A lot of people have suggested a neutral card that removes secrets but would prefer a neutral card that triggers secrets in play. So if explosive trap it would deal 2 dmg, Would work better with death-rattles, nerubian eggs, summon defenders to be killed off, ice armour procs straight away etc etc.
Would also like to see a choice of hero ability at start of turn. So you could have Priest holy (heal 2) or priest shadow (2 dmg)....or hunter marksman (2 dmg) or Beastmaster (+1 attk to random beast).
This is what i would like to see, at work though but have more thoughts, ill post later
I think the problem here is that half of the secrets couldn't just be "triggered". For example, what would triggering Duplicate look like?
I wanna' see Stitches. He's been my fav since vanilla WoW. And I want a plushy version, too, with little plushy innards that you can remove. And a plastic rocket. And a whistle.
I would really like to see field spells. Since there is no way to remove such spells maybe have them only stay on the field for X turns. For instance, while cede spell in in play give all minions a specific ability or give your minions +1/+1.
As many people have said, a second legendary for each class would be nice as well.
warrior weapon that remains active for the opponent's turn mwahahahaha
Well, not that outlandish of an idea, actually, if by "remains active," you mean if a creature swings for your face, it gets hit by the weapon.
What's interesting is that this can be done in two different ways. You could have a weak/underpowered weapon which deals damage on opponent attack w/o losing durability - I've often thought of this concept for a Bone Shield weapon for a future DK class. Such a weapon might discourage attacking, much like how Paladins sit on Sword of Justice in favor of the buffs or even how Hunters wait for secrets to trigger to gain durability. Alternatively, you could have an "OP" card that deals more damage and/or has more durability than it's mana cost justifies, but which can be selectively dealt with to compensate. A 5 mana 6/3 weapon sounds fantastic for example until 2 of its charges are taken out by 1/1 creatures on your opponents turn.
warrior weapon that remains active for the opponent's turn mwahahahaha
Well, not that outlandish of an idea, actually, if by "remains active," you mean if a creature swings for your face, it gets hit by the weapon.
What's interesting is that this can be done in two different ways. You could have a weak/underpowered weapon which deals damage on opponent attack w/o losing durability - I've often thought of this concept for a Bone Shield weapon for a future DK class. Such a weapon might discourage attacking, much like how Paladins sit on Sword of Justice in favor of the buffs or even how Hunters wait for secrets to trigger to gain durability. Alternatively, you could have an "OP" card that deals more damage and/or has more durability than it's mana cost justifies, but which can be selectively dealt with to compensate. A 5 mana 6/3 weapon sounds fantastic for example until 2 of its charges are taken out by 1/1 creatures on your opponents turn.
Or even a secret. For 2 mana, gives you a 4/2 weapon and takes a swing at an attacking minion.
oh yeah, and I also hope for more late game low rarity options, lemme show you what I mean -opens up Hearthstone to show what I mean- On the last page of the neutral cards(so the highest cost ones) there are 5 legendaries, and 3 epics. There are no rares, commons, and I checked and there are no basic cards that have that high cost(the highest cost card in any of those rarities is Ravenholdt Assassin, Core Hound, Stormwind Champion, and War Golem at 7 cost and the first one on the last page in the crafting menu is Malygos. Most of the options I just listed for free/budget players in the late game aren't viable in competitive play at least right now).
Now to look at the second last page(so still pretty late game as the lowest card cost on said page is 6). The second last page has 6 legendary cards, 1 rare, and 1 common, I never really see Windfury Harpy used though, don't know about Assassin. There are NO basic cards that would've been on that page if basic cards were in the crafting menu, Sunwalker is just behind Windfury Harpy and Sunwalker wasn't on the page.
Third to last page has 5 legendaries, Sunwalker as I said,Frost Elemental, and Priestess of Elune. Sunwalker and MAYBE Frost Elemental are the only competitively viable ones out of those three, but the only basic cards that would be on that page are Reckless Rocketeer and Lord of the Arena(and Maexxna is on that page which is the legendary from Arachnid Quarter that I got for free, so she technically counts for now). Bolderfist Ogre and Archmage, but its tough to say if they would be on the same page since there isn't an Expert Set card immediately before Frost Elemental that is on the page.
What I'm saying is people play decks like Hunter and Zoo is because they're inexpensive to make, and they allow you to rush down the opponant before the people who have those epic/legendary late game cards can get them out, when free/budget players don't have access to said cards. That early game is all free/budget players really have, and they need VIABLE late game options.
if i remember correctly at the time prohibiton got/was popular was because Mst was on the banned list, there's no reason not to include an uncounterable prohibition in hearthstone, if you are too worried about it ruining something then make it a legendary spell and that's it, now people running it should choose very carefuully on what card to use its effect.
also Mtg has tons of enchantments that do similar or far worse things and only white and green are able to deal with enchantments on a permanent way, blue can return target permanent to its owner's hand but it jsut means the enchantment will be replayed at a later date.
Hope they make mage spells viable again, right now the freeze mage is totally worthless , big cost spells and some of the secrets are simple ridiculous. So i hope new spells a decent way to drawing cards for mages. A staff... And also mechanics who can make us interact with the enemy turn. A card to that deny the deathrathles when in board... Also new options of hero's of the current class we have, and a change to the rexxar, he doesn't use bows he uses axes this is a huge mistake for me, put axe rather than bow.
They said a new mechanic or new class isn't planned right now, so I guess all I want from the expansion is a new race synergy, and it'd be cool to see the alternate class heroes that they talked about a while ago. And of course tons of new cool cards (I'm not very imaginative, so I'll leave that up to Blizzard).
