would rate it good, bad, or otherwise.
I don't know if it will be strong or not, but I don't find it very interesting either-way. Outside of Sul'thraze and Oondasta I haven't seen an Overkill that made me think "the Keyword is what makes me want to play the card." Sul'thraze is a cool reinterpretation of Fool's Bane, and Oondasta plays very well with Kathrena Winterwisp (pulling the minions that made their way to your hand).
A Keyword like this was basically inevitable, so...let's get it out the way, I guess *shrugs*
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
It honestly depends on the effects and the stats of the minions. Inspire would have been fine if they had made the minions more OP. Oondasta will definitely make the mechanic work well but the rest depend on whether they'll get the effect off consistently. Putting them on rush minions seems like the easiest way to do that.
It seems to synergize well with Rush or weapons, so I would tend to include it in Tempo-based decks. If you can gain some traction early on, Overkill could be really scary as you start pushing value. Otherwise, you're paying dearly in stats for an inconsistent keyword. There's a couple cards we've seen that can make it work.
I think it has potential to be strong. But it all depends on implementation, and we'll see how that turns out once all cards have been revealed.
I think this question makes about as much sense as asking “what do you guys thing about Battlecry?” I mean. I guess it’s fine. It depends on what the card is.
it doesn't really excite me but, i'm happy that it's being added to the game because different mechanics can lead to different cards seeing play, it might be a stretch but if some overkill minion could make Rocket Boots viable then it would have been worth it, i mean there are a lot of neutrals that only see play in specific classes because certain cards from those classes make them viable, for example Y'sharaaj was technically safe to dust until Eternal Servitude came around and big priest came into existance, it was a tier 1 deck during standard and keeps being one of the most powerful wild decks
Am i the only one who think that adding a new mechanic in the game every expansion and not using old mechanics (heck, the rogue legendary, althrough it's exactly recruit, use the old wording again) is simply stupid?
Why isn't there a single new inspire-mechanic; with even decks OR simply with stronger inspire-effects this would be a very good keyword. But instead we need a new mechanic every expansion; no thank you. Instead of adding and forcing us more and more keywords and releasing crap just to have a few minions with the new keyword, it would be better if we simply use the old keywords too.
It’s simple and creates some fun interactions. Gameplay will hamper aggro decks and do a lot less against control. Good design, I honestly think they have been fairly conservative with the Overkill stat line. Either the overkill effect is subpar or the stats are too low. I can see this being a mechanic that could stick around like discover or rush so its fine if they start out slow with it.
In a vacuum Overkill has the potential to be almost as good as Lifesteal and Rush. Overkill basically gives the player an incentive to trade inefficiently into minions on the board with spells, weapons, or minions for some added immediate or future value as opposed to just maximizing short term face damage. Lifesteal and Rush were great as mini-comeback mechanics that allowed the player to stabilize their position in the game and on the board.
I would rate Rush, Lifesteal, Discover, and Battlecry as a 9/10 or 10/10. They are continually supported across many expansions. Overkill could become an 8/10, however, if Blizzard doesn't support it past this expansion it will only be a 5/10 maybe a 6/10.
I would rate Rush, Lifesteal, Discover, and Battlecry as a 9/10 or 10/10. They are continually supported across many expansions. Overkill could become an 8/10, however, if Blizzard doesn't support it past this expansion it will only be a 5/10 maybe a 6/10.
I don't remember if we've been given information either-way, but odds are high that Overkill will not proceed past Rastakhan's Rumble. It has a neutral flavor that could allow it to continue, but it's also really attached to its expansion like Recruit is with Kobolds & Catacombs and Echo with The Witchwood.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Overkill is a great keyword and can potentially fit in the game for a very long time, just like rush and discover.
The cards we've been presented so far seem really lackluster though. I think the best overkill cards will probly be spells in classes that can easily abuse spell damage.
I voted average. It's not flashy. Still when playing Overkill cards choosing to trigger the OK or trade into something bigger (or even go face) seems like a fun decision. I like cards that can make me think a bit. Sure there will be a right and easy answer 9 times out of 10 but the extra option is a plus in my book.
