Jade Idol, Patches, Raza + Anduin, UI (I think that the card would be ok in any other class than Druid), Barnes (any early game card that decides the game via RNG, Flap Bird, Patches ,again, the old Toustar Totemic), all the handbuff mechanic, all the freeze shaman bullshit, all the disrcadlock mechanic, I love mage but Gliph its too good, Ice Block its ok, but, get third or fourth Ice Block its not ok at all, scientist its too good.
If you need to ask why, then you do not understand what bad DESIGN is. Everyone else is just complaining about overpowered cards, but those cards function as intended -- All of them fill the purpose that they were explicitly designed to fill. If it was a mistake to create them because they were too powerful, that's entirely different.
Toxic arrow, in the kind of game Hearthstone is, given to the kind of class Hunter is, literally has no function and does not work as designed.
agree. The shittiest shitcard ever made. The bad design is strong in that one. Meat Wagon hunter, yeah, i know right? keep dreaming.
Jade Idol, Ultimate Infestation, Spreading Plague, Ice Block (not the card itself, but the possibility of playing it more than twice in a game through discover mechanics).
You have play a 4/6 for 6 hurting your deck in the process. For Ultimate Infestation you gotta kill the Druid before he casts it; Spreading Plague requires you to save resources and hold back, further improving your opponent's chances. And Ice Block, like I said, is alright - the problem is when you have to kill a dude 4 times in a game before he kills you. That's quite difficult.
Raza the Chained I guess. Making something free in a mana dependant card game is stupid imo. And we can see how it went wrong with Shadowreaper Anduin.
Reno Jackson (Made sense for Warlock, but not as a neutral)
Uhhhh what. It makes no sense in warlock at all, it was specifically cancerous by the sheer fact that warlock could use it.
Warlock should struggle with healing, cuz how OP his hero power is. Reno made it so you can shit on your hitpoints, tap whatever you want, drop molten+reno and have board/resources lead with no HP difference at all.
I had repressed knowledge of Toxic Arrow from my poor mind. That card is easily the worst design top-down. The other cards I mentioned earlier are bad but WOW, how could I forget that thing???
If you need to ask why, then you do not understand what bad DESIGN is. Everyone else is just complaining about overpowered cards, but those cards function as intended -- All of them fill the purpose that they were explicitly designed to fill. If it was a mistake to create them because they were too powerful, that's entirely different.
Toxic arrow, in the kind of game Hearthstone is, given to the kind of class Hunter is, literally has no function and does not work as designed.
No function? Wrong. It's one of two cards that are behind Control hunter being semi-viable in Wild. Very strong when paired with Unstable Ghoul or similar. I don't think it was designed for AE, instead being designed to trade up, but I'll take it for AE.
True, but I think it would have been better and still not too overpowered if you were able to kill the minion and it still bestowed poisonous. Like working with bloat bat. They may have tested it that way, but decided it was too powerful... only problem is they then underpowered it (at least for Standard). Balance is hard I guess I just wish they took more time with rebalancing it sucks when a class like hunter which is mostly bottom barrel (except at rank 20-15 I guess) doesn't really get anything viable. I feel like the same thing has happened with Crushing walls. Priest get unconditional board clear at 7 and hunter get's crappy conditional board clear? LIke WTF. so bad design. I can easily see Crushing walls being fine at 6 mana
Worst designed cards are high RNG - high impact ones for me, in any form of RNG.
That is random ragnaros damage, random placement of high-impact card in deck (Reno, Keleseth), random 1 damage to enemy on cheap deathrattle...
And Yogg-Saron. Yogg is basically worst thing happened to Hearthstone. Purest form of "I roll for win or lose" card.
OP cards isn't bad design, it's bad number testing. Bonemare design is actually really good - no RNG, winmore effect that doesn't suck. It's manacost and stats that suck. If it was 3/3 or 3/4 itself nobody would say anything.
Same goes with Raza+Shadowpriest - it's bad testing. Cards are perfectly fine by themselves, but they should have take all possible combos into account and don't allow 0-mana repeatable value. 1 mana repeatable - ok. No face 0-mana repeatable - ok. No repeat 0-mana - ok. 0-mana+face+repeat - not ok.
And quests are alright. They are build-around legendaries - what legendaries SHOULD EXACTLY BE. Legendaries isn't some cards that should appear just in any deck, they should warp the deck around them.
Extra turn quest is fun. Possibility to build 0-mana fireballs isn't, but one extra turn after you play bunch of non-optimum cards is OK design, and possibly the best implementation of extra-turn mechanic in HS ever (remember old threads where ppl asked if it's even possible to do in HS to not break balance to shreads?).
