No, I'm not saying what if Blizzard made Hearthstone 2: Electric Boogaloo. I'm asking a question - if Hearthstone was made better, what would it look like? Well, the answer is pretty simple. Balanced, fun, strategical play. No braindead aggro (No, not all aggro is braindead - Old zoo, for instance, was most definitely not. I mean the decks which specifically require no skill. Again, not all aggro is braindead, but some of it is.), no broken combo decks (Again, combo would exist, but with counterplay and more thought.), and most importantly - no highroll decks (Nobody likes them. Nobody.).
So, I decided, what if I tried making some card sets to "redesign" Hearthstone in my ideal image, regardless of the fact the ideas would be for naught - then, I thought. What if WE did? As a community, we figure out our ideal image of Hearthstone and coming up with tons of ideas. So, I'm going to start us off. Post any suggestions in the thread, and if they're good enough, they'll be added to this, and you'll be credited. Chances are, they'll be accepted no matter what, just tweaked if I find they don't fit in for whatever reason.
To start off, we're going to have 12 classes this time, because unlike Blizzard, I think we can balance them. So, what are they? Simple.
Demon Hunter
Death Knight
Druid
Hunter
Mage
Monk
Paladin
Priest
Rogue
Shaman
Warlock
Warrior
Alright, so, knowing that, let's come up with an identity for each class first. They'll be added above, as we decide. Afterwards, we'll start with the first set, Classic.
I see you mention aggro and combo, what about uninteractive do "nothing" control decks like odd warrior?
3 more classes would be pretty interesting. Especially the monk class could add something I believe. It feels to me like a class which seems like Shaman but has a more focus on minions rather than spells.
I see you mention aggro and combo, what about uninteractive do "nothing" control decks like odd warrior?
3 more classes would be pretty interesting. Especially the monk class could add something I believe. It feels to me like a class which seems like Shaman but has a more focus on minions rather than spells.
I forgot to mention that - yeah, uninteractive control sucks too. We'll try to solve that as well as possible.
while this is an interesting idea, it can never work. in card games like this things will become un balanced, people will make combo decks, and brain dead aggro decks.
hearthstone will never be fixed and no other card game remotely like it could ever be perfect and balanced.
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Rejoice, for even in death, you have become children of Thanos.
while this is an interesting idea, it can never work. in card games like this things will become un balanced, people will make combo decks, and brain dead aggro decks.
hearthstone will never be fixed and no other card game remotely like it could ever be perfect and balanced.
They can definitely be balanced - not perfect, but balanced.
Let's start by defining a few archetypes for each class. I'm hoping we can get enough people to contribute, but tbh I doubt it. I'll start with Priest:
Why do people want more classes? It is more than difficult enough to balance the current 9, and they leave plenty of space for varied gameplay.
Not to mention, it would cange the very foundation of the game. I promise they won't touch it.
4-way balance is near impossible, but 3-way can be done. Look at Starcraft vs WC3. 3x3=9.
The point of the thread is to basically think about how the game could be better or how things could or should have been done - so, no, I don't think they would change anything, this is all just for fun.
while this is an interesting idea, it can never work. in card games like this things will become un balanced, people will make combo decks, and brain dead aggro decks.
hearthstone will never be fixed and no other card game remotely like it could ever be perfect and balanced.
They can definitely be balanced - not perfect, but balanced.
Balancing is more of a sliding scale instead of a true/false value. A card game based on classes, like the one proposed, are extremely hard to balance because 10 people testing it will never find all of the issues that 10 million players will, and the more classes you have the more unbalanced the game will likely be. MTG has less "classes" and have a lot more experience than Hearthstone, and they are still far from perfect.
while this is an interesting idea, it can never work. in card games like this things will become un balanced, people will make combo decks, and brain dead aggro decks.
hearthstone will never be fixed and no other card game remotely like it could ever be perfect and balanced.
They can definitely be balanced - not perfect, but balanced.
Balancing is more of a sliding scale instead of a true/false value. A card game based on classes, like the one proposed, are extremely hard to balance because 10 people testing it will never find all of the issues that 10 million players will, and the more classes you have the more unbalanced the game will likely be. MTG has less "classes" and have a lot more experience than Hearthstone, and they are still far from perfect.
Fair enough - also your post count is the same as the year you joined, really wanted to point that out
I'm not a game designer in any way. I'm just a guy who enjoys playing Hearthstone sometimes.
If I designed the game however, I would definitely implement a multi-target system. Cards like Multi-Shot would be more interesting and better if a multi-target system existed, and you get to choose where both of the shots go. Stuff like selecting cards in your hand would also allow you to choose what minions you handbuff, and would allow you to choose what cards you discard. The downside of choosing what you discard is that Silverware Golem and Clutchmother Zavas would be broken, but that could be remedied by simply not designing them at all. I do think a multi-target system would be very beneficial for the game, and I don't think it would be hard to make at all. The only advantage I see to Multi-Shot being random is that it can hit Stealth and Elusive minions. Otherwise though, what's the point?
