I like the idea of items you can equip that aren't weapons... A cloak for the mage that reflects damage or something like that. It would probably be pretty difficult to implement but I think it could shake up the game and help give some classes a boost.
I like the idea of items you can equip that aren't weapons... A cloak for the mage that reflects damage or something like that. It would probably be pretty difficult to implement but I think it could shake up the game and help give some classes a boost.
I like that idea too, and I actually don't think it would be that hard to implement. Plenty of weapons already have 'custom' durability by which they lose, gain, or stay the same based on how their turn plays out. I imagine a weapon like, for example, Holy Shield for paladins could easily be implemented with, say, "0/3: Whenever your hero is attacked, lose one durability and deal 3 damage to the attacker."
class specific weapons - currently we have; pally weapon healing +4; warrior has 7/1 axe; shaman having windfury; hunter bow for friendly secrets revealed. Not too sure if there is any other hero specific weapons that have bonuses, but here's a few ideas -
mage staff - 7 cost - 5/3, when equipped, freezing aoe to minions, +1 spell damage, attacking a minion prompts arcane blast dealing 2dmg to 2 adjacent minions.
priest staff - 6 cost - 2/6, when your hero is attacked, spell damage +2, lose 1 durability heal all friendly characters for +2 hp.
warlock wand 5 cost - 6/1, death rattle deal 2dmg to all characters. Spell damage +3.
those are just a couple off the top of my head.
As for raids, make us all happy and make sure you add Sunwell. Or even bt / Kara!
plus- it would be really nice to be able to achieve legendary cards from the raids in which they are actually from. That way they don't absolutely need to be obtained at random or crafted with dust. Just have a tier system similar to naxxrammus. cards like onix. Should b obtained via onix'raid - summon dem whelps!
love the idea of a home base. Just like the starting locations of a race in game.
deathknights. Blah as much as I hate them they could be great. Hero power could be 2 cost for summon a 1/1 for each minion that died last turn?
as far as what I would like to see added.
it would be really nice to have an option to save pre built decks for each class ie. a little drop down that allows you to swap between 2 premade decks.
cause no one wants to rebuild each time or have to write the cards down to remember what was in their old build.
a cool idea would be a card auction for gold coins. Like I have 3 bloodmage legendary cards and as opposed to d/e the card for dust, I could sell it for gold in the ah. of course we would need a functioning AH that would be on the main screen each time you launch. This could work for all non soul bound cards.
The Mage staff feels like it's a bit too much. I think a 7 cost with a 5/3 that has maybe +1 spell damage, or maybe gains +1 durability for every spell used?
New Battlecry, Deathrattle and permanent effects. I do feel like those mechanics lead to that new key words are not really needed right now. You have a way to add any instant effect, permanent effect and "on-death" effect in the game with the current keywords
And last but not least, a lot new fresh great looking cards with effects which makes your mind blow if you think about the different uses of those.
Any "exile" effect. In MTG this eliminated a creature, but did not allow the creatures upon death effect to resolve. Also a anti-trap neutral minion, might be nice.
No effect should be invulnerable to hard counters. MTG figured this out. Do a google search for CCG if you wonder why I use MTG as an example. MTG is the granddaddy of all CCGs.
Any "exile" effect. In MTG this eliminated a creature, but did not allow the creatures upon death effect to resolve. Also a anti-trap neutral minion, might be nice.
No effect should be invulnerable to hard counters. MTG figured this out. Do a google search for CCG if you wonder why I use MTG as an example. MTG is the granddaddy of all CCGs.
I think that's how 'destroy' should have worked. For example Stampeding Kodo doesn't trigger on-damage effects, but IMO they should have made it avoid deathrattle too. But, since they didn't, I think the best way to resolve this is just to add more neutral silence. It's a lot less complicated, a lot more versatile, and it forces players to make decisions if the best way to counter some awesome deathrattle is also the same way to unfreeze a minion you really want to have attack this turn or to remove some powerful buff.
Decent mass removal spell for priest that doesn't require the soul priest - circle of healing combo (i want to be able to free up 4 deck slots to try other things)
Cards that allow a shadow priest build to be viable (e.g. maybe a creature that heals your hero each time you deal damage with your hero ability)
Some kind of decent finishing combo for priest that doesn't require a billion cards
a decent all rounder/ multipurpose single creature removal spell
Ability to be able to heal your hero to more than 30 health
Sounds less like you want new cards, and more like you want to try Control Warrior.
