First: nerf draconic lackey to give a random dragon. Discover is just too much of a power spike imho.
Second: give us another highlander hate card. My suggestion would be 'battlecry: discover a card in your opponents deck and shuflle two copies into your opponents library.' Pretty steong vs highlander, but wont result in terrible draws or kill spell mage or pure pally decks.
So besides removing priest as a class, how would you tweak the game?
Lower starting health to 20. I cant stand my games lasting more than six turns
20? Just replace the coin with a 0 cost mechathun that also reads "destroy both decks and all minions"... I hate having to click 'end turn' more than once every 2 games.
Nerfing cards or adding cards with specific effects wouldn't really tweak the game but the meta.
If I wanted to tweak the game, I'd go for something like starting with one more card, so 4 and 5 instead of 3 and 4 (going first vs second). I know some people would be against improving deck consistency, but starting with 3 cards oftentimes feels like you need to highroll for your deck to perform as you intend, especially for control and slower midrange decks. I don't think it adds to the fun of Hearthstone that a bad starting hand can lose you some games before they even started, so I would want to mitigate that a little bit.
Take away some of Priest's removal cards or at least add some potential consequence into their RNG. People complain about the RNG in Mage and Priest all the time but at least Mage's RNG has some serious potential negative consequences in puzzle box. What are the potential negatives for Priest RNG?
As a wild player, I would love to see an arena-like game mode where you can draft from your own collection, so players who have a larger (and nowadays mainly dead) collection could benefit from it and make use of their old cards, because like 70% of my collection has zero value and it is not so fair to oldschool players. Or the second option is to frequently rotate cards or sets just like in Arena, so we wouldn't have to face the same 3 decks for 4 months straight. That would shake things up and lead to a lot more creative meta. I mainly recommend this because you literally cannot have any fun even in Casual, because 8/10 you face a top tier netdeck.
A game mode where I can meme around with my boii Desert Obelisk without dealing with a gazillion convincing infiltrators or smorcing Demon Hunters who don't want to share the fun with me </3
The Coin, specifically the one received for starting 2nd, not a spell. It's a mechanical addon, not a tech card.
Discover can't find legendaries unless specified, that'd solve most issues with it. The mechanic is otherwise fine as is.
An option to cut out animation time, especially with galakronds', e.g. it takes 10 seconds to resolve a Time Rip - makes no sense.
And squelch ALL game sounds from menu other than a live opponent's emotes (the latter can remain squelch by hand).
I think The Coin change is great! It really shouldn't give sooooo much synergy in certain matchups. That is a simple change and makes a lot of sense. Therefore it won't happen :)
I think the only change to Discover should be to minimize the variance with any discover pool. It's not a matter of Legendaries IMHO, it is that you have cards that are 1 mana 1/1's that can discover a card that does basically nothing or one that just wins a game outright. That kind of thing shouldn't happen as it creates a horrible play experience for the recipient of the loss. You play the whole game only to lose against a random power spike that you couldn't have predicted.
Personally for me, the only animation that should change is that while it is your turn, your opponents secrets animations should pause your clock. I hate trying to play around a christmas tree only to get screwed by the OPPONENTS animations. If I get screwed by my own animations, I can deal with that, but christmas trees can be very complicated plays that you need to really think about and you shouldn't have to worry about the opponents animations messing up your turn.
Unfortunately, we already know that a squelch option will never happen....
As far as a change I'd like to see, I'd love to see a "Seasons" game mode, where people get to play decks from past seasons that are just randomly chosen each month. All players would have access to all cards from that season and any nerfs/buffs would be reverted so nostalgic players would get to play some of their favorite old decks.
Regarding animations, one of the most annoying ones is the 'reborn'. When you kill a minion with reborn it takes 4-5 seconds till it is actually reborn and you can swing a second time to kill it. And there is nothing you can do in the meantime, you cannot 'premove' your attack...
@Manthighs - I understand that, but spell synergies are an overkill. I get the first two, the third is just an advantage to spell oriented decks, and why as a disadvantage should it trigger some secrets as well? If it's a cover-up tool, it doesn't Need to be a spell. Also, generally, used properly, it's doesn't only cover the disadvantage, but also used to take the tempo to the 2nd player's side. My tweak idea does the smallest change, unless you're playing of "those" decks specifically.
