They're too powerful, and not evenly balanced. Jaina, Guldan and Rexxar are stupid powerful. Only a little while more at least, and they'll be out in the wild though.
It was a bad idea tbh, they are too powerful most of the time and will be a huge problem even when they rotate
Could we please not mash the idea and the power level up. Like, in general? While Deathstalker Rexxar probably is bad design because it patches up Hunters biggest weakness, the other DKs are really good in terms of design. Problematic is mainly the power level. Many of them are too powerful. But it wasn't a bad idea in general.
They are serving as prototypes of the hero card. Compare them to quests: Quests have an inherently bad design because you lose your first turn AND you need to print support constantly to make them work. Hero cards are nice additions that work in many decks. Blizzard realized their problematic power level and gave us really balanced and enjoyable ones with Hagatha, Dr. Boom and Zul'jin.
So many weird cards and broken cards are introduced especially failure archetypes with freeze shaman and mage, weird spells that did not work like play dead until catacomb has been released. I did not like many of them as they were completely broken. And for the first time ever, I did not get interested in the expansion for the most part. So, it's the worst expansion ever in my opinion.
Now back to the topic, death knights was just meant to bring people interest into the game, nothing else more, just few death knight cards were a pretty success but that's pretty much it and some went break the game.
It was a good idea, the only DK card to me that got to ridiculous levels was Rexxar, though it wasn't like that at first. When Vicious Scalehide got released in Witchwood it gave the card insane survivability.
I Just made a relatively similar thread and now i forum this😂
Anyway i think they (toghether with the quests exept the rogue One) are the best addition to the game i'm Just sad some of them are quite underwhelming (garrosh) and others (hi uther/rexxar) bring inevitability/infinite value/otk
I liked the flavour of the expansion, I loved WC3FT, I loved the FT expansion in WoW and I loved the KFT expansion in Hearthstone. But the powerlevel was just too high. Even though you could try to play around some of them (Jaina, Uther, ..) but Shaman and Warrior DK was just meh. Mirrormatches reminded me of Control Warrior times, when the one who would draw his Justica (or now his DK) first, would have a huge advantage.
Overall I like them. However I do have some issues to raise.
1) They were not as designed as carefully as they could have been. There are obvious winners and losers in the batch and many have simply no downside for playing them at all.
2) They have pigeonholed control into a playstyle that removes the element of having limited removal resources and having to save that removal more intelligently. And only certain classes get to break out of this mold. For example, warlock always has a 3 mana bash effect removal, Boom can discover removal in a few different ways, and Rexxar can create its own minion-based removal with some luck. These classes get the luxury of caring a little less about their removal & actually needing to dedicate card slots for removal (thus overall upping their deck quality by being able to include other things). However, paladin, rogue, priest, etc need to still use card slots for removal. That isn't even remote balance in the control attrition wars. Either allow everyone to have their own form of infinite value removal or tone down the removal out of thin air for those few classes.
3) Power creep. DKs like Gul'Dan and Zul'Jin are all about instantly spawning a potentially winning board out of thin air that demands an answer immediately. This is turn has affected other cards to also have to compete in a similar 15-30 mana/value fashion (Allana, Hadronnox, priest spellstone, etc) because other control powerhouse cards are now about explosive value turns. Even when the first dks rotate we're still going to have some of the later released explosive, but less powerful, value cards in other classes, which means more explosive value cards will be released in snowball fashion to compete with the standard value cards. The precedent has been set. Control now = playing a crapload of value in one turn from an empty board. Control didn't used to be centered on that, but it looks like it will be here to stay, which also means board clears have to be more broken too (Yay for more incoming defiles).
Actually i'm have a different vision about it that i'm don't know how exactly to say.
The "problem" with deathknights is that once they land on the board the game will gonna end in a feel turns due to the pressure that their hero powers make alone.
That is why while i'm have fun and like they i'm also think that they should not be game enders.
No one of they was really overpowered and who say otherwise is just biased to not understand that high cost cards function is end the game.
Like...
I'm would like to see what they would do for a 3 mana hero for example due to this. Those cards should have less focus on battlecry and more on change your gameplan from that point.
That is why i'm can say that rexxar is a okay card and no amount of hate will change that.
I'm did see ton of people losing games due to lose the basic hero power and it is enough to prove that it is in fact a drawback for use that hero and a not easy to calculate one.
DK rexxar change how you play after it lands and that is what the mark of a well designed hero card is.
They were a good idea, but way too strong when introduced.
Remember resource management? Playing around opponent's cards, not their hero power?