-We need new mechanics like being Untauntable or cannot be silenced etc. would be cool. For example a legendary card with 6/1 that costs 6 mana that has charge and that can't be taunted, which is useful as a finisher in many decks like Shaman or even Miracle. Also we need some poison like effect that will deal some amount of damage over time and can be only removed by silencing that minion.
-That is big but instead of just classes, how about just heroes, like Naxx which has some common spells, therefore we can have more variety in game. For example we can have Arthas, Illidan or Slyvanas as heroes, who doesn't belong to any classes in a significant way. Therefore instead of 9 decks we can play many decks that has some common spells, but is different in some unique spells.
-Also agree with a neutral card that destroys secrets, but this will mage even less viable.
-More weapons with interesting abilities, like increasing spell power, buffing minions, silencing or freezing them etc.
-Turning Mad Scientist's deathrattle just to put secrets from your hand not your deck.
There has to be a minion with the ability: Your Hero Power costs 1 Less
Man, so simple yet so amazing. What about you can use your hero power twice in one turn?
I guess that's a bit of a untapped potential, there are a handful of cards like shadowform, velen and jaraxxus that alter hero power so they'll definitely explore that some more I would imagine.
How about a demon like summoning portal, crappy stats like 0/4 that allows warlocks to use their hero power without taking damage. That'd create some really interesting handlock/demonlock dynamics.
i would like a minion that has a battlecry that gives another minion taunt. yes, thats right, that includes opponents minions. you could either give one of your own minions taunt, to bolster your defense, or you could give an opponents minion that hides behind taunt the buff, so that it gets taunt and can be attacked. this would add a level of complexity. it could serve as removal or defense depending on circumstances.
I've always liked the idea of "calling out" an opposing minion, but a taunt giver would be too powerful because everyone and their mother would combine it with The Black Knight the second that card was released. Dunno how to make this idea work without reworking that card - cards with "flying" would be OP in rush decks - but I'm still holding out hope they think of a way to pull it off. "Call Out" in a warrior deck just sounds so cool.
Anyway, I thought about the warlock theme of card draw and card discard, so how about something like "Voidmaster - 4 mana, 5/4, Battlecry: Draw a card, then discard a card at the end of your turn." Or w/e stats make it balanced. Not unlike tracking, except you have some room to strategize which cards get discarded, or late game you might be able to not discard any cards at all.
I've been going back and forth on whether or not minions with "Trample" would be good or bad for the game. "Flying" would be horrible for HS unless they added plenty of counters to it.
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I like the idea of items you can equip that aren't weapons... A cloak for the mage that reflects damage or something like that. It would probably be pretty difficult to implement but I think it could shake up the game and help give some classes a boost.
Unbowed. Unbent. Unbroken.
I like that idea too, and I actually don't think it would be that hard to implement. Plenty of weapons already have 'custom' durability by which they lose, gain, or stay the same based on how their turn plays out. I imagine a weapon like, for example, Holy Shield for paladins could easily be implemented with, say, "0/3: Whenever your hero is attacked, lose one durability and deal 3 damage to the attacker."
Unsilence
Cannot be silenced minions
Immune to Polymorph/Hex (still killable by spells)
More pirates for sure
Also saw someone mention minions that cant die to minion attacks, This would be really cool.
Please oh please add more than just 1 quest a day.
Love the idea's that have been floating around!
to add to a few;
class specific weapons - currently we have; pally weapon healing +4; warrior has 7/1 axe; shaman having windfury; hunter bow for friendly secrets revealed. Not too sure if there is any other hero specific weapons that have bonuses, but here's a few ideas -
mage staff - 7 cost - 5/3, when equipped, freezing aoe to minions, +1 spell damage, attacking a minion prompts arcane blast dealing 2dmg to 2 adjacent minions.
priest staff - 6 cost - 2/6, when your hero is attacked, spell damage +2, lose 1 durability heal all friendly characters for +2 hp.
warlock wand 5 cost - 6/1, death rattle deal 2dmg to all characters. Spell damage +3.
those are just a couple off the top of my head.
