The last 2 expansions have added a total of 1 charge minion. And we know Blizz have expressed concern over charge previously. Is it time to just rip the bandaid off and do some combination of HoFing charge minions and removing charge from the rest (with subsequent buffs, say make doomguard a 7/7)
No, I definitely don't think that charge should be removed. I think there are a few minions that should have the text: can't attack heroes this turn, though.
No, I definitely don't think that charge should be removed. I think there are a few minions that should have the text: can't attack heroes this turn, though.
I would even go for "cant attack heros at all", because in case of the WL you summon Doomguard from the weapon or the DK and remove the "discard 2" effect (that was/is the original dowside of the card)
You're free to silence it (like Icehowl), but the chance to summon lots of Doomguards with the DK and go face right away is just terrible
If charge mechanics didn't exist aggressive decks and minion based combo decks would be almost non existent because their win condition becomes WAY, way more inconsistent.
If charge mechanics didn't exist aggressive decks and minion based combo decks would be almost non existent because their win condition becomes WAY, way more inconsistent.
So, when Pirate Warrior or Aggro druid wins turn 4, it's thanks to Leeroy ?
It should be noted that direct damage spells to the face are absent from KaC. I guess Team 5 wants to avoid damage from hand (charge,spells) to the face as much as possible since they are the most prone to break the game. That said, I don't think Charge should be removed. At best it could work like Charged Devilsaur, but that would require a complete overhaul of every charge card.
No, I definitely don't think that charge should be removed. I think there are a few minions that should have the text: can't attack heroes this turn, though.
I would even go for "cant attack heros at all", because in case of the WL you summon Doomguard from the weapon or the DK and remove the "discard 2" effect (that was/is the original dowside of the card)
You're free to silence it (like Icehowl), but the chance to summon lots of Doomguards with the DK and go face right away is just terrible
The weapon is hardly a reason to change doomguard, you pay 5 mana in advance to randomly drop a demon. You have to build a large portion of your deck around it to make it work and have several cards to make it happen. IMO that's the definition of powerful but not imbalanced.
IMO charge is part of the game, no matter whether it's on Patches, or cast on the Worgen (which they sadly removed by changing the spell) or be it doomguard in warlock decks.
Yes, the charge mechanic doesn't fit into attacker's choice very well. The 'can't attack heroes first turn' is a cop-out and clear evidence of the problem. Charge is one of the things preventing new mechanics from being introduced, as well as minion buffs. A game like HS is always going to struggle as it pushes beyond the minion-trade mentality. This is why direct damage spells have become a problem as well. If you find minion interaction boring, go play one of the defender's choice games out there, you will probably like it more.
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Free to try and find a game, dealing cards for sorrow, cards for pain.
Just stop creating low mana cost charge minions in most cases and charge will be fine. If you only stick charge on expensive minions than the mechanic ends up being much more balanced as you either end up spending your entire turn playing a big minion with charge, or only have 2-3 mana left over to do anything with after playing the minion.
Another option, which may not be realistic now that HS has been around and established for a little while now, is to turn charge into a mechanic that would allow instant attacking, but only on minion targets that first turn. However, I'm not a big fan of that suggestion seeing as how it would immediately kill multiple decks of mine, including the one in my sig.
It might be enough to simply change all Charge effects to "Battlecry: Charge."
That would force you to play cards from the hand if you want to benefit from their ability to Charge (so Doomguard would either Charge and Discard, or get cheated out and wait a turn), which I think is an interesting decision. It weakens things like Gelatinous Cube and the Recruit mechanic, but I think those could stand to lose Charge without completely removing the concept of first-turn-attack from the game.
There will still be instances of explosive charge turns, but it will require a comparatively larger chunk of mana and/or setup (Druid Quest completion, mana-reduction effects, etc.), and those sorts of things tend to balance themselves out.
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The last 2 expansions have added a total of 1 charge minion. And we know Blizz have expressed concern over charge previously. Is it time to just rip the bandaid off and do some combination of HoFing charge minions and removing charge from the rest (with subsequent buffs, say make doomguard a 7/7)
No, I definitely don't think that charge should be removed. I think there are a few minions that should have the text: can't attack heroes this turn, though.
Not removed, but the charge mechanic should become Charged Devilsaur
No. That would be trying to implement a solution to a problem that doesn't exist.
How about : NO
charge is one of the most fun. albeit one sided fun, mechanics in the game.
Nothing feels better than top decking leeroy for lethal and things like that .
If charge mechanics didn't exist aggressive decks and minion based combo decks would be almost non existent because their win condition becomes WAY, way more inconsistent.
Aggro Pally doesn’t really have charge outside of pirates, and it’s the best aggro deck atm.
It should be noted that direct damage spells to the face are absent from KaC. I guess Team 5 wants to avoid damage from hand (charge,spells) to the face as much as possible since they are the most prone to break the game. That said, I don't think Charge should be removed. At best it could work like Charged Devilsaur, but that would require a complete overhaul of every charge card.
The game need more mechanics not less....
Yes, the charge mechanic doesn't fit into attacker's choice very well. The 'can't attack heroes first turn' is a cop-out and clear evidence of the problem. Charge is one of the things preventing new mechanics from being introduced, as well as minion buffs. A game like HS is always going to struggle as it pushes beyond the minion-trade mentality. This is why direct damage spells have become a problem as well. If you find minion interaction boring, go play one of the defender's choice games out there, you will probably like it more.
Free to try and find a game, dealing cards for sorrow, cards for pain.
Charge is ok in any game when you can act in opponent turn, in HS is broken.
Charge must be kept in check, but not removed.
Otherwise you should also remove a good chunk of AoE as well, starting from freeze stuff.
(Charge buys you one turn, freeze and removals steal one)
Nothing charged, no weapon or spell should be able to hit face.
Just stop creating low mana cost charge minions in most cases and charge will be fine. If you only stick charge on expensive minions than the mechanic ends up being much more balanced as you either end up spending your entire turn playing a big minion with charge, or only have 2-3 mana left over to do anything with after playing the minion.
Another option, which may not be realistic now that HS has been around and established for a little while now, is to turn charge into a mechanic that would allow instant attacking, but only on minion targets that first turn. However, I'm not a big fan of that suggestion seeing as how it would immediately kill multiple decks of mine, including the one in my sig.
Free to try and find a game, dealing cards for sorrow, cards for pain.
Charge is just fine, if you got a problem with that play taunts or change game
Top deck is cheat
It might be enough to simply change all Charge effects to "Battlecry: Charge."
That would force you to play cards from the hand if you want to benefit from their ability to Charge (so Doomguard would either Charge and Discard, or get cheated out and wait a turn), which I think is an interesting decision. It weakens things like Gelatinous Cube and the Recruit mechanic, but I think those could stand to lose Charge without completely removing the concept of first-turn-attack from the game.
There will still be instances of explosive charge turns, but it will require a comparatively larger chunk of mana and/or setup (Druid Quest completion, mana-reduction effects, etc.), and those sorts of things tend to balance themselves out.