@laadeedaa - I don't like rogue myself, yet the lackeys will rotate out of standard in 9 months (labor pains? :p), and in wild the discover pool is out of ~20 expansions, not 5 like now (other than DH, obviously). It removes soul mirror, invocation, metamorphosis, and also DQA, veranus, 15-life alex, etc. (for now), plus others. Just breath deep for 9 more months (: P.S. I don't mind keep finding those spells and dragons, rogue isn't exclusive to that.
I'm not talking about auto-squelch, emotes are untouched with the tweak and neither is squelch. Also, I like the game mode, but here I say let's see what they give us next month first, and I hope it'd give me a proper option to use the few wild cards I got from Witchwood et al.
Take away some of Priest's removal cards or at least add some potential consequence into their RNG. People complain about the RNG in Mage and Priest all the time but at least Mage's RNG has some serious potential negative consequences in puzzle box. What are the potential negatives for Priest RNG?
No, we don't need another slot machine in HS. This is not a casino, this is a serious and skill-based intellectual children's card game.
As a wild player, I would love to see an arena-like game mode where you can draft from your own collection, so players who have a larger (and nowadays mainly dead) collection could benefit from it and make use of their old cards, because like 70% of my collection has zero value and it is not so fair to oldschool players.
This is a very bad idea. If you will draft from your own collection your best move is to have a small collection of powerful wild cards and dust everything else.
Wish they would change the wild system, that mode is very dead of changes, Blizzard must do something with the highrolls. The wild problem is the permanent meta that gets worse with each new expansion. I would like them to adjust the wild system. It is not very healthy as is the highroll in wild.
More unique cards and fewer filler. Get more creative with the keywords and stop making such slow and incremental changes to how you can play the game.
For example, Koft is an expansion that totally changed how the game is played. The playable heroes since then have been straight up less interesting than the death knights. Zul'jin had one of the least interesting hero powers of all time and the battle cry was basically shudder wok in terms of how he affected the game. Even and odd just made use of hero powers that had already seen play.
There should have also been more dormant, echo, and twin spell cards with more complex effects.
I have 2 to start.
First: nerf draconic lackey to give a random dragon. Discover is just too much of a power spike imho.
Second: give us another highlander hate card. My suggestion would be 'battlecry: discover a card in your opponents deck and shuflle two copies into your opponents library.' Pretty steong vs highlander, but wont result in terrible draws or kill spell mage or pure pally decks.
So besides removing priest as a class, how would you tweak the game?
Galavant Animation
Lower starting health to 20. I cant stand my games lasting more than six turns
20? Just replace the coin with a 0 cost mechathun that also reads "destroy both decks and all minions"... I hate having to click 'end turn' more than once every 2 games.
Nerfing cards or adding cards with specific effects wouldn't really tweak the game but the meta.
If I wanted to tweak the game, I'd go for something like starting with one more card, so 4 and 5 instead of 3 and 4 (going first vs second). I know some people would be against improving deck consistency, but starting with 3 cards oftentimes feels like you need to highroll for your deck to perform as you intend, especially for control and slower midrange decks. I don't think it adds to the fun of Hearthstone that a bad starting hand can lose you some games before they even started, so I would want to mitigate that a little bit.
The Coin, specifically the one received for starting 2nd, not a spell. It's a mechanical addon, not a tech card.
Discover can't find legendaries unless specified, that'd solve most issues with it. The mechanic is otherwise fine as is.
An option to cut out animation time, especially with galakronds', e.g. it takes 10 seconds to resolve a Time Rip - makes no sense.
And squelch ALL game sounds from menu other than a live opponent's emotes (the latter can remain squelch by hand).
Take away some of Priest's removal cards or at least add some potential consequence into their RNG. People complain about the RNG in Mage and Priest all the time but at least Mage's RNG has some serious potential negative consequences in puzzle box. What are the potential negatives for Priest RNG?
As a wild player, I would love to see an arena-like game mode where you can draft from your own collection, so players who have a larger (and nowadays mainly dead) collection could benefit from it and make use of their old cards, because like 70% of my collection has zero value and it is not so fair to oldschool players. Or the second option is to frequently rotate cards or sets just like in Arena, so we wouldn't have to face the same 3 decks for 4 months straight. That would shake things up and lead to a lot more creative meta.