More neutral silences, perhaps somehow made more interesting than minions missing two health. How about "Battlecry: Silence a minion, then give a random enemy minion +1/+1." Still has essentially a 1 mana "cost" for the silence (unless you can clear the enemy board and then silence your own Ancient Watcher or something) but more interesting than "this minion has two less health".
I think the problem here is that half of the secrets couldn't just be "triggered". For example, what would triggering Duplicate look like?
I would like to see more Dragon cards, and Dragon cards that interact like the Beasts and Demons currently do. Some Dragon cards that might be fun:
Anyhoo, just some thoughts.
Check out my motorcycle blog at ShiftHer.com ...or not.
Or I should say a Murloc Pirate card.
Spectator mode, monk class, 2 headed giant more or just 2+ player multiplayer and maybe interactions with the graveyard
MyAnimeList: http://myanimelist.net/animelist/Jaragon
Battle.net: jaragon#2637</pre>
and a nerf to stealing priest i hate those they ruin the game for me
MyAnimeList: http://myanimelist.net/animelist/Jaragon
Battle.net: jaragon#2637</pre>
legendary spells...enough said
I wanna' see Stitches. He's been my fav since vanilla WoW. And I want a plushy version, too, with little plushy innards that you can remove. And a plastic rocket. And a whistle.
I think that's everything.
Well, not that outlandish of an idea, actually, if by "remains active," you mean if a creature swings for your face, it gets hit by the weapon.
I would really like to see field spells. Since there is no way to remove such spells maybe have them only stay on the field for X turns. For instance, while cede spell in in play give all minions a specific ability or give your minions +1/+1.
As many people have said, a second legendary for each class would be nice as well.
What's interesting is that this can be done in two different ways. You could have a weak/underpowered weapon which deals damage on opponent attack w/o losing durability - I've often thought of this concept for a Bone Shield weapon for a future DK class. Such a weapon might discourage attacking, much like how Paladins sit on Sword of Justice in favor of the buffs or even how Hunters wait for secrets to trigger to gain durability. Alternatively, you could have an "OP" card that deals more damage and/or has more durability than it's mana cost justifies, but which can be selectively dealt with to compensate. A 5 mana 6/3 weapon sounds fantastic for example until 2 of its charges are taken out by 1/1 creatures on your opponents turn.
Also a non- dragon card that benefits from having dragons around, or a neutral minion that can only buff dragons.
Just ideas
Or even a secret. For 2 mana, gives you a 4/2 weapon and takes a swing at an attacking minion.
oh yeah, and I also hope for more late game low rarity options, lemme show you what I mean -opens up Hearthstone to show what I mean- On the last page of the neutral cards(so the highest cost ones) there are 5 legendaries, and 3 epics. There are no rares, commons, and I checked and there are no basic cards that have that high cost(the highest cost card in any of those rarities is Ravenholdt Assassin, Core Hound, Stormwind Champion, and War Golem at 7 cost and the first one on the last page in the crafting menu is Malygos. Most of the options I just listed for free/budget players in the late game aren't viable in competitive play at least right now).
Now to look at the second last page(so still pretty late game as the lowest card cost on said page is 6). The second last page has 6 legendary cards, 1 rare, and 1 common, I never really see Windfury Harpy used though, don't know about Assassin. There are NO basic cards that would've been on that page if basic cards were in the crafting menu, Sunwalker is just behind Windfury Harpy and Sunwalker wasn't on the page.
Third to last page has 5 legendaries, Sunwalker as I said,Frost Elemental, and Priestess of Elune. Sunwalker and MAYBE Frost Elemental are the only competitively viable ones out of those three, but the only basic cards that would be on that page are Reckless Rocketeer and Lord of the Arena(and Maexxna is on that page which is the legendary from Arachnid Quarter that I got for free, so she technically counts for now). Bolderfist Ogre and Archmage, but its tough to say if they would be on the same page since there isn't an Expert Set card immediately before Frost Elemental that is on the page.
What I'm saying is people play decks like Hunter and Zoo is because they're inexpensive to make, and they allow you to rush down the opponant before the people who have those epic/legendary late game cards can get them out, when free/budget players don't have access to said cards. That early game is all free/budget players really have, and they need VIABLE late game options.
Moonkins. There are no moonkins in this game and it is just plain wrong.
if i remember correctly at the time prohibiton got/was popular was because Mst was on the banned list, there's no reason not to include an uncounterable prohibition in hearthstone, if you are too worried about it ruining something then make it a legendary spell and that's it, now people running it should choose very carefuully on what card to use its effect.
also Mtg has tons of enchantments that do similar or far worse things and only white and green are able to deal with enchantments on a permanent way, blue can return target permanent to its owner's hand but it jsut means the enchantment will be replayed at a later date.
Crazed moonkin would be cool. That is "FIRIN MY LAZORS PEWPEPWPEW"
Hope they make mage spells viable again, right now the freeze mage is totally worthless , big cost spells and some of the secrets are simple ridiculous. So i hope new spells a decent way to drawing cards for mages. A staff... And also mechanics who can make us interact with the enemy turn. A card to that deny the deathrathles when in board... Also new options of hero's of the current class we have, and a change to the rexxar, he doesn't use bows he uses axes this is a huge mistake for me, put axe rather than bow.
Furbolg card, dont think Ive sseen one of those yet.
They said a new mechanic or new class isn't planned right now, so I guess all I want from the expansion is a new race synergy, and it'd be cool to see the alternate class heroes that they talked about a while ago. And of course tons of new cool cards (I'm not very imaginative, so I'll leave that up to Blizzard).
More neutral silences, perhaps somehow made more interesting than minions missing two health. How about "Battlecry: Silence a minion, then give a random enemy minion +1/+1." Still has essentially a 1 mana "cost" for the silence (unless you can clear the enemy board and then silence your own Ancient Watcher or something) but more interesting than "this minion has two less health".