I'm just looking for some opinions on, what I believe to be, a frowned upon system in Hearthstone. Granted, I might be biased because I was introduced to the mechanic when Grand Tournament was relatively new but I still really liked it and some of the cards that came with it were awesome.
I might not have minded basing my turns around a persisting minions ability, but what about the rest of you? Did you like Inspire? Did you hate it? I assume many people's reaction to it was negative which is why Inspire didn't make its way to cards past Grand Tournament but Discover did.
It's not a bad mechanic by any means, but it was sure as hell way too slow to see any kind of consistent play. The value just wasn't worth the tempo 95% of the time.
One exception was Thunder Bluff Valiant, cause it affected the board immediately.
More than a few people actually thought Inspire mechanics would be busted when Dust Tournament was revealed. If you go back to older threads on here and reddit a number of people thought Inspire would be broken especially in classes with good hero powers. Turns out it was just way too slow, even with discounters like Fencing Coach and Maiden of the Lake. Maybe if something like Raza the Chained had existed back then... who knows?
Inspire is a really [b]dangerous[/b] mechanic, because it encourages degenerate repetitive board states. If you had two good inspires out you would press the button and do the same thing every turn, and since those are good strong effects why wouldn't you press the button, so the same thing happens each turn.
I enjoyed the inspire mechanic. I also think it lends itself to "building" type cards that some fan groups on this website push for. I think that its another branch of early board development that hearthstone has the option of developing.
I really like inspire, but I hated the way it was implemented. What it should've been was just very minor buffs of cards at the cost of like 1 stat point. Like just making your hero power very slightly better each turn. Perfect example was the Boneguard Lieutennant, (aka the 3 2 with gains +1 hp that never saw play lol). Tournament Medic is another example of a very well designed inspire card. I love that card and think it's extremely underrated.
Unfortunately, they went overboard and created stupid cards like Murloc Knight. That pushed the inspire mechanic wayyy overboard and turned what was originally intended to be letting your hero power do additional things into just blanket threat cards. The effect from Murloc Knight is insane enough to make it much better than a vanilla play for 6 mana, which is stupid. Inspire cards should all have high hp and require at least 2 triggers to warrant being better than a vanilla minion. Cards like Confessor Paletress, murloc Knight, and Thunderbluff Valiant are badly made inspire cards and have more in common with cards like Emperor Thaurissan and Flame Waker (cards that NEED to be killed the turn they're played or you lose the game.) than they have anything to do with using your hero power. Just because you use your hero power, doesn't mean it actually makes your hero power better. No one even thinks about healing 2 hp with lesser heal when you're summoning a freaking legendary at the same time.
tl;dr Make more cards like Tournament Medic and less like Murloc Knight and inspire is a cool mechanic.
I liked inpsire. It was an interesting way to manage persistent effects. I feel like if Blizzard gave it more love like they did discover, it might've worked out better. Raza was a good step.
I guess the good news is we can look forward to more hero power shenanigans now the the design space is open again.
Interesting read, Moop547. I was a bit disappointed that they didn't try to follow up on the Inspire mechanic when the keyword was entirely dropped from Explorers and Old Gods, but I hadn't given it the same level of thought about how to make Inspire a more integrated mechanic that was more about enhancing the hero power than providing a threat in its own right.
The problem is that too many minions had a really good inspire effect, but with shitty stats. They should have made more vanilla stat minions with weak inspire effects.
I'm really fond of the inspire mechanic, I think the most fun I ever had playing Hearthstone was in playing a janky Inspire Paladin in the first few weeks of The Grand Tournament. Pretty much just filtered on inspire and everything went in. I'm actually still running a mutant murloc version of that deck thanks to Steward of Darkshire's introduction in Whispers, but it hardly runs any inspire related cards anymore. Regardless, it introduced some of the most interesting cards to date that were actually pretty balanced and as we all know balanced cards don't really make it into refined lists so they have mostly been forgotten.
I really like inspire, but I hated the way it was implemented. What it should've been was just very minor buffs of cards at the cost of like 1 stat point. Like just making your hero power very slightly better each turn. Perfect example was the Boneguard Lieutennant, (aka the 3 2 with gains +1 hp that never saw play lol). Tournament Medic is another example of a very well designed inspire card. I love that card and think it's extremely underrated.
Unfortunately, they went overboard and created stupid cards like Murloc Knight. That pushed the inspire mechanic wayyy overboard and turned what was originally intended to be letting your hero power do additional things into just blanket threat cards. The effect from Murloc Knight is insane enough to make it much better than a vanilla play for 6 mana, which is stupid. Inspire cards should all have high hp and require at least 2 triggers to warrant being better than a vanilla minion. Cards like Confessor Paletress, murloc Knight, and Thunderbluff Valiant are badly made inspire cards and have more in common with cards like Emperor Thaurissan and Flame Waker (cards that NEED to be killed the turn they're played or you lose the game.) than they have anything to do with using your hero power. Just because you use your hero power, doesn't mean it actually makes your hero power better. No one even thinks about healing 2 hp with lesser heal when you're summoning a freaking legendary at the same time.
tl;dr Make more cards like Tournament Medic and less like Murloc Knight and inspire is a cool mechanic.
Half of the Inspire cards already had vanilla stats, with minor Inspire effects - they didn't really see play, as they were vanilla when played on curve. The rest were under-statted for their cost, with major Inspire effects - they didn't see play, either, as they were often unplayable on curve.
Its been said already but it took Raza to make it playable. Now you can finally play inspire cards on curve instead of holding onto them an extra turn our so to get the inspire value.