Definitely either Ultimate Infestation or Tunnel Trogg. "Win when you play this" and "win if you draw this on turn one" are both some shit ass card mechanics. I'm not a fan of Flamewaker either.
Rollback Post to RevisionRollBack
Vvreeeew.
To post a comment, please login or register a new account.
Prinz Keleseth
Jade idol
I came to this thread expecting a discussion of card design, and instead got a salty list of cards people hate losing to.
Jade Idol, Patches, Raza + Anduin, UI (I think that the card would be ok in any other class than Druid), Barnes (any early game card that decides the game via RNG, Flap Bird, Patches ,again, the old Toustar Totemic), all the handbuff mechanic, all the freeze shaman bullshit, all the disrcadlock mechanic, I love mage but Gliph its too good, Ice Block its ok, but, get third or fourth Ice Block its not ok at all, scientist its too good.
My magic will tear you apart!
Patches
Patches is also the problem with Prince Keleseth and our current meta.
"I win because I drew my broken stuff and you didn't draw yours" is the larger problem with our meta. Good draws win and good plays aren't enough.
Jade Idol, Ultimate Infestation, Spreading Plague, Ice Block (not the card itself, but the possibility of playing it more than twice in a game through discover mechanics).
You have play a 4/6 for 6 hurting your deck in the process. For Ultimate Infestation you gotta kill the Druid before he casts it; Spreading Plague requires you to save resources and hold back, further improving your opponent's chances. And Ice Block, like I said, is alright - the problem is when you have to kill a dude 4 times in a game before he kills you. That's quite difficult.
Raza the Chained I guess. Making something free in a mana dependant card game is stupid imo. And we can see how it went wrong with Shadowreaper Anduin.
The Boogeymonster Why were such resources squandered on a card they knew would never see play, even in meme decks.
Free to try and find a game, dealing cards for sorrow, cards for pain.
Quests and Death Knights that win the game on their own in the long run (i.e. Shadowreaper Anduin, Fire Plume's Heart.
Oh and Anyfin Can Happen
Annoy-o-Tron: deathriddle: 'Goodbye, Goodbye, Goodbye'
My battle tag is Fely#.... Can you find all the digits after the #. They're hidden amongst my profile, it's like an easter egg hunt.
<3.14159265359 you!
Now Stop checking my spoilers!
Spoiler
43Fely#2...
Empty
Bonus Spoiler
Toxic arrow for sure
Boogeymonster is one of the worst that immediately come to mind. There are obvious others though.
I had repressed knowledge of Toxic Arrow from my poor mind. That card is easily the worst design top-down. The other cards I mentioned earlier are bad but WOW, how could I forget that thing???
Devolve
Dunno why, i just really hate that card.
Shaman has already great board clears and ability to spam its own board
This card singlehandedly destroys any fundeck that relies on minion synergy or handbuffs
Question everything.
I still think none of them beated Keleseth - This guy wins games when drawn and you CANT play around it.
Worst designed cards are high RNG - high impact ones for me, in any form of RNG.
That is random ragnaros damage, random placement of high-impact card in deck (Reno, Keleseth), random 1 damage to enemy on cheap deathrattle...
And Yogg-Saron. Yogg is basically worst thing happened to Hearthstone. Purest form of "I roll for win or lose" card.
OP cards isn't bad design, it's bad number testing. Bonemare design is actually really good - no RNG, winmore effect that doesn't suck. It's manacost and stats that suck. If it was 3/3 or 3/4 itself nobody would say anything.
Same goes with Raza+Shadowpriest - it's bad testing. Cards are perfectly fine by themselves, but they should have take all possible combos into account and don't allow 0-mana repeatable value. 1 mana repeatable - ok. No face 0-mana repeatable - ok. No repeat 0-mana - ok. 0-mana+face+repeat - not ok.
And quests are alright. They are build-around legendaries - what legendaries SHOULD EXACTLY BE. Legendaries isn't some cards that should appear just in any deck, they should warp the deck around them.
Extra turn quest is fun. Possibility to build 0-mana fireballs isn't, but one extra turn after you play bunch of non-optimum cards is OK design, and possibly the best implementation of extra-turn mechanic in HS ever (remember old threads where ppl asked if it's even possible to do in HS to not break balance to shreads?).
Jade Idol of course.
Then maybe Patches, Shadowreaper Anduin, or Bonemare.
Click to see my Hearthstone projects:
Definitely either Ultimate Infestation or Tunnel Trogg. "Win when you play this" and "win if you draw this on turn one" are both some shit ass card mechanics. I'm not a fan of Flamewaker either.
Vvreeeew.