In my opinion, Hearthstone suffers from the problem that it is too straightforward in its core. Why that?
Because you have limited possibilities when it comes to doing plays during your opponent's turn and/or influencing your opponent. This is also a big reason for the fact that decks that try to curve out perfectly are mostly superior to decks that try to Combo for instance. We have secrets and a few indirect, passive "plays" during your opponent's turn, like when you face a Warrior and think about not overextending because there might be a Brawl next turn. That's it.
We have to increase the number of these indirect plays drastically in my opinion! Secrets are not accessible for every class and it probably is too late for Blizzard to implement them for every class. Also, they tend not to increase the complexity of a game too much, because usually there are a few viable secrets, while many others are not, which makes it quite easy to figure out which Secret has been played.
Another way to mess with your opponent has been introduced by Blizzard when they released Gnomeferatu, a pretty dangerous way to be honest. Gnomeferatu allows to remove cards from your opponent without him being able to play around it, as it is random. This can potentially break THE vital combo/game winning strategy of your opponent by just dropping a River Crocolisk on steroids. Obviously, such an interference in your opponent's plays is unhealthy in general.
That is where I join the party with a new keyword and therefore also type of cards. I believe it is a difficult keyword to make cards for, but a very rewarding one if done right. The keyword is called Scry. Here is what it does in detail:
"Scry makes you choose a number. Activate the effect(s) from the card text FOLLOWING the keyword depending on said number at the start of your next turn. The number is hidden from your opponent until the effect(s) resolve. The time frame for the effect(s) starts after playing the card and ends right before the Scry effect(s) resolve. Secrets that activate at the start of your turn (e.g. Competitive Spirit), resolve before the Scry effect(s). Scry spells can be Counterspell-ed (obviously). In order for a Scry minion to successfully trigger its effects, it has to be summoned onto your side of the field during your turn. That means, the keyword triggers when the minion is being played from your hand, but also after getting resurrected or being summoned by another minion or by being summoned through similar ways. Scry minion abilities will activate at the start of your turn even when they are removed from the field beforehand. Silencing or transforming a Scry minion on the field negates the activation of its Scry effects during your next turn. A specified number in a condition of a Scry effect can't be chosen as your Scry number. For example, if there is a separate Scry effect for playing no minions, you can't choose the number 0 in the first place."
Before I go on about what advantages the keyword holds, here are a few examples of the keyword in action - a class card for Druid, Paladin and Rogue:
If balanced rightly, Scry abilites can turn a game of Hearthstone into a more complex game in order to make it more fun. The mechanic has some serious mindgame potential, as you have to consider what your opponent might do and what you can do. Your opponent can usually decide whether to
a) safely trigger the negative/non-existant Scry ability by also slowing himself down (Example: not removing any Armor or removing one Armor from the Druid to protect a valuable minion after he played Soothing Encounter. The Druid might not destroy a minion then, but at least he will have had a one turn attack protection in this case.)
b) try to gamble on what your opponent does
c) accept his fate
If designed well, these cards can really add some needed depth to the game of Hearthstone. Let me know what you think of my opinion that HS needs more depth and is too straightforward and also leave a comment about the suggested mechanic!
It is in did a really interesting idea but as blizzard will say "too congusing for new players" people tend to have problems with card like Reno, conditioned cards that now tvey glow, still, even execute, imagine adding this mechanic skilled seasoned players will love it but even them will screw up and get mad
One of the better ideas to pop up on this board, but alas I'm sure a lot of people will just dismiss it.
Side note a Gnomeferatu discarded my Frost Lich Jaina in a game like 2 weeks ago and I'm still salty about it even though I beat the snot out of that handlock...
It is in did a really interesting idea but as blizzard will say "too congusing for new players" people tend to have problems with card like Reno, conditioned cards that now tvey glow, still, even execute, imagine adding this mechanic skilled seasoned players will love it but even them will screw up and get mad
I personally don't get it.
Ok I drop Confused Lore Girl and, say, I pick 3.
So what, if my opponent plays 3 buff cards the following turn my minions get +3/+3, otherwise I get a card?
Remember, for most players all they will get is the card text and a single sentence popup to explain 'scry'. The details can be hidden but a general 'oh I get it' needs to be there.
For example: THere's pages and pages of details of the complexities of deathrattles which get into crazy events involving Sylvanas. However, if all you read is her text you know this: you drop her, she dies, she takes something.
Justicar doesn't even tell you WHAT hero power you get, but the core is this: you drop her, you get a different hero power.
The point: is there a way to turn Scry and those cards into quick 'elevator speech' statements that'll make it clear what it's basically going to do? Get that and the complexity argument goes away.
I don't like it, it's to complex, good mechanics have to be easy to understand so people can play with them.
Also before trying to improve the game or implement sonething new to it I would consider learning the mechanics first as you don't seem to get the play/summon mechanic of the game and how this could be done with a simple battlecry.
