I feel that Blizzard is being creative with there new mechanics to bring fresh air to Hearthstone. But I feel that they make those and then leave them be. The first one they abandoned was inspire. Inspire was fun and not quite what they expected. But is that a reason to abandon it? The same thing happened with the multiple class cards. That was very cool. But no new ones ever since?
Those 2 mechanics were both my favorite ones in the game. I hope one day they will bring new fresh cards with these mechanics. Do any of you agree with me? Or am I just wrong?
The grand tournament expansion was their only huge failure (in terms of competitive cards) and it seems like they just want to forget everything they made in this expansion. I think we will see inspire and maybe joust one day again but at the moment they seem to be still traumatized.
About the tri-class cards; it's like C'Thun, I think it was ment to be a one of. I think they stated (before gadgedzan released) that they might add tri-class cards again in future expansions but not in the near future ones. -> I am quite sure that we will see this mechanic again if the thematic of the expansion fits.
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Who can take your trash out? Stomp it down for you? Shake the plastic bag and do the twisty thingy, too?
expansions in heathstone have a mechanic that is part of the identity of each expension if thoose mechanic would just be in all following expansions that make the expansions less unique.
Multi-class Cards are most likely going to make a return if an Expansion has a space for it which was not the case in the last 2 expansions because we did not even have space left for multi-class legendaries. Also if we get to many different multi-class combinations and they have Cards like cabal curier we could end up with a Situation were we had to Play around any card in the game and I do think that is a bit to wild for the Standard meta game for Blizzards liking. It does seem likely that that we could get wore multi-class cards after the next rotation.
... It does seem likely that that we could get wore multi-class cards after the next rotation.
Indeed and I hope this WILL happen. Because, like I already said in the intro post, I liked the tri-class cards. With the next rotation they'll be gone.
But don't you ever wish there was a bit more of something that Hearthstone has done before? Maybe some more C'thun support. Or more Jade. They are still making some hand buff cards wich was a mechanic used in the tri-class cards. This expansion we got Deathaxe Punisher. I just hope they keep bringin things back. I know everyone here said that they are unique and in a certain theme. Sure. But I have played Yu-Gi-Oh for a long time. When they brought a new archetype, the next "expansion" would bring some so support for that archetype. And a great possibility of even more support cards in the next, next expansion. And I liked that part of the card game. They would bring some fresh cards to an old archetype wich made it fun to play it again.
Inspire is dead. You don't see it in Wild maybe except for Justicar Trueheart. If they would bring some support to those cards they could be used again.
And I totally forgot about Joust, wich was an awesome thing :p
Inspire was a horribly slow mechanic that saw no play, it was also flavorful only for TGT. Same with the triclass cards: it was there for Gadgetzan. Let them be fresh every expansion instead of polluting the new sets with boring and old mechanics that see no play.
Instead of abandoning inspire they could have refined it more, the idea of inspire was great just the execution is that was flawed.
there actually were some quite good inspire cards like thunder bluff valiant and murloc knight which both saw a good amount of play, its just that the other cards did not have quite the same power level.
they would just have to print more inspire type cards on the power level of murloc knight and im sure it would be a viable mechanic.
Rather than a full rebirth, if i were them, i'd reserve a couple of filler cards to experiment a bit more with those forgotten mechanics, Joust and Inspire.
Inspire is harder, but i think its main problem was the expectation to apply combo effects every time. Instead, inspire should probably be just a minor bonus on a card that works on its own anyway.
Triclass is a tricky thing, and not even a real mechanic. Just restriction over a bunch of neutrals. And faction specific traits cannot be improved any further, because of Wild.
Grand Tournament was a set with a lot of great designed cards, idk what are all of you people talking about.
Thunder bluff and saraad help represent the main problem with inspire.
Thunder bluff eventually found use in midrange shaman. And when it did it dominated and repressed the meta. It only stopped showing when nerfs made the deck harder to get started and jade proved more reliable. But it was a big contributor to why many hate shaman.
Saraad, meanwhile, is on the opposite scale. His cost and the fact that most times the card you got was low impact made him nothing more than a for fun card.
And that's the issue with inspire. When it worked it quickly overwhelmed the game in its power (go ask arena players how they feel about inspire cards). When they didn't overwhelm they were useless in any serious capacity. The inspire mechanic itself was just too strong and the only way to hold it back is make the card so bad that it could never make use of its effect.
Retweak the concept? They've done that, especially with this expansion, by focusing on the hero power itself rather than powering the minion based on the hero power.
But blizzard has already said that they are moving on from inspire, and that's a good thing.
As far as try class cards, they hadn't said anything directly, but they have had q&as during msg when they marked the problems of how the meta felt horrible because multiple decks were using the same key cards making them feel "samey". Given that the entire point to multiclass cards is to let multiple decks use the same key cards, that doesn't bode well for the concept. That the following to expansions have put more emphasis towards individual class cards and unique identities, I'm not sure they are tri class as a positive thing.
Blizzard is more than willing to revisit older mechanics. If they work out. Inspire and, I'd argue, tri class, are not mechanics I'd see really working.
Grand Tournament was a set with a lot of great designed cards, idk what are all of you people talking about.
Thunder bluff and saraad help represent the main problem with inspire.
Thunder bluff eventually found use in midrange shaman. And when it did it dominated and repressed the meta. It only stopped showing when nerfs made the deck harder to get started and jade proved more reliable. But it was a big contributor to why many hate shaman.
