For a period of time, i thought about how to implement a new playable class to this game and ran through several issues.
- Each Class Needs a Family.
As we saw in Gadgezan, each one of the 9 classes was considered to be in a family, Mage, Priest, Warlock for example were The Kabals, which are majored in potions and kinda sorcery, but we are not here for Gadgetzan and these families, we are here because Team 5 put Priest for example in the Kabal family, not in the goons, why ? Priest is a class that plays well with spells, as much as Warlock and Mage (despite the power level of the spells), so that class fits well in the Kabal, in case of the Goons family, they are focused on minions mainly, that's why they included Warrior, Hunter and Paladin, they are minion based classes. so the new class should be what? a minion based? or good at spells? based on stealth, versatility and ancient power like the Jade lotus? or maybe a new family? .
- Should It Be a Single Class? or 3?
Each class has his own style of play, which could be similar to other classes, like Hunter and Paladin are minion based, a new class could be either in an existing family, or in a new family, which needs at least one more new class, or at maximum with other two new classes creating a new complete family.
- The Issue Preventing Us Seeing a New Class.
There is a really huge, big issue preventing Team 5 from creating a new class, which is the timing of implementing a new class, obviously a big, game changing inclusion should be at the start of the year, because the cards pool is small. Therefore, it has a smaller impact. Also, besides the class needs a new Basic/Classic set and the cards from that new expansion that comes with the class, it needs to have 3 legendaries, 6 Epics, 9 Rares and 12 Commons from the previous year's expansions (at the time of the implementation)
In conclusion, we all know it's extremely hard, and needs lots of balancing efforts and perfect timing, and probably we wont see a new class, but if there will be a new one, lets discuss how it can see the light in this game.
Honestly I feel like adding in a new class now would just be too much work and it would flop simply because it would either be rushed or too shallow. Over the years, each class has gotten something to stretch it's identity into a new area, whether it be through cards like Quick Shot which rewards aggressive playstyles, To My Side! or Cloaked Huntress. If a new class were to be made, first off it should get support from all previous sets or else it would be too restricted in what it can do (something that already feels like it would prevent it from starting). If they were to do that, then it would be an issue in making each expansion feel unique for the class.
That being said, if they were to somehow work around all this stuff, the biggest thing to do to make the class feel successful is to keep it simple and give it it's own theme. The hero power should reflect what the class is trying to do, which is seen in most popular decks. Paladin plays a board centric game and the hp shows this by summoning dudes, Hunters have a more aggressive playstyle so the hp is more aggressive, warlocks are greedy pos and so the hp lets them be greedy. A class's identity should be clearly displayed by what the hp does. At the same time, the hero powers are still easy to understand and can lead to playstyles that deviate the 'normal' goal of the hero power. The biggest design flaw in most hero cards fans make is that the hp is too restricted and would only support linear deck building or the hp is too general and wouldn't show the class's identity.
If a new class were to be added, it should have been done earlier in Hearthstone's lifespan. Making one now would be exciting and all, but the class would be missing way too much development than the other 9.
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I don't have something witty about this deck, I just like it because Malygos is fun.
I think you could do something with a Wizbang mechanic. Instead of replacing your deck with a deck recipe deck it could instead replace it and your hero with a prebuilt deck built with novel cards.
You'd be limited to that one deck, but you could still play as a Worgen or Vampire or whatever class they wanted to build.
The best work-around for introducing a new class is likely adding a new Hero card - a neutral Monk or Demon Hunter Hero that shuffles a bunch of Monk/Demon Hunter cards into your deck, or transforms all the class cards remaining in your deck into new Monk/DH cards, etc. They could be more powerful cards than regular class cards, like Dream Cards, or the Death Knight cards we get from LK and Arfus. Introducing a "real" tenth class seems unlikely, at best, for all the reasons the OP cites.
You don’t, unless the game is winding down and you want to make one last grab for cash from it.
To implement a proper new class without flopping or seriously hampering the game by not developing existing classes, you would pretty much need to do a fourth expansion with just the new class (either coinciding with a regular expansion or separately). To make a class viable in wild (and you do not realease a new class that can’t be reasonably played in all modes) you likely need 150-200 class cards, which is more than any expansion.
No, it isn’t going to happen unless Blizzard is absolutely desperate to drum up some buzz. And in that situation it will likely be shoddily done and not worth playing the game.
I like Jazzfan27's wizbang idea. However, rather than a full deck of cards, it would be cool if you got maybe 10-15 monk or demon hunter cards and the rest could be neutral cards.
All the cards should be flexible in a ways that allow players to try out different play styles depending on which neutral cards they add to the deck
Rotate the classic set, and create a new Classic Pt. 2. Create basic cards for the new class (which never rotate) Add more cards from that class, to compensate the lack of them in different sets
The problem with adding a new class relies on the precetp that Team 5 will work only with the basic Classic WoW classes (the ones we know), not the more "specialized ones" (monk, DK).
The point you put about gadgetzan, was just for a theme issue. Putting classes on more than one gang, would have caused and overlapping of classes that i believe team 5 didn't want to happen. An entire set would need to be built around that concept to work in that way you mentioned.
Greetings Hearthpwners.
