Balance wise, 3x rune cards should be more powerful, because they come with deckbuilding conatraints. I am not sure I like the mechanic though. It feels very unlike hearthstone to overcomplicate things, and it feels like every expansions feels more like fan creations.
I don't like the rune system because only death knight is going to have it, and therefore it feels like death knight is just going to become multiple classes, and have a huge share of the meta.
Also, how does discover work with cards with runes?
Honestly I'm surprised it's taken them this long to implement specializations with deckbuilding restrictions and rewards, given that specs are a huge part of WoW's class design, with some classes playing completely differently depending on spec.
I don't like the rune system because only death knight is going to have it, and therefore it feels like death knight is just going to become multiple classes, and have a huge share of the meta.
Also, how does discover work with cards with runes?
If (and it's a huge "if") they kick off the next Hearthstone year by adding a similar deckbuilding feature to each of the other classes, it could be great. But they probably won't, so you're probably right about the DK's share of the meta.
Why would discover work any differently with rune cards? Runes don't matter outside of deckbuilding. I guess there can be a discover card that only finds cards with a specific rune, but general discover effects would be able to find cards with any rune. Yes, that gets around the downside of runes, and yes, it gives all DKs an advantage. Welcome to New Class Hell, where none of the other classes matter.
I don't like the rune system because only death knight is going to have it, and therefore it feels like death knight is just going to become multiple classes, and have a huge share of the meta.
Also, how does discover work with cards with runes?
If (and it's a huge "if") they kick off the next Hearthstone year by adding a similar deckbuilding feature to each of the other classes, it could be great. But they probably won't, so you're probably right about the DK's share of the meta.
Why would discover work any differently with rune cards? Runes don't matter outside of deckbuilding. I guess there can be a discover card that only finds cards with a specific rune, but general discover effects would be able to find cards with any rune. Yes, that gets around the downside of runes, and yes, it gives all DKs an advantage. Welcome to New Class Hell, where none of the other classes matter.
it doesn't really get around the downside of runes if I understand correctly, if you discover a card which requires certain runes to be active on your deck then that card will be useless for you
I don't like the rune system because only death knight is going to have it, and therefore it feels like death knight is just going to become multiple classes, and have a huge share of the meta.
Also, how does discover work with cards with runes?
If (and it's a huge "if") they kick off the next Hearthstone year by adding a similar deckbuilding feature to each of the other classes, it could be great. But they probably won't, so you're probably right about the DK's share of the meta.
Why would discover work any differently with rune cards? Runes don't matter outside of deckbuilding. I guess there can be a discover card that only finds cards with a specific rune, but general discover effects would be able to find cards with any rune. Yes, that gets around the downside of runes, and yes, it gives all DKs an advantage. Welcome to New Class Hell, where none of the other classes matter.
it doesn't really get around the downside of runes if I understand correctly, if you discover a card which requires certain runes to be active on your deck then that card will be useless for you
The simple solution would be either that runes don't matter for discovers or that the discovery pool respects your rune selection.
The alternative could also be: tough luck, that's another constraint.
The only Runes that the Death Knight class has ever had are these 3, and a so called Death Rune, which was purple and counted as every Rune.
That Death Rune only became active after first using the regular Rune though, so not sure how that would work in HS.
I can see applications for it though obviously, as well as applications for making a special Legendary card at some point that will give you a 4th Rune in your deck building. Plenty of room for creativity down the line.
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this is the first class with these restrictions...and that kinda of sucks...
and im sure they will add a new rune later.
I doubt they will. Why would they? Also I don't see how this... incentivizes Death Knights over other classes, it just limits deck building in Death Knights and makes them more... not even diverse, just like lets them have more powerful cards in exchange for a deck building limitation in terms of actual deck building. But that's not like an incentive to make Death Knight decks, it just means Death Knight decks have a deckbuilding limitation no one else has.
Not that different from the EVIL classes vs. the Hero classes from Year of the Dragon really.
As for discovers, it either won't let you discover a card you can't use, or you can just use it and the rune-requirement is only for deck building.
I think runes are an excellent balancing tool to prevent having OP decks within DK class. Plus, it's a thematic fit.
Sure, there will be netdecks all over the place but it gives people who build their own decks some clear pointers on how the want to play the class. You like control style? - blood decks are your choice, maybe with some frost for card draw and direct damage. You like zoo/aggro? - you pick unholy. You enjoy OTKs and high tempo? - most likely frost decks will fit that choice. Or you can ignore DKs altogether and stick to vanilla classes and their archetypes, no one forces you to go DK route.
I don't like the rune system because only death knight is going to have it, and therefore it feels like death knight is just going to become multiple classes, and have a huge share of the meta.
Also, how does discover work with cards with runes?
