I imagine we'll see a fair few pirates if we go to the Naga place (Vashjari?), but I think with the Patches fiasco they'll steer clear of that for right now.
They probably want to avoid Pirates so players can calm down and not go into PTSD for a year or so.
I predict that there will be a wide array of changes with some having more of an impact than others. There will also be some cards that are rotated out and moved into the HoF. Also, I think there will be new cards which will range from woefully unplayable to grossly overpowered with most falling somewhere in the middle. Finally I think that the Hearthstone community will see some of it's members who enjoy the changes and some who don't.
Warlock will be broken, completely destroy everything else, everyone will complain about it but Blizzard only will do the needed nerfs 2 months before rotation.
I agree with most that there won't be any more adventures. However, I disagree with many that we'll see Darkmoon Faire or Southsea Pirates as an expansion. The Hearthpwn/HS community has never accurately predicted a single expansion. Even with Kobolds, nobody predicted it. Same with KFT - and that's the way the devs want to keep it. The unpredictability adds to the thrill and creativity of new expansions. Plus, I think even the devs understand that a Pirates expansion would be the least creative and appreciated expansion.
We predicted Karazhan and Frozen Throne. Very few actually thought it was Dalaran.
Besides, those were just ideas on what we could see. A lot of people wanted Darkmoon, including myself, so we could see it in some form, either as an expansion or as an event.
- Next expansion will have Legendary spells, these being high cost WTF effect spells. It's the only way The Runespear, Big Spell X, and Minionless Hunter makes sense.
- Wishful thinking, but they'll add Secrets to every class. One of the biggest complaints about Hearthstone is that there's no way to interact on your opponents turn, and Secrets are a good middle ground to not slowing the game down but allowing both sides to play dynamically.
- Something is going to come out that completely breaks Wild, since there are now enough cards that blizzard can't test all of them in that format (If they even test that format).
The bad thing with giving every class secrets is that it pretty much guarantees that anti-secret tech will be mandatory in many metas to come. This means that secrets themselves would need to be pretty strong to even risk putting them in a deck where they could be destroyed right away.
I agree with most that there won't be any more adventures. However, I disagree with many that we'll see Darkmoon Faire or Southsea Pirates as an expansion. The Hearthpwn/HS community has never accurately predicted a single expansion. Even with Kobolds, nobody predicted it. Same with KFT - and that's the way the devs want to keep it. The unpredictability adds to the thrill and creativity of new expansions. Plus, I think even the devs understand that a Pirates expansion would be the least creative and appreciated expansion.
true none guessed kobolds in hearthpwn until when it released., but hey what should i say..i posted a picture of a dungeon run boss (i think its the one that throws barrels) and i didnt know what it was but i knew it was from the new expansion and posted it here, yet as usual none even noticed that thread, not even doubting it. hah turned out to be a real character, in yo face hearthpwn community
edit: that was from my old account, which i dont use anymore in hearthpwn..because..reasons
- Next expansion will have Legendary spells, these being high cost WTF effect spells. It's the only way The Runespear, Big Spell X, and Minionless Hunter makes sense.
- Wishful thinking, but they'll add Secrets to every class. One of the biggest complaints about Hearthstone is that there's no way to interact on your opponents turn, and Secrets are a good middle ground to not slowing the game down but allowing both sides to play dynamically.
- Something is going to come out that completely breaks Wild, since there are now enough cards that blizzard can't test all of them in that format (If they even test that format).
The bad thing with giving every class secrets is that it pretty much guarantees that anti-secret tech will be mandatory in many metas to come. This means that secrets themselves would need to be pretty strong to even risk putting them in a deck where they could be destroyed right away.
Four classes with secrets is plenty. It makes sense for Rogues to get secrets as they're the sneaky ones, and were originally gonna have them anyway. Secrets on Priest and Druid makes no sense.
We need more anti secret cards, as the only one belongs to Hunter, and the only neutral one sucks, since the good one is exclusive to Wild.
- Next expansion will have Legendary spells, these being high cost WTF effect spells. It's the only way The Runespear, Big Spell X, and Minionless Hunter makes sense.
- Wishful thinking, but they'll add Secrets to every class. One of the biggest complaints about Hearthstone is that there's no way to interact on your opponents turn, and Secrets are a good middle ground to not slowing the game down but allowing both sides to play dynamically.
- Something is going to come out that completely breaks Wild, since there are now enough cards that blizzard can't test all of them in that format (If they even test that format).
The bad thing with giving every class secrets is that it pretty much guarantees that anti-secret tech will be mandatory in many metas to come. This means that secrets themselves would need to be pretty strong to even risk putting them in a deck where they could be destroyed right away.
Four classes with secrets is plenty. It makes sense for Rogues to get secrets as they're the sneaky ones, and were originally gonna have them anyway. Secrets on Priest and Druid makes no sense.
