Hello, it occurred to me that Stealth is probably one of the more lackluster abilities currently being utilized in the beta. Currently, it is mostly a bad Charge because charge gives immediate value from the creature and Stealth attempts to keep the creature alive long enough to generally make an attack. Stealth has possibilities currently to be useful as something more than a bad Charge ability such as on creatures like Blood Imp but too often, Stealth creatures do not have an ongoing value generating ability to them making it an awkward ability in its current implementation.
I felt like starting up a thread to discuss the mechanic as a whole and where it stands. I havent played a ton of hearthstone yet but I am so far unimpressed so I wanted to gather some more opinions of it. It has some difficulty offhand with allowing players to drop in taunt creatures or blow them up with AOE effects before they can be utilized still.
Anyone want to contribute some thoughts to this? I sort of wish the rogue had more ways to grant stealth but more as sort of an added on effect to a lot of what the current cards currently do. Unfortunately it has potential to become sort of an ability that encourages goldfishing and non interaction with opponents but as it is right now I am really unimpressed.
While stealth is indeed similar to charge, it has advantages and disadvantages. First off, stealth does not take away too many stats from a minion. What i mean by this, is that each stat type (charge, taunt, etc.) has a certain "value". For example, senjin shieldmasta vs chillwind yeti. In this case, taunt is equivalent to 1 attack, meaning that taunt is not considered to be "strong" enough to warrant even more stat decreases.
Silence on the other hand is considered much stronger. It would seem so far that silence is equivalent to 2 health. (owl and spellbreaker are 2/1 and 4/3, whereas "vanilla" cards of their respective costs are 2/3 and 4/5).
Charge is on the same page as silence. it is considered very strong, which is why most charge creatures are more costly. bluegill warrior is 2/1 for 2, arcane golem is 4/2 with a very negative battlecry, stormwind knight has very low attack for his cost, and overall most charge cards have low hp and average attack for their cost, to make up for their powerful first turn attack, meaning usually minions with charge are used as removal spells or burst damage, and often die on the turn they are summoned.
Stealth on the other hand is different. At the expense of being vulnerable to aoe for 1 turn, they have higher general stats or stronger effects to make up for it. For example, jungle panther has the same stats as arcane golem, but no negative effect. Worgen infiltrator is 1 cost, compared to bluegill warrior that is 2. Stranglethorn tiger is 5/5 for 5 mana, whereas druid of the claw is 4/4 for 5 mana.
I hope you understand what i am trying to say. Do not misunderstand me, as I do believe that a bit more creativity (similar to blood imp and patient assassin) could be used for stealth, the concept is great and opens up many opportunities for new interesting and original cards.
It might be in part just that we are still in beta and the card pool is small. I see a lot of potential for it but it still irritates me that it has so many similarities to charge really in execution.
Like I said though, the more creatures with static abilities or triggers every turn they print with stealth the better the effect will be overall but thats up to them to dictate.
Don't underestimate the psychological factor a stealthed minion has. Your opponent will probably not make his number 1 move if he/she knows what's coming. You can even bait plays.
IIRC silence cannot be caste on stealth units. That's a pretty powerful buff as well. There are a number of units that could become really powerful if you could only get to them with AOE. Ysera + stealth or Ragnaros + stealth would both be crazy. Ethereal Arcanist + stealth + ice block would be really funny even if it is kind of a silly and expensive combo.
Stealth also allows you to time shift your mana investment. Example. I can play Worgen Infiltrator on turn 1. On turn 4 I can play a Sheildmasta and attach with Worgen. If Worgen had charge, I'd have to play him on turn 4 and delay my Shieldmasta.
i have to agree stealth feels a little underwhelming right now, even if those cards are mostly valuable and can make some nice planning and combos.
what if stealth made the minion "invisible" to the enemy? not completely but for example you play the 4/2 panther but your opponent sees a ?/? stealthed creature? could be a little OP but since their aren't many minions with stealth it's still fairly predictable because of the mana cost.
i have to agree stealth feels a little underwhelming right now, even if those cards are mostly valuable and can make some nice planning and combos.
what if stealth made the minion "invisible" to the enemy? not completely but for example you play the 4/2 panther but your opponent sees a ?/? stealthed creature? could be a little OP but since their aren't many minions with stealth it's still fairly predictable because of the mana cost.
If stealth provided a ?? creature for opponents it could be offset by having a set cost for all stealth creatures and have a cost to stealth / use the creature. Creatures in stealth with that setup though would probably have to not have their static abilities apply though in that case as well and it would be a slight hinder to the ability in some ways but if you made a set cost for stealthing a creature into play and then a reduced cost to unstealth them I could see it working decently.
