Looking at the state of the game in both formats. One thing that sticks out to me is why not change the hero power to be 2 mana like all the other starting hero powers, this would help wild as all of a sudden its Even DH for a 1 mana hero power and more nerfs to cards like the Warglaives of Azzinoth are no longer necessary. Changing it to 2 mana, Give your hero plus 2 attack this turn. Thoughts?
The problem with making it "Gain +2 attack" is that it creates just as many problems as it would solve, maybe more. As it stands, the DH hero power is the functional equivalent of a Genn hero power, but without the need to play only even-cost cards. Your way though, it would be the equivalent of a Baku hero power without the need to play only odd-cost cards. This would worsen its synergy with cards like Satyr Overseer and Battlefiend, sure, but it wouldn't matter, because now you're playing with a class that can solo the opponent's early game with hero powers alone.
You think Team 5 went through 3 iterations of his hero power for nothing? this was clearly tested heavily and they felt 1 mana deal 1 was the only balanced way of going about it. 2 mana deal 2 is way stronger than it's current iteration, you basically auto win the early game.
Looking at the state of the game in both formats. One thing that sticks out to me is why not change the hero power to be 2 mana like all the other starting hero powers, this would help wild as all of a sudden its Even DH for a 1 mana hero power and more nerfs to cards like the Warglaives of Azzinoth are no longer necessary. Changing it to 2 mana, Give your hero plus 2 attack this turn. Thoughts?
This idea is straight bad. With 2 dmg you can clear way to many minions with just 2 HP, making them bad. There is a reason why x/1 cards are usually considered bad - they can be killed too easly. 2 att is straight upgrade to Hunter's HP and makes druid's, warrior's and priest's look like a joke, since dealing dmg is considered much better than healing.
For me DH HP should be 2 mana equip 1/1 claws. But unlike rogue, if you have claws already equipped you are giving 1 attack next time you use HP (same for any equpped weapon). Depending how broken this hp would be it the bonus could be permanent or till end of the turn.
It’s necessary because many of his cards benefits him for using hero power. Also making odd version of naturaly even cost power is something unnatural and it’s cheating against odd/even rules especialy in case Blizzard moved Genn and Baku to HoF because they said it’s “unhealthy” (but odd-even hybrid DH seems healthy and vital for Blizzard). Show me another odd-even for example paladin or shaman hybrid deck and I take back that Odd DH is crap.
this was clearly tested heavily and they felt 1 mana deal 1 was the only balanced way of going about it.
Sure! DH was clearly tested heavily... This is the reason why almost each of its card needed a nerf in the first two months.
Um... yes? They wanted to sell a product, so they intentionally made it worth buying. Is it so hard to believe that a company, which wants to make money, prioritized selling a product over health of the game?
after being played for almost 1 complete season, DH is already integrated into the always-evolving meta. He is now a residence in HS :P~~~
i.e. DH way of playing becomes a core mechanics, and there are already counter decks and play-styles invented (by us) against DH. If you cannot afford to change your fav class, then the imbalance feeling will be strong. IMO some nerfs/buffs have been done to answer this.
As a huge card game, I think this DH addition to HS is a bold example of how to evolve a card game and yet keeping its playability. This is a difficult task and both dev and community are sailing the uncharted water. Yes, the community is part of the balancing, since we are actually test-playing the DH mechanism and deriving anti-deck against it. Fair WR across classes will be one indication of balanced game, but this is not all of it, since we as the community is also part of the mechanism. I found an interesting read about game design here which looks relevent. I dont think there is any solid theory in doing this game evolution, and dev and community will need to interact to do this well.
Currently I suppose nerfing / buffing cards is only for 2 things : balance next standard season (yes and looking at the nerfs shall give you hints on whats next season's theme) , and increase the diversity of 1st-tier deck. So your feed back to the dev in official channel is also very important to HS development, state your legitimate reason for any imbalalnce and they will listen :P~~~
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:P~~~
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Looking at the state of the game in both formats. One thing that sticks out to me is why not change the hero power to be 2 mana like all the other starting hero powers, this would help wild as all of a sudden its Even DH for a 1 mana hero power and more nerfs to cards like the Warglaives of Azzinoth are no longer necessary.
