The game has become so full of matchups that are either impossible to win or impossible to lose. The decks are so refined and have such tight game plans that the player is pretty much a secondary concern, and frankly, it makes the game boring.
Quest rogue, taunt druid, even paladin and control warlock are all able to run rampant with a strategy based off very few key cards, and either you have the deck that beats their strategy, or you lost the game before it began.
I think the game should learn from MtG and add cards that function like "duress", "inquisition of kozilek", "chalice of the void" and countless more, that allow you to remove cards or disrupt strategies before your opponent can get them online. Forcing decks to have multiple win conditions would add a lot of diversity to HS, and allowing more proactive play than just secrets, which are all relatively easy to play around, would make the game a lot more interactive and interesting for the players imo.
Is anyone still having fun with HS these days? How?
Hand disruption is a powerful, sorcery speed tool, but, like countermagic, can be unfun to play against. Other options for more disruption would be decent hatebears, as the ones we have now suck. Doomed Apprentice, ffs?
Yeah being forced to discard your win con isn't very fun, but if you ask me, the game is not fun to play as it is now. Maybe it's time to fight fire unfun with fire unfun to make the game more skill-rewarding?
But I 100% agree with you that hand disruption is not the only way to go, Chalice of the Void or Pithing Needle style cards, or other disruption effects such as a targeted counterspell, would also be very good additions to the HS.
Played at the right time, Hadronox doesn't have any taunts to bring back, Witching Hour doesn't have any beasts to bring back, Gul'dan doesn't have any demons to bring back, Eternal Servitude / Twilight's Call don't have any minions to bring back. And in wild you get a counter for N'Zoth too.
Burning and discarding cards is bad...but higher cost of random enemy card or something like that would be good. Or enemy can play only 2 cards next turn. Or enemy cant play cards that cost odd/even or some number. Enemy can spend only 5 mana etc. There could be interesting effect.
Played at the right time, Hadronox doesn't have any taunts to bring back, Witching Hour doesn't have any beasts to bring back, Gul'dan doesn't have any demons to bring back, Eternal Servitude / Twilight's Call don't have any minions to bring back. And in wild you get a counter for N'Zoth too.
We don't have graveyard because having something to track is not fun. You know what's fun? 3 hp 1-drops that grow as you play stuff. That sounds fun!
This game caters to people with 90 IQ, and that's why we won't have nice things.
Played at the right time, Hadronox doesn't have any taunts to bring back, Witching Hour doesn't have any beasts to bring back, Gul'dan doesn't have any demons to bring back, Eternal Servitude / Twilight's Call don't have any minions to bring back. And in wild you get a counter for N'Zoth too.
Burning and discarding cards is bad...but higher cost of random enemy card or something like that would be good. Or enemy can play only 2 cards next turn. Or enemy cant play cards that cost odd/even or some number. Enemy can spend only 5 mana etc. There could be interesting effect.
These are really good suggestions that could easily improve game and make it more skill-rewarding again!
You have to support hand disruption from the beginning to get your fans used to it. MTG players start with discard, exile, and counterspell at the start.
Throwing in disruption now would cause a mass exodus as the common Hearthstone player is no accustomed to it. People whine about Tier 5 Mill decks as is. The time for it was 2014.
Played at the right time, Hadronox doesn't have any taunts to bring back, Witching Hour doesn't have any beasts to bring back, Gul'dan doesn't have any demons to bring back, Eternal Servitude / Twilight's Call don't have any minions to bring back. And in wild you get a counter for N'Zoth too.
The corpse eater is an insane idea. The graveyard interactions would change the game completely to an unknown level where only active decks would work. However, for 3 mana is really too strong. jesus i would even craft a card like this if it was like 7 or 8 mana legendary, maybe adding rush to counter the poor stats. But the satisfaction to completely destroy gul'dan and taunt druid at turn 8 would be immense.
