Is it me, or is it a waste of space to use a minionspot for the locations?
Wouldnt it be better if when a location was played, your side of the gameboard changes to indicate the location, and a small button occures which you could click to activate the location... leaving the 7 minionspots for minions...
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To live is to suffer, to survive is to find meaning in the suffer!
Obviously, you are right, but the problem here is that Blizzard has tried to kill two birds with one stone, that is, they have mixed two different concepts: the concept of 'area' or 'place', with the concept of activatable abilities. They wanted to develop both, and they have done it in the worst way possible by mixing them.
Areas or places: These cards should be passive effects affecting a certain number of turns or "uses" akin to the Objective cards of the Fractured in Alterac Valley expansion. They could graphically alter the background of the friendly part of the battlefield to indicate their presence (in addition to the corresponding icon in the Hero zone, as the sigils do). Only one zone can be active at a time, so a zone is invalidated when another comes into play. Perhaps there could be even "larger" zones or areas... that affect the entire battlefield (to both players) for their duration!
Example (taking as a model the Druids Location):
Hedge Maze
– When a friendly Deathrattle minion is played, its Deathrattle is triggered (2 uses left). –
DRUID LOCATION; RARE; 3 MANA; 2 uses
Activatable abilities: New keyword for minions! Power. Minions with the 'Power' keyword act as activatable abilities in that, when they attack, instead of physically attacking like a normal minion would, they cast an ability at their target (like a hero power). Also, depending on the specific power they have, they can even "attack" friendly targets to cast their abilities on them. Although they can have an attack value, that number only comes into practical action when those minions are attacked (when defending). Great synergy with other keywords and effects like Charge, Rush, Windfury, etc.
Example (taking as a model the Shamans Location):
A random murloc minion
– Power: Transform a friendly minion into one that costs (1) more. –
Sure, and Hero Cards are just fancy spells and spells are just 0 health minions. What's your point?
If you must know, smart-arse, hero cards, spells and weapons all have unique properties, interactions and places on the board. "Locations" are functionally the same as a hero power, with all the convenience of a dormant minion that never wakes up.
For one thing, this means that right off the bat any location card intended to benefit board-flooding strategies is going to limit you to six board spaces for about 5 turns. Do I need to explain how that would be counter intuitive too?
Is it me, or is it a waste of space to use a minionspot for the locations?
Wouldnt it be better if when a location was played, your side of the gameboard changes to indicate the location, and a small button occures which you could click to activate the location... leaving the 7 minionspots for minions...
They could of copied ideas from snap. Like no 7,8,9,10 cost minions can be played next 2 turns or destroy a minion when played, ahhhh no minions or spells can be played next x turns.
Way it is now just reminds me of dormant minion and like someone said why take up a spot on board.
Do a cool animation or change board background to indicate something diff. Feels more the same and lazy. Wasted opportunity indeed.
I agree. For a new type of card they don't feel very unique, it's just a not-a-minion that takes up one of your board spaces.
I also wish they'd go back and tweak the 'objective' cards from alterac valley (like Iceblood Tower and Frostwolf Kennels) to be Location type cards.
But they're totally mechanically different...
It'd be A LOT of work to totally redo the game's UI to make locations work the way some of you guys are suggesting. It's probably something they should do (alongside wider updates to the game's mechanics and UI and such) but I don't think they will.
Sure, and Hero Cards are just fancy spells and spells are just 0 health minions. What's your point?
If you must know, smart-arse, hero cards, spells and weapons all have unique properties, interactions and places on the board. "Locations" are functionally the same as a hero power, with all the convenience of a dormant minion that never wakes up.
For one thing, this means that right off the bat any location card intended to benefit board-flooding strategies is going to limit you to six board spaces for about 5 turns. Do I need to explain how that would be counter intuitive too?
Let's see:
Unique properties of locations: manually activatable and targeted abilities, can only be used every other turn
unique interaction of locations: confirmed to exist in the expansion announcement video. Besides that there aren't any unique interactions with hero cards, other than that they can't be counterspelled, but the same could be said about Locations and Okani.
unique place on board: Why would that even be a requirement? Hero cards are a bunch of one off effects (Battlecry, armor, new hero power, new skin) that vanish after playing them, just like spells.
Also the last part of your comment is extremely specific and really a non-issue. If they are ever going to print a board buff location, then they can just balance around the fact that they take up a boardpsace.
Could they have done it differently in a dozen ways? Probably. Are there dozens of other cool ways to do global effects? Yeah. But what if the current design is what they wanted?
What if they wanted locations to block a minion spot to force you to not vomit everything on the board? To make this decision?
If they wanted you to have multiple locations active like you (or your minions) visited them and are drawing power from them?
I agree. For a new type of card they don't feel very unique, it's just a not-a-minion that takes up one of your board spaces.
I also wish they'd go back and tweak the 'objective' cards from alterac valley (like Iceblood Tower and Frostwolf Kennels) to be Location type cards.
