Anything with a little bit of counterability, so Joust is excluded, i’d like to see some Inspire that works well with a specific Hero Power like Thunder Bluff Valiant or more Tribes or Quests, but i think Recruit has the most to offer.
I chose adapt and discover. I think these are elements of randomness that cause each game to feel different but are rarely so powerful they can swing the game single handedly. Some of the most fun experiences I’ve had in hearthstone were games with lots of discovered cards. I played a game recently as dragon priest and ended the game playing with the bloodreaver Gul’Dan hero and multiple voidlords on my side. Playing with cards from your opponents deck can lead to interesting scenarios that would never happen without discover so I’m a fan of it.
I'd love to see more cards that change your hero power.
What I'd like to see less of is busted ass neutral non-legendary minions that EVERY CLASS RUNS. We're starting to lose class identity right now because of Bonemares and Corridor Creepers and cards like that and it's quite sad.
Why the hell does everyone love recruit so much? I was against the mechanic even before the expansion and hoping the cards would never see play. Just like the princes and highlander decks, recruit rewards you for gimping your deck with one or two payoff cards. When you don't draw them, you're just playing a weak deck. The mechanic further punishes people for drawing badly and further rewards people for drawing well, when compared to a regular deck. And unlike prince or highlander decks, you're even more punished if you ever draw you "recruit targets" early
I get that draw RNG is part of every cardgame but there really isn't a need magnify it. Every other card game I've played either doesn't have this kind of stuff or only has it in moderation, with few competitive applications
Why the hell does everyone love recruit so much? I was against the mechanic even before the expansion and hoping the cards would never see play. Just like the princes and highlander decks, recruit rewards you for gimping your deck with one or two payoff cards. When you don't draw them, you're just playing a weak deck. The mechanic further punishes people for drawing badly and further rewards people for drawing well, when compared to a regular deck. And unlike prince or highlander decks, you're even more punished if you ever draw you "recruit targets" early
I get that draw RNG is part of every cardgame but there really isn't a need magnify it. Every other card game I've played either doesn't have this kind of stuff or only has it in moderation, with few competitive applications
I have a recruit druid that I tinker with and I have no issue getting the recruit cards. Control Locks and aggro paladins have no issue getting their recruits out either. I think you just don't understand the mechanic. It's not super powerful but with a little support it could be really good. It's no different than any other deck. Every single one has cards you want to draw at certain times.
Why the hell does everyone love recruit so much? I was against the mechanic even before the expansion and hoping the cards would never see play. Just like the princes and highlander decks, recruit rewards you for gimping your deck with one or two payoff cards. When you don't draw them, you're just playing a weak deck. The mechanic further punishes people for drawing badly and further rewards people for drawing well, when compared to a regular deck. And unlike prince or highlander decks, you're even more punished if you ever draw you "recruit targets" early
I get that draw RNG is part of every cardgame but there really isn't a need magnify it. Every other card game I've played either doesn't have this kind of stuff or only has it in moderation, with few competitive applications
I have a recruit druid that I tinker with and I have no issue getting the recruit cards. Control Locks and aggro paladins have no issue getting their recruits out either. I think you just don't understand the mechanic. It's not super powerful but with a little support it could be really good. It's no different than any other deck. Every single one has cards you want to draw at certain times.
I think you don't understand that mechanics being powerful and being bad for the game are two entirely different things. Quest rogue and big priests are good examples. In fact, I specifically stated that I hoped the cards with this mechanic are weak so that never see play. My argument isn't that they're weak nor powerful, but that they add unneeded RNG to the game
You can just imagine what the cards would be without the RNG mechanic:
2/2 deathrattle: summon a voidlord. Then you don't just randomly lose by drawing double 9 drops in your opening hand vs aggro. Or have dead 2/2s clogging the hand if voidlords are already drawn and you don't run doomguards
4 mana, summon 3 random minions that cost less than 2. Now your winrate doesn't take a huge hit if you're not skilled enough to draw the card on curve because you're stuck playing and topdecking garbage 1/2s and 2/2s that don't often push enough damage to kill the opponent by themselves. Instead you could play real minions that do stuff in case you don't highroll
I'm not saying recruit cards are weak. I'm saying they're terrible when you draw your deck in the wrong order and amazing when they are. This isn't good design. Good designers would strive to narrow the range of how good each card is when drawn in any order
I like the idea of quests and hero power changing cards but i'd like the rarity to be lower so they were affordable and easier to play around with. If number balance was an issue they could just restrict them to one of in a deck but make them rare or epic showing up in packs / crafting.
My first impression was the hero power option, BUT I really like the current DKs (for the most part) and I think more changes would just dilute the mechanic. Also I'm over things like discover or recruit. I think there is a bit too much RNG right now. I've played enough games where I won or lost based on the RNG coin flip from my opponent. That said, of all the options, I would like more multi-class tribe options, if they are well done and balanced... I'm judging you Gadgetzan! I think its a great idea and lets dissimilar classes utilise similar synergies for different effects in a way that constantly changes.
Jade is great example... it has always been strongest with Druid, but that list has constantly changed and varied from control, to ramp to draw etc. But with Rogue, while never super competitive, it strengthened deathrattle Rogue and actually makes it playable. And Shaman uses jade in evolve and elemental decks, giving them an alt. gameplay.
Kabal has been one the my favorite and has worked well when it has combo-ed with cards like Reno Jackson and more recently Shadowreaper Anduin. Remember when Reno mage was a thing in standard, even Renolock- I loved those decks? And Raza the Chained saw very little play until KFT and now he is an essential in a top tier deck. All of those highlander decks play differently but are really good... also I love Kazakus, he is sooo OP but in the right way.
