We kinda already had the mechanic with cards like Icehowl, so I think it's another case of refactoring a mechanic into a single keyword for convenience, kind of like how cards with Lifesteal and Posonous existed before we had the official keyword
Icehowl is actually worse than Rush, because you can NEVER attack heroes with Icehowl.
Ah, good point; I should have picked a better example. I seem to recall a few cards that have charge but can't attack heroes the turn they're played; just not remembering them off the top of my head.
Although it's not exactly the same because the "can't attack heroes" part is a Battlecry, so if you summon it without triggering its Battlecry (such as Free From Amber), it CAN attack heroes on the turn it hurts the board. Rush appears to be a passive keyword, like Lifesteal, so even if Rush minions are summoned without being played, they still can't attack heroes that turn.
I will never spend another cent on Hearthstone. $50 every 3 months for ONE game is absolute insanity to me. I'd much rather spend my money on pieces of art (such as, Zelda: BOTW) that will last me a lifetime.
I will never spend another cent on Hearthstone. $50 every 3 months for ONE game is absolute insanity to me. I'd much rather spend my money on pieces of art (such as, Zelda: BOTW) that will last me a lifetime.
Guess what! You don't have to spend another cent on Hearthstone AND still play it! Who knew?
Some cards will still have charge so I don't see the problem...Rush seems fine to me since it helps nerf some OP cards like Doomguard and adds some flavor to new cards,not everything has to go face the turn it's played!
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"I will tell you what Velen never taught me.Whosoever stands before the light...inevitably casts a shadow."
I will never spend another cent on Hearthstone. $50 every 3 months for ONE game is absolute insanity to me. I'd much rather spend my money on pieces of art (such as, Zelda: BOTW) that will last me a lifetime.
Do you frequent the movie theater? It costs you like a minimum of $7 to watch a 2-hour movie. If you frame your perspective around the idea that that's okay, "$50 every 3 months" is not that much for a game you might play daily.
Also, your justification for singular purchases like Zelda games only really works if you play them enough times. If you one-and-done them, your $50 might actually have been more efficiently-spent on Hearthstone. You're welcome to do both, really; it's your money in the end. That being said, the preorder is a lot more reasonable than you're getting credit.
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Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
I think they are trying to give more options for midrange and control style decks to have board control and not just go face. Aggro decks have ruled the top of ladder for a while now and while aggro decks are important they shouldn't be the end-all-be-all every expansion.
Everyone is mentioning Icehowl as an example for Rush, but everyone seems to be forgetting the closer example to this, Charged Devilsaur. Although it can be negated with recruit and Carnivorous Cube, when played from hand it's the same thing. Although Charged Devilsaur hasn't seen much play apart from otk decks, it was still a fairly balanced card, and it's a good arena pick. So no, rush does not signify the end of Hearthstone, because it didn't end it in Un'goro, so it sure as won't end it now.
Literally no deck uses [card]Charged Devilsaur[/card] for the rush mechanic. They all use it to go face somehow.
I think rush cards need to be extremely stated or have an additional effect or they will NOT see any play outside arena.
All that they are signifying is that they might actually fix warrior as basically EVERY SINGLE CARD ARCHETYPE for warrior was deemed toxic and got nerfed.
Warrior is a class that has literally nothing. It has even worse base set than priest, as they at least have Innerfire for closing out games out of cheesy combos. Warrior has... Hellscream?
They are giving a good board-centric warrior playstyle by giving them rush, since Taunt was boring and toxic as hell, charge is either useless or OP and enrage too. Basically you dictate trades with your minions, try to get value trades and then win with the board you've left.
Anyone else here think that creating a mechanic (as balanced as it may be in some cases) Rush, is signifying they've run out of good ideas? I mean introducing a nerf'd version of Charge sounds like a scapegoat for an idea, instead of trying to better balance cards with Charge
We kinda already had the mechanic with cards like Icehowl, so I think it's another case of refactoring a mechanic into a single keyword for convenience, kind of like how cards with Lifesteal and Posonous existed before we had the official keyword
Icehowl is actually worse than Rush, because you can NEVER attack heroes with Icehowl.
Ah, good point; I should have picked a better example. I seem to recall a few cards that have charge but can't attack heroes the turn they're played; just not remembering them off the top of my head.
I think Charged Devilsaur, but "Can't attack heroes" is a battlecry. THis means that if you cheat it onto the board without summoning it you CAN attack face.
Rush solves this issue by making the "charge" effect minions-only.
In 2011 MTG released a card called sacred wolf that had the text: Sacred Wolf can't be the target of spells or abilities your opponents control.
The next year in 2012 they release a mechanic called hexproof that read: This creature can't be the target of spells or abilities your opponents control.
They were both derivations on the mechanic shroud, which reads: This creature can't be the target of spells or abilities.
Charge was a dumb ability anyway and proof-positive early hearthstone spent too much time borrowing from MtG and not enough time actually thinking about how their game mechanics were affected by it.
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Look at this thing and let me know what you think!
Click the image to go to my custom Time Traveler class.
I will never spend another cent on Hearthstone. $50 every 3 months for ONE game is absolute insanity to me. I'd much rather spend my money on pieces of art (such as, Zelda: BOTW) that will last me a lifetime.
Some cards will still have charge so I don't see the problem...Rush seems fine to me since it helps nerf some OP cards like Doomguard and adds some flavor to new cards,not everything has to go face the turn it's played!
"I will tell you what Velen never taught me.Whosoever stands before the light...inevitably casts a shadow."
Warlocks gonna have rushing demons ull see
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
I think they are trying to give more options for midrange and control style decks to have board control and not just go face. Aggro decks have ruled the top of ladder for a while now and while aggro decks are important they shouldn't be the end-all-be-all every expansion.
All that they are signifying is that they might actually fix warrior as basically EVERY SINGLE CARD ARCHETYPE for warrior was deemed toxic and got nerfed.
Warrior is a class that has literally nothing. It has even worse base set than priest, as they at least have Innerfire for closing out games out of cheesy combos. Warrior has... Hellscream?
They are giving a good board-centric warrior playstyle by giving them rush, since Taunt was boring and toxic as hell, charge is either useless or OP and enrage too. Basically you dictate trades with your minions, try to get value trades and then win with the board you've left.
Rush will certainly have battlecries like the one demonstrated, so it will sure be useful in someway.
Rush already existed before it just got a new name :|
Garrosh did nothing wrong.
Rush is actually a good mechanic. It will help trading, and it was the obvious choice to replace charge with.
In 2011 MTG released a card called sacred wolf that had the text: Sacred Wolf can't be the target of spells or abilities your opponents control.
The next year in 2012 they release a mechanic called hexproof that read: This creature can't be the target of spells or abilities your opponents control.
They were both derivations on the mechanic shroud, which reads: This creature can't be the target of spells or abilities.
RIP MTG 1993-2012
Charge was a dumb ability anyway and proof-positive early hearthstone spent too much time borrowing from MtG and not enough time actually thinking about how their game mechanics were affected by it.
Look at this thing and let me know what you think!
It is simply extremely hard to balance Charge. You have limited design space, that sucks. Rush is really good compared to that.