I may be in the minority though. I tend to try and make off meta cards work or do strange deck builds. Overall I'm super psyched for RR. Disco Lock round 3...fight! :D
Some of those cards are pretty neat, and I'm looking forward to testing out the cards in a few days. But looking them over I can't help but feel that there is so much unexplored design space with this mechanic.
What about a Paladin minion with Overkill: Gain Divine Shield or a Rogue minion with Overkill: Gain Stealth?
What about a Defile-esque board clear which dealt 2 damage with Overkill: Cast this again?
What about a minion with Overkill: Lifesteal, so you only heal if you attack small minions?
What about a token-style minion with Overkill: Give your other minions +1/+1?
What about a big dinosaur with Overkill: Deal the excess damage to the enemy hero?
What about a spell which dealt damage with Overkill: Deal the excess damage to all enemy minions?
What about a board control minion with Overkill: Also damages adjacent minions?
What about a small expensive weapon with Overkill: Gain +1/+1?
What about an overstatted minion with a drawback, like Overkill: Discard a random card or Overkill: Deal the excess damage to your Hero or Overkill: Destroy this minion?
I guess I really just hope this mechanic isn't a one-and-done like Adapt or Inspire and comes back in future sets because there's so much it can still do.
So I'm curious as to how strong the community thinks the new Overkill mechanic will be since we're roughly halfway through the reveals and are seeing how Blizzard is weighting the keyword on some of the revealed cards. Do you think it will be game breaking? Situationally really strong? Mediocre? I'll post a poll to make things easier but feel free to leave any comments to explain why you would rate it good, bad, or otherwise.
I think that some of the Overkill "rewards" have the potential of being incredibly strong. I like the mechanic itself. It's a little like Trample in MtG to a small extent. Although I still think that Blizzard have missed a trick with this. I am disappointed that not a single Overkill minion had something like:
Overkill: deal this minion's damage to the enemy hero
So I'm curious as to how strong the community thinks the new Overkill mechanic will be since we're roughly halfway through the reveals and are seeing how Blizzard is weighting the keyword on some of the revealed cards. Do you think it will be game breaking? Situationally really strong? Mediocre? I'll post a poll to make things easier but feel free to leave any comments to explain why you would rate it good, bad, or otherwise.
This space is intentionally blank.
I don't know if it will be strong or not, but I don't find it very interesting either-way. Outside of Sul'thraze and Oondasta I haven't seen an Overkill that made me think "the Keyword is what makes me want to play the card." Sul'thraze is a cool reinterpretation of Fool's Bane, and Oondasta plays very well with Kathrena Winterwisp (pulling the minions that made their way to your hand).
A Keyword like this was basically inevitable, so...let's get it out the way, I guess *shrugs*
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
It honestly depends on the effects and the stats of the minions. Inspire would have been fine if they had made the minions more OP. Oondasta will definitely make the mechanic work well but the rest depend on whether they'll get the effect off consistently. Putting them on rush minions seems like the easiest way to do that.
I think Blizzard went a little Overkill with mechanic to be honest.
It seems to synergize well with Rush or weapons, so I would tend to include it in Tempo-based decks. If you can gain some traction early on, Overkill could be really scary as you start pushing value. Otherwise, you're paying dearly in stats for an inconsistent keyword. There's a couple cards we've seen that can make it work.
I think it has potential to be strong. But it all depends on implementation, and we'll see how that turns out once all cards have been revealed.
I think this question makes about as much sense as asking “what do you guys thing about Battlecry?” I mean. I guess it’s fine. It depends on what the card is.