The idea isn't bad, is just extra complicated in the efforts of being "novel", make it simpler and it may be something as it is now it would be better applied to other games by not HS.
It is in did a really interesting idea but as blizzard will say "too congusing for new players" people tend to have problems with card like Reno, conditioned cards that now tvey glow, still, even execute, imagine adding this mechanic skilled seasoned players will love it but even them will screw up and get mad
It is in did a really interesting idea but as blizzard will say "too congusing for new players" people tend to have problems with card like Reno, conditioned cards that now tvey glow, still, even execute, imagine adding this mechanic skilled seasoned players will love it but even them will screw up and get mad
hearthstone dosent get new players, and if someone cant figure out how to use simple cards with interactions that are explained on the card in 1 sentence they should stay away from the whole ccg and strategy game genre
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In my opinion, Hearthstone suffers from the problem that it is too straightforward in its core. Why that?
Because you have limited possibilities when it comes to doing plays during your opponent's turn and/or influencing your opponent. This is also a big reason for the fact that decks that try to curve out perfectly are mostly superior to decks that try to Combo for instance. We have secrets and a few indirect, passive "plays" during your opponent's turn, like when you face a Warrior and think about not overextending because there might be a Brawl next turn. That's it.
We have to increase the number of these indirect plays drastically in my opinion! Secrets are not accessible for every class and it probably is too late for Blizzard to implement them for every class. Also, they tend not to increase the complexity of a game too much, because usually there are a few viable secrets, while many others are not, which makes it quite easy to figure out which Secret has been played.
Another way to mess with your opponent has been introduced by Blizzard when they released Gnomeferatu, a pretty dangerous way to be honest. Gnomeferatu allows to remove cards from your opponent without him being able to play around it, as it is random. This can potentially break THE vital combo/game winning strategy of your opponent by just dropping a River Crocolisk on steroids. Obviously, such an interference in your opponent's plays is unhealthy in general.
That is where I join the party with a new keyword and therefore also type of cards. I believe it is a difficult keyword to make cards for, but a very rewarding one if done right. The keyword is called Scry. Here is what it does in detail:
"Scry makes you choose a number. Activate the effect(s) from the card text FOLLOWING the keyword depending on said number at the start of your next turn.
The number is hidden from your opponent until the effect(s) resolve.
The time frame for the effect(s) starts after playing the card and ends right before the Scry effect(s) resolve.
Secrets that activate at the start of your turn (e.g. Competitive Spirit), resolve before the Scry effect(s).
Scry spells can be Counterspell-ed (obviously).
In order for a Scry minion to successfully trigger its effects, it has to be summoned onto your side of the field during your turn.
That means, the keyword triggers when the minion is being played from your hand, but also after getting resurrected or being summoned by another minion or by being summoned through similar ways.
Scry minion abilities will activate at the start of your turn even when they are removed from the field beforehand.
Silencing or transforming a Scry minion on the field negates the activation of its Scry effects during your next turn.
A specified number in a condition of a Scry effect can't be chosen as your Scry number. For example, if there is a separate Scry effect for playing no minions, you can't choose the number 0 in the first place."
Before I go on about what advantages the keyword holds, here are a few examples of the keyword in action - a class card for Druid, Paladin and Rogue:
If balanced rightly, Scry abilites can turn a game of Hearthstone into a more complex game in order to make it more fun. The mechanic has some serious mindgame potential, as you have to consider what your opponent might do and what you can do. Your opponent can usually decide whether to
a) safely trigger the negative/non-existant Scry ability by also slowing himself down (Example: not removing any Armor or removing one Armor from the Druid to protect a valuable minion after he played Soothing Encounter. The Druid might not destroy a minion then, but at least he will have had a one turn attack protection in this case.)
b) try to gamble on what your opponent does
c) accept his fate
If designed well, these cards can really add some needed depth to the game of Hearthstone. Let me know what you think of my opinion that HS needs more depth and is too straightforward and also leave a comment about the suggested mechanic!
Sincerely,
Macropod
its child card game not mtg
It is in did a really interesting idea but as blizzard will say "too congusing for new players" people tend to have problems with card like Reno, conditioned cards that now tvey glow, still, even execute, imagine adding this mechanic skilled seasoned players will love it but even them will screw up and get mad
One of the better ideas to pop up on this board, but alas I'm sure a lot of people will just dismiss it.
Side note a Gnomeferatu discarded my Frost Lich Jaina in a game like 2 weeks ago and I'm still salty about it even though I beat the snot out of that handlock...
One does not simply walk into Mordor,
unless they want to be the best they can be.
I don't like it, it's to complex, good mechanics have to be easy to understand so people can play with them.
Also before trying to improve the game or implement sonething new to it I would consider learning the mechanics first as you don't seem to get the play/summon mechanic of the game and how this could be done with a simple battlecry.
The idea isn't bad, is just extra complicated in the efforts of being "novel", make it simpler and it may be something as it is now it would be better applied to other games by not HS.