Awesome, all for it ! The less stupid uncounterable bullshit in the game, the better.
If by that you mean infinite decks,e.g. pre Nerf kingsbane, or otk's i may agree since even though you Can beat them before they pull off the combo if you lob cards at them until they stop moving IMO every card/combo/strategy that can win you the game needs to have a way to be stopped AFTER it's been pulled off (easiest example: clear the board of a taunt druid) otherwise every kind of interactivity Is either VERY limited (mojomaster) or heavily rng based (demonic project/dirty rat)
On the other hand if by that you mean cards like quests (ignore prenerf rogue) or DK's (ignore rexxar) i don't wanna bother wasting too Much time on explaining why you are wrong on 37644 different levels since i already did in a post ("Just why" Is the title) where we discussed that (Just to be clear,the "wrong on ... Levels" part Is Simply to be obnoctious,no offense meant,nor do I think i'm right with no other opinion available ,you could Say It Is Just there to catch your attention)
The last 3 expansions are the worst in the history of Hearthstone, so my tea leaves does not show a good future of this game.
Well, Ben Brode worked on that three expansions too, so... what's your point?
I mean that RR shows how an expansion should NOT be done. Adding too many new mechanics, having no cards to support them, and only carrying 1 mechanic every expansion and later forget about them: see the rogue-legendary; it should say Recruit, but it don't because blizzard don't carry them over.
And he surely didn't worked alone on them too, there are many people in the design-process, but after i saw what the last 3 expansion brought us, mostly filler-cards; especially the last expansion; i doubt that this will now completely change.
My problem with the last few expansions is that new mechanics that are interesting were underused. Echo, overkill, and magnetic are great mechanic ideas that they added to only a very few cards and completly avoided exploring fully. I would prefer each expansion to have at least 10 playable cards that utilize the main new mechanic in unique ways.
It's really sad that no one plays almost any echo cards at all and that magnetic cards are rarely played for their magnetic abilities. The game needs more uniqueness and new ways of playing. I worry that Brode might have left because the thought the management in charge of card developers were unwilling to take risks by adding cards that are super creative. Instead, they think that people like secret hunter so we should add more secret hunter cards or people like deathrattle hunter so we should add deathrattle rogue cards and diminish class uniqueness.
This is exactly what i mean: there are interresting new mechanics, but blizzard only support one of them every expansion, instead of adding more of these: it's the same it was with Inspire: yes it was a bad Keyword, but ONLY because the minions were too bad. We now have the same issue with Echo: many minions there are simply not good enough with this keyword. Instead of increasing the power level to try it out how would it work if there were a bit stronger with new cards, they completely forget about it.
As i said before: look at Captain Hooktusk: It should say: recruit 3 pirates from your deck, but instead it used the old card text that Y'sharrj used (and he should have been renamed as well); because of some weird rule that card effects should NEVER change at all.
So i doubt that this will get better, except they change now quite a lot, and i doubt it.
This is exactly what i mean: there are interresting new mechanics, but blizzard only support one of them every expansion, instead of adding more of these: it's the same it was with Inspire: yes it was a bad Keyword, but ONLY because the minions were too bad. We now have the same issue with Echo: many minions there are simply not good enough with this keyword. Instead of increasing the power level to try it out how would it work if there were a bit stronger with new cards, they completely forget about it.
OH NO YOU DON'T!
Inspire was far more troubled than simply it being too weak. The mechanic is just too hard to balance for most cards. You can tell via the cards that DID see play. Kvaldir Raider, for example. The card was worthless in constructed where we were able to nuke it quickly. But the second it wasn't nuked, in arena for example, the card quickly turns into an OP nightmare. Kodorider actually worked in Constructed and created a VERY nasty version of midrange shaman that we would've started hating it One Night didn't show up in time to give us 1000 more things to rage on.
The issue is that Inspire basically empowers your hero power, which is ongoing and consistent. If the card was good enough to stick, then it's basically a hero power upgrade similar to Genn/Baku. The ONLY reason why they didn't ruin everything was because Blizzard at the time didn't want to power creep so they went cautious. We've seen what just having your hero power spit out a free 1/1 does (hi odd Paladin). What about a free 3/5? Or a free Murloc?
This doesn't destroy your main argument: echo really needs more love, and I'm glad Joust returned. But Inspire can go burn in a fire.
Rollback Post to RevisionRollBack
One does not simply walk into Mordor,
unless they want to be the best they can be.
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If by that you mean infinite decks,e.g. pre Nerf kingsbane, or otk's i may agree since even though you Can beat them before they pull off the combo if you lob cards at them until they stop moving IMO every card/combo/strategy that can win you the game needs to have a way to be stopped AFTER it's been pulled off (easiest example: clear the board of a taunt druid) otherwise every kind of interactivity Is either VERY limited (mojomaster) or heavily rng based (demonic project/dirty rat)
On the other hand if by that you mean cards like quests (ignore prenerf rogue) or DK's (ignore rexxar) i don't wanna bother wasting too Much time on explaining why you are wrong on 37644 different levels since i already did in a post ("Just why" Is the title) where we discussed that (Just to be clear,the "wrong on ... Levels" part Is Simply to be obnoctious,no offense meant,nor do I think i'm right with no other opinion available ,you could Say It Is Just there to catch your attention)
I mean that RR shows how an expansion should NOT be done. Adding too many new mechanics, having no cards to support them, and only carrying 1 mechanic every expansion and later forget about them: see the rogue-legendary; it should say Recruit, but it don't because blizzard don't carry them over.
And he surely didn't worked alone on them too, there are many people in the design-process, but after i saw what the last 3 expansion brought us, mostly filler-cards; especially the last expansion; i doubt that this will now completely change.
This is exactly what i mean: there are interresting new mechanics, but blizzard only support one of them every expansion, instead of adding more of these: it's the same it was with Inspire: yes it was a bad Keyword, but ONLY because the minions were too bad. We now have the same issue with Echo: many minions there are simply not good enough with this keyword. Instead of increasing the power level to try it out how would it work if there were a bit stronger with new cards, they completely forget about it.
As i said before: look at Captain Hooktusk: It should say: recruit 3 pirates from your deck, but instead it used the old card text that Y'sharrj used (and he should have been renamed as well); because of some weird rule that card effects should NEVER change at all.
So i doubt that this will get better, except they change now quite a lot, and i doubt it.
OH NO YOU DON'T!
Inspire was far more troubled than simply it being too weak. The mechanic is just too hard to balance for most cards. You can tell via the cards that DID see play. Kvaldir Raider, for example. The card was worthless in constructed where we were able to nuke it quickly. But the second it wasn't nuked, in arena for example, the card quickly turns into an OP nightmare. Kodorider actually worked in Constructed and created a VERY nasty version of midrange shaman that we would've started hating it One Night didn't show up in time to give us 1000 more things to rage on.
The issue is that Inspire basically empowers your hero power, which is ongoing and consistent. If the card was good enough to stick, then it's basically a hero power upgrade similar to Genn/Baku. The ONLY reason why they didn't ruin everything was because Blizzard at the time didn't want to power creep so they went cautious. We've seen what just having your hero power spit out a free 1/1 does (hi odd Paladin). What about a free 3/5? Or a free Murloc?
This doesn't destroy your main argument: echo really needs more love, and I'm glad Joust returned. But Inspire can go burn in a fire.
One does not simply walk into Mordor,
unless they want to be the best they can be.