We need more anti secret cards, as the only one belongs to Hunter, and the only neutral one sucks, since the good one is exclusive to Wild.
Secrets on Paladin and Mage make even more sense? Paladin should be going as straight and narrow as you can get, and Mages aren't exactly underhanded enough to keep secrets unlike Warlocks, who would hold a secret for power if they could.
And as to if Anti-Secret cards become mandatory, not really. Spells are in every deck (4 spells at the very minimum) and that doesn't mean Counterspell is 100% mandatory in Mage decks. Neither is board clear. You can play around secrets without using the tech cards.
- Next expansion will have Legendary spells, these being high cost WTF effect spells. It's the only way The Runespear, Big Spell X, and Minionless Hunter makes sense.
- Wishful thinking, but they'll add Secrets to every class. One of the biggest complaints about Hearthstone is that there's no way to interact on your opponents turn, and Secrets are a good middle ground to not slowing the game down but allowing both sides to play dynamically.
- Something is going to come out that completely breaks Wild, since there are now enough cards that blizzard can't test all of them in that format (If they even test that format).
The bad thing with giving every class secrets is that it pretty much guarantees that anti-secret tech will be mandatory in many metas to come. This means that secrets themselves would need to be pretty strong to even risk putting them in a deck where they could be destroyed right away.
Four classes with secrets is plenty. It makes sense for Rogues to get secrets as they're the sneaky ones, and were originally gonna have them anyway. Secrets on Priest and Druid makes no sense.
We need more anti secret cards, as the only one belongs to Hunter, and the only neutral one sucks, since the good one is exclusive to Wild.
Secrets on Paladin and Mage make even more sense? Paladin should be going as straight and narrow as you can get, and Mages aren't exactly underhanded enough to keep secrets unlike Warlocks, who would hold a secret for power if they could.
And as to if Anti-Secret cards become mandatory, not really. Spells are in every deck (4 spells at the very minimum) and that doesn't mean Counterspell is 100% mandatory in Mage decks. Neither is board clear. You can play around secrets without using the tech cards.
Warlocks always felt like the people who wanted power, but power right now, hence the whole discard and self-damage mechanics to get powerful with cheaper costs. They don't care about holding or waiting for anything.
I think that Secrets may not have been the correct terminology, though. Rogues feel underhanded and tricky, sure, and the name fits them and some of the spy flavored cards they have, but it's not about being underhanded. Mages fit because contrary to Warlocks they are more careful and considerate. They try to plan ahead, study a lot and etc. So it fits.
For Paladin is where the terminology seems a little wrong but it's the price we pay for not having Instant cards like in Magic that can be played on the opponent's turn. If you see at what they do, Paladin secrets are pretty "straight and narrow" as you go. One guy sacrifices himself to save another. Another was given for dead but manages to barely survive. All of them are combat in-the-face related.
It wouldn't fit Warrior with all the Enrage/berserking theme.
For Druids it would actually make sense, if we think of a "nature rising against you" thing. Quicksands, stealthed cat druids, living trees, poison spiders/snakes nests, etc. The thing is that most of the effects that could be pretty flavorful for Druids are done mechanically in Hunter already...
It could make sense for Priest too. With stuff like Thoughtsteal, Potion of Madness, Mind Probe, Mind Control and etc, they aren't exactly saintly people... If secrets are done for Priests, it would most likely have those kinds of effects or some Pacifism kind of effect.
Warlocks have to deal with demons on a daily basis and not all of them are like Wilfred Whizbang; they HAVE to be cunning in order to survive. Secrets fit pretty well.
Rogues should have had them at the start, and Mages you can at least make sense of them having it.
Paladins have secrets that don't fit that paradigm, though; Sacred Trial, Getaway Kodo to name two, and I bet more will come eventually.
Warriors could easily be given the same type of flavor that Paladin has; in the moment, heat of battle type things. "Destroy a damaged minion if it attacks you", "Gain armor as you raise your shield to block the attack", "Activate your (or equip a) weapon for the next attack against your hero" type of stuff. It could easily fit with the Berserker theme :P In fact, Maro from M:tG has famously said the danger of making things flavorful is that anything can be flavorful if you spin it right (paraphrasing).
And the Other two you already got it :P
Secrets should be in the game since there is definitely room for all classes to have them and you can have some great, flavorful and balanced secrets for all classes.
Yea, you're right, there's room even for Warlocks and Warriors in the secret department. I think eventually more classes will get them over time with effects unique enough to them.
Iceblock, Wild Growth, Doomguard and Gadgetzan Auctioneer. Personally I'd remove Counter Spell too, but I don't think blizzard will.
They might Hall of Fame Knife Juggler for it's RNG problems.
This time they will bring back some wild cards to fill the gaps on some of the classes that lost cards to the hall of fame.
