Seems like mostly class minions outpower neutral minions except for a few specific ones. Was it a mistake for Blizzard to make class cards stronger than neutral cards?
It's not that they are bad, it's just that they are there to fill in for class cards when you need a specific tech or slot used but your class doesn't provide it.. If neutrals were stronger that class cards overrall we would get gvg and naxx all over again.. All decks using 10 neutral minions as core more or less..
It's not that they are bad, it's just that they are there to fill in for class cards when you need a specific tech or slot used but your class doesn't provide it.. If neutrals were stronger that class cards overrall we would get gvg and naxx all over again.. All decks using 10 neutral minions as core more or less..
Warlock uses lots of neutral minions actually. (because most of their class cards suck, same as Priest, but unfortunately, Priest doesn't get any benefit from the neutral cards)
Here's a small list of THE MANY useful neutral minions
Mountain Giant
Sea Giant
Alextraza
Malygos
Onyxia
Ysera
Ragnaros
Baron Geddon
Gadgetzan Auctioneer
Azure Drake
Blackwing Corrupter
Faceless Manipulator
Harrison Jones
Old Murk Eye
I can go on and on honestly. Few specific ones indeed. Hell raging Worgen makes an entire deck work by itself. I honestly have no clue what you are talking about. There are some neutrals that either have power creep or are part of the basic set, but a lot of them are extremely good. This is a very small list in comparison to the large amount of useful ones.
It's not a mistake cause like it's been said, 30 neutrals that synergise would mean people only pick heroes for their hero power, which is not Blizzards objective. I've narrowed it down by going over card balancing mentally (don't ask how I just study cards a lot) but to put it simply and for the most part:
Basic Neutral<Neutral<Class<Adventure
Example:
Amgam Rager<Carrion Grub<Druid Of The Flame
It's not perfect but this power creep/ pay to win is only real if all three were neutral, but since one is neutral and the others are from different classes, it's balanced. Yes neutrals are very much needed unless you expect to face and snag the card from the class in which it belongs to every game.
By design, cards typically get a pool of 'points' based on their mana cost to determin their stats and abilities. It's not exact but generally they follow with that pool of points. Negative traits give them bonus points (thus a 3/8 for 3 mana that plays an opponent's minion when it dies).
"Class only" is considered a penalty of one mana as it forces you to play that specific class to use it. As such, a 4/5 vanilla neutral minion can be a 5/6 vanilla class minion.
Note that adventure/expansion doesn't really make a difference, though there is a bit of an unwritten rule that 'basic' cards can be power creeped by other sets if the basic card is really really bad and the new card isn't much better.
So yes, the neutral card will be weaker than a comparative class card since the neutral card has more flexibility. It establishes class identity and avoids the whole "deck used by everyone" element that is much mor edull.
They should cut on neutrals and release more class cards, I think it would enable more archetypes faster and make the game more insteresting. Neutrals are mostly a wast of slots in adventures and expansions. Take Kharazan for example, if they would release two extra class cards maybe Priest would get something useful...
By design, cards typically get a pool of 'points' based on their mana cost to determin their stats and abilities. It's not exact but generally they follow with that pool of points. Negative traits give them bonus points (thus a 3/8 for 3 mana that plays an opponent's minion when it dies).
"Class only" is considered a penalty of one mana as it forces you to play that specific class to use it. As such, a 4/5 vanilla neutral minion can be a 5/6 vanilla class minion.
Note that adventure/expansion doesn't really make a difference, though there is a bit of an unwritten rule that 'basic' cards can be power creeped by other sets if the basic card is really really bad and the new card isn't much better.
So yes, the neutral card will be weaker than a comparative class card since the neutral card has more flexibility. It establishes class identity and avoids the whole "deck used by everyone" element that is much mor edull.
It's not really a penalty cause pit lord is a 5/6 for 4 but still has negative warlock effects, its really a granting of 1 point (thank the stars someone else thinks of this how I do). If you look at flamewreathed faceless, its 7/7 for 4 overload 2, so a 6 mana 7/7 essentially, which is 1 point ahead of boulderfist ogre. Another is again, carrion grub and amgam rager (although amgam is underpowed, leaving carrion to be an on point 3 drop). Final note, basics neutrals were basically designed to be powercrept at some point, and since class cards beat neutrals and they both beat basics, I guarantee a 4/5 taunt for 4 at some point
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Seems like mostly class minions outpower neutral minions except for a few specific ones. Was it a mistake for Blizzard to make class cards stronger than neutral cards?
No, otherwise people wouldn't play class cards as much and classes wouldn't have nearly as much identity.
It's not that they are bad, it's just that they are there to fill in for class cards when you need a specific tech or slot used but your class doesn't provide it.. If neutrals were stronger that class cards overrall we would get gvg and naxx all over again.. All decks using 10 neutral minions as core more or less..
the exception of course is priest, who has maybe 3 class minions that are playable
It's not that they are bad, it's just that they are there to fill in for class cards when you need a specific tech or slot used but your class doesn't provide it.. If neutrals were stronger that class cards overrall we would get gvg and naxx all over again.. All decks using 10 neutral minions as core more or less..
Warlock uses lots of neutral minions actually. (because most of their class cards suck, same as Priest, but unfortunately, Priest doesn't get any benefit from the neutral cards)
Here's a small list of THE MANY useful neutral minions
Mountain Giant
Sea Giant
Alextraza
Malygos
Onyxia
Ysera
Ragnaros
Baron Geddon
Gadgetzan Auctioneer
Azure Drake
Blackwing Corrupter
Faceless Manipulator
Harrison Jones
Old Murk Eye
I can go on and on honestly. Few specific ones indeed. Hell raging Worgen makes an entire deck work by itself. I honestly have no clue what you are talking about. There are some neutrals that either have power creep or are part of the basic set, but a lot of them are extremely good. This is a very small list in comparison to the large amount of useful ones.
It's not a mistake cause like it's been said, 30 neutrals that synergise would mean people only pick heroes for their hero power, which is not Blizzards objective. I've narrowed it down by going over card balancing mentally (don't ask how I just study cards a lot) but to put it simply and for the most part:
Basic Neutral<Neutral<Class<Adventure
Example:
Amgam Rager<Carrion Grub<Druid Of The Flame
It's not perfect but this power creep/ pay to win is only real if all three were neutral, but since one is neutral and the others are from different classes, it's balanced. Yes neutrals are very much needed unless you expect to face and snag the card from the class in which it belongs to every game.
It's not an accident.
By design, cards typically get a pool of 'points' based on their mana cost to determin their stats and abilities. It's not exact but generally they follow with that pool of points. Negative traits give them bonus points (thus a 3/8 for 3 mana that plays an opponent's minion when it dies).
"Class only" is considered a penalty of one mana as it forces you to play that specific class to use it. As such, a 4/5 vanilla neutral minion can be a 5/6 vanilla class minion.
Note that adventure/expansion doesn't really make a difference, though there is a bit of an unwritten rule that 'basic' cards can be power creeped by other sets if the basic card is really really bad and the new card isn't much better.
So yes, the neutral card will be weaker than a comparative class card since the neutral card has more flexibility. It establishes class identity and avoids the whole "deck used by everyone" element that is much mor edull.
One does not simply walk into Mordor,
unless they want to be the best they can be.
They should cut on neutrals and release more class cards, I think it would enable more archetypes faster and make the game more insteresting. Neutrals are mostly a wast of slots in adventures and expansions. Take Kharazan for example, if they would release two extra class cards maybe Priest would get something useful...