Blizzard has already started this with the dk hero but it still needs to be drawn and played and most takes effect mid-game to late game. However, I feel most of the classes are still limited by their hero power. For example, Blizz kept trying to create control hunter in but in every expansion, they failed to create a control archetype that is viable. Some has to do with hunter cards that just doesn't provide enough value(e.g. Crushing Wall) but I feel a lot also has to do with having a hero power that can't with the board. Now what if we have a card that changes the hero power by simply having a card in the deck? A mechanic that we already have similar to Prince Malchezaar.
e.g. 9 mana 9/9 - When the game starts, change your hero power to "Deal two damage to the left-most enemy minion".
We can have one legendary card for each class that changes the hero power. This way I think it'll open up each class. The hero power can stay at 2 cost or 1 cost or even 3 cost but the effect of the hero powers would have to be in line with the cost.
They fail to give hunter a new identity because the hero power is too strong and the decent classic hunter cards are all about enabling early chip damage with aggression to strengthen the hero power. There are times when you'd rather not have the deathknight hero power over it, the +2/+2 to a beast thing, could have been +3/+3, it still would not have been used. Yet blizzard has understandably decided it does't want to see face hunter again, the class needs a total overhaul.
Hunter did get a new archetype in the "spell-only" build. What other class has ever run a deck with no minions and still does well on the ladder? Even mage hasn't ever been able to do that (at least not competitively). Yet, the current Spell Hunter deck can get to rank 5 in the current meta. If that isn't a new archetype for Hunter when they would generally just play minions and then buff them with other minions, I don't know what is.
Also, we already had Finley which changed hero powers and that still didn't encourage a Control Hunter. It's not really hunter's hero power that makes Control unattainable. It's the double lack of card draw and healing. If hunter got a spellstone like Warlock's and also a spell like Dark Pact, I think that would go a long way towards a Control Hunter build, although there are still card draw problems as well. But it seems like we are getting closer to a Control Hunter build, so maybe in the next expansion/rotation...
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Quit complaining and just have fun with this game!
To the OP: "Deal two damage to the left-most enemy minion" Please remember that your left is your opponents right. It would have to appear as "Deal two damage to the right-most enemy minion" for the other player. This clearly violates Blizzards' 'Our kindergarten players should never be too confused at any given time' rule!
This concept is also found in other failed experiments such as Minotaur Alpha. Because of the left/right problem, Team 5 decides to make a 5/3 minion with little chance of survival that attacks 3 minions instead of an appropriately stated or sticky minion for its cost that would only damage 2 opposing minions at a time.
Hunter did get a new archetype in the "spell-only" build. What other class has ever run a deck with no minions and still does well on the ladder? Even mage hasn't ever been able to do that (at least not competitively). Yet, the current Spell Hunter deck can get to rank 5 in the current meta. If that isn't a new archetype for Hunter when they would generally just play minions and then buff them with other minions, I don't know what is.
Also, we already had Finley which changed hero powers and that still didn't encourage a Control Hunter. It's not really hunter's hero power that makes Control unattainable. It's the double lack of card draw and healing. If hunter got a spellstone like Warlock's and also a spell like Dark Pact, I think that would go a long way towards a Control Hunter build, although there are still card draw problems as well. But it seems like we are getting closer to a Control Hunter build, so maybe in the next expansion/rotation...
Finley did not encourage control hunter because you still have to draw the card. If Finley is at the bottom the you're screwed. My suggestion would eliminate this problem. I don't think this would hurt the game in any way as long as it goes into a different direction then the original hero power so or it is not strictly better than the original hero power.
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Blizzard has already started this with the dk hero but it still needs to be drawn and played and most takes effect mid-game to late game. However, I feel most of the classes are still limited by their hero power. For example, Blizz kept trying to create control hunter in but in every expansion, they failed to create a control archetype that is viable. Some has to do with hunter cards that just doesn't provide enough value(e.g. Crushing Wall) but I feel a lot also has to do with having a hero power that can't with the board. Now what if we have a card that changes the hero power by simply having a card in the deck? A mechanic that we already have similar to Prince Malchezaar.
e.g. 9 mana 9/9 - When the game starts, change your hero power to "Deal two damage to the left-most enemy minion".
We can have one legendary card for each class that changes the hero power. This way I think it'll open up each class. The hero power can stay at 2 cost or 1 cost or even 3 cost but the effect of the hero powers would have to be in line with the cost.
They failed to give Hunter a new identity because they did not really want to.
Just look at Warrior. The opposite of Hunter.
Yet Pirate Warrior was one of the strongest Aggro decks ever.
We don't need new mechanics for what you ask. Just better cards.
The real problem with this is imo the classic/basic card sets leading every class to a vertain archtype.
Imo classic basic card set needs desperately a rework. And classic should just rotate out or get some cards replaced.
They fail to give hunter a new identity because the hero power is too strong and the decent classic hunter cards are all about enabling early chip damage with aggression to strengthen the hero power. There are times when you'd rather not have the deathknight hero power over it, the +2/+2 to a beast thing, could have been +3/+3, it still would not have been used. Yet blizzard has understandably decided it does't want to see face hunter again, the class needs a total overhaul.
Hunter did get a new archetype in the "spell-only" build. What other class has ever run a deck with no minions and still does well on the ladder? Even mage hasn't ever been able to do that (at least not competitively). Yet, the current Spell Hunter deck can get to rank 5 in the current meta. If that isn't a new archetype for Hunter when they would generally just play minions and then buff them with other minions, I don't know what is.
Also, we already had Finley which changed hero powers and that still didn't encourage a Control Hunter. It's not really hunter's hero power that makes Control unattainable. It's the double lack of card draw and healing. If hunter got a spellstone like Warlock's and also a spell like Dark Pact, I think that would go a long way towards a Control Hunter build, although there are still card draw problems as well. But it seems like we are getting closer to a Control Hunter build, so maybe in the next expansion/rotation...
Quit complaining and just have fun with this game!
To the OP: "Deal two damage to the left-most enemy minion" Please remember that your left is your opponents right. It would have to appear as "Deal two damage to the right-most enemy minion" for the other player. This clearly violates Blizzards' 'Our kindergarten players should never be too confused at any given time' rule!
This concept is also found in other failed experiments such as Minotaur Alpha. Because of the left/right problem, Team 5 decides to make a 5/3 minion with little chance of survival that attacks 3 minions instead of an appropriately stated or sticky minion for its cost that would only damage 2 opposing minions at a time.