Has Blizzard even talked about the creation of such a card?
There is nothing more frustrating than having to play around any type of Secret, whether it be from a Hunter, Mage or Paladin. We have at least three cards that can deal with Weapons, but there still is nothing, other than a class specific card that can remove an activated Secret. This is one of the last things that seems to be missing from the game. Are we going to have to wait until the new cards come along for this to happen?
Notes: Locked. Please comment on the existing thread here: http://www.hearthpwn.com/forums/hearthstone-general/theorycrafting/19868-secrets-must-be-removed-or-at-the-very-least
The frustration comes from not fully understanding the cost of the secret itself, and that without your influence, the secret does nothing. You can get value when you play a weapon. If there's a meta of oozes and harrisons, you'll run less weapons, but many classes won't drop them entirely. Hell, some might start using more, just to bait out weapon removal! The other thing is, there's only three classes with secrets. There's six with weapons (if you count jaraxxus), anyone can get ashbringer against a paladin, and priests oh so often get a copy of weapons in their hand, so weapon removal is still decent to run without secrets. Something stat inefficient that gets rid of secrets would feel terrible to run, but something stat efficient would feel terrible to play against (Hello, Flare, you broken piece of crap).
Treat them like situational spells. Also, secret keeper and stonetusk boar are both excellent counter cards to most secrets.
The other thing is, you're supposed to feel clever for figuring out what secret it is, and playing around it accordingly. There's nothing clever about figuring out your opponent played fiery war axe, but there is something cool about distinctions between freezing and explosives, or redemption and avenge, etc etc. If there was a card that just said 'eat that', it would get rid of a lot of the interesting methods of handling the situation.
Lastly, please, don't fill hearthstone with counterspells.
Some secrets are way to mana/power effective and most you can't really avoid / play around or only to a very minimal degree. Explosive trap is just too good and it should not deal damage to the hero. I also think that all secrets for all classes should cost the same amount.
They may have already made this type of card for the next expansion. However, I expect the earliest we would even get a peek at it wouldn't be till Blizzcon in November.
I really don't get why people worry so much about secrets.
What about that "secret" Big Game Hunter your opponent has in their hand, waiting for your Ragnaros?
What about the "secret" Flamestrike?
At least with a real secret you can try to probe it, and work around the few possibilities that it could be. When you're looking at your opponent's hand of 5 cards - well, there's 5 possible nasty things to work around, and the number of possibilities there is far greater than the number of possible secrets... and nobody worries about that.
I really don't get why people worry so much about secrets.
What about that "secret" Big Game Hunter your opponent has in their hand, waiting for your Ragnaros?
What about the "secret" Flamestrike?
At least with a real secret you can try to probe it, and work around the few possibilities that it could be. When you're looking at your opponent's hand of 5 cards - well, there's 5 possible nasty things to work around, and the number of possibilities there is far greater than the number of possible secrets... and nobody worries about that.
^ This. So true.
There are plenty of neutral ways to remove secrets: Attack. Play a minion. Play a spell.
I think that aside from information, a huge strength of secrets is that it works like a reverse overload, allowing you to turn an inconsequential turn now, into a devastating turn later. It's like the paladin and shaman's hero power in a way, except it can be cheated out (which really pushes them over the top). So in the right deck, matchup, and player's hands, it barely even matters if an opponent can play around it or not. It'll most likely be an overwhelming swing in resources regardless.
Depends on the secret. With mage secrets, there's a variety, and you can keep trying things and making it wasteful for them (go ahead and duplicate that frog for 3 mana) until you get down to the 'vaporize/ice barrier' coin flip, and you go at it with something cheap. With paladin, you can't really make them inefficient, but they're all rather similar, and only one (that actually gets used) prevents you from just hitting them in the face. Hunter, the problem is that 'playing around' their secrets freezes (cwutididthere) your side of the board. two for attacking the hero, one for attacking a minion, and one for attacking at all. Which would be fine, you can not attack until the situation is good...against any other hero power. You don't have the time to 'play around' hunter secrets while getting hit with steady shot...
