I play mostly control decks, including mage in standard and rogue in wild.
And have to say that mech and elemental "tribes" could have more interaction to player. And i see nothing bad to shuffle a bit the state of lifesteal end game decks.
I play mostly control decks, including mage in standard and rogue in wild.
And have to say that mech and elemental "tribes" could have more interaction to player. And i see nothing bad to shuffle a bit the state of lifesteal end game decks.
You are playing on the assumption that you haven't established. That is, why does lifesteal need to be balanced?
You also have to explain why we are removing lifesteal specifically from mech and elementals. That they are 'dead' isn't an explanation as card games do not need a lore reason for a mechanic. We have 'frozen' creatures that can throw knives and fling fireballs at people and oozes are making perfect copies of creatures in ways that spit in the eye of quantum physics. We made a literal force of nature and the embodiment of fire 'repent' and become a white mage to fight against a Cuthulu-based creature created to kill a god that's being born inside a planet.
Point is, the only reason to change a mechanic is either when the mechanic is so broken it's ruining the entire game or when a particular card is inconsistent with other cards (and even that last bit is 'touchy')
I mean you are literally gutting the entire purpose of one of the iconic cards in Boomsday (zilliax) and utterly destroying the entire point to Jaina's DeathKnight. We HAVE gutted cards before (hi Warsong) but we had massive reasons why that's the case (utterly destroying several metas, warping two YEARS' worth of card design, and causing your creators to ragethrow their mouse helps the argument)
So before you get into your ideas on how to fix the problem, how about first explaining what the problem exactly is?
And if it's "It's silly for 'dead' things to heal" ..don't.
I play mostly control decks, including mage in standard and rogue in wild.
And have to say that mech and elemental "tribes" could have more interaction to player. And i see nothing bad to shuffle a bit the state of lifesteal end game decks.
You are playing on the assumption that you haven't established. That is, why does lifesteal need to be balanced?
You also have to explain why we are removing lifesteal specifically from mech and elementals. That they are 'dead' isn't an explanation as card games do not need a lore reason for a mechanic. We have 'frozen' creatures that can throw knives and fling fireballs at people and oozes are making perfect copies of creatures in ways that spit in the eye of quantum physics. We made a literal force of nature and the embodiment of fire 'repent' and become a white mage to fight against a Cuthulu-based creature created to kill a god that's being born inside a planet.
Point is, the only reason to change a mechanic is either when the mechanic is so broken it's ruining the entire game or when a particular card is inconsistent with other cards (and even that last bit is 'touchy')
I mean you are literally gutting the entire purpose of one of the iconic cards in Boomsday (zilliax) and utterly destroying the entire point to Jaina's DeathKnight. We HAVE gutted cards before (hi Warsong) but we had massive reasons why that's the case (utterly destroying several metas, warping two YEARS' worth of card design, and causing your creators to ragethrow their mouse helps the argument)
So before you get into your ideas on how to fix the problem, how about first explaining what the problem exactly is?
And if it's "It's silly for 'dead' things to heal" ..don't.
I play mostly control decks, including mage in standard and rogue in wild.
And have to say that mech and elemental "tribes" could have more interaction to player. And i see nothing bad to shuffle a bit the state of lifesteal end game decks.
Your suggestion would basically make lifesteal nonexistant. If Zilliax and Jaina elementals no longer could lifesteal, who would ever play those cards? Nobody. I don't know what you are talking about with the "more interaction to player". Frankly the whole thing doesn't make a lot of sense - you need to expand on WHY you think this needs to change and discuss the huge consequences this would have. I think you are ignoring a lot of them.
I’m going to put this under “Most Unneeded Balance Suggestion of the Week.” At the end of December we’ll hold a ceremony for who wins for the year. I honestly don’t think this will win but you’re welcome to attend.
Personally. I think overkill should not heal as much. Kingsbane 13 attack lifesteal weapong hittting a 1/1 should only heal for 1. Since there is only 1 life to steal. Should not work the way it does now. Same inconsistencies with copy wording.
I play mostly control decks, including mage in standard and rogue in wild.
And have to say that mech and elemental "tribes" could have more interaction to player. And i see nothing bad to shuffle a bit the state of lifesteal end game decks.
You are playing on the assumption that you haven't established. That is, why does lifesteal need to be balanced?
You also have to explain why we are removing lifesteal specifically from mech and elementals. That they are 'dead' isn't an explanation as card games do not need a lore reason for a mechanic. We have 'frozen' creatures that can throw knives and fling fireballs at people and oozes are making perfect copies of creatures in ways that spit in the eye of quantum physics. We made a literal force of nature and the embodiment of fire 'repent' and become a white mage to fight against a Cuthulu-based creature created to kill a god that's being born inside a planet.
Point is, the only reason to change a mechanic is either when the mechanic is so broken it's ruining the entire game or when a particular card is inconsistent with other cards (and even that last bit is 'touchy')
I mean you are literally gutting the entire purpose of one of the iconic cards in Boomsday (zilliax) and utterly destroying the entire point to Jaina's DeathKnight. We HAVE gutted cards before (hi Warsong) but we had massive reasons why that's the case (utterly destroying several metas, warping two YEARS' worth of card design, and causing your creators to ragethrow their mouse helps the argument)
So before you get into your ideas on how to fix the problem, how about first explaining what the problem exactly is?