As for raids, make us all happy and make sure you add Sunwell. Or even bt / Kara!
plus- it would be really nice to be able to achieve legendary cards from the raids in which they are actually from. That way they don't absolutely need to be obtained at random or crafted with dust. Just have a tier system similar to naxxrammus. cards like onix. Should b obtained via onix'raid - summon dem whelps!
love the idea of a home base. Just like the starting locations of a race in game.
deathknights. Blah as much as I hate them they could be great. Hero power could be 2 cost for summon a 1/1 for each minion that died last turn?
as far as what I would like to see added.
it would be really nice to have an option to save pre built decks for each class ie. a little drop down that allows you to swap between 2 premade decks.
cause no one wants to rebuild each time or have to write the cards down to remember what was in their old build.
a cool idea would be a card auction for gold coins. Like I have 3 bloodmage legendary cards and as opposed to d/e the card for dust, I could sell it for gold in the ah. of course we would need a functioning AH that would be on the main screen each time you launch. This could work for all non soul bound cards.
anyways love the ideas keep me coming !
cheers,
Arc.
The Mage staff feels like it's a bit too much. I think a 7 cost with a 5/3 that has maybe +1 spell damage, or maybe gains +1 durability for every spell used?
And last but not least, a lot new fresh great looking cards with effects which makes your mind blow if you think about the different uses of those.
Any "exile" effect. In MTG this eliminated a creature, but did not allow the creatures upon death effect to resolve. Also a anti-trap neutral minion, might be nice.
No effect should be invulnerable to hard counters. MTG figured this out. Do a google search for CCG if you wonder why I use MTG as an example. MTG is the granddaddy of all CCGs.
I think that's how 'destroy' should have worked. For example Stampeding Kodo doesn't trigger on-damage effects, but IMO they should have made it avoid deathrattle too. But, since they didn't, I think the best way to resolve this is just to add more neutral silence. It's a lot less complicated, a lot more versatile, and it forces players to make decisions if the best way to counter some awesome deathrattle is also the same way to unfreeze a minion you really want to have attack this turn or to remove some powerful buff.
A Gamon legendary would make my day. That's all I want to see.
Sounds less like you want new cards, and more like you want to try Control Warrior.
Spell Blades / Staffs -> Nathrezim Mindblade, Benediction / Anathema, Atiesh, Greatstaff of the Guardian
Some neutral secrets.
-We need new mechanics like being Untauntable or cannot be silenced etc. would be cool. For example a legendary card with 6/1 that costs 6 mana that has charge and that can't be taunted, which is useful as a finisher in many decks like Shaman or even Miracle. Also we need some poison like effect that will deal some amount of damage over time and can be only removed by silencing that minion.
-That is big but instead of just classes, how about just heroes, like Naxx which has some common spells, therefore we can have more variety in game. For example we can have Arthas, Illidan or Slyvanas as heroes, who doesn't belong to any classes in a significant way. Therefore instead of 9 decks we can play many decks that has some common spells, but is different in some unique spells.
-Also agree with a neutral card that destroys secrets, but this will mage even less viable.
-More weapons with interesting abilities, like increasing spell power, buffing minions, silencing or freezing them etc.
-Turning Mad Scientist's deathrattle just to put secrets from your hand not your deck.
Things that will definitely be in it:
More murlocs
More pirates
More Zoo counters and sticky taunts like sludge belcher
Things that would be great:
Treating dragons like a subset of cards as above
more cards to remove secrets (neutral too!)
expanding niche minion powers like 'destroys weapon' to more minions
There has to be a minion with the ability: Your Hero Power costs 1 Less
I Have No Time for Games
Man, so simple yet so amazing. What about you can use your hero power twice in one turn?
I guess that's a bit of a untapped potential, there are a handful of cards like shadowform, velen and jaraxxus that alter hero power so they'll definitely explore that some more I would imagine.
How about a demon like summoning portal, crappy stats like 0/4 that allows warlocks to use their hero power without taking damage. That'd create some really interesting handlock/demonlock dynamics.
secret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removalsecret removal
also, secret removal
I've always liked the idea of "calling out" an opposing minion, but a taunt giver would be too powerful because everyone and their mother would combine it with The Black Knight the second that card was released. Dunno how to make this idea work without reworking that card - cards with "flying" would be OP in rush decks - but I'm still holding out hope they think of a way to pull it off. "Call Out" in a warrior deck just sounds so cool.
Anyway, I thought about the warlock theme of card draw and card discard, so how about something like "Voidmaster - 4 mana, 5/4, Battlecry: Draw a card, then discard a card at the end of your turn." Or w/e stats make it balanced. Not unlike tracking, except you have some room to strategize which cards get discarded, or late game you might be able to not discard any cards at all.
I see what you did there.
Check out my motorcycle blog at ShiftHer.com ...or not.
I've been going back and forth on whether or not minions with "Trample" would be good or bad for the game. "Flying" would be horrible for HS unless they added plenty of counters to it.