You could even look at some alternative ways to unstealth like it does damage to yourself or something. Just random ideas though really.
Hello, it occurred to me that Stealth is probably one of the more lackluster abilities currently being utilized in the beta. Currently, it is mostly a bad Charge because charge gives immediate value from the creature and Stealth attempts to keep the creature alive long enough to generally make an attack. Stealth has possibilities currently to be useful as something more than a bad Charge ability such as on creatures like Blood Imp but too often, Stealth creatures do not have an ongoing value generating ability to them making it an awkward ability in its current implementation.
I felt like starting up a thread to discuss the mechanic as a whole and where it stands. I havent played a ton of hearthstone yet but I am so far unimpressed so I wanted to gather some more opinions of it. It has some difficulty offhand with allowing players to drop in taunt creatures or blow them up with AOE effects before they can be utilized still.
Anyone want to contribute some thoughts to this? I sort of wish the rogue had more ways to grant stealth but more as sort of an added on effect to a lot of what the current cards currently do. Unfortunately it has potential to become sort of an ability that encourages goldfishing and non interaction with opponents but as it is right now I am really unimpressed.
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While stealth is indeed similar to charge, it has advantages and disadvantages. First off, stealth does not take away too many stats from a minion. What i mean by this, is that each stat type (charge, taunt, etc.) has a certain "value". For example, senjin shieldmasta vs chillwind yeti. In this case, taunt is equivalent to 1 attack, meaning that taunt is not considered to be "strong" enough to warrant even more stat decreases.
Silence on the other hand is considered much stronger. It would seem so far that silence is equivalent to 2 health. (owl and spellbreaker are 2/1 and 4/3, whereas "vanilla" cards of their respective costs are 2/3 and 4/5).
Charge is on the same page as silence. it is considered very strong, which is why most charge creatures are more costly. bluegill warrior is 2/1 for 2, arcane golem is 4/2 with a very negative battlecry, stormwind knight has very low attack for his cost, and overall most charge cards have low hp and average attack for their cost, to make up for their powerful first turn attack, meaning usually minions with charge are used as removal spells or burst damage, and often die on the turn they are summoned.
Stealth on the other hand is different. At the expense of being vulnerable to aoe for 1 turn, they have higher general stats or stronger effects to make up for it. For example, jungle panther has the same stats as arcane golem, but no negative effect. Worgen infiltrator is 1 cost, compared to bluegill warrior that is 2. Stranglethorn tiger is 5/5 for 5 mana, whereas druid of the claw is 4/4 for 5 mana.
I hope you understand what i am trying to say. Do not misunderstand me, as I do believe that a bit more creativity (similar to blood imp and patient assassin) could be used for stealth, the concept is great and opens up many opportunities for new interesting and original cards.
It might be in part just that we are still in beta and the card pool is small. I see a lot of potential for it but it still irritates me that it has so many similarities to charge really in execution.
Like I said though, the more creatures with static abilities or triggers every turn they print with stealth the better the effect will be overall but thats up to them to dictate.
Signature by Inkfox Aesthetics by Xen
Don't underestimate the psychological factor a stealthed minion has. Your opponent will probably not make his number 1 move if he/she knows what's coming. You can even bait plays.
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IIRC silence cannot be caste on stealth units. That's a pretty powerful buff as well. There are a number of units that could become really powerful if you could only get to them with AOE. Ysera + stealth or Ragnaros + stealth would both be crazy. Ethereal Arcanist + stealth + ice block would be really funny even if it is kind of a silly and expensive combo.
What this thread has revealed to me is that I never use Stealth. I should work on that.
The expert at anything was once a beginner.
Stealth also allows you to time shift your mana investment. Example. I can play Worgen Infiltrator on turn 1. On turn 4 I can play a Sheildmasta and attach with Worgen. If Worgen had charge, I'd have to play him on turn 4 and delay my Shieldmasta.
i have to agree stealth feels a little underwhelming right now, even if those cards are mostly valuable and can make some nice planning and combos.
what if stealth made the minion "invisible" to the enemy? not completely but for example you play the 4/2 panther but your opponent sees a
?/? stealthed creature? could be a little OP but since their aren't many minions with stealth it's still fairly predictable because of the mana cost.
If stealth provided a ?? creature for opponents it could be offset by having a set cost for all stealth creatures and have a cost to stealth / use the creature. Creatures in stealth with that setup though would probably have to not have their static abilities apply though in that case as well and it would be a slight hinder to the ability in some ways but if you made a set cost for stealthing a creature into play and then a reduced cost to unstealth them I could see it working decently.
You could even look at some alternative ways to unstealth like it does damage to yourself or something. Just random ideas though really.
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I disagree, and Rogue pre-wipe definitely disagrees.
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