Unlike the current route of a hero card or (sir Finley - wild) thinking it would be a good improvement to have at the point of creating a deck a choice of hero power for instance like the following
druid : regenerate - heal self by 2
hunter : stun (freeze a minion)
mage frozen armour - gain 2 armour
paladin : give a minion divine shield
priest : shadow word : 1 tick per turn minion health debuff
rogue : evasion give a minion evasion (50% chance to dodge) for one turn
Shaman : Fire shock ping random enemy for two
Warlock : summon a 1/1 imp
warrior : equip a 2 / 1 weapon
I’m sure the hearthpwn community would have better ideas but the main point I wanted to raise for discussion was the whole concept of this mechanic which is a choice between 2 hero powers during deck creation...
It could be a new Start of Game effect, based on conditional deckbuilding.
Additionally, it could be delivered as a Discover, much like Sir Finley Mrrgglton.
Or having a fixed subset of Discovery, based on old Gadgetzan factions, for consistency, but also for balance purposes. That way, one could choose to stick with their hero power if they think it is better.
The conditional deckbuilding should be set on the basis of the reward. If balance is an issue, a selection based on current Hero Powers would grant the effect to be overall balanced.
In that case, the deckbuilding condition should be weaker than Odd/Even, since the reward does not give you Tempo, just versatility.
It could be the latest addition to Highlander decks.
Cool ideas but they will never make such a drastic change to the game. Best we can hope for is some legendary thatchanges yourheropower at the start of the game.
We got them already, genn and baku. Hope you’re happy.
Cool ideas but they will never make such a drastic change to the game. Best we can hope for is some legendary thatchanges yourheropower at the start of the game.
We got them already, genn and baku. Hope you’re happy.
Exactly, if they did something as crazy as Genn/Baku, clearly they are not afraid of making drastic changes.
Unlike the current route of a hero card or (sir Finley - wild) thinking it would be a good improvement to have at the point of creating a deck a choice of hero power for instance like the following
druid : regenerate - heal self by 2
hunter : stun (freeze a minion)
mage frozen armour - gain 2 armour
paladin : give a minion divine shield
priest : shadow word : 1 tick per turn minion health debuff
rogue : evasion give a minion evasion (50% chance to dodge) for one turn
Shaman : Fire shock ping random enemy for two
Warlock : summon a 1/1 imp
warrior : equip a 2 / 1 weapon
I’m sure the hearthpwn community would have better ideas but the main point I wanted to raise for discussion was the whole concept of this mechanic which is a choice between 2 hero powers during deck creation...
Personally I like the idea of more variety of hero powers - it would help add a new dimension to classes which are hard and fast stuck into archetypes like Hunter being forced to aggro and Warrior forced to tank up etc.
Though I think one or two of the suggestions would need an adjustment - the paladin one for example is insane. I like the hunter freeze-a-minion idea. Warlock imps sound fun too. And I dont know why but the idea of Shaman randomly firing of shock blasts at who knows what every round kind of makes me smile! Lol!
this could open a lot of deck building, and eith lityle UI changes they could implement some hero power selections.. of course such hero powers should be kept at the balance of "cost 2 but make an effect of a 0 mana card"
Eh, So many new hero powers have been added to the game that I'm kinda bored of the whole idea. Warrior has normal hero power, upgraded power, dk power, rag weapon hero power, and boom power. All classes have at least 3 different powers. If they add more hero powers, those powers will have to be crazy interesting for them to catch my attention. I wonder if they should give hero powers and hero cards a break. Zuljin's battle cry and hero power are both incredibly unoriginal (They are similar to Yogg and mage upgrade).
Give me a neutral legendary that let's me pick any hero power i want at the start of the game. The deck building restriction is that it can only contain neutral cards. It can function similar to Whizbang where it doesn't matter what class you pick to create the deck, it will count as the class that you choose the hero power for. Use something similar to the Rumble Run portraits to give some flavor depending on the class you choose.
If we want to get really out of the box, make it similar to above but you have a subset of class cards that shifts depending on what you choose. Still neutral and still the majority of cards are neutral, but there are 5-10 class cards that you build in. You would have to pick a subset for every class and it would populate in that subset of cards based on the hero power you choose.
This would give you some flexibility in being able to choose counters based on your opponent. All the decks would necessarily be similar in play style based on the neutral carts chosen, but it might give some flex depending on the tech cards from the classes. Are the limited class cards enough to offset that ability to choose? No idea, but it would be pretty fun.
Yeah if they do this it would probably be through a legendary that at the start of the game grants you the alternative hero power. It might be a road too far to make it a UI upgrade and available at deck creation. I think it would be best to have a hero power that is balanced and not an 'upgrade' as such. The side-effect of being a card is that it can only interact with either Baku or Genn.
Yeah the Pally divine shield one is too strong - A +2 'thorns' attack buff, in effect during your opponents turn, might be interesting, more balanced and still within the Paladin hero style.
It would be good to see this trialed for a brawl wouldn't it?
Warrior - Shuffle a copy of a random card in your hand into your library. Paladin - Shuffle 2 random Blessings into your deck with Autocast. Shaman - Put a Vapor Elemental into your hand. Cost 0, 2/1 with Rush and Overload (1) Type = Elemental. Mage - Put a random secret into your hand. Druid - Give a friendly Taunt minion, 'Your hero can only take 1 damage at a time'. Priest - Put a Swamp Dragon Egg into your hand. Hunter - Put a card with 'Bomb' in the name into your hand. (to include Wild cards) Rogue - Discover a card from your opponent's class. It costs (2) more. Warlock - Sacrifice a minion and discover a Demon.
