Recruit never needed to exist in the first place. All of it's cards would be just fine with "summon a minion from your deck". And worst of all, not only did they not update old cards with that mechanic, they also never used "Recruit" again.
Inspire was the worst idea. Most of the cards were bad, kind of pre-nerfed. Only worse thing would be if they were good, since mechanics that make people want to push the button more tend to lead to boring gameplay (see Genn/Baku... a cool concept in theory, but the games were repetitive, since button button button button button).
I feel like Joust kinda had potential, but Blizzard never went far enough with it. The minions needed to be better when Joust didn't trigger. Start with an uninspired but almost playable rush or taunt minion, have it gain divine shield or lifesteal and +1/+1 if it wins the joust. That'd be sweet.
Outcast wasn't necessarily a terrible idea, but it was kind of under-priced. It wound up being too easy for aggro DH to use outcast easily. Also, it was a mistake to make two thirds of Outcast effects based around draw. What if Consume Magic was "Outcast: Deal (2? 3?) damage to it." Better Earth Shock if you can outcast it. What if Crimson Sigil Runner was "gain +1/+1" or "gain charge" or something on the original 2/1 statline, so either Flame Imp or Southsea Deckhand if you can activate it.
Overload has some potential, but most overload cards are over-priced. Stuff just costs too much for the value it provides; Lightning Storm just doesn't compare well to Holy Nova or Consecration. I'd love to see either buffs to bad classic/basic Overload cards, or to see overload made optional. Give someone the option to pay the crystals this turn, or invest next turn's crystals to make things happen faster. But that'd be a tonne of coding work, so buffs would probably be best.
I don't have any issue with bombs in theory, but I don't know that Wrenchcalibur should have been one bomb per swing. Maybe just one bomb (battlecry? deathrattle?) but a 4-mana 4/2 weapon. There should be counters to Reno decks, but they should be like other Tech cards: not amazing in other matchups.
Joust. To take advantage of the effect you had to have high cost minions to win. They weren't very good effects if he won anyway. It is worse than Overkill.
Outcast is fun mechanic at least for me, but I hate how it restricts DH archetypes. I built so far few DH control, big decks and you just can't play outcast cards in them except maybe Eye Beam. When high mana card clogs your outcast cards, the are just really bad and aren't very useful to the deck. In order to use full potential advantage from them you have to play low mana cost cards, which essentially restricts DH to aggressive archetypes. Yes you can play big DH, but then you basically drop almost every outcast card, so you won't get to play with the ability. I'm curious what they make for future outcast cards.
Maybe card that swaps positions in your hand? Hmmm?
Rollback Post to RevisionRollBack
"Minion to minion the basic of all combats, only a fool trusts his win to an OTK"
Resurrection. Huge mana cheating turned into game mechanic. There's nothing to it, aside from "get some semi-random value for fraction of it's real cost".
And why is it shuffling bombs into your opponents deck?
you must be a fellow questlocker
oh, or druid i suppose
Overkill is the least interesting mechanic.
If you are holding a dragon sinergies, specially the ones of BRM and Drakonid Operative.
outcast ?
Overload. It has some decent spells and turns, but 'm not a fan of hampering my mana curve.
Grammar is the difference between knowing your crap, and knowing you’re crap.
A .gif is worth a thousand words.
Joust?
Jousting was the absolute worst mechanic they've ever done.
Nothing comes even close.
Recruit never needed to exist in the first place. All of it's cards would be just fine with "summon a minion from your deck". And worst of all, not only did they not update old cards with that mechanic, they also never used "Recruit" again.
Nah, currently playing mostly Reno mage
Joust for 100% sure. Had almost no impact and was not fun.
Inspire was also pretty bad.
I dunno about joust being bad, Raven Familiar is quite common.
Inspire was the worst idea. Most of the cards were bad, kind of pre-nerfed. Only worse thing would be if they were good, since mechanics that make people want to push the button more tend to lead to boring gameplay (see Genn/Baku... a cool concept in theory, but the games were repetitive, since button button button button button).
I feel like Joust kinda had potential, but Blizzard never went far enough with it. The minions needed to be better when Joust didn't trigger. Start with an uninspired but almost playable rush or taunt minion, have it gain divine shield or lifesteal and +1/+1 if it wins the joust. That'd be sweet.
Outcast wasn't necessarily a terrible idea, but it was kind of under-priced. It wound up being too easy for aggro DH to use outcast easily. Also, it was a mistake to make two thirds of Outcast effects based around draw. What if Consume Magic was "Outcast: Deal (2? 3?) damage to it." Better Earth Shock if you can outcast it. What if Crimson Sigil Runner was "gain +1/+1" or "gain charge" or something on the original 2/1 statline, so either Flame Imp or Southsea Deckhand if you can activate it.
Overload has some potential, but most overload cards are over-priced. Stuff just costs too much for the value it provides; Lightning Storm just doesn't compare well to Holy Nova or Consecration. I'd love to see either buffs to bad classic/basic Overload cards, or to see overload made optional. Give someone the option to pay the crystals this turn, or invest next turn's crystals to make things happen faster. But that'd be a tonne of coding work, so buffs would probably be best.
I don't have any issue with bombs in theory, but I don't know that Wrenchcalibur should have been one bomb per swing. Maybe just one bomb (battlecry? deathrattle?) but a 4-mana 4/2 weapon. There should be counters to Reno decks, but they should be like other Tech cards: not amazing in other matchups.
Joust sucks.
Joust. To take advantage of the effect you had to have high cost minions to win. They weren't very good effects if he won anyway. It is worse than Overkill.
Outcast is fun mechanic at least for me, but I hate how it restricts DH archetypes. I built so far few DH control, big decks and you just can't play outcast cards in them except maybe Eye Beam. When high mana card clogs your outcast cards, the are just really bad and aren't very useful to the deck. In order to use full potential advantage from them you have to play low mana cost cards, which essentially restricts DH to aggressive archetypes. Yes you can play big DH, but then you basically drop almost every outcast card, so you won't get to play with the ability. I'm curious what they make for future outcast cards.
Maybe card that swaps positions in your hand? Hmmm?
"Minion to minion the basic of all combats, only a fool trusts his win to an OTK"
Discover.
Joust would have been decent if you won ties. Just bad as it was.
Galavant Animation
The introduction of Quests and its consequences have been a disaster for the Hearthstone classes.
Resurrection. Huge mana cheating turned into game mechanic. There's nothing to it, aside from "get some semi-random value for fraction of it's real cost".