To be honest, it's such a simple to understand mechanic, like how Lifesteal is. I wouldn't be surprised if we saw it sprinkled in future expansions.
it doesn't really excite me but, i'm happy that it's being added to the game because different mechanics can lead to different cards seeing play, it might be a stretch but if some overkill minion could make Rocket Boots viable then it would have been worth it, i mean there are a lot of neutrals that only see play in specific classes because certain cards from those classes make them viable, for example Y'sharaaj was technically safe to dust until Eternal Servitude came around and big priest came into existance, it was a tier 1 deck during standard and keeps being one of the most powerful wild decks
Am i the only one who think that adding a new mechanic in the game every expansion and not using old mechanics (heck, the rogue legendary, althrough it's exactly recruit, use the old wording again) is simply stupid?
Why isn't there a single new inspire-mechanic; with even decks OR simply with stronger inspire-effects this would be a very good keyword. But instead we need a new mechanic every expansion; no thank you. Instead of adding and forcing us more and more keywords and releasing crap just to have a few minions with the new keyword, it would be better if we simply use the old keywords too.
Seems awesome! I think there are a lot of cool Overkill cards revealed already, and there will surely be many more in the future.
It’s simple and creates some fun interactions. Gameplay will hamper aggro decks and do a lot less against control. Good design, I honestly think they have been fairly conservative with the Overkill stat line. Either the overkill effect is subpar or the stats are too low. I can see this being a mechanic that could stick around like discover or rush so its fine if they start out slow with it.
In a vacuum Overkill has the potential to be almost as good as Lifesteal and Rush. Overkill basically gives the player an incentive to trade inefficiently into minions on the board with spells, weapons, or minions for some added immediate or future value as opposed to just maximizing short term face damage. Lifesteal and Rush were great as mini-comeback mechanics that allowed the player to stabilize their position in the game and on the board.
I would rate Rush, Lifesteal, Discover, and Battlecry as a 9/10 or 10/10. They are continually supported across many expansions. Overkill could become an 8/10, however, if Blizzard doesn't support it past this expansion it will only be a 5/10 maybe a 6/10.
I don't remember if we've been given information either-way, but odds are high that Overkill will not proceed past Rastakhan's Rumble. It has a neutral flavor that could allow it to continue, but it's also really attached to its expansion like Recruit is with Kobolds & Catacombs and Echo with The Witchwood.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Overkill is a great keyword and can potentially fit in the game for a very long time, just like rush and discover.
The cards we've been presented so far seem really lackluster though. I think the best overkill cards will probly be spells in classes that can easily abuse spell damage.
Why u hav to be mad? is only card gaem.
It has a lot of potential, and I hope they return to it in future expansions. I don't think it's likely that it will though...
I voted average. It's not flashy. Still when playing Overkill cards choosing to trigger the OK or trade into something bigger (or even go face) seems like a fun decision. I like cards that can make me think a bit. Sure there will be a right and easy answer 9 times out of 10 but the extra option is a plus in my book.
I may be in the minority though. I tend to try and make off meta cards work or do strange deck builds. Overall I'm super psyched for RR. Disco Lock round 3...fight! :D
So now that the full Rastakhan set is revealed, there are a total of 14 cards with Overkill (unless I missed one), which are:
Ironhide Direhorn
Baited Arrow
Blast Wave
Farraki Battleaxe
Totemic Smash
Akali, the Rhino
Sul'thraze
Oondasta
Linecracker
Arena Patron
Sightless Ranger
Half-Time Scavenger
Ticket Scalper
Gurubashi Chicken
Some of those cards are pretty neat, and I'm looking forward to testing out the cards in a few days. But looking them over I can't help but feel that there is so much unexplored design space with this mechanic.
I guess I really just hope this mechanic isn't a one-and-done like Adapt or Inspire and comes back in future sets because there's so much it can still do.
The Overkill mechanic is definitely not an Overkill. I think it's perfectly balanced.
I think that some of the Overkill "rewards" have the potential of being incredibly strong. I like the mechanic itself. It's a little like Trample in MtG to a small extent. Although I still think that Blizzard have missed a trick with this. I am disappointed that not a single Overkill minion had something like:
Overkill: deal this minion's damage to the enemy hero
On 1 hand it is a soft counter to small minions, on the other hand I don't think it's as prominent in Deck building compared to like Discover or Echo.