I mainly recommend this because you literally cannot have any fun even in Casual, because 8/10 you face a top tier netdeck.
A game mode where I can meme around with my boii Desert Obelisk without dealing with a gazillion convincing infiltrators or smorcing Demon Hunters who don't want to share the fun with me </3
I think The Coin change is great! It really shouldn't give sooooo much synergy in certain matchups. That is a simple change and makes a lot of sense. Therefore it won't happen :)
I think the only change to Discover should be to minimize the variance with any discover pool. It's not a matter of Legendaries IMHO, it is that you have cards that are 1 mana 1/1's that can discover a card that does basically nothing or one that just wins a game outright. That kind of thing shouldn't happen as it creates a horrible play experience for the recipient of the loss. You play the whole game only to lose against a random power spike that you couldn't have predicted.
Personally for me, the only animation that should change is that while it is your turn, your opponents secrets animations should pause your clock. I hate trying to play around a christmas tree only to get screwed by the OPPONENTS animations. If I get screwed by my own animations, I can deal with that, but christmas trees can be very complicated plays that you need to really think about and you shouldn't have to worry about the opponents animations messing up your turn.
Unfortunately, we already know that a squelch option will never happen....
As far as a change I'd like to see, I'd love to see a "Seasons" game mode, where people get to play decks from past seasons that are just randomly chosen each month. All players would have access to all cards from that season and any nerfs/buffs would be reverted so nostalgic players would get to play some of their favorite old decks.
Why would you make the coin first when it's already a disadvantage going second?
Regarding animations, one of the most annoying ones is the 'reborn'. When you kill a minion with reborn it takes 4-5 seconds till it is actually reborn and you can swing a second time to kill it. And there is nothing you can do in the meantime, you cannot 'premove' your attack...
@Manthighs - I understand that, but spell synergies are an overkill. I get the first two, the third is just an advantage to spell oriented decks, and why as a disadvantage should it trigger some secrets as well? If it's a cover-up tool, it doesn't Need to be a spell. Also, generally, used properly, it's doesn't only cover the disadvantage, but also used to take the tempo to the 2nd player's side. My tweak idea does the smallest change, unless you're playing of "those" decks specifically.
@laadeedaa - I don't like rogue myself, yet the lackeys will rotate out of standard in 9 months (labor pains? :p), and in wild the discover pool is out of ~20 expansions, not 5 like now (other than DH, obviously). It removes soul mirror, invocation, metamorphosis, and also DQA, veranus, 15-life alex, etc. (for now), plus others. Just breath deep for 9 more months (: P.S. I don't mind keep finding those spells and dragons, rogue isn't exclusive to that.
I'm not talking about auto-squelch, emotes are untouched with the tweak and neither is squelch. Also, I like the game mode, but here I say let's see what they give us next month first, and I hope it'd give me a proper option to use the few wild cards I got from Witchwood et al.
Loatheb should read "Battlecry: Your spells cost (5) more next turn"
No, we don't need another slot machine in HS. This is not a casino, this is a serious and skill-based intellectual children's card game.
Fix mage so that it revolves around planning and counterplay instead of being a slot machine for window lickers.
This is a very bad idea. If you will draft from your own collection your best move is to have a small collection of powerful wild cards and dust everything else.
Wish they would change the wild system, that mode is very dead of changes, Blizzard must do something with the highrolls.
The wild problem is the permanent meta that gets worse with each new expansion. I would like them to adjust the wild system. It is not very healthy as is the highroll in wild.
Take out the rigging and see what happens.
More unique cards and fewer filler. Get more creative with the keywords and stop making such slow and incremental changes to how you can play the game.
For example, Koft is an expansion that totally changed how the game is played. The playable heroes since then have been straight up less interesting than the death knights. Zul'jin had one of the least interesting hero powers of all time and the battle cry was basically shudder wok in terms of how he affected the game. Even and odd just made use of hero powers that had already seen play.
There should have also been more dormant, echo, and twin spell cards with more complex effects.
Let there be a option to disable friend requests.
Remove Demon Hunter from the game.
Remove Murlocs from the game.
Add a new Rogue Hero.
Rip Reckful <3