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Has Blizzard even talked about the creation of such a card?
There is nothing more frustrating than having to play around any type of Secret, whether it be from a Hunter, Mage or Paladin. We have at least three cards that can deal with Weapons, but there still is nothing, other than a class specific card that can remove an activated Secret. This is one of the last things that seems to be missing from the game. Are we going to have to wait until the new cards come along for this to happen?
Not a Mage player.
"Still"? There's only been 1 mini-expansion released to the base game. We'll get the tools eventually, we'll just have to wait for Bliz to do it.
"Still" should be the proper word ... considering they did create neutral cards to destroy weapons in the basic set, no?
Not a Mage player.
The frustration comes from not fully understanding the cost of the secret itself, and that without your influence, the secret does nothing.
You can get value when you play a weapon. If there's a meta of oozes and harrisons, you'll run less weapons, but many classes won't drop them entirely. Hell, some might start using more, just to bait out weapon removal!
The other thing is, there's only three classes with secrets. There's six with weapons (if you count jaraxxus), anyone can get ashbringer against a paladin, and priests oh so often get a copy of weapons in their hand, so weapon removal is still decent to run without secrets. Something stat inefficient that gets rid of secrets would feel terrible to run, but something stat efficient would feel terrible to play against (Hello, Flare, you broken piece of crap).
Treat them like situational spells.
Also, secret keeper and stonetusk boar are both excellent counter cards to most secrets.
The other thing is, you're supposed to feel clever for figuring out what secret it is, and playing around it accordingly. There's nothing clever about figuring out your opponent played fiery war axe, but there is something cool about distinctions between freezing and explosives, or redemption and avenge, etc etc. If there was a card that just said 'eat that', it would get rid of a lot of the interesting methods of handling the situation.
Lastly, please, don't fill hearthstone with counterspells.
Some secrets are way to mana/power effective and most you can't really avoid / play around or only to a very minimal degree. Explosive trap is just too good and it should not deal damage to the hero. I also think that all secrets for all classes should cost the same amount.
They may have already made this type of card for the next expansion. However, I expect the earliest we would even get a peek at it wouldn't be till Blizzcon in November.
Secrets are usually fine by themselves. It's just when they get cheated it out (Mad Scientist, Kirin Tor Mage), that it can get ridiculous.
Still, if they get out of hand, I'm sure we'll see counter-decks being brewed.
I really don't get why people worry so much about secrets.
What about that "secret" Big Game Hunter your opponent has in their hand, waiting for your Ragnaros?
What about the "secret" Flamestrike?
At least with a real secret you can try to probe it, and work around the few possibilities that it could be. When you're looking at your opponent's hand of 5 cards - well, there's 5 possible nasty things to work around, and the number of possibilities there is far greater than the number of possible secrets... and nobody worries about that.
^ This. So true.
There are plenty of neutral ways to remove secrets: Attack. Play a minion. Play a spell.
I think that aside from information, a huge strength of secrets is that it works like a reverse overload, allowing you to turn an inconsequential turn now, into a devastating turn later. It's like the paladin and shaman's hero power in a way, except it can be cheated out (which really pushes them over the top). So in the right deck, matchup, and player's hands, it barely even matters if an opponent can play around it or not. It'll most likely be an overwhelming swing in resources regardless.
Depends on the secret. With mage secrets, there's a variety, and you can keep trying things and making it wasteful for them (go ahead and duplicate that frog for 3 mana) until you get down to the 'vaporize/ice barrier' coin flip, and you go at it with something cheap. With paladin, you can't really make them inefficient, but they're all rather similar, and only one (that actually gets used) prevents you from just hitting them in the face. Hunter, the problem is that 'playing around' their secrets freezes (cwutididthere) your side of the board. two for attacking the hero, one for attacking a minion, and one for attacking at all. Which would be fine, you can not attack until the situation is good...against any other hero power. You don't have the time to 'play around' hunter secrets while getting hit with steady shot...