This is Death Knight in world of Warcraft , they are pretty much a Warlock , Priest , Paladin , Warrior in one class , Great Damage , Healing , Dots , Shields , Range and Melee , Summon all sorts of things. They have the most buttons to press aswell pretty much , specially back in the days. Also the Runes are linked too there specs and reflected very well in Hearthstone. As a Death Knight player for 15 years there doing a very good job reflecting the class , now it's just hoping it works out and there will be multiple ways to build Dk's.
From a salesmans point of view, it's genious design to introduce a class that is divided into 3 subclasses, because now everyone needs to spend 3x the amount of real money to collect all the cards to properly play that class (or you can try to get all the cards with gold since it's a f2p game, muahahaha....).
If you think about it, DK is supposed to be a weapon wielding, frost magic casting, wide board (undead) summoner.
AKA Undead Shaman.
Without some special keyword, mechanic and distinct play feel, DK will forever be shaman with a different color, just like demon hunter was rogue with life steal, until they started bombarding the class with new spell types.
From a salesmans point of view, it's genious design to introduce a class that is divided into 3 subclasses, because now everyone needs to spend 3x the amount of real money to collect all the cards to properly play that class (or you can try to get all the cards with gold since it's a f2p game, muahahaha....).
It would, if that was the case - but you only get 10 cards for DK with the main expansion just like every other class. For the release you get the class cards and the Core cards, but going forward could be tricky as they will have to focus on rune archetypes or find a way to give every "spec" an equal amount of cards.
I actually like the rune system. Wow TCG had specializations for Heroes. So you couldn't have a warrior with both Arms and Protection abilities, Pally with Holy and Retribution, or Shaman with Elemental and Enhance. That way is much easier to balance and differentiate the metas, rather than "Here, you can play all cards with your class symbol"
I actually like the rune system. Wow TCG had specializations for Heroes. So you couldn't have a warrior with both Arms and Protection abilities, Pally with Holy and Retribution, or Shaman with Elemental and Enhance. That way is much easier to balance and differentiate the metas, rather than "Here, you can play all cards with your class symbol"
Beeing a DK player since WOTLK I still think this is really made for Dk's. That said I do think its stupid that there so stuck into class identity since the very beginning of Hearthstone. Paladin is always the dude class where it could easily have made a tier 1 Control deck specially when you look at wow Prot and holy Paladin. For some reason Warrior used to be a amazing Control Archtype during release and the first couple of expansions , where you had all sorts of amazing weapons and spells and than finisht the game by playing big minions (kinda the same feel as highlander priest) and than decided it had to be about damaging your own minions. There was one more Control Warrior but it was just about getting allot of armor and outliving your opponents deck wich was really boring if you ask me , it had no finishers like the old day's in the form of big minions or Highlander priest. I like to play control and to me Highlander Priest is still the best control deck I ever played , second is classic control warrior up until they removed Justicar trueheart. Back than you played her , Brann , Sylvanas , Rag , Ysera , Harrison Jones , Baron Geddon , Grommash.
That said , Warlock for example has had every possible archtype from control dk , to aggro to combo. Same with Warrior , same with Druid and lesser extend priest. In my opinion they should threat every class like that and don't be so stuck in class identity. Control Paladin with holy and prot spells is also class identity in my opinion. Shaman with restoration spells same. They could easily give every class control , aggro and combo options troughout the years.
In the end if the DK rune system makes it easier to balance the game and build archtypes i'm all for them giving every class there wow specs so every class has acces to 3 archtypes.
it takes tons of possibilities.....
hey ..that card is cool!
sorry...its 2 blood runes and 1 frost...
I WANT TO MAKE ANY DECK I WANT...those runes take out that fun!!!
go face!
Balance wise, 3x rune cards should be more powerful, because they come with deckbuilding conatraints. I am not sure I like the mechanic though. It feels very unlike hearthstone to overcomplicate things, and it feels like every expansions feels more like fan creations.
It's really no different from a card like Reno Jackson. Powerful cards with a deck building restriction.
I don't like the rune system because only death knight is going to have it, and therefore it feels like death knight is just going to become multiple classes, and have a huge share of the meta.
Also, how does discover work with cards with runes?
Honestly I'm surprised it's taken them this long to implement specializations with deckbuilding restrictions and rewards, given that specs are a huge part of WoW's class design, with some classes playing completely differently depending on spec.
If (and it's a huge "if") they kick off the next Hearthstone year by adding a similar deckbuilding feature to each of the other classes, it could be great. But they probably won't, so you're probably right about the DK's share of the meta.
Why would discover work any differently with rune cards? Runes don't matter outside of deckbuilding. I guess there can be a discover card that only finds cards with a specific rune, but general discover effects would be able to find cards with any rune. Yes, that gets around the downside of runes, and yes, it gives all DKs an advantage. Welcome to New Class Hell, where none of the other classes matter.