Saraad, meanwhile, is on the opposite scale. His cost and the fact that most times the card you got was low impact made him nothing more than a for fun card.
And that's the issue with inspire. When it worked it quickly overwhelmed the game in its power (go ask arena players how they feel about inspire cards). When they didn't overwhelm they were useless in any serious capacity. The inspire mechanic itself was just too strong and the only way to hold it back is make the card so bad that it could never make use of its effect.
Retweak the concept? They've done that, especially with this expansion, by focusing on the hero power itself rather than powering the minion based on the hero power.
But blizzard has already said that they are moving on from inspire, and that's a good thing.
As far as try class cards, they hadn't said anything directly, but they have had q&as during msg when they marked the problems of how the meta felt horrible because multiple decks were using the same key cards making them feel "samey". Given that the entire point to multiclass cards is to let multiple decks use the same key cards, that doesn't bode well for the concept. That the following to expansions have put more emphasis towards individual class cards and unique identities, I'm not sure they are tri class as a positive thing.
Blizzard is more than willing to revisit older mechanics. If they work out. Inspire and, I'd argue, tri class, are not mechanics I'd see really working.
They are making things fresh, but one at a time. It's good for business, and good for the meta. We see something new every expansion and that's a good thing.
Inspire was a horribly slow mechanic that saw no play, it was also flavorful only for TGT. Same with the triclass cards: it was there for Gadgetzan. Let them be fresh every expansion instead of polluting the new sets with boring and old mechanics that see no play.
Instead of abandoning inspire they could have refined it more, the idea of inspire was great just the execution is that was flawed.
there actually were some quite good inspire cards like thunder bluff valiant and murloc knight which both saw a good amount of play, its just that the other cards did not have quite the same power level.
they would just have to print more inspire type cards on the power level of murloc knight and im sure it would be a viable mechanic.
This is someone who udnerstands me. This is what I was talking about the whole time :p
I think inspire will make a comeback in an expansion with a thematic similar to TGT, but it might take a while. What i hope is that next year we get new quest cards, but they will probably make more quest cards only when Un'goro rotates out in 2019.
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I feel that Blizzard is being creative with there new mechanics to bring fresh air to Hearthstone. But I feel that they make those and then leave them be. The first one they abandoned was inspire. Inspire was fun and not quite what they expected. But is that a reason to abandon it? The same thing happened with the multiple class cards. That was very cool. But no new ones ever since?
Those 2 mechanics were both my favorite ones in the game. I hope one day they will bring new fresh cards with these mechanics. Do any of you agree with me? Or am I just wrong?
I'm a catbug!
My custom decks:
Wild Demon Lord Deck C'Thun's Bolster Battle Cry Shaman
My Theory Crafting:
SecretDeathrattle Paladin Dragon+Murlok+Paladin Purify Priest Wrath of Air Totem Shaman
The grand tournament expansion was their only huge failure (in terms of competitive cards) and it seems like they just want to forget everything they made in this expansion. I think we will see inspire and maybe joust one day again but at the moment they seem to be still traumatized.
About the tri-class cards; it's like C'Thun, I think it was ment to be a one of. I think they stated (before gadgedzan released) that they might add tri-class cards again in future expansions but not in the near future ones. -> I am quite sure that we will see this mechanic again if the thematic of the expansion fits.
Who can take your trash out?
Stomp it down for you?
Shake the plastic bag
and do the twisty thingy, too?
expansions in heathstone have a mechanic that is part of the identity of each expension if thoose mechanic would just be in all following expansions that make the expansions less unique.
Multi-class Cards are most likely going to make a return if an Expansion has a space for it which was not the case in the last 2 expansions because we did not even have space left for multi-class legendaries. Also if we get to many different multi-class combinations and they have Cards like cabal curier we could end up with a Situation were we had to Play around any card in the game and I do think that is a bit to wild for the Standard meta game for Blizzards liking. It does seem likely that that we could get wore multi-class cards after the next rotation.
I'm a catbug!
My custom decks:
Wild Demon Lord Deck C'Thun's Bolster Battle Cry Shaman
My Theory Crafting:
SecretDeathrattle Paladin Dragon+Murlok+Paladin Purify Priest Wrath of Air Totem Shaman
Only two of those cards were auto picks in a short space of time.
Rather than a full rebirth, if i were them, i'd reserve a couple of filler cards to experiment a bit more with those forgotten mechanics, Joust and Inspire.
Joust can be easily balanced, see King's Elekk.
Inspire is harder, but i think its main problem was the expectation to apply combo effects every time. Instead, inspire should probably be just a minor bonus on a card that works on its own anyway.
Triclass is a tricky thing, and not even a real mechanic. Just restriction over a bunch of neutrals. And faction specific traits cannot be improved any further, because of Wild.
You can argue that the new Death Knight heroes are Inspire taken to the max.
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My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
One does not simply walk into Mordor,
unless they want to be the best they can be.
One does not simply walk into Mordor,
unless they want to be the best they can be.
They are making things fresh, but one at a time. It's good for business, and good for the meta. We see something new every expansion and that's a good thing.
I'm a catbug!
My custom decks:
Wild Demon Lord Deck C'Thun's Bolster Battle Cry Shaman
My Theory Crafting:
SecretDeathrattle Paladin Dragon+Murlok+Paladin Purify Priest Wrath of Air Totem Shaman
I think inspire will make a comeback in an expansion with a thematic similar to TGT, but it might take a while. What i hope is that next year we get new quest cards, but they will probably make more quest cards only when Un'goro rotates out in 2019.