I feel a lot of Warrior spells fit the Fury or Arms types of game play with few 'tanking' abilities (Shield Block and Shield Slam). Obviously Warriors can gain a lot of armour, but it's use (excluding the one gimmicky card) is to prolong your life. I think Warriors need a way of making their effective health (which is arguably the best in the game) more useful.
What I currently have in mind is an ability that gives the hero Taunt.
Now this could work in a couple of ways. It could be that the hero has Taunt for 1 turn. It could be that the Hero has Taunt until his armour runs out. Or it could be a minion that gives the hero Taunt so that the minion would need to be removed via a silence, AoE, or removal spell.
I can see this having two benefits to the Warrior depending on how it could be implemented. It might be that it is just a way of protecting your minions. The hero is the 'tank' the minions are the 'raid/party'. Or it might be that the Warrior is lowering his health for spells such as Mortal Strike or the infamous Molten Giant.
There is opportunity for further synergy. Perhaps a way of making weapons available to retaliate at the cost of durability.
I am using Warriors as an example because they are clearly behind, they are the staple tanking class of World of Warcraft, and they have this nice armour mechanic and little to do with it (except to prolong what seems to be the inevitable with the Warrior class - defeat). So this could be expanded for Druids and Paladins though I feel they don't need any extra help at the moment.
Not normally, but I tried to explain how it could be useful.
There are situations in which the Warrior is better off than most on low HP. The Warrior also has ways of getting back damage they took to themselves (Hero Power, Shield Block, Armorsmith), but no dedicated ways of getting back damage their minions took. Warriors wouldn't even want to heal back up their minions to full considering how many spells work off minions being damaged.
There are also innumerable situations where putting up a taunt so you can save low health minions is important.
As I went on to suggest there could also be many new card options revolving around this mechanic. I wrote the one allowing weapons to retaliate, but also you could have a spell called Shield Spike so when your hero takes damage it reflects x back at the attacker - similar to Eye for an Eye but it would do a fixed damage rather than a copy. If that seems too powerful then it could only work when you have armour up.
There are so many ways to make armour / tanking a more interesting way of playing.
As a Master ranked warrior I know the benefits of being at low hp believe me. The only issue is I want to trick them into attacking me, not force them. There is a difference. The warrior deck is a huge mind game the whole play you have to trick your opponent into thinking they are winning when they really are about to lose.
I do like the weapons retaliating thing or the shield spike, but I think both those things would be strong, too strong.
This would effectively be giving warriors a weaker version of a rogue card, Conceal (a warrior with taunt wouldn't protect his minions from being targeted with spells/hero abilities). Is it different enough flavor-wise to be justified?
I feel a lot of Warrior spells fit the Fury or Arms types of game play with few 'tanking' abilities (Shield Block and Shield Slam). Obviously Warriors can gain a lot of armour, but it's use (excluding the one gimmicky card) is to prolong your life. I think Warriors need a way of making their effective health (which is arguably the best in the game) more useful.
What I currently have in mind is an ability that gives the hero Taunt.
Now this could work in a couple of ways. It could be that the hero has Taunt for 1 turn. It could be that the Hero has Taunt until his armour runs out. Or it could be a minion that gives the hero Taunt so that the minion would need to be removed via a silence, AoE, or removal spell.
I can see this having two benefits to the Warrior depending on how it could be implemented. It might be that it is just a way of protecting your minions. The hero is the 'tank' the minions are the 'raid/party'. Or it might be that the Warrior is lowering his health for spells such as Mortal Strike or the infamous Molten Giant.
There is opportunity for further synergy. Perhaps a way of making weapons available to retaliate at the cost of durability.
I am using Warriors as an example because they are clearly behind, they are the staple tanking class of World of Warcraft, and they have this nice armour mechanic and little to do with it (except to prolong what seems to be the inevitable with the Warrior class - defeat). So this could be expanded for Druids and Paladins though I feel they don't need any extra help at the moment.
What are your thoughts guys?
It could be an interesting, the only thing is I generally don't want things attacking my hero.
Not normally, but I tried to explain how it could be useful.
There are situations in which the Warrior is better off than most on low HP. The Warrior also has ways of getting back damage they took to themselves (Hero Power, Shield Block, Armorsmith), but no dedicated ways of getting back damage their minions took. Warriors wouldn't even want to heal back up their minions to full considering how many spells work off minions being damaged.
There are also innumerable situations where putting up a taunt so you can save low health minions is important.
As I went on to suggest there could also be many new card options revolving around this mechanic. I wrote the one allowing weapons to retaliate, but also you could have a spell called Shield Spike so when your hero takes damage it reflects x back at the attacker - similar to Eye for an Eye but it would do a fixed damage rather than a copy. If that seems too powerful then it could only work when you have armour up.
There are so many ways to make armour / tanking a more interesting way of playing.
As a Master ranked warrior I know the benefits of being at low hp believe me. The only issue is I want to trick them into attacking me, not force them. There is a difference. The warrior deck is a huge mind game the whole play you have to trick your opponent into thinking they are winning when they really are about to lose.
I do like the weapons retaliating thing or the shield spike, but I think both those things would be strong, too strong.
This would effectively be giving warriors a weaker version of a rogue card, Conceal (a warrior with taunt wouldn't protect his minions from being targeted with spells/hero abilities). Is it different enough flavor-wise to be justified?