Not necessarily related to this thread but, is blizzard going to just randomly print hero cards and legendary weapons from now on? I was under the impression that they would always bring a certain ''themed'' legendary card every expansion and give one to every class like they did with quests, DKs and weapons.
They nerfed Hex a while ago saying it would be "hard to print removal for shaman with hex on the game".
Well, Hagatha is a which and I think that hexing is her thing. So I'd say that he can either create Hexes as card or turn enemies to frogs and maybe synergize well with spells and spell damage.
Not necessarily related to this thread but, is blizzard going to just randomly print hero cards and legendary weapons from now on? I was under the impression that they would always bring a certain ''themed'' legendary card every expansion and give one to every class like they did with quests, DKs and weapons.
Probably. They made expansions explaining the concept and how they could translate to each class. Now they will probably always print legendary Weapons Quests and Heroes when they think it makes sense for the card and expansion. Which is quite cool if you ask me. We still need actual legendary spells.
Though hard to think what a legendary spell that is not a quest would do that would be better than, say, Ultimate Infestation
Honestly - if I see the word "random" being somehow included in the Shaman hero card or in the new Shaman set overall, I'm going puke. Sorry for expressing myself like that, but the last thing shaman needs is yet another mechanic based on luck. It's about time the class gets something powerful and reliable for a change.
So yeah, I hope the Shaman hero card is good enough to be used in control decks, that it doesn't rely on random outcomes and that it feels original and fresh and not a recycled card (see spoiler).
How have you not yet died of bulimia?
Shaman has always been the most random class, even more than Mage. Do you also think it's about time Hunter stopped caring about Beasts so much?
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"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Well, I guess he just wants Shaman to not rely so much on nothing but chance. Remember Aggro Shaman back then - how often did the roll on Crackle decide a match? Most of the time you either high-rolled or got steamrolled. The entire Overload mechanic is completely outdated and leads to weird turns, ready to be abused by the opponent more often than not. But what kind of win conditions does Shaman really have? Control lacks a reliable source of card draw and tends to get outvalued in the late game. Midrange has no early game since the fearsome duo (Tunnel Trogg + Totem Golem) left and, at least the Elemental approach, is primarily an anti-aggro deck. Token Shaman is very one-dimensional and finds it difficult to come back after a clear, other than heavy RNG via Thrall, Deathseer. Totem Shaman doesn't work anymore since Thunder Bluff Valiant rotated and no, weak cards such as Primal Talismans won't help reviving that archetype. Murloc Shaman? In Wild it's somewhat viable but giving up turn 1 by playing Unite the Murlocs is not what an aggressive-minded theme ideally wants. Freeze Shaman? Don't get me started.
As a Shaman Main I just hope that they stop trying to create wacky archetypes and focus on the class' identity (which is not King of RNG).
2) But most importantly - "Shaman has always been the most random class. Do you also think it's about time Hunter stopped caring about Beasts so much?". But that's not the point. I was talking about a class specific thematic, which actually hinders the class a lot more than it rewards it. Hunter can always profit from the beast synergy, as they can make a reliable strategy around it, if they wish, while shaman's abilities to gain the upper hand over the opponent pretty much rely on getting a good outcome from RNG cards. My issue is, that this isn't how you would want your deck to work. A such strategy can't run optimally - you can't constantly hope to get good outcomes from random effects over several turns, in order to overwhelm your opponent. How will you redeem the situation, once those cards start to backfire? Do you have any tools to fix it? I mean - look at Priest with their Duskbreakers, Psychic Screams and Dragonfire Potions, look at Warlock with their Defiles, look at Mage with their Dragon's Fury and look at shaman with their board clears in standard. The other classes have many secure cards and thus they can always rely on their effect, when they need it.