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this is the first class with these restrictions...and that kinda of sucks...
and im sure they will add a new rune later.
go face!
it doesn't really get around the downside of runes if I understand correctly, if you discover a card which requires certain runes to be active on your deck then that card will be useless for you
The simple solution would be either that runes don't matter for discovers or that the discovery pool respects your rune selection.
The alternative could also be: tough luck, that's another constraint.
I wAnT tO mAkE aNy DeCk I wAnT
The only Runes that the Death Knight class has ever had are these 3, and a so called Death Rune, which was purple and counted as every Rune.
That Death Rune only became active after first using the regular Rune though, so not sure how that would work in HS.
I can see applications for it though obviously, as well as applications for making a special Legendary card at some point that will give you a 4th Rune in your deck building. Plenty of room for creativity down the line.
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I doubt they will. Why would they? Also I don't see how this... incentivizes Death Knights over other classes, it just limits deck building in Death Knights and makes them more... not even diverse, just like lets them have more powerful cards in exchange for a deck building limitation in terms of actual deck building. But that's not like an incentive to make Death Knight decks, it just means Death Knight decks have a deckbuilding limitation no one else has.
Not that different from the EVIL classes vs. the Hero classes from Year of the Dragon really.
As for discovers, it either won't let you discover a card you can't use, or you can just use it and the rune-requirement is only for deck building.
I think runes are an excellent balancing tool to prevent having OP decks within DK class. Plus, it's a thematic fit.
Sure, there will be netdecks all over the place but it gives people who build their own decks some clear pointers on how the want to play the class. You like control style? - blood decks are your choice, maybe with some frost for card draw and direct damage. You like zoo/aggro? - you pick unholy. You enjoy OTKs and high tempo? - most likely frost decks will fit that choice. Or you can ignore DKs altogether and stick to vanilla classes and their archetypes, no one forces you to go DK route.
This is Death Knight in world of Warcraft , they are pretty much a Warlock , Priest , Paladin , Warrior in one class , Great Damage , Healing , Dots , Shields , Range and Melee , Summon all sorts of things. They have the most buttons to press aswell pretty much , specially back in the days. Also the Runes are linked too there specs and reflected very well in Hearthstone. As a Death Knight player for 15 years there doing a very good job reflecting the class , now it's just hoping it works out and there will be multiple ways to build Dk's.
Shut up this is perfectly fun
From a salesmans point of view, it's genious design to introduce a class that is divided into 3 subclasses, because now everyone needs to spend 3x the amount of real money to collect all the cards to properly play that class (or you can try to get all the cards with gold since it's a f2p game, muahahaha....).
My Hearthstone Playlist on YouTube
If you think about it, DK is supposed to be a weapon wielding, frost magic casting, wide board (undead) summoner.
AKA Undead Shaman.
Without some special keyword, mechanic and distinct play feel, DK will forever be shaman with a different color, just like demon hunter was rogue with life steal, until they started bombarding the class with new spell types.
It would, if that was the case - but you only get 10 cards for DK with the main expansion just like every other class. For the release you get the class cards and the Core cards, but going forward could be tricky as they will have to focus on rune archetypes or find a way to give every "spec" an equal amount of cards.
I actually like the rune system. Wow TCG had specializations for Heroes. So you couldn't have a warrior with both Arms and Protection abilities, Pally with Holy and Retribution, or Shaman with Elemental and Enhance. That way is much easier to balance and differentiate the metas, rather than "Here, you can play all cards with your class symbol"
Beeing a DK player since WOTLK I still think this is really made for Dk's. That said I do think its stupid that there so stuck into class identity since the very beginning of Hearthstone. Paladin is always the dude class where it could easily have made a tier 1 Control deck specially when you look at wow Prot and holy Paladin. For some reason Warrior used to be a amazing Control Archtype during release and the first couple of expansions , where you had all sorts of amazing weapons and spells and than finisht the game by playing big minions (kinda the same feel as highlander priest) and than decided it had to be about damaging your own minions. There was one more Control Warrior but it was just about getting allot of armor and outliving your opponents deck wich was really boring if you ask me , it had no finishers like the old day's in the form of big minions or Highlander priest. I like to play control and to me Highlander Priest is still the best control deck I ever played , second is classic control warrior up until they removed Justicar trueheart. Back than you played her , Brann , Sylvanas , Rag , Ysera , Harrison Jones , Baron Geddon , Grommash.
That said , Warlock for example has had every possible archtype from control dk , to aggro to combo. Same with Warrior , same with Druid and lesser extend priest. In my opinion they should threat every class like that and don't be so stuck in class identity. Control Paladin with holy and prot spells is also class identity in my opinion. Shaman with restoration spells same. They could easily give every class control , aggro and combo options troughout the years.
In the end if the DK rune system makes it easier to balance the game and build archtypes i'm all for them giving every class there wow specs so every class has acces to 3 archtypes.