But Grimy Goons... ya that was a miss. Only Buffadin saw some play. It didn't really work well for Hunter or Warrior.
Anyway, I would love to see Blizzard mix up the classes again and give 3 different tribes a go- for example a light tribe focused on life and regeneration (Priest, Paladin, Druid), a dark tribe focused on power and destruction (Warlock, Rogue, Shaman) and a balance tribe focused on control and consistency (Mage, Hunter, Warrior). But here's to best wishes.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Based on the poll
lol it's pretty mixed early on right now!
Recruit is a really cool idea. I support anything that asks you to build your deck in a specific way.
Also in favor of new tribes/tribe synergy.
Kaladin's RoS Set Review
Join me at Out of Cards!
Anything with a little bit of counterability, so Joust is excluded, i’d like to see some Inspire that works well with a specific Hero Power like Thunder Bluff Valiant or more Tribes or Quests, but i think Recruit has the most to offer.
And i don’t even play Paladins
I chose adapt and discover. I think these are elements of randomness that cause each game to feel different but are rarely so powerful they can swing the game single handedly. Some of the most fun experiences I’ve had in hearthstone were games with lots of discovered cards. I played a game recently as dragon priest and ended the game playing with the bloodreaver Gul’Dan hero and multiple voidlords on my side. Playing with cards from your opponents deck can lead to interesting scenarios that would never happen without discover so I’m a fan of it.
more recruit, been having a blast with it. more cards that create synergy with recruit cards as well.
I'd love to see more cards that change your hero power.
What I'd like to see less of is busted ass neutral non-legendary minions that EVERY CLASS RUNS. We're starting to lose class identity right now because of Bonemares and Corridor Creepers and cards like that and it's quite sad.
Why the hell does everyone love recruit so much? I was against the mechanic even before the expansion and hoping the cards would never see play. Just like the princes and highlander decks, recruit rewards you for gimping your deck with one or two payoff cards. When you don't draw them, you're just playing a weak deck. The mechanic further punishes people for drawing badly and further rewards people for drawing well, when compared to a regular deck. And unlike prince or highlander decks, you're even more punished if you ever draw you "recruit targets" early
I get that draw RNG is part of every cardgame but there really isn't a need magnify it. Every other card game I've played either doesn't have this kind of stuff or only has it in moderation, with few competitive applications
Legend with : S65 Freeze Mage, S57 Maly Gonk Druid, S57 "Okay" Shaman, S53 Boom-zooka Hunter, S53 Maly Tog Druid, S52 Wild Tog Druid ft.Blingtron, S50 Quest Rogue, S49 Dead Man's Warrior, S41 Wild Clown Fiesta Druid, S41 Hadronox Jade Druid, S40 Wild OTK Dragon Druid, S35 SMOrc Shaman, S33 Jade Druid, S22 Control Priest, S19 Control Priest
I'm not saying recruit cards are weak. I'm saying they're terrible when you draw your deck in the wrong order and amazing when they are. This isn't good design. Good designers would strive to narrow the range of how good each card is when drawn in any order
Legend with : S65 Freeze Mage, S57 Maly Gonk Druid, S57 "Okay" Shaman, S53 Boom-zooka Hunter, S53 Maly Tog Druid, S52 Wild Tog Druid ft.Blingtron, S50 Quest Rogue, S49 Dead Man's Warrior, S41 Wild Clown Fiesta Druid, S41 Hadronox Jade Druid, S40 Wild OTK Dragon Druid, S35 SMOrc Shaman, S33 Jade Druid, S22 Control Priest, S19 Control Priest
I like the idea of quests and hero power changing cards but i'd like the rarity to be lower so they were affordable and easier to play around with. If number balance was an issue they could just restrict them to one of in a deck but make them rare or epic showing up in packs / crafting.
My first impression was the hero power option, BUT I really like the current DKs (for the most part) and I think more changes would just dilute the mechanic. Also I'm over things like discover or recruit. I think there is a bit too much RNG right now. I've played enough games where I won or lost based on the RNG coin flip from my opponent. That said, of all the options, I would like more multi-class tribe options, if they are well done and balanced... I'm judging you Gadgetzan! I think its a great idea and lets dissimilar classes utilise similar synergies for different effects in a way that constantly changes.
Jade is great example... it has always been strongest with Druid, but that list has constantly changed and varied from control, to ramp to draw etc. But with Rogue, while never super competitive, it strengthened deathrattle Rogue and actually makes it playable. And Shaman uses jade in evolve and elemental decks, giving them an alt. gameplay.
Kabal has been one the my favorite and has worked well when it has combo-ed with cards like Reno Jackson and more recently Shadowreaper Anduin. Remember when Reno mage was a thing in standard, even Renolock- I loved those decks? And Raza the Chained saw very little play until KFT and now he is an essential in a top tier deck. All of those highlander decks play differently but are really good... also I love Kazakus, he is sooo OP but in the right way.
But Grimy Goons... ya that was a miss. Only Buffadin saw some play. It didn't really work well for Hunter or Warrior.
Anyway, I would love to see Blizzard mix up the classes again and give 3 different tribes a go- for example a light tribe focused on life and regeneration (Priest, Paladin, Druid), a dark tribe focused on power and destruction (Warlock, Rogue, Shaman) and a balance tribe focused on control and consistency (Mage, Hunter, Warrior). But here's to best wishes.