And if it's "It's silly for 'dead' things to heal" ..don't.
Hi, Iandakar. Thanks for the answer.
Agree with Jaina and Ziliax part. It definitelly makes them non-playable and it is bad.
How can i establish assumption without PTR or some form of sandbox? So... i have only assumptions / ideas :)
Personally, i think i should give more details. Whole idea was " you cant lifesteal health from mech / elem creatures when you hit them". But if your elem/mech already have the buff - then yes, it can lifesteal from non mech / non elems...
In terms of iteraction - it should give extra distinctive features to "tribes" as well improve midrange decks WR vs Kingsbane rogue.
Thanks for the explanation. It was interesting to read.
As well as other comments. I will not answer for some of them, i hope you dont be upset with that :)
There was an interesting point about lifesteal overkill. It definitelly looks strange to be healed by 12 when the creature has 1 hp.
Tl Dr: Lifesteal effects should not work on any form of "dead-like" creature like "Mech" and "Elemental".
Should improve balance in my opinion.
/Discuss
TL;DR this is a terrible idea.
/thread
I tried having fun once. It was awful.
Did you lose to Jaina?
Ok, what is your proposition then?
"Refreshment Vendor no longer heals Mecha-Juraxxus due to his inability to digest funnel cakes."
I wonder what made u mad about lifesteal. What deck did this to you?
Time to stop drinking crack.
I wasn't planning on going for a run today. But those cops came out of nowhere.
Lifesteal is underpowered in a lot of cases. It’s absolutly fine where it is.
Dibbity don't touch that!
Mechanic is left as is?
Free to try and find a game, dealing cards for sorrow, cards for pain.
No.
I play mostly control decks, including mage in standard and rogue in wild.
And have to say that mech and elemental "tribes" could have more interaction to player. And i see nothing bad to shuffle a bit the state of lifesteal end game decks.
You are playing on the assumption that you haven't established. That is, why does lifesteal need to be balanced?
You also have to explain why we are removing lifesteal specifically from mech and elementals. That they are 'dead' isn't an explanation as card games do not need a lore reason for a mechanic. We have 'frozen' creatures that can throw knives and fling fireballs at people and oozes are making perfect copies of creatures in ways that spit in the eye of quantum physics. We made a literal force of nature and the embodiment of fire 'repent' and become a white mage to fight against a Cuthulu-based creature created to kill a god that's being born inside a planet.
Point is, the only reason to change a mechanic is either when the mechanic is so broken it's ruining the entire game or when a particular card is inconsistent with other cards (and even that last bit is 'touchy')
I mean you are literally gutting the entire purpose of one of the iconic cards in Boomsday (zilliax) and utterly destroying the entire point to Jaina's DeathKnight. We HAVE gutted cards before (hi Warsong) but we had massive reasons why that's the case (utterly destroying several metas, warping two YEARS' worth of card design, and causing your creators to ragethrow their mouse helps the argument)
So before you get into your ideas on how to fix the problem, how about first explaining what the problem exactly is?
And if it's "It's silly for 'dead' things to heal" ..don't.
One does not simply walk into Mordor,
unless they want to be the best they can be.
Well said
Your suggestion would basically make lifesteal nonexistant. If Zilliax and Jaina elementals no longer could lifesteal, who would ever play those cards? Nobody. I don't know what you are talking about with the "more interaction to player". Frankly the whole thing doesn't make a lot of sense - you need to expand on WHY you think this needs to change and discuss the huge consequences this would have. I think you are ignoring a lot of them.
Bad idea
I’m going to put this under “Most Unneeded Balance Suggestion of the Week.” At the end of December we’ll hold a ceremony for who wins for the year. I honestly don’t think this will win but you’re welcome to attend.
Personally. I think overkill should not heal as much. Kingsbane 13 attack lifesteal weapong hittting a 1/1 should only heal for 1. Since there is only 1 life to steal. Should not work the way it does now. Same inconsistencies with copy wording.
such salt much BM.
Pfffft yes change lifesteal an important mechanic in the game for lore reasons.
Smart.
Hi, Iandakar. Thanks for the answer.
Agree with Jaina and Ziliax part. It definitelly makes them non-playable and it is bad.
How can i establish assumption without PTR or some form of sandbox? So... i have only assumptions / ideas :)
Personally, i think i should give more details. Whole idea was " you cant lifesteal health from mech / elem creatures when you hit them". But if your elem/mech already have the buff - then yes, it can lifesteal from non mech / non elems...
In terms of iteraction - it should give extra distinctive features to "tribes" as well improve midrange decks WR vs Kingsbane rogue.
Thanks for the explanation. It was interesting to read.
As well as other comments. I will not answer for some of them, i hope you dont be upset with that :)
There was an interesting point about lifesteal overkill. It definitelly looks strange to be healed by 12 when the creature has 1 hp.
Worst, most baseless and mindless sugestion I have seeseen in a while.
BTW: When you make such a thread and suggestion, maybe try to explain why you think yo and what the point is, instead of giving a pointless tl;dr.
Not to mention watching a player go negative health before the Iifesteal kicks in