My critique isn't about RNG itself (as you saw I also mentioned Dragon's Fury), but rather about that super swingy one, which was implemented instead of other more useful cards. DK Thrall with Evolve was the most stupid design the devs have ever made in KOFT. While they acknowledged the other classes' weaknesses (heal - warlock, jaina; reach - priest, draw - hunter) they gave shaman another win-more card, which relied on you having a board already. But why would I care about upgrading my minions, if I'm already losing the board. I would need something more reliable to put me back into the game. This is what I'm appealing to, because shaman feels like a handicap class atm and a big reason for this is the one I mentioned above. And I just hope, that the new Hero card acknowledges the class'es weaknesses and allows for a consistent deck to be formed.
Note - I like some cards in the shaman class, which are RNG dependent, but are strong/fair enough and which can reward the player, if they make the correct set up:
Maelstrom Portal (anti-aggro card; tempo card), Devolve (as a good way to deal with the opponent's board; maybe a bit too strong against buffed creatures, but shaman deserved it, Crackle (maybe a bit more on the plus side, especially in aggro shaman, but still a good cheap removal), Healing Wave (depends on how you build your deck), Healing Rain)
I think a few good cards could make a control overload deck possible. Volcano, Lesser Sapphire Spellstone and Snowfury Giant work well together, but we'd need new cards to unlock overloaded crystals and some more late game value. My guess is that Hagatha will be late game card generation similar to Deathstalker Rexxar, so then all that is missing is a way to survive aggro reloads like Call to Arms and Divine Favor.
Because if you puke every time you see a Shaman card with RNG, it will eventually kill you.
The rest of your post is just splitting hairs. Your vision of the class obviously doesn't match the developers', and trying to convince me they are wrong is kind of silly.
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"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Because if you puke every time you see a Shaman card with RNG, it will eventually kill you.
The rest of your post is just splitting hairs. Your vision of the class obviously doesn't match the developers', and trying to convince me they are wrong is kind of silly.
Well I'd not be too impressed about developers vision as they literally have tried different theme for the class every expansion last year and they all failed. Only commonly accepted good archetype of shaman has its key cards from 2 years to 16 months old expansions =P
Before noticing this thread is a thing I made a thread of my own about a theory I made about this card including an analysis of some things pointing at the nature of the card.
I could see Hagatha having its own set of brewed potions for its hero power, like the Lich King had its own set of deathknight cards for its end of turn. The battle cry might have something to do with resummoning beasts and reversing their power and toughness.
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Not necessarily related to this thread but, is blizzard going to just randomly print hero cards and legendary weapons from now on? I was under the impression that they would always bring a certain ''themed'' legendary card every expansion and give one to every class like they did with quests, DKs and weapons.
They nerfed Hex a while ago saying it would be "hard to print removal for shaman with hex on the game".
Well, Hagatha is a which and I think that hexing is her thing. So I'd say that he can either create Hexes as card or turn enemies to frogs and maybe synergize well with spells and spell damage.
Ok, here is my take:
Battlecry: Overload costs are zero (0) for the rest of the game
Hero power: Discover an overload card
What do you think?
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Well, I guess he just wants Shaman to not rely so much on nothing but chance. Remember Aggro Shaman back then - how often did the roll on Crackle decide a match? Most of the time you either high-rolled or got steamrolled. The entire Overload mechanic is completely outdated and leads to weird turns, ready to be abused by the opponent more often than not. But what kind of win conditions does Shaman really have? Control lacks a reliable source of card draw and tends to get outvalued in the late game. Midrange has no early game since the fearsome duo (Tunnel Trogg + Totem Golem) left and, at least the Elemental approach, is primarily an anti-aggro deck. Token Shaman is very one-dimensional and finds it difficult to come back after a clear, other than heavy RNG via Thrall, Deathseer. Totem Shaman doesn't work anymore since Thunder Bluff Valiant rotated and no, weak cards such as Primal Talismans won't help reviving that archetype. Murloc Shaman? In Wild it's somewhat viable but giving up turn 1 by playing Unite the Murlocs is not what an aggressive-minded theme ideally wants. Freeze Shaman? Don't get me started.
As a Shaman Main I just hope that they stop trying to create wacky archetypes and focus on the class' identity (which is not King of RNG).
1) Amm, what does this have to do with bulimia?