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Best quotes: "Casual is perfectly fine" "warlock is not overpowered" "Playing odd paladin just to test it"
I do agree up to a point. Dirty rat was one of those minions but its gone now. But if you search through HS standard collection youll find that youre mistaken by a long shot. There is for instance minion which make your opponents spells cost 2 more. Also, mage has one. We also have oozes which can win you a game now and then against cubelock.
There are already many counter plays in HS. Theyre just not strong enough in my opinion to justify using them. Theyre not universal enough.
Also I think an average HS player would have found such cards insulting.
Well, the stats and mana cost get tweaked to balance the effect. But the stats *should* be poor, because if you stick 2 in your deck and you face an opponent who doesn't use resurrect effects, then you should be at a disadvantage. And given that it has no impact on the board, I don't think it should be costed so high you can't do anything else that turn.
And it's not an iwin card. There's still game play in it. You're up against a Cubelock. They've cheated out a Doomguard and Cubed it and you've cleared the board so they have 3 dead Doomguards in their graveyard. You have a Corpse Eater in hand. Do you play it now? Because there's another Doomguard and 2 Void Lords in their deck which they can build up to again... but can you afford to risk their next turn being their Gul'dan turn? Play it now and they'll just keep playing demons. Don't play it now and risk Gul'dan and 15 face damage...
I wouldn't like too much Gnomeferatu style cards, but Dirty Rats are more than welcome - that card, although sometimes extremely tilting, was a card that rewarded skill, in hand reading, deckbuilding etc.
I've already reentered Legend this season, but honestly I think I'm gonna meme the rest of the month, since rock papers scissors doesn't really interest me, so yeah, I agree with you OP, kinda.
Having a 'graveyard' to interact with will make Hearthstone a slightly more complex game but also a better game in the long term. It would require a overhaul of the UI in the game because we should be able to quickly see which cards have been killed or destroyed during the game.
Also, you can make certain effects less powerful but targeted graveyard hate. But you can also make really good cards that interact with the 'graveyard' too.
Priest already has Discover a minion that died this game.
You could make a card that reads 'Discover 2 different minions that died this game and summon an Undead version of it. Remove those minions from the graveyard'. This would work similar to the Hunter DK and Zombeast hero power.
I have stated this in the past, and I still think it holds true today. HS needs more interaction, and adding a graveyard is an easy way to do that. Minions and Spells get used all the time. It would require no new 'mechanic' to be introduced. You simply play the game as you had before, but having a graveyard, means 1 more element to deal with.
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The game has become so full of matchups that are either impossible to win or impossible to lose. The decks are so refined and have such tight game plans that the player is pretty much a secondary concern, and frankly, it makes the game boring.
Quest rogue, taunt druid, even paladin and control warlock are all able to run rampant with a strategy based off very few key cards, and either you have the deck that beats their strategy, or you lost the game before it began.
I think the game should learn from MtG and add cards that function like "duress", "inquisition of kozilek", "chalice of the void" and countless more, that allow you to remove cards or disrupt strategies before your opponent can get them online. Forcing decks to have multiple win conditions would add a lot of diversity to HS, and allowing more proactive play than just secrets, which are all relatively easy to play around, would make the game a lot more interactive and interesting for the players imo.
Is anyone still having fun with HS these days? How?
Completely agree. Decks are autopilot-level refined, and there's little to nothing you can do unless you're lucky enough to hit rock against scissors.
Just no!
Mmm yea
Skidaddle skidoodle your Milhouse manastorm is now a noodle
I would like to see how would you react when warlock discard your entire hand ar millrogue mill your deck just like that... Its not fun at all..
fireunfun withfireunfun to make the game more skill-rewarding?Corpse Eater. 3 mana 3/3.
Battlecry: "Empty your opponent's graveyard"
Played at the right time, Hadronox doesn't have any taunts to bring back, Witching Hour doesn't have any beasts to bring back, Gul'dan doesn't have any demons to bring back, Eternal Servitude / Twilight's Call don't have any minions to bring back. And in wild you get a counter for N'Zoth too.
Burning and discarding cards is bad...but higher cost of random enemy card or something like that would be good. Or enemy can play only 2 cards next turn. Or enemy cant play cards that cost odd/even or some number. Enemy can spend only 5 mana etc. There could be interesting effect.
