I play mostly control decks, including mage in standard and rogue in wild.
And have to say that mech and elemental "tribes" could have more interaction to player. And i see nothing bad to shuffle a bit the state of lifesteal end game decks.
You are playing on the assumption that you haven't established. That is, why does lifesteal need to be balanced?
You also have to explain why we are removing lifesteal specifically from mech and elementals. That they are 'dead' isn't an explanation as card games do not need a lore reason for a mechanic. We have 'frozen' creatures that can throw knives and fling fireballs at people and oozes are making perfect copies of creatures in ways that spit in the eye of quantum physics. We made a literal force of nature and the embodiment of fire 'repent' and become a white mage to fight against a Cuthulu-based creature created to kill a god that's being born inside a planet.
Point is, the only reason to change a mechanic is either when the mechanic is so broken it's ruining the entire game or when a particular card is inconsistent with other cards (and even that last bit is 'touchy')
I mean you are literally gutting the entire purpose of one of the iconic cards in Boomsday (zilliax) and utterly destroying the entire point to Jaina's DeathKnight. We HAVE gutted cards before (hi Warsong) but we had massive reasons why that's the case (utterly destroying several metas, warping two YEARS' worth of card design, and causing your creators to ragethrow their mouse helps the argument)
So before you get into your ideas on how to fix the problem, how about first explaining what the problem exactly is?
And if it's "It's silly for 'dead' things to heal" ..don't.
Hi, Iandakar. Thanks for the answer.
Agree with Jaina and Ziliax part. It definitelly makes them non-playable and it is bad.
How can i establish assumption without PTR or some form of sandbox? So... i have only assumptions / ideas :)
Personally, i think i should give more details. Whole idea was " you cant lifesteal health from mech / elem creatures when you hit them". But if your elem/mech already have the buff - then yes, it can lifesteal from non mech / non elems...
In terms of iteraction - it should give extra distinctive features to "tribes" as well improve midrange decks WR vs Kingsbane rogue.
Thanks for the explanation. It was interesting to read.
As well as other comments. I will not answer for some of them, i hope you dont be upset with that :)
There was an interesting point about lifesteal overkill. It definitelly looks strange to be healed by 12 when the creature has 1 hp.
I play mostly control decks, including mage in standard and rogue in wild.
And have to say that mech and elemental "tribes" could have more interaction to player. And i see nothing bad to shuffle a bit the state of lifesteal end game decks.
But after changing from zoolock deck you feel the same taste...same style, change Kill Command to Soulfire, swap demons to beasts and you are on the same route.
But, just imagine hunter that relies on effects of enemy card cost increase...that builds his board, and locks enemy with "freeze trap" like effects for spells, class abilities, cards, etc..
This playstyle could separate Hunter from other tempo decks
I am not mentioning spell hunter, it is different story...
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Hi, Iandakar. Thanks for the answer.
Agree with Jaina and Ziliax part. It definitelly makes them non-playable and it is bad.
How can i establish assumption without PTR or some form of sandbox? So... i have only assumptions / ideas :)
Personally, i think i should give more details. Whole idea was " you cant lifesteal health from mech / elem creatures when you hit them". But if your elem/mech already have the buff - then yes, it can lifesteal from non mech / non elems...
In terms of iteraction - it should give extra distinctive features to "tribes" as well improve midrange decks WR vs Kingsbane rogue.
Thanks for the explanation. It was interesting to read.
As well as other comments. I will not answer for some of them, i hope you dont be upset with that :)
There was an interesting point about lifesteal overkill. It definitelly looks strange to be healed by 12 when the creature has 1 hp.
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No.
I play mostly control decks, including mage in standard and rogue in wild.
And have to say that mech and elemental "tribes" could have more interaction to player. And i see nothing bad to shuffle a bit the state of lifesteal end game decks.
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Ok, what is your proposition then?
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Tl Dr: Lifesteal effects should not work on any form of "dead-like" creature like "Mech" and "Elemental".
Should improve balance in my opinion.
/Discuss
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Lets be honest today.
2
Guys you need exact 4 different horses.
3 with the same name doesnt work
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Looks like Ben and team dont need extra money... :(
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For me hunter always looks as a tempo class...
But after changing from zoolock deck you feel the same taste...same style, change Kill Command to Soulfire, swap demons to beasts and you are on the same route.
But, just imagine hunter that relies on effects of enemy card cost increase...that builds his board, and locks enemy with "freeze trap" like effects for spells, class abilities, cards, etc..
This playstyle could separate Hunter from other tempo decks
I am not mentioning spell hunter, it is different story...
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Deleted
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Cast a random positive buff on your random targets
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ITS NOT SILVERNAME DECK
IT WAS MADE BY ZETALOT
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Druid with priest heal.
12-2
Got lich king.
Board presence by druid with plague or treants 2/2
Priest single target removals.
Priest mind control and high mana units.
Some deathrattle card draw cards.
And good mana curve cards for the start.
Hope this helps to someone
3
Finally sone love for Lorewalker Cho by Benny.
2
Fake Zetalot
5
GZ with new meta cancer. Thank you, mr. Educational stream.