After almost solely playing Death Knight since it's release with 500 wins and assuming at 50% winrate but probably a little less. I've probably got around 1000 games played. Mostly with Triple Blood, then triple unholy, and lastly triple frost and few highlander versions I feel like DK is a really well balanced class and has clear direction with archetypes due to the rune system. I posted about this early on in the expansion but I do believe a class spec system for each class would be a big quality of life improvement and In my opinion a lot more fun for each class.
I would say some classes already have some clear cut archetypes like Shadow Priest or Imp lock (demonology). Maybe I'm just speaking for myself on this whole topic but I get tired of seeing every class having access to all of the most powerful cards in their deck.
Take Hunter for example, class specs are Marksman, Survival, and Beastmaster. Right now Hunters are mostly playing big beast and shockspitter decks. Right now both deck types rely on weapons, which are more of a survival spec card, to either reduce cost of their best beasts or boost the damage of shockspitter. I think if a class specialization system was implemented then decks like these could still be viable but not able to consistently use the best of both worlds. For example, Death Knights can only discover cards outside of their majority runes used with neutral discover cards, however, I do not think DKs should be able to discover higher runic power cards through neutrals than what they are using in their deck.
Example: If a 2 Blood 1 Unholy or 2 Blood 1 Frost plays a neutral discover they shouldn't be able to discover a triple blood spell or a double Unholy/Frost spell.
Another good example of class spec cards is last rotations' Warrior had the Bulwark of Azzinoth which was one of my favorite warrior cards ever. A true Protection warrior card that mitigated damage. Right now Paladin has the closest card to something like in the Cariel Hero card which is clearly a more powerful card than the weapon. Armor gain is also core to warrior and like Death Knight there are certain cards that don't adhere to the rune system so they can be used in all class archetypes.
Curious on anyone else's thoughts on the Death Knight rune system and how it might be applied to the rest of the classes in the future.
Honestly, not very impressed. Have you noticed that there are any viable decks apart from the triple rune ones? Well this is because the 3 rune types play so differently that they are essentially 3 different classes. You do not want to play frost burn cards in a blood control deck, and you do not want to play blood control cards in an unholy token deck. This is why 1 frost, 1 blood, 1 frost is the worst possible deck. This actually limits more design space, because if they stop printing support for any of the runes that rune will immediately become unviable. Of course other classes suffer from the same problem of forced archetypes as well, but this is even more problematic with the runic system given DK only has the same number of class cards in total but has to split into 3 runes – imagine playing a class with only 1/3 of the class cards compared to other classes!
There may be no good solution, but I think they should stop printing triple rune cards, and decrease the degree of speicalisation for each rune type so as to encourage mixed-runes builds. They probably will have to print more DK cards compared to other classes in order for each rune to have a fair share of cards.
I was originally going to do a long post for this, but as I wrote it, it rapidly became a meandering mess, so IMO:
Short term problem is that 1-rune cards are not useful enough to other runes to justify splashing other colors. High rune cards are too important to deck gameplans. 1-runes need to be more appealing outside their respective rune, 3 runes likely fine but might work better with a slight reduction in power. Check back on this in a year or so, when the developers have a chance to adjust their design philosophy around this.
Long-term problem is that each rune is getting 1/3 the effective cards of a class. Not enough cards in a set to feasibly give each rune something cool each set, so someone will feel neglected. Mitigated by larger Core set, but may require larger class sets per expansion to make it work proper.
Runes as a whole are a cool idea with how they change deckbuilding and sell into the fantasy of classes. I'd love to see them in classes other than DK. However, doing so is firmly in the category of "Things to do for Hearthstone 2" as it's too much of a system change to just drop in an update.
Short term problem is that 1-rune cards are not useful enough to other runes to justify splashing other colors. High rune cards are too important to deck gameplans. 1-runes need to be more appealing outside their respective rune, 3 runes likely fine but might work better with a slight reduction in power. Check back on this in a year or so, when the developers have a chance to adjust their design philosophy around this.
The biggest issue is that you need to make the single rune cards compete with the triple rune cards while being versatile enough to work with all three archetypes but not strong enough to boost their own rune too much and also not boosting RGB ahead of double runes.
In my personal experience, I have found that the triple-rune decks are generally "less than" for the most part. I definitely have a lot more success when I cross-rune rather than specialising. The strongest version I have found so far has probably been 2U/1B. THis allows you to Discover any triple-rune cards you need during the game quite easily while having access to the runed cards needed to make the deck work.
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After almost solely playing Death Knight since it's release with 500 wins and assuming at 50% winrate but probably a little less. I've probably got around 1000 games played. Mostly with Triple Blood, then triple unholy, and lastly triple frost and few highlander versions I feel like DK is a really well balanced class and has clear direction with archetypes due to the rune system. I posted about this early on in the expansion but I do believe a class spec system for each class would be a big quality of life improvement and In my opinion a lot more fun for each class.
I would say some classes already have some clear cut archetypes like Shadow Priest or Imp lock (demonology). Maybe