For a period of time, i thought about how to implement a new playable class to this game and ran through several issues.
- Each Class Needs a Family.
As we saw in Gadgezan, each one of the 9 classes was considered to be in a family, Mage, Priest, Warlock for example were The Kabals, which are majored in potions and kinda sorcery, but we are not here for Gadgetzan and these families, we are here because Team 5 put Priest for example in the Kabal family, not in the goons, why ? Priest is a class that plays well with spells, as much as Warlock and Mage (despite the power level of the spells), so that class fits well in the Kabal, in case of the Goons family, they are focused on minions mainly, that's why they included Warrior, Hunter and Paladin, they are minion based classes. so the new class should be what? a minion based? or good at spells? based on stealth, versatility and ancient power like the Jade lotus? or maybe a new family? .
- Should It Be a Single Class? or 3?
Each class has his own style of play, which could be similar to other classes, like Hunter and Paladin are minion based, a new class could be either in an existing family, or in a new family, which needs at least one more new class, or at maximum with other two new classes creating a new complete family.
- The Issue Preventing Us Seeing a New Class.
There is a really huge, big issue preventing Team 5 from creating a new class, which is the timing of implementing a new class, obviously a big, game changing inclusion should be at the start of the year, because the cards pool is small. Therefore, it has a smaller impact. Also, besides the class needs a new Basic/Classic set and the cards from that new expansion that comes with the class, it needs to have 3 legendaries, 6 Epics, 9 Rares and 12 Commons from the previous year's expansions (at the time of the implementation)
In conclusion, we all know it's extremely hard, and needs lots of balancing efforts and perfect timing, and probably we wont see a new class, but if there will be a new one, lets discuss how it can see the light in this game.
Honestly I feel like adding in a new class now would just be too much work and it would flop simply because it would either be rushed or too shallow. Over the years, each class has gotten something to stretch it's identity into a new area, whether it be through cards like Quick Shot which rewards aggressive playstyles, To My Side! or Cloaked Huntress. If a new class were to be made, first off it should get support from all previous sets or else it would be too restricted in what it can do (something that already feels like it would prevent it from starting). If they were to do that, then it would be an issue in making each expansion feel unique for the class.
That being said, if they were to somehow work around all this stuff, the biggest thing to do to make the class feel successful is to keep it simple and give it it's own theme. The hero power should reflect what the class is trying to do, which is seen in most popular decks. Paladin plays a board centric game and the hp shows this by summoning dudes, Hunters have a more aggressive playstyle so the hp is more aggressive, warlocks are greedy pos and so the hp lets them be greedy. A class's identity should be clearly displayed by what the hp does. At the same time, the hero powers are still easy to understand and can lead to playstyles that deviate the 'normal' goal of the hero power. The biggest design flaw in most hero cards fans make is that the hp is too restricted and would only support linear deck building or the hp is too general and wouldn't show the class's identity.
If a new class were to be added, it should have been done earlier in Hearthstone's lifespan. Making one now would be exciting and all, but the class would be missing way too much development than the other 9.
I don't have something witty about this deck, I just like it because Malygos is fun.
I think you could do something with a Wizbang mechanic. Instead of replacing your deck with a deck recipe deck it could instead replace it and your hero with a prebuilt deck built with novel cards.
You'd be limited to that one deck, but you could still play as a Worgen or Vampire or whatever class they wanted to build.
Galavant Animation
The best work-around for introducing a new class is likely adding a new Hero card - a neutral Monk or Demon Hunter Hero that shuffles a bunch of Monk/Demon Hunter cards into your deck, or transforms all the class cards remaining in your deck into new Monk/DH cards, etc. They could be more powerful cards than regular class cards, like Dream Cards, or the Death Knight cards we get from LK and Arfus. Introducing a "real" tenth class seems unlikely, at best, for all the reasons the OP cites.
You don’t, unless the game is winding down and you want to make one last grab for cash from it.
To implement a proper new class without flopping or seriously hampering the game by not developing existing classes, you would pretty much need to do a fourth expansion with just the new class (either coinciding with a regular expansion or separately). To make a class viable in wild (and you do not realease a new class that can’t be reasonably played in all modes) you likely need 150-200 class cards, which is more than any expansion.
No, it isn’t going to happen unless Blizzard is absolutely desperate to drum up some buzz. And in that situation it will likely be shoddily done and not worth playing the game.
I like Jazzfan27's wizbang idea. However, rather than a full deck of cards, it would be cool if you got maybe 10-15 monk or demon hunter cards and the rest could be neutral cards.
All the cards should be flexible in a ways that allow players to try out different play styles depending on which neutral cards they add to the deck
Rotate the classic set, and create a new Classic Pt. 2.
Create basic cards for the new class (which never rotate)
Add more cards from that class, to compensate the lack of them in different sets
The problem with adding a new class relies on the precetp that Team 5 will work only with the basic Classic WoW classes (the ones we know), not the more "specialized ones" (monk, DK).
The point you put about gadgetzan, was just for a theme issue. Putting classes on more than one gang, would have caused and overlapping of classes that i believe team 5 didn't want to happen. An entire set would need to be built around that concept to work in that way you mentioned.
the ebst way is simply not doing it.