They're too powerful, and not evenly balanced. Jaina, Guldan and Rexxar are stupid powerful. Only a little while more at least, and they'll be out in the wild though.
Could we please not mash the idea and the power level up. Like, in general? While Deathstalker Rexxar probably is bad design because it patches up Hunters biggest weakness, the other DKs are really good in terms of design. Problematic is mainly the power level. Many of them are too powerful. But it wasn't a bad idea in general.
They are serving as prototypes of the hero card. Compare them to quests: Quests have an inherently bad design because you lose your first turn AND you need to print support constantly to make them work. Hero cards are nice additions that work in many decks. Blizzard realized their problematic power level and gave us really balanced and enjoyable ones with Hagatha, Dr. Boom and Zul'jin.
So many weird cards and broken cards are introduced especially failure archetypes with freeze shaman and mage, weird spells that did not work like play dead until catacomb has been released. I did not like many of them as they were completely broken. And for the first time ever, I did not get interested in the expansion for the most part. So, it's the worst expansion ever in my opinion.
Now back to the topic, death knights was just meant to bring people interest into the game, nothing else more, just few death knight cards were a pretty success but that's pretty much it and some went break the game.
I like elementals and totems.
I like the direction they are taking with the new hero cards, they bound their value to rng, so it's not as consistent as the classic deatknights.
It was a good idea, the only DK card to me that got to ridiculous levels was Rexxar, though it wasn't like that at first. When Vicious Scalehide got released in Witchwood it gave the card insane survivability.
i think they are the best thing happened in this game ....
Lord Jarraxus was an awsome card from the start why cant everyone have thier own Hero too ?
I Just made a relatively similar thread and now i forum this😂
Anyway i think they (toghether with the quests exept the rogue One) are the best addition to the game i'm Just sad some of them are quite underwhelming (garrosh) and others (hi uther/rexxar) bring inevitability/infinite value/otk
It was a mistake creating them for sure. I do not like cards that win games on their own.
I liked the flavour of the expansion, I loved WC3FT, I loved the FT expansion in WoW and I loved the KFT expansion in Hearthstone. But the powerlevel was just too high. Even though you could try to play around some of them (Jaina, Uther, ..) but Shaman and Warrior DK was just meh. Mirrormatches reminded me of Control Warrior times, when the one who would draw his Justica (or now his DK) first, would have a huge advantage.
Overall I like them. However I do have some issues to raise.
1) They were not as designed as carefully as they could have been. There are obvious winners and losers in the batch and many have simply no downside for playing them at all.
2) They have pigeonholed control into a playstyle that removes the element of having limited removal resources and having to save that removal more intelligently. And only certain classes get to break out of this mold. For example, warlock always has a 3 mana bash effect removal, Boom can discover removal in a few different ways, and Rexxar can create its own minion-based removal with some luck. These classes get the luxury of caring a little less about their removal & actually needing to dedicate card slots for removal (thus overall upping their deck quality by being able to include other things). However, paladin, rogue, priest, etc need to still use card slots for removal. That isn't even remote balance in the control attrition wars. Either allow everyone to have their own form of infinite value removal or tone down the removal out of thin air for those few classes.
3) Power creep. DKs like Gul'Dan and Zul'Jin are all about instantly spawning a potentially winning board out of thin air that demands an answer immediately. This is turn has affected other cards to also have to compete in a similar 15-30 mana/value fashion (Allana, Hadronnox, priest spellstone, etc) because other control powerhouse cards are now about explosive value turns. Even when the first dks rotate we're still going to have some of the later released explosive, but less powerful, value cards in other classes, which means more explosive value cards will be released in snowball fashion to compete with the standard value cards. The precedent has been set. Control now = playing a crapload of value in one turn from an empty board. Control didn't used to be centered on that, but it looks like it will be here to stay, which also means board clears have to be more broken too (Yay for more incoming defiles).
Actually i'm have a different vision about it that i'm don't know how exactly to say.
The "problem" with deathknights is that once they land on the board the game will gonna end in a feel turns due to the pressure that their hero powers make alone.
That is why while i'm have fun and like they i'm also think that they should not be game enders.
No one of they was really overpowered and who say otherwise is just biased to not understand that high cost cards function is end the game.
Like...
I'm would like to see what they would do for a 3 mana hero for example due to this. Those cards should have less focus on battlecry and more on change your gameplan from that point.
That is why i'm can say that rexxar is a okay card and no amount of hate will change that.
I'm did see ton of people losing games due to lose the basic hero power and it is enough to prove that it is in fact a drawback for use that hero and a not easy to calculate one.
DK rexxar change how you play after it lands and that is what the mark of a well designed hero card is.