Unlike the current route of a hero card or (sir Finley - wild) thinking it would be a good improvement to have at the point of creating a deck a choice of hero power for instance like the following
druid : regenerate - heal self by 2
hunter : stun (freeze a minion)
mage frozen armour - gain 2 armour
paladin : give a minion divine shield
priest : shadow word : 1 tick per turn minion health debuff
rogue : evasion give a minion evasion (50% chance to dodge) for one turn
Shaman : Fire shock ping random enemy for two
Warlock : summon a 1/1 imp
warrior : equip a 2 / 1 weapon
I’m sure the hearthpwn community would have better ideas but the main point I wanted to raise for discussion was the whole concept of this mechanic which is a choice between 2 hero powers during deck creation...
I like the idea but the paladin one would need a rethink, I'd hate to face that as a hero power.
yep i was thinking of something as a different approach but fitting with the class for each - a power that would also support a different play style.
Maybe for pally give a minion a 1/1 buff or give it taunt. I personally like the warrior one which would suit a more aggressive deck.
The Hunter one is OP I think but I like the idea in general. I'm all for innovation.
Terrible idea, delete your account.
The concept is cool.
It could be a new Start of Game effect, based on conditional deckbuilding.
Additionally, it could be delivered as a Discover, much like Sir Finley Mrrgglton.
Or having a fixed subset of Discovery, based on old Gadgetzan factions, for consistency, but also for balance purposes. That way, one could choose to stick with their hero power if they think it is better.
The conditional deckbuilding should be set on the basis of the reward. If balance is an issue, a selection based on current Hero Powers would grant the effect to be overall balanced.
In that case, the deckbuilding condition should be weaker than Odd/Even, since the reward does not give you Tempo, just versatility.
It could be the latest addition to Highlander decks.
We got them already, genn and baku. Hope you’re happy.
I would say genn/baku is pretty damn drastic.
S39 Legend - Quest Rogue, S38 Legend - Murloc Paladin, S37 Legend - Miracle Rogue, S36 Top 200 Legend - Aggro Shaman, S35 - Finished Rank 51 Legend - Aggro Shaman, S34 Legend - Aggro Shaman
Exactly, if they did something as crazy as Genn/Baku, clearly they are not afraid of making drastic changes.
I think, someday, this will happen
but in form of a legendary with "at the start of the game" effect who changes you hp
as said above.
We sort of have this already with Genn and Baku.
Personally I like the idea of more variety of hero powers - it would help add a new dimension to classes which are hard and fast stuck into archetypes like Hunter being forced to aggro and Warrior forced to tank up etc.
Though I think one or two of the suggestions would need an adjustment - the paladin one for example is insane. I like the hunter freeze-a-minion idea. Warlock imps sound fun too.
And I dont know why but the idea of Shaman randomly firing of shock blasts at who knows what every round kind of makes me smile! Lol!
Good idea :-)
Not a bad idea, pal! As many of has stated above, there could be some changes. But your thoughts are good! gg!
Det är bättre med en fågel i hand, än tiger i träd!
this could open a lot of deck building, and eith lityle UI changes they could implement some hero power selections.. of course such hero powers should be kept at the balance of "cost 2 but make an effect of a 0 mana card"
Eh, So many new hero powers have been added to the game that I'm kinda bored of the whole idea. Warrior has normal hero power, upgraded power, dk power, rag weapon hero power, and boom power. All classes have at least 3 different powers. If they add more hero powers, those powers will have to be crazy interesting for them to catch my attention. I wonder if they should give hero powers and hero cards a break. Zuljin's battle cry and hero power are both incredibly unoriginal (They are similar to Yogg and mage upgrade).
Give me a neutral legendary that let's me pick any hero power i want at the start of the game. The deck building restriction is that it can only contain neutral cards. It can function similar to Whizbang where it doesn't matter what class you pick to create the deck, it will count as the class that you choose the hero power for. Use something similar to the Rumble Run portraits to give some flavor depending on the class you choose.
If we want to get really out of the box, make it similar to above but you have a subset of class cards that shifts depending on what you choose. Still neutral and still the majority of cards are neutral, but there are 5-10 class cards that you build in. You would have to pick a subset for every class and it would populate in that subset of cards based on the hero power you choose.
This would give you some flexibility in being able to choose counters based on your opponent. All the decks would necessarily be similar in play style based on the neutral carts chosen, but it might give some flex depending on the tech cards from the classes. Are the limited class cards enough to offset that ability to choose? No idea, but it would be pretty fun.
Yeah if they do this it would probably be through a legendary that at the start of the game grants you the alternative hero power. It might be a road too far to make it a UI upgrade and available at deck creation. I think it would be best to have a hero power that is balanced and not an 'upgrade' as such. The side-effect of being a card is that it can only interact with either Baku or Genn.
Yeah the Pally divine shield one is too strong - A +2 'thorns' attack buff, in effect during your opponents turn, might be interesting, more balanced and still within the Paladin hero style.
It would be good to see this trialed for a brawl wouldn't it?
Some other ideas
Warrior - Shuffle a copy of a random card in your hand into your library.
Paladin - Shuffle 2 random Blessings into your deck with Autocast.
Shaman - Put a Vapor Elemental into your hand. Cost 0, 2/1 with Rush and Overload (1) Type = Elemental.
Mage - Put a random secret into your hand.
Druid - Give a friendly Taunt minion, 'Your hero can only take 1 damage at a time'.
Priest - Put a Swamp Dragon Egg into your hand.
Hunter - Put a card with 'Bomb' in the name into your hand. (to include Wild cards)
Rogue - Discover a card from your opponent's class. It costs (2) more.
Warlock - Sacrifice a minion and discover a Demon.
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