I love the discover/card generation idea for a card game. I think that the OCCASIONAL turn around or save from a card you didn’t put in your deck is fun. It helps with the Rock Paper Scissors feeling of match ups.
However currently this game is decided by generated cards often. The game poorly taxes discovered/generated cards and in fact adds upside to the process. Which is crazy for creating a card that can change the game. Players frequently get multiple copies of legendary cards that are balanced around playing once, not 2-3-4 times. They pick up board clears at a discount, Or other classes legendaries that break the game. I’m personally tired of classes just “randomly” , but really consistently, creating outs or win conditions. I think that card generation and discover should be mana taxed a lot more and should never be paired with discounts.
what does the forums thinks about the card generation in the game today?
I like the Discover keywork in most circumstances. I agree when you say "It helps with the rock-paper-scissors feeling of the game" and that's the main reason why I like it.
Personally, I'll feel better when the Study cards rotate when Sunken City releases, because those cards proved (in my opinion anyway) that cheap/0 mana card generation is too powerful.
I love the discover/card generation idea for a card game. I think that the OCCASIONAL turn around or save from a card you didn’t put in your deck is fun. It helps with the Rock Paper Scissors feeling of match ups.
However currently this game is decided by generated cards often. The game poorly taxes discovered/generated cards and in fact adds upside to the process. Which is crazy for creating a card that can change the game. Players frequently get multiple copies of legendary cards that are balanced around playing once, not 2-3-4 times. They pick up board clears at a discount, Or other classes legendaries that break the game. I’m personally tired of classes just “randomly” , but really consistently, creating outs or win conditions. I think that card generation and discover should be mana taxed a lot more and should never be paired with discounts.
what does the forums thinks about the card generation in the game today?
As far as I know, most people here think the same (myself included).
I really like those cards in general. I think problem is not the keyword but it is their "pool". Discover keyword should be used if pool for discover is big enough. I don't mind the mana cost, if the pool is big enough (Like Nature Studies, which is practically 0 cost card)
But for instance discovering from deck really makes the pool small in size, so it is a very consistent way of getting something that you want. I agree you should pay more mana if you want to discover a card from a small pool as if it's almost guaranteed. Like the new DH card, Abyssal Depths
I personally don’t like discover because it feels like you never know what the opponent could have and it’s an RNG fest. You used to be able to make moves based on the cards your opponent has played but today you can’t because they can just pull some card out of the sky. Cards like renew and guidance are bad for the game in my opinion.
I like the Discover keywork in most circumstances. I agree when you say "It helps with the rock-paper-scissors feeling of the game" and that's the main reason why I like it.
Personally, I'll feel better when the Study cards rotate when Sunken City releases, because those cards proved (in my opinion anyway) that cheap/0 mana card generation is too powerful.
Tracking isn't card generation though, it draws the card from your deck.
it provides potential flexibility at a cost of taking a random risk. its balanced tradeoff dont you think? in the long term, the 100% probability (not Discover card) vs less than 100% probability (Discover card) wins. if people want to gamble why not ? its very common in cards games. sure it frustrates you when the opponent get the perfect card from gambling, but probably you dont notice when the discover card does nothing good for him
Renew's rotating, all the studies cards are rotating, palm reading is rotating, even snack run is rotating.
The only discover cards left are going to be mostly Venomous Scorpid and Pandaeran Importer. Neither of which are a particularly big problem. Also a lot of the high impact spells are rotating too.
Random generation and discovery have not been a problem since at least 2 expansions now (the last offender was Barrens Control Priest I'd say and that was a long time ago). Now especially cards like Tracking or Moonlit Guidance that are not even random, but rather targeted draw from your deck have never even remotely been a problem.
However with 3 expansions about to rotate leading to a much smaller standard card pool, some cards that discover or generate random cards from a small pool (x-cost spells, x-type minions, etc...) might become a bit too strong, precisely due to the limited randomness
I love the discover/card generation idea for a card game. I think that the OCCASIONAL turn around or save from a card you didn’t put in your deck is fun. It helps with the Rock Paper Scissors feeling of match ups.
However currently this game is decided by generated cards often. The game poorly taxes discovered/generated cards and in fact adds upside to the process. Which is crazy for creating a card that can change the game. Players frequently get multiple copies of legendary cards that are balanced around playing once, not 2-3-4 times. They pick up board clears at a discount, Or other classes legendaries that break the game.
I’m personally tired of classes just “randomly” , but really consistently, creating outs or win conditions. I think that card generation and discover should be mana taxed a lot more and should never be paired with discounts.
what does the forums thinks about the card generation in the game today?
I like the Discover keywork in most circumstances. I agree when you say "It helps with the rock-paper-scissors feeling of the game" and that's the main reason why I like it.
However there are some instances like Tracking, Moonlit Guidance, or the Study cards such as Nature Studies or Carrion Studies that frustrate me. Cards like these are too cheap for their ability.
Personally, I'll feel better when the Study cards rotate when Sunken City releases, because those cards proved (in my opinion anyway) that cheap/0 mana card generation is too powerful.
As far as I know, most people here think the same (myself included).
I really like those cards in general. I think problem is not the keyword but it is their "pool". Discover keyword should be used if pool for discover is big enough. I don't mind the mana cost, if the pool is big enough (Like Nature Studies, which is practically 0 cost card)
But for instance discovering from deck really makes the pool small in size, so it is a very consistent way of getting something that you want. I agree you should pay more mana if you want to discover a card from a small pool as if it's almost guaranteed. Like the new DH card, Abyssal Depths
Discover doesn’t need to exist. If it has to be there, it should exclude legendaries.
Discover from deck definitely doesn’t need to exist.
I personally don’t like discover because it feels like you never know what the opponent could have and it’s an RNG fest. You used to be able to make moves based on the cards your opponent has played but today you can’t because they can just pull some card out of the sky. Cards like renew and guidance are bad for the game in my opinion.
Tracking isn't card generation though, it draws the card from your deck.
it provides potential flexibility at a cost of taking a random risk. its balanced tradeoff dont you think? in the long term, the 100% probability (not Discover card) vs less than 100% probability (Discover card) wins. if people want to gamble why not ? its very common in cards games. sure it frustrates you when the opponent get the perfect card from gambling, but probably you dont notice when the discover card does nothing good for him
"Woow..."
Renew's rotating, all the studies cards are rotating, palm reading is rotating, even snack run is rotating.
The only discover cards left are going to be mostly Venomous Scorpid and Pandaeran Importer. Neither of which are a particularly big problem. Also a lot of the high impact spells are rotating too.
Random generation and discovery have not been a problem since at least 2 expansions now (the last offender was Barrens Control Priest I'd say and that was a long time ago). Now especially cards like Tracking or Moonlit Guidance that are not even random, but rather targeted draw from your deck have never even remotely been a problem.
However with 3 expansions about to rotate leading to a much smaller standard card pool, some cards that discover or generate random cards from a small pool (x-cost spells, x-type minions, etc...) might become a bit too strong, precisely due to the limited randomness
I think that random generation WAS out of hand, but that was at least a year ago.