I'm not crazy about the new Hero cards being a legendary card in your deck. Assuming the new Hero cards have fairly distinct mechanics from the basic heroes, it may be frustrating to build a deck around the Hero card, and then never draw the Hero card that game.
Take Hunter, for example. The base hero power, Steady Shot, naturally lends itself to an aggressive playstyle. You might think that Deathstalker Rexxar enables a new Control Hunter deck. But if you never draw the card and manage to play it during your match, then it's the same old "trying to play control without a supporting hero power" game people have been tinkering unsuccessfully with for years.
I know we already have something similar with Lord Jaraxxus. But Warlock is a unique class that can dig deep into the deck searching for tools, making "maybe I won't draw it" less of a concern as the game drags on. Decks will really need to be able to transition smoothly from the starting hero power to the replacement, however long it takes that transition to happen.
It wouldn't surprise me if, like quests, the heroes are also removed from discovers and other random card generators.
Still, the cards aren't meant to be played on turn 1, like quests. If a deck intends on playing a hero it needs to have a way to survive until it can be played. I am not too sure about the hero mechanic either. If the quests are anything to go by, a couple of classes will thrive with them, others will be almost unplayable, the rest will be good enough.
Also, heroes do not seem to force you to play a predictable deck, at least so far, so that's already an improvement over the previous new mechanics.
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Start of Year: Provoke the failure of 3 expansions, force nerfs on otherwise balanced cards, bring deckbuilding to an all-time low and get rotated one year earlier for being such a threat to the game's health. - Genn and Baku's historical entry on the White Book of Shit Design, shortly before retiring unpunished
Not really sure about that hero mechanic too, probably worst than quest. Even on curve a 6 mana card which heals for 5 and next time you have enough tempo to heropower it gives you card that still have to be played ? Unless the 2 damage aoe clear the board you will need a board clear very soon against any aggro/midrange deck.
And as morkumis points out, you may never draw the card in the first place. At least quest start in you hand. The only reliable way to integrate this kind of hero card is with a late game fatigue game plan, which allows you to garantie surviving until very late game and out valuing and/or finishing your opponent. Not sure that this is the kind of game play hunter is looking for. Creating a deck revolving around a legendary is always tricky because the card my never show up until too late.
Well, it's another way of getting a load more legendaries into the game. It will in long run, no doubt play out like the quests - one or two will be viable right on release, most will have to wait and see if they become viable further down the line with more cards, several will never become playable.
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I'm not crazy about the new Hero cards being a legendary card in your deck. Assuming the new Hero cards have fairly distinct mechanics from the basic heroes, it may be frustrating to build a deck around the Hero card, and then never draw the Hero card that game.
Take Hunter, for example. The base hero power, Steady Shot, naturally lends itself to an aggressive playstyle. You might think that Deathstalker Rexxar enables a new Control Hunter deck. But if you never draw the card and manage to play it during your match, then it's the same old "trying to play control without a supporting hero power" game people have been tinkering unsuccessfully with for years.
I know we already have something similar with Lord Jaraxxus. But Warlock is a unique class that can dig deep into the deck searching for tools, making "maybe I won't draw it" less of a concern as the game drags on. Decks will really need to be able to transition smoothly from the starting hero power to the replacement, however long it takes that transition to happen.
Also worth noting the Hero cards aren't minions, and as such are immune to effects like Dirty Rat, Mirror Entity, and possibly the bane of Lord Jaraxxus, Sacrificial Pact.
Thoughts?
Feel free to add me if you play on NA! iMPose#1429
It wouldn't surprise me if, like quests, the heroes are also removed from discovers and other random card generators.
Still, the cards aren't meant to be played on turn 1, like quests. If a deck intends on playing a hero it needs to have a way to survive until it can be played. I am not too sure about the hero mechanic either. If the quests are anything to go by, a couple of classes will thrive with them, others will be almost unplayable, the rest will be good enough.
Also, heroes do not seem to force you to play a predictable deck, at least so far, so that's already an improvement over the previous new mechanics.
Start of Year: Provoke the failure of 3 expansions, force nerfs on otherwise balanced cards, bring deckbuilding to an all-time low and get rotated one year earlier for being such a threat to the game's health.
- Genn and Baku's historical entry on the White Book of Shit Design, shortly before retiring unpunished
Not really sure about that hero mechanic too, probably worst than quest. Even on curve a 6 mana card which heals for 5 and next time you have enough tempo to heropower it gives you card that still have to be played ? Unless the 2 damage aoe clear the board you will need a board clear very soon against any aggro/midrange deck.
And as morkumis points out, you may never draw the card in the first place. At least quest start in you hand. The only reliable way to integrate this kind of hero card is with a late game fatigue game plan, which allows you to garantie surviving until very late game and out valuing and/or finishing your opponent. Not sure that this is the kind of game play hunter is looking for. Creating a deck revolving around a legendary is always tricky because the card my never show up until too late.
Well, it's another way of getting a load more legendaries into the game. It will in long run, no doubt play out like the quests - one or two will be viable right on release, most will have to wait and see if they become viable further down the line with more cards, several will never become playable.