2) But most importantly - "Shaman has always been the most random class. Do you also think it's about time Hunter stopped caring about Beasts so much?". But that's not the point. I was talking about a class specific thematic, which actually hinders the class a lot more than it rewards it. Hunter can always profit from the beast synergy, as they can make a reliable strategy around it, if they wish, while shaman's abilities to gain the upper hand over the opponent pretty much rely on getting a good outcome from RNG cards. My issue is, that this isn't how you would want your deck to work. A such strategy can't run optimally - you can't constantly hope to get good outcomes from random effects over several turns, in order to overwhelm your opponent. How will you redeem the situation, once those cards start to backfire? Do you have any tools to fix it? I mean - look at Priest with their Duskbreakers, Psychic Screams and Dragonfire Potions, look at Warlock with their Defiles, look at Mage with their Dragon's Fury and look at shaman with their board clears in standard. The other classes have many secure cards and thus they can always rely on their effect, when they need it.
My critique isn't about RNG itself (as you saw I also mentioned Dragon's Fury), but rather about that super swingy one, which was implemented instead of other more useful cards. DK Thrall with Evolve was the most stupid design the devs have ever made in KOFT. While they acknowledged the other classes' weaknesses (heal - warlock, jaina; reach - priest, draw - hunter) they gave shaman another win-more card, which relied on you having a board already. But why would I care about upgrading my minions, if I'm already losing the board. I would need something more reliable to put me back into the game. This is what I'm appealing to, because shaman feels like a handicap class atm and a big reason for this is the one I mentioned above. And I just hope, that the new Hero card acknowledges the class'es weaknesses and allows for a consistent deck to be formed.
Note - I like some cards in the shaman class, which are RNG dependent, but are strong/fair enough and which can reward the player, if they make the correct set up:
Maelstrom Portal (anti-aggro card; tempo card), Devolve (as a good way to deal with the opponent's board; maybe a bit too strong against buffed creatures, but shaman deserved it, Crackle (maybe a bit more on the plus side, especially in aggro shaman, but still a good cheap removal), Healing Wave (depends on how you build your deck), Healing Rain)
I think a few good cards could make a control overload deck possible. Volcano, Lesser Sapphire Spellstone and Snowfury Giant work well together, but we'd need new cards to unlock overloaded crystals and some more late game value. My guess is that Hagatha will be late game card generation similar to Deathstalker Rexxar, so then all that is missing is a way to survive aggro reloads like Call to Arms and Divine Favor.
Battlecry: Hex all minions on the board
Hero power (passive): Whenever you play a card shuffle it into your deck.
Release the Kraken!
Okay so my guess for the Shaman Hero card from Witchwood.
Battlecry: Transform all minions. There will be no other explanation but this is what it will do:
Hex a random minion into a 0/1 Frigg.
Polymorph a random minion into a 1/1 Sheep.
Polymorph: Boar a random minion into a 4/2 charge Huffer.
Polymorph ??? a random minion into a discovered minion.
Evolve a random minion into a random minion that costs 1 more.
Devolve a random minion into a minion that costs 1 less.
Tinkmaster Overspark transform a random minion into a 1/1 Squirrel.
Tinkmaster Overspark transform a random minion into a 5/5 Devilsaur.
+ a new transform variant from Witchwood.
All at random. Chaos.
And I bet the hero power is a cauldron Potion-brewing stuff as many others.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Surprise!
So, I can play both Shaman hero cards then, right?
That'll be interesting (if they don't clash)
Battlecry will be
Hex all minions on the board
Hero power will be
summon a random minion.
I have so much hype for this card since I love shaman!
Me? Gongaga.
I bet She's going to be:
Battlecry: Hex all minions.
Hero power: Hex a minion.
Before noticing this thread is a thing I made a thread of my own about a theory I made about this card including an analysis of some things pointing at the nature of the card.
Should I repost it as a reply here?
https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/213817-hagatha-the-witch-hero-card-theory
I could see Hagatha having its own set of brewed potions for its hero power, like the Lich King had its own set of deathknight cards for its end of turn. The battle cry might have something to do with resummoning beasts and reversing their power and toughness.