But they're totally mechanically different...
It'd be A LOT of work to totally redo the game's UI to make locations work the way some of you guys are suggesting. It's probably something they should do (alongside wider updates to the game's mechanics and UI and such) but I don't think they will.
Yeah man, like it was so difficult for every other card game that has done it, like Elder Scrolls Legends and Gwent. The only real reason is because of the mobile game, which has a far more restricted UI. But this is still a poor excuse. Also, how many expansions in advance do they work again? Like a whole year.
Also no, it isn't mechanically different whatsoever. It's literally a dormant minion with a little hero power button.
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Is it me, or is it a waste of space to use a minionspot for the locations?
Wouldnt it be better if when a location was played, your side of the gameboard changes to indicate the location, and a small button occures which you could click to activate the location... leaving the 7 minionspots for minions...
To live is to suffer, to survive is to find meaning in the suffer!
What it's just a minion spot?! I thought that it at least would be a Sigil like button... Also less powerful for the cards
Design limitations
Perhaps because you can have multiple locations in play?
they could have made it so you cant be at different places at the same time... playing a new location destroys the old one...
flavorwise it would also make sence, you cant be at different places at the same time...
To live is to suffer, to survive is to find meaning in the suffer!
People need to stop using this as an excuse
'design limitations' is a good excuse unfortunately until they get their sh*t together and rewrite the client.
I agree. For a new type of card they don't feel very unique, it's just a not-a-minion that takes up one of your board spaces.
I also wish they'd go back and tweak the 'objective' cards from alterac valley (like Iceblood Tower and Frostwolf Kennels) to be Location type cards.
Sure, and Hero Cards are just fancy spells and spells are just 0 health minions. What's your point?
exactly. said that days ago too.
https://www.hearthpwn.com/news/9291-new-hearthstone-expansion-murder-at-castle-nathria?comment=48
Obviously, you are right, but the problem here is that Blizzard has tried to kill two birds with one stone, that is, they have mixed two different concepts: the concept of 'area' or 'place', with the concept of activatable abilities. They wanted to develop both, and they have done it in the worst way possible by mixing them.
Example (taking as a model the Druids Location):
Hedge Maze
– When a friendly Deathrattle minion is played, its Deathrattle is triggered (2 uses left). –
DRUID LOCATION; RARE; 3 MANA; 2 uses
Example (taking as a model the Shamans Location):
A random murloc minion
– Power: Transform a friendly minion into one that costs (1) more. –
SHAMAN MINION; RARE; 1 MANA; 1/3
If you must know, smart-arse, hero cards, spells and weapons all have unique properties, interactions and places on the board. "Locations" are functionally the same as a hero power, with all the convenience of a dormant minion that never wakes up.
For one thing, this means that right off the bat any location card intended to benefit board-flooding strategies is going to limit you to six board spaces for about 5 turns. Do I need to explain how that would be counter intuitive too?
I agree. They should not take a minion slot. Doesn't sound that hard to have a little icon on the side instead.
Small indie company
They could of copied ideas from snap. Like no 7,8,9,10 cost minions can be played next 2 turns or destroy a minion when played, ahhhh no minions or spells can be played next x turns.
Way it is now just reminds me of dormant minion and like someone said why take up a spot on board.
Do a cool animation or change board background to indicate something diff. Feels more the same and lazy. Wasted opportunity indeed.
just a thought anyway
But they're totally mechanically different...
It'd be A LOT of work to totally redo the game's UI to make locations work the way some of you guys are suggesting. It's probably something they should do (alongside wider updates to the game's mechanics and UI and such) but I don't think they will.
Let's see:
Unique properties of locations: manually activatable and targeted abilities, can only be used every other turn
unique interaction of locations: confirmed to exist in the expansion announcement video. Besides that there aren't any unique interactions with hero cards, other than that they can't be counterspelled, but the same could be said about Locations and Okani.
unique place on board: Why would that even be a requirement? Hero cards are a bunch of one off effects (Battlecry, armor, new hero power, new skin) that vanish after playing them, just like spells.
Also the last part of your comment is extremely specific and really a non-issue. If they are ever going to print a board buff location, then they can just balance around the fact that they take up a boardpsace.
Not a waste.
Do you like Hearthstone? Come watch Tavern Lads!
Could they have done it differently in a dozen ways? Probably. Are there dozens of other cool ways to do global effects? Yeah. But what if the current design is what they wanted?
What if they wanted locations to block a minion spot to force you to not vomit everything on the board? To make this decision?
If they wanted you to have multiple locations active like you (or your minions) visited them and are drawing power from them?
Yeah man, like it was so difficult for every other card game that has done it, like Elder Scrolls Legends and Gwent. The only real reason is because of the mobile game, which has a far more restricted UI. But this is still a poor excuse. Also, how many expansions in advance do they work again? Like a whole year.
Also no, it isn't mechanically different whatsoever. It's literally a dormant minion with a little hero power button.