imo it will not be too op. Unless there is an 11/12 cost card that is op, that will make this mechanic OP. As it stands, increasing mana crystals past 10 will have little-no impact on the game.
imo it will not be too op. Unless there is an 11/12 cost card that is op, that will make this mechanic OP. As it stands, increasing mana crystals past 10 will have little-no impact on the game.
this is not true, because the max of 10 stops some combos that would need 11 or 12 mana.
Short example: The new druid epic and wisps of the old gods on one turn. Now you need Emperor Thaurissan to do this.
Or think about a freeze mage and what damage he could deal on a 12 mana turn.
imo it will not be too op. Unless there is an 11/12 cost card that is op, that will make this mechanic OP. As it stands, increasing mana crystals past 10 will have little-no impact on the game.
this is not true, because the max of 10 stops some combos that would need 11 or 12 mana.
Short example: The new druid epic and wisps of the old gods on one turn. Now you need Emperor Thaurissan to do this.
Or think about a freeze mage and what damage he could deal on a 12 mana turn.
All that means is that if an 11th or 12th mana crystal ever IS viable, then it'll belong to a new class - dedicated to control or ramp. It won't be freeze mage, and it won't be druid with silly Wisps of the Old Gods or anything. It'll be it's own thing.
But since Ben Brode said that they will most likely stay with the current 9 heroes and not add any more, this won't be implemented.
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The Roshambo to Hearthstone. Please be nice. Don't insult or be mad at someone for throwing Rock.
So, Innervate? That is what Innervate basically does, it gives you 2 extra Mana, at least for one turn, hence that "ramp class" is already in the game, namely Druid. As far as a permanent 12-Mana card/class goes, I think it would be a terrible idea balance-wise. It would screw with one of the most basic mechanics this game has and probably throw everything off. Screwing with the basics is never a good idea, in my opinion, as demonstrated by Ice Block. Every game featuring a healthbar of some sorts has one rule exactly: You hit 0, you lose. Ice Block just screws that fundamental rule. Hearthstone is balanced around the notion that every Hero has 30 health and 10 Mana, changing that can break whole concepts of balancing, which is why I believe Armor Up to be a serious problem, by the way. It is easier to balance cards and combos when everyone has a set amount of mana, also it creates the feeling of a fair playing ground, which is important.
imo it will not be too op. Unless there is an 11/12 cost card that is op, that will make this mechanic OP. As it stands, increasing mana crystals past 10 will have little-no impact on the game.
this is not true, because the max of 10 stops some combos that would need 11 or 12 mana.
Short example: The new druid epic and wisps of the old gods on one turn. Now you need Emperor Thaurissan to do this.
Or think about a freeze mage and what damage he could deal on a 12 mana turn.
So not too broken if we can get to 12 mana for that combo already is it?
Given that emperor thaurissan lets us play combos that cost >10 a card that allows you to go to 11-12 mana would actually be viable once emperor rotates out. And am I the only one who reminisced about finding out that you can't go above 10 mana via misplay? lol
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or even a 12th?
Has anyone made any cards that would do this? I'd like to see the ideas
imo it will not be too op. Unless there is an 11/12 cost card that is op, that will make this mechanic OP. As it stands, increasing mana crystals past 10 will have little-no impact on the game.
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But since Ben Brode said that they will most likely stay with the current 9 heroes and not add any more, this won't be implemented.
The Roshambo to Hearthstone. Please be nice. Don't insult or be mad at someone for throwing Rock.
So, Innervate? That is what Innervate basically does, it gives you 2 extra Mana, at least for one turn, hence that "ramp class" is already in the game, namely Druid. As far as a permanent 12-Mana card/class goes, I think it would be a terrible idea balance-wise. It would screw with one of the most basic mechanics this game has and probably throw everything off. Screwing with the basics is never a good idea, in my opinion, as demonstrated by Ice Block. Every game featuring a healthbar of some sorts has one rule exactly: You hit 0, you lose. Ice Block just screws that fundamental rule. Hearthstone is balanced around the notion that every Hero has 30 health and 10 Mana, changing that can break whole concepts of balancing, which is why I believe Armor Up to be a serious problem, by the way. It is easier to balance cards and combos when everyone has a set amount of mana, also it creates the feeling of a fair playing ground, which is important.
Counter to freeze trapping deathwing. Huge combos basically thaurissan v2.
It's impossible with innervate to play 12 mana cards, like a freeze trapped c'thun for example.
Given that emperor thaurissan lets us play combos that cost >10 a card that allows you to go to 11-12 mana would actually be viable once emperor rotates out. And am I the only one who reminisced about finding out that you can't go above 10 mana via misplay? lol
Wubbalubbadubdub!