Gang Up comes back to Rogue, Freezing Potion stays with mage and Warlock probably gets something like Imp Gang Boss or some other stuff from adventures (not gonna have an impact on the class either way).
New Cards:
Since they make expansions 6 months ahead of time, the next expansion was made with KFT in mind. At the time the neutral tempo decks were dominating, so they will focus more on good class cards and give more reason to play good 2 drops. There will also be a lot of removal in this expansion to deal with single big things on most classes. Especially Hunter who will finally get a good removal tool (who am I kidding?)
Shaman will get more totem cards and warrior decent minions that will allow it to have some decent tempo and not be useless for 5 turns.
They will stay as far as possible from Pirates this year and murlocs, especially since Gollaka Crawler is still in the game, there is no point in printing strong pirates. We will not see much focus on tribal synergy this first expansion. We'll get more cards that transform or remove an enemy without triggering it's deathrattle.
I would love me some more dirty rat type cards, I put it in the same category as Millhouse. Cards where if you have a good read on your opponents deck and hand you can make brilliant plays, but if you are wrong / unlucky then all hell breaks loose :)
I like the way you think. Several times i've made full golden decks with these kind of cards only. These are the moments I get the most friend request with a "wtf" responds.
Less I have 5 mana and this card that cost 5 mana I should just play this and more cards that reward thinking about your plays and trying to think several turns ahead. Could be fun with a dirty rat for spells kinda card..
Battlecry: Play a random spell card from your opponents hand.
It would be hella fun, hard to balance sure, but tons of fun :)
Inb4 Cataclysm
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I imagine we'll see a fair few pirates if we go to the Naga place (Vashjari?), but I think with the Patches fiasco they'll steer clear of that for right now.
They probably want to avoid Pirates so players can calm down and not go into PTSD for a year or so.
I predict that there will be a wide array of changes with some having more of an impact than others. There will also be some cards that are rotated out and moved into the HoF. Also, I think there will be new cards which will range from woefully unplayable to grossly overpowered with most falling somewhere in the middle. Finally I think that the Hearthstone community will see some of it's members who enjoy the changes and some who don't.
Warlock will be broken, completely destroy everything else, everyone will complain about it but Blizzard only will do the needed nerfs 2 months before rotation.
Just Another Legend Player#Kappa
Blizzard is a lie for money lul
Looking closely at the picture, I'm not even sure if Griffin would be feasible anymore, considering there's a dinosaur to its left.
Or maybe Blizz will pull a Return to Un'Goro in 2019.
Warlocks have to deal with demons on a daily basis and not all of them are like Wilfred Whizbang; they HAVE to be cunning in order to survive. Secrets fit pretty well.
Rogues should have had them at the start, and Mages you can at least make sense of them having it.
Paladins have secrets that don't fit that paradigm, though; Sacred Trial, Getaway Kodo to name two, and I bet more will come eventually.
Warriors could easily be given the same type of flavor that Paladin has; in the moment, heat of battle type things. "Destroy a damaged minion if it attacks you", "Gain armor as you raise your shield to block the attack", "Activate your (or equip a) weapon for the next attack against your hero" type of stuff. It could easily fit with the Berserker theme :P In fact, Maro from M:tG has famously said the danger of making things flavorful is that anything can be flavorful if you spin it right (paraphrasing).
And the Other two you already got it :P
Secrets should be in the game since there is definitely room for all classes to have them and you can have some great, flavorful and balanced secrets for all classes.
Yea, you're right, there's room even for Warlocks and Warriors in the secret department. I think eventually more classes will get them over time with effects unique enough to them.
IMHO I would like if they either don't do adventures of just put minor ones in expansions, personaly expansions are much more fun and exciting
Don't mind me just passing by
HoF:
Iceblock, Wild Growth, Doomguard and Gadgetzan Auctioneer. Personally I'd remove Counter Spell too, but I don't think blizzard will.
They might Hall of Fame Knife Juggler for it's RNG problems.
This time they will bring back some wild cards to fill the gaps on some of the classes that lost cards to the hall of fame.
Gang Up comes back to Rogue, Freezing Potion stays with mage and Warlock probably gets something like Imp Gang Boss or some other stuff from adventures (not gonna have an impact on the class either way).
New Cards:
Since they make expansions 6 months ahead of time, the next expansion was made with KFT in mind. At the time the neutral tempo decks were dominating, so they will focus more on good class cards and give more reason to play good 2 drops. There will also be a lot of removal in this expansion to deal with single big things on most classes. Especially Hunter who will finally get a good removal tool (who am I kidding?)
Shaman will get more totem cards and warrior decent minions that will allow it to have some decent tempo and not be useless for 5 turns.
They will stay as far as possible from Pirates this year and murlocs, especially since Gollaka Crawler is still in the game, there is no point in printing strong pirates. We will not see much focus on tribal synergy this first expansion. We'll get more cards that transform or remove an enemy without triggering it's deathrattle.