Elementals have the "played an elemental last turn" feature, Mechs have "if you have a mech", dragons have "if you're holding a dragon", Murlocs have buff synergy with other murlocs (supporting a board floodyplaystyle in general, so I would say it counts), and beasts have... well, the point is that introducing a new tribe should only be done to give them a unique mechanic of sorts, especially this far along in the game's life. Giving them a tribe tag just for the sake of it would be weird if they don't also do it for every other race in the game, and that's a lot of work for little to no payoff.
While you're right that it would have been a good time to do it, there's no real reason to. The only Kobolds in the game that I can recall are Kobold Geomancer and Evolved Kobold, one of which is rotating next expansion. Their only defining characteristic is that both of them involve spell damage, which would be strange to build an entire mechanic around. So you broaden it to playing spells, well quite a few cards already involve playing spells, so it wouldn't be particularly unique. I'm sure they could think of one, but with the inclusion of Recruit, Spellstones, In hand effects, and legendary weapons for each class, it would be a bit much and probably better saved for another time if ever.
TL;DR Hard to make unique and bloats the expansion development by adding too much at once, imho.
I think its ok, that kobolds haven't their own tribe. Team5 take the tribes according to WoW except for Pirates and Murlocs (because till MSG everyone loved murlocs and pirates). Not every human race needs his own tribe.
Would be a pain, if every race get its own tribe like elven, tauren, dwars etc. Would make it all more and more difficult.
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That for sure will never happen. There are so many random cards that happen to be ghouls, abominations, skeletons.. 50% of the game is undead lol
Pretty sure shortly after KotFT came out, a dev was on record saying that the main reason they didn't introduce an Undead tribe was because they already did it the previous expansion with Un'goro, and that it was possible they would do it later. And probably because KotFT already had a lot going on that trying to make and flesh out Undead synergy would have been very difficult, which is probably a similar reason to why Kobolds aren't a thing here.
So I wouldn't say "for sure" or "never" and especially not because there are a lot of random cards that would have the tag. It's not like the Beast tag has been particularly focused apart from Hunter and Druid having cards that synergize with them.
Edit: The actual statement was that he (Mike Donais, who was being interviewed) could see them adding an Undead tribe in the future.
They were probably testing it for KotFT, but decided against it for any number of reasons, the most likely being that whatever mechanic they want to give them wasn't panning out, so they decided to scrap it for later.
And as for their unique tribal feature, it could have been relating to digging, so perhaps some way of pulling cards from your deck or discovering them as "treasure". WIth the existing mechanics, I do not think this would have been too hard to implement and would have fit well with what we have seen so far in the way of expansion flavor.
Having tribes enables new deck types so would help to freshen up the meta, in addition to the usual refresh that comes when a new batch of cards drop. So this feels to me like a real missed opportunity.
I understand concerns that before long there will be too many tribes but this will only become a real issue in wild as we see tribal powers rotate out of standard. How often do you see a mech deck these days!
It would be a great time to create a new tribe with kobolds...but it seems Team5 dont think the same... your thougths?
A bit disappointing, especially since I love kobolds. Oh well, I guess it's fine if they just release a bunch of them
Fuck cubelock
What would be the tribe's unique feature?
Elementals have the "played an elemental last turn" feature, Mechs have "if you have a mech", dragons have "if you're holding a dragon", Murlocs have buff synergy with other murlocs (supporting a board floodyplaystyle in general, so I would say it counts), and beasts have... well, the point is that introducing a new tribe should only be done to give them a unique mechanic of sorts, especially this far along in the game's life. Giving them a tribe tag just for the sake of it would be weird if they don't also do it for every other race in the game, and that's a lot of work for little to no payoff.
While you're right that it would have been a good time to do it, there's no real reason to. The only Kobolds in the game that I can recall are Kobold Geomancer and Evolved Kobold, one of which is rotating next expansion. Their only defining characteristic is that both of them involve spell damage, which would be strange to build an entire mechanic around. So you broaden it to playing spells, well quite a few cards already involve playing spells, so it wouldn't be particularly unique. I'm sure they could think of one, but with the inclusion of Recruit, Spellstones, In hand effects, and legendary weapons for each class, it would be a bit much and probably better saved for another time if ever.
TL;DR Hard to make unique and bloats the expansion development by adding too much at once, imho.
I think its ok, that kobolds haven't their own tribe. Team5 take the tribes according to WoW except for Pirates and Murlocs (because till MSG everyone loved murlocs and pirates). Not every human race needs his own tribe.
Would be a pain, if every race get its own tribe like elven, tauren, dwars etc. Would make it all more and more difficult.
Want to discuss my predictions or suggestions with me personaly?
Contact me via battletag: Athanor#1658 [EU]
No goblin or gnome tribe either.
There's not even an Undead tribe..
I think it is a shame there is no kobold tribe.
And as for their unique tribal feature, it could have been relating to digging, so perhaps some way of pulling cards from your deck or discovering them as "treasure". WIth the existing mechanics, I do not think this would have been too hard to implement and would have fit well with what we have seen so far in the way of expansion flavor.
Having tribes enables new deck types so would help to freshen up the meta, in addition to the usual refresh that comes when a new batch of cards drop. So this feels to me like a real missed opportunity.
I understand concerns that before long there will be too many tribes but this will only become a real issue in wild as we see tribal powers rotate out of standard. How often do you see a mech deck these days!
No human tribe. No orc tribe. No undead tribe.
Anger is the punishment we give ourselves for someone else's mistake.