Discarding enemy hand is not fun, but being swarmed with 5/5s forcing you to play hyperaggro is so fun!
Counterspells (MTG-like) and instants in general are not fun, but burning face as a mage from 24 to 0 in 2 turns is fun.
Unfortunately it will never happen.
You have to support hand disruption from the beginning to get your fans used to it. MTG players start with discard, exile, and counterspell at the start.
Throwing in disruption now would cause a mass exodus as the common Hearthstone player is no accustomed to it. People whine about Tier 5 Mill decks as is. The time for it was 2014.
The graveyard interactions would change the game completely to an unknown level where only active decks would work.
However, for 3 mana is really too strong. jesus i would even craft a card like this if it was like 7 or 8 mana legendary, maybe adding rush to counter the poor stats.
But the satisfaction to completely destroy gul'dan and taunt druid at turn 8 would be immense.
Best quotes:
"Casual is perfectly fine"
"warlock is not overpowered"
"Playing odd paladin just to test it"
I'd be in favour of this.
Stuff like Archmage Antonidas in Exodia Mage, Raza the Chained in pre-nerf Razakus, if you managed to Dirty Rat or Gnomeferatu them it's enough to make them concede there and then.
No other card game I have played has decks which are solely built on one card, such reliance does not make good gameplay.
I do agree up to a point. Dirty rat was one of those minions but its gone now. But if you search through HS standard collection youll find that youre mistaken by a long shot. There is for instance minion which make your opponents spells cost 2 more. Also, mage has one. We also have oozes which can win you a game now and then against cubelock.
There are already many counter plays in HS. Theyre just not strong enough in my opinion to justify using them. Theyre not universal enough.
Also I think an average HS player would have found such cards insulting.
Well, the stats and mana cost get tweaked to balance the effect. But the stats *should* be poor, because if you stick 2 in your deck and you face an opponent who doesn't use resurrect effects, then you should be at a disadvantage. And given that it has no impact on the board, I don't think it should be costed so high you can't do anything else that turn.
And it's not an iwin card. There's still game play in it. You're up against a Cubelock. They've cheated out a Doomguard and Cubed it and you've cleared the board so they have 3 dead Doomguards in their graveyard. You have a Corpse Eater in hand. Do you play it now? Because there's another Doomguard and 2 Void Lords in their deck which they can build up to again... but can you afford to risk their next turn being their Gul'dan turn? Play it now and they'll just keep playing demons. Don't play it now and risk Gul'dan and 15 face damage...
Corpse Eater: 10 Mana 0/1
Remove all minions from your opponent's graveyard and gain their stats
Too stronk?
Remember playing Control Shaman with Reincarnate shenanigans? No? It was fun, here's a refresher!
I wouldn't like too much Gnomeferatu style cards, but Dirty Rats are more than welcome - that card, although sometimes extremely tilting, was a card that rewarded skill, in hand reading, deckbuilding etc.
I've already reentered Legend this season, but honestly I think I'm gonna meme the rest of the month, since rock papers scissors doesn't really interest me, so yeah, I agree with you OP, kinda.
You can't stop the signal.
Having a 'graveyard' to interact with will make Hearthstone a slightly more complex game but also a better game in the long term. It would require a overhaul of the UI in the game because we should be able to quickly see which cards have been killed or destroyed during the game.
Also, you can make certain effects less powerful but targeted graveyard hate. But you can also make really good cards that interact with the 'graveyard' too.
Priest already has Discover a minion that died this game.
You could make a card that reads 'Discover 2 different minions that died this game and summon an Undead version of it. Remove those minions from the graveyard'. This would work similar to the Hunter DK and Zombeast hero power.
I have stated this in the past, and I still think it holds true today. HS needs more interaction, and adding a graveyard is an easy way to do that. Minions and Spells get used all the time. It would require no new 'mechanic' to be introduced. You simply play the game as you had before, but having a graveyard, means 1 more element to deal with.