I think instead of being able to choose which totem you summon, Justicar should make totems summon as 1/3. Still random, just 1/3 instead of 0/2.
I think that change would make Shaman a lot better. I always find that if my totem had at least a point of attack, I could've turned things around in certain situations much, much more than being able to pick which totem I want.
It's universally agreed upon that being able to pick a totem isn't very good. At least not enough to warrant putting a 6 mana 6/3 in your deck. 1/3 totems would be awesome for sure but summoning 2 random totems would also be really cool.
Justicar not verry good for a lot of classes, just deal with it, its part of the game not every card has to be good in all decks and classes because otherwise its OP like shredder.
It's not an issue of power levels, it's an issue of bad game design.
Shaman hero ability is cancer and is the main reason (in addition to tons of crappy overload cards) that Shaman is not playable. It could have been pick a totem baseline and still it would not make the class playable.
It's not an issue of power levels, it's an issue of bad game design.
Shaman hero ability is cancer and is the main reason (in addition to tons of crappy overload cards) that Shaman is not playable. It could have been pick a totem baseline and still it would not make the class playable.
Exactly. That's why I'd rather 1/3 totems. It'd make shaman a lot more playable. Even just make all totems 1/2 as default would help shaman immensely. It would help mitigate how bad overload is.
Yeah Paladin only get a 1/1 with no extra abilities, but they also have no overload cards.
1/2 across all totems would be way too powerful, but 0/2 totems with the abilities they have are far too crappy. They should probably boost the taunt totem to 0/3, flame totem to 1/2 and boost the abilities on other totems. Although not like this is an elegant solution, either. The design space is very limited with those.
Although the healing totem would still be ridiculously win more since it does not help most of your minions stick in any way. Dragon priest has proved that in order to help a totally board-dependent class keep their minions on board for at least a turn those minions have to be absurdly OP.
Shaman hero ability is cancer and is the main reason (in addition to tons of crappy overload cards) that Shaman is not playable. It could have been pick a totem baseline and still it would not make the class playable.
OK, a couple things, 1) That's not what 'cancer' means, even in terms of HS, it refers to something that's unhealthy for the game and spreads among the players like wildfire. 2) Picking a totem baseline would be ridiculous. Being able to spam Stoneclaw or Wrath of Air totems right out of the gate would grant so much advantage and amplify all of their tools to such a degree the class would be as overpowered as Warlocks.
On topic, the problem is that Justicar belongs in a Control deck, which Shaman just can't pull off right now. Every viable shaman deck relies on having tempo and maintaining board presence. For justicar to work, it needs to offset the tempo you lose by playing it somehow. It does this in Warrior by making them near unkillable, and it does this in Paladin by letting you flood the board and enabling Quartermaster that much easier.
If Justicar summon 2 totems, that would make it good in shaman since it boosts the potency of Thunder Bluff Valiant, Flametongue, and Bloodlust, but still only summoning 1 does not make up for the tempo lost playing it.
The problem with summoning two totems is that it can rapidly fill your board with marginal cards, especially mid-late game which is when Justicar would have been played. Having three of your seven minion slots pull of cards that are not only barely usable, but that you can;t even suicide to make room is very frustrating.
Having two handfuls of crap is not much better than just having one.
I would agree that powering up the totems would be the way to go.
And for the record, at least it's better than the Rogue's Justicar-powered up ability
It's not an issue of power levels, it's an issue of bad game design.
Shaman hero ability is cancer and is the main reason (in addition to tons of crappy overload cards) that Shaman is not playable. It could have been pick a totem baseline and still it would not make the class playable.
You clearly don't know how to use the word "cancer" as slang. Something cannot be cancerous and unplayable at the same time, it's contradictory. It's not bad game design because it doesn't give you an OP hero power, as others have said, cards cannot be viable in every deck or class because it leads to a decrease in interaction and overall choice when deckbuilding as more cards become "auto-includes." Justicar Trueheart is a prime example, it works great in some classes and not so much in others, which is great game design, as it promotes different deck archetypes rather than forcing players to all play the same cards.
I like the idea of Justicar improving the stats on the totems, even at the tradeoff of being able to choose the totem summoned. As it stands right now I DO use Justicar Trueheart in my homebrew shammy deck, because situationally speaking the ability to choose which totem to drop is a gamechanger at that point (for my deck anyways). If the totems instead got a stat boost it would make the ability much more viable and the ability to choose the totem would be less important.
Also, in response to Arcanus, if it were 2 totems at random with no limitation on which totems they were, it'd be a bit broken...Dropping down a Mana Tide + Totem Golem for two seems beyond broken, as an example.
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I think instead of being able to choose which totem you summon, Justicar should make totems summon as 1/3. Still random, just 1/3 instead of 0/2.
I think that change would make Shaman a lot better. I always find that if my totem had at least a point of attack, I could've turned things around in certain situations much, much more than being able to pick which totem I want.
It's universally agreed upon that being able to pick a totem isn't very good. At least not enough to warrant putting a 6 mana 6/3 in your deck. 1/3 totems would be awesome for sure but summoning 2 random totems would also be really cool.
Justicar not verry good for a lot of classes, just deal with it, its part of the game not every card has to be good in all decks and classes because otherwise its OP like shredder.
It's not an issue of power levels, it's an issue of bad game design.
Shaman hero ability is cancer and is the main reason (in addition to tons of crappy overload cards) that Shaman is not playable. It could have been pick a totem baseline and still it would not make the class playable.
Yeah Paladin only get a 1/1 with no extra abilities, but they also have no overload cards.
1/2 across all totems would be way too powerful, but 0/2 totems with the abilities they have are far too crappy. They should probably boost the taunt totem to 0/3, flame totem to 1/2 and boost the abilities on other totems. Although not like this is an elegant solution, either. The design space is very limited with those.
Although the healing totem would still be ridiculously win more since it does not help most of your minions stick in any way. Dragon priest has proved that in order to help a totally board-dependent class keep their minions on board for at least a turn those minions have to be absurdly OP.
The problem with summoning two totems is that it can rapidly fill your board with marginal cards, especially mid-late game which is when Justicar would have been played. Having three of your seven minion slots pull of cards that are not only barely usable, but that you can;t even suicide to make room is very frustrating.
Having two handfuls of crap is not much better than just having one.
I would agree that powering up the totems would be the way to go.
And for the record, at least it's better than the Rogue's Justicar-powered up ability
I like the idea of Justicar improving the stats on the totems, even at the tradeoff of being able to choose the totem summoned. As it stands right now I DO use Justicar Trueheart in my homebrew shammy deck, because situationally speaking the ability to choose which totem to drop is a gamechanger at that point (for my deck anyways). If the totems instead got a stat boost it would make the ability much more viable and the ability to choose the totem would be less important.
Also, in response to Arcanus, if it were 2 totems at random with no limitation on which totems they were, it'd be a bit broken...Dropping down a Mana Tide + Totem Golem for two seems beyond broken, as an example.