Probably would have been better if they added to the inspire description as "After you play an inspire minion, your hero power costs (0 / 1 ) this turn. fencing coach and maiden of the lake would have been different cards.
Probably would have been better if they added to the inspire description as "After you play an inspire minion, your hero power costs (0 / 1 ) this turn. fencing coach and maiden of the lake would have been different cards.
It doesn't make sense. The thing about the inspire it its being persistent unless it is removed from the game. Inspire mechanic is good, it doesn't have to be stronger than the rest. Besides ranked mode is not the only area that those cards are played and as I had mentioned, inspire is really working well in Arena.
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I'm just looking for some opinions on, what I believe to be, a frowned upon system in Hearthstone. Granted, I might be biased because I was introduced to the mechanic when Grand Tournament was relatively new but I still really liked it and some of the cards that came with it were awesome.
I might not have minded basing my turns around a persisting minions ability, but what about the rest of you? Did you like Inspire? Did you hate it? I assume many people's reaction to it was negative which is why Inspire didn't make its way to cards past Grand Tournament but Discover did.
It's not a bad mechanic by any means, but it was sure as hell way too slow to see any kind of consistent play. The value just wasn't worth the tempo 95% of the time.
One exception was Thunder Bluff Valiant, cause it affected the board immediately.
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More than a few people actually thought Inspire mechanics would be busted when Dust Tournament was revealed. If you go back to older threads on here and reddit a number of people thought Inspire would be broken especially in classes with good hero powers. Turns out it was just way too slow, even with discounters like Fencing Coach and Maiden of the Lake. Maybe if something like Raza the Chained had existed back then... who knows?
No, it's just most inspire cards was poorly understated except for thunderbluff valiant. And blizzard refused to release more inspire cards after TGT.
Valar Morghulis
Inspire is a really [b]dangerous[/b] mechanic, because it encourages degenerate repetitive board states. If you had two good inspires out you would press the button and do the same thing every turn, and since those are good strong effects why wouldn't you press the button, so the same thing happens each turn.
I enjoyed the inspire mechanic. I also think it lends itself to "building" type cards that some fan groups on this website push for. I think that its another branch of early board development that hearthstone has the option of developing.
I really like inspire, but I hated the way it was implemented. What it should've been was just very minor buffs of cards at the cost of like 1 stat point. Like just making your hero power very slightly better each turn. Perfect example was the Boneguard Lieutennant, (aka the 3 2 with gains +1 hp that never saw play lol). Tournament Medic is another example of a very well designed inspire card. I love that card and think it's extremely underrated.
Unfortunately, they went overboard and created stupid cards like Murloc Knight. That pushed the inspire mechanic wayyy overboard and turned what was originally intended to be letting your hero power do additional things into just blanket threat cards. The effect from Murloc Knight is insane enough to make it much better than a vanilla play for 6 mana, which is stupid. Inspire cards should all have high hp and require at least 2 triggers to warrant being better than a vanilla minion. Cards like Confessor Paletress, murloc Knight, and Thunderbluff Valiant are badly made inspire cards and have more in common with cards like Emperor Thaurissan and Flame Waker (cards that NEED to be killed the turn they're played or you lose the game.) than they have anything to do with using your hero power. Just because you use your hero power, doesn't mean it actually makes your hero power better. No one even thinks about healing 2 hp with lesser heal when you're summoning a freaking legendary at the same time.
tl;dr Make more cards like Tournament Medic and less like Murloc Knight and inspire is a cool mechanic.
I liked inpsire. It was an interesting way to manage persistent effects. I feel like if Blizzard gave it more love like they did discover, it might've worked out better. Raza was a good step.
I guess the good news is we can look forward to more hero power shenanigans now the the design space is open again.
Interesting read, Moop547. I was a bit disappointed that they didn't try to follow up on the Inspire mechanic when the keyword was entirely dropped from Explorers and Old Gods, but I hadn't given it the same level of thought about how to make Inspire a more integrated mechanic that was more about enhancing the hero power than providing a threat in its own right.
The problem is that too many minions had a really good inspire effect, but with shitty stats. They should have made more vanilla stat minions with weak inspire effects.
Too few of the Inspire cards remained useful. It's a decent mechanic, but in the aggro meta it was lost in the nether.
If they changed your hero power while a minion was on board the interaction would be cool.
Like the building concept that some players on this website have thought up,
if hero power then "building" type cards summon a minion or spell.
It depends. I am an Arena player and I find it decent. You can benefit from all the inspire cards, whereas in ranked it is almost completely trash.
I'm really fond of the inspire mechanic, I think the most fun I ever had playing Hearthstone was in playing a janky Inspire Paladin in the first few weeks of The Grand Tournament. Pretty much just filtered on inspire and everything went in. I'm actually still running a mutant murloc version of that deck thanks to Steward of Darkshire's introduction in Whispers, but it hardly runs any inspire related cards anymore. Regardless, it introduced some of the most interesting cards to date that were actually pretty balanced and as we all know balanced cards don't really make it into refined lists so they have mostly been forgotten.
Its been said already but it took Raza to make it playable. Now you can finally play inspire cards on curve instead of holding onto them an extra turn our so to get the inspire value.
to slow in constructed and it fucked up arena because its so snowbally. So i dont like it.
It's too slow. You need +2 mana to get the value from the card.
Playing since 1 June 2014.
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Probably would have been better if they added to the inspire description as "After you play an inspire minion, your hero power costs (0 / 1 ) this turn. fencing coach and maiden of the lake would have been different cards.
https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/240800-hearthstone-board-improvement-idea#c6