Changing it to 2 mana, Give your hero plus 2 attack this turn.
Thoughts?
:)
https://hsreplay.net/replay/27u2NJTZZJgToJ6k6n5BTM
So Odd DH would now have the same hero power as the Warrior Galakrond hero card.
2 mana, Give your hero plus 3 attack.
:)
https://hsreplay.net/replay/27u2NJTZZJgToJ6k6n5BTM
Was discussed so many times.ill be back next year on another topic on same subject,quoting this message
The problem with making it "Gain +2 attack" is that it creates just as many problems as it would solve, maybe more. As it stands, the DH hero power is the functional equivalent of a Genn hero power, but without the need to play only even-cost cards. Your way though, it would be the equivalent of a Baku hero power without the need to play only odd-cost cards. This would worsen its synergy with cards like Satyr Overseer and Battlefiend, sure, but it wouldn't matter, because now you're playing with a class that can solo the opponent's early game with hero powers alone.
You think Team 5 went through 3 iterations of his hero power for nothing? this was clearly tested heavily and they felt 1 mana deal 1 was the only balanced way of going about it. 2 mana deal 2 is way stronger than it's current iteration, you basically auto win the early game.
no other class can attack with weapon and with hero power at the same turn. that is a problem too.
This idea is straight bad. With 2 dmg you can clear way to many minions with just 2 HP, making them bad. There is a reason why x/1 cards are usually considered bad - they can be killed too easly. 2 att is straight upgrade to Hunter's HP and makes druid's, warrior's and priest's look like a joke, since dealing dmg is considered much better than healing.
For me DH HP should be 2 mana equip 1/1 claws. But unlike rogue, if you have claws already equipped you are giving 1 attack next time you use HP (same for any equpped weapon). Depending how broken this hp would be it the bonus could be permanent or till end of the turn.
Sure! DH was clearly tested heavily... This is the reason why almost each of its card needed a nerf in the first two months.
if they change DH hero power from 1 mana to 2 .... they also need to change the dmg given
because compare with other classes ..... DH will become kinda fuked up
Or make the HP, "pay 2 mana: concede." Seems balanced to me
or put ther starting health to 20...
Maybe they should balance it by removing the class.
We already have that hero card. It’s call Zul Jin.
It’s necessary because many of his cards benefits him for using hero power. Also making odd version of naturaly even cost power is something unnatural and it’s cheating against odd/even rules especialy in case Blizzard moved Genn and Baku to HoF because they said it’s “unhealthy” (but odd-even hybrid DH seems healthy and vital for Blizzard). Show me another odd-even for example paladin or shaman hybrid deck and I take back that Odd DH is crap.
Um... yes? They wanted to sell a product, so they intentionally made it worth buying. Is it so hard to believe that a company, which wants to make money, prioritized selling a product over health of the game?
How about it's 2 mana, but it's only 1 attack, and you also get an armor?
It is called "Druid", this hero already exist ^^
.... That's the joke.
Ok, ok, but how about it cost 2 mana but it gives one attack and you can use it the following turn as well?
after being played for almost 1 complete season, DH is already integrated into the always-evolving meta. He is now a residence in HS :P~~~
i.e. DH way of playing becomes a core mechanics, and there are already counter decks and play-styles invented (by us) against DH. If you cannot afford to change your fav class, then the imbalance feeling will be strong. IMO some nerfs/buffs have been done to answer this.
As a huge card game, I think this DH addition to HS is a bold example of how to evolve a card game and yet keeping its playability. This is a difficult task and both dev and community are sailing the uncharted water. Yes, the community is part of the balancing, since we are actually test-playing the DH mechanism and deriving anti-deck against it. Fair WR across classes will be one indication of balanced game, but this is not all of it, since we as the community is also part of the mechanism. I found an interesting read about game design here which looks relevent. I dont think there is any solid theory in doing this game evolution, and dev and community will need to interact to do this well.
Currently I suppose nerfing / buffing cards is only for 2 things : balance next standard season (yes and looking at the nerfs shall give you hints on whats next season's theme) , and increase the diversity of 1st-tier deck. So your feed back to the dev in official channel is also very important to HS development, state your legitimate reason for any imbalalnce and they will listen :P~~~
:P~~~