From that, you'd probably suspect that I hate RNG. That said, I really don't hate RNG in Hearthstone in general. Stuff like Discover or Yogg-Saron, Hope's End is fine, as there really isn't a way you can design them without being random. I feel like discards were just made random for the purposes of being random, and Silverware Golem and Clutchmother are just happy occurrences that happened as a result of discard being random. Handbuffs are kind of the same deal, just random so it can be random. I look at Knife Juggler, and I don't mind it. I look at Astral Rift and my first thought is "what the hell were these guys thinking?" I think using RNG to balance a game is a terrible idea if you want to game to have any competitive nature, which is ultimately the main purpose of a trading card game, is it not?
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Click the image to go to my custom Time Traveler class.
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No, I'm not saying what if Blizzard made Hearthstone 2: Electric Boogaloo. I'm asking a question - if Hearthstone was made better, what would it look like? Well, the answer is pretty simple. Balanced, fun, strategical play. No braindead aggro (No, not all aggro is braindead - Old zoo, for instance, was most definitely not. I mean the decks which specifically require no skill. Again, not all aggro is braindead, but some of it is.), no broken combo decks (Again, combo would exist, but with counterplay and more thought.), and most importantly - no highroll decks (Nobody likes them. Nobody.).
So, I decided, what if I tried making some card sets to "redesign" Hearthstone in my ideal image, regardless of the fact the ideas would be for naught - then, I thought. What if WE did? As a community, we figure out our ideal image of Hearthstone and coming up with tons of ideas. So, I'm going to start us off. Post any suggestions in the thread, and if they're good enough, they'll be added to this, and you'll be credited. Chances are, they'll be accepted no matter what, just tweaked if I find they don't fit in for whatever reason.
To start off, we're going to have 12 classes this time, because unlike Blizzard, I think we can balance them. So, what are they? Simple.
Alright, so, knowing that, let's come up with an identity for each class first. They'll be added above, as we decide. Afterwards, we'll start with the first set, Classic.
I see you mention aggro and combo, what about uninteractive do "nothing" control decks like odd warrior?
3 more classes would be pretty interesting. Especially the monk class could add something I believe. It feels to me like a class which seems like Shaman but has a more focus on minions rather than spells.
I forgot to mention that - yeah, uninteractive control sucks too. We'll try to solve that as well as possible.
Here are my thoughts for class identities, any thoughts?
while this is an interesting idea, it can never work. in card games like this things will become un balanced, people will make combo decks, and brain dead aggro decks.
hearthstone will never be fixed and no other card game remotely like it could ever be perfect and balanced.
Rejoice, for even in death, you have become children of Thanos.
They can definitely be balanced - not perfect, but balanced.
Number 1 priority : Good Priest deck.
First priority bring back Reno without his support card.
Let's start by defining a few archetypes for each class. I'm hoping we can get enough people to contribute, but tbh I doubt it. I'll start with Priest:
Why do people want more classes? It is more than difficult enough to balance the current 9, and they leave plenty of space for varied gameplay.
Not to mention, it would cange the very foundation of the game. I promise they won't touch it.
4-way balance is near impossible, but 3-way can be done. Look at Starcraft vs WC3. 3x3=9.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
The point of the thread is to basically think about how the game could be better or how things could or should have been done - so, no, I don't think they would change anything, this is all just for fun.
Balancing is more of a sliding scale instead of a true/false value. A card game based on classes, like the one proposed, are extremely hard to balance because 10 people testing it will never find all of the issues that 10 million players will, and the more classes you have the more unbalanced the game will likely be. MTG has less "classes" and have a lot more experience than Hearthstone, and they are still far from perfect.
Fair enough - also your post count is the same as the year you joined, really wanted to point that out
I'm not a game designer in any way. I'm just a guy who enjoys playing Hearthstone sometimes.
If I designed the game however, I would definitely implement a multi-target system. Cards like Multi-Shot would be more interesting and better if a multi-target system existed, and you get to choose where both of the shots go. Stuff like selecting cards in your hand would also allow you to choose what minions you handbuff, and would allow you to choose what cards you discard. The downside of choosing what you discard is that Silverware Golem and Clutchmother Zavas would be broken, but that could be remedied by simply not designing them at all. I do think a multi-target system would be very beneficial for the game, and I don't think it would be hard to make at all. The only advantage I see to Multi-Shot being random is that it can hit Stealth and Elusive minions. Otherwise though, what's the point?
From that, you'd probably suspect that I hate RNG. That said, I really don't hate RNG in Hearthstone in general. Stuff like Discover or Yogg-Saron, Hope's End is fine, as there really isn't a way you can design them without being random. I feel like discards were just made random for the purposes of being random, and Silverware Golem and Clutchmother are just happy occurrences that happened as a result of discard being random. Handbuffs are kind of the same deal, just random so it can be random. I look at Knife Juggler, and I don't mind it. I look at Astral Rift and my first thought is "what the hell were these guys thinking?" I think using RNG to balance a game is a terrible idea if you want to game to have any competitive nature, which is ultimately the main purpose of a trading card game, is it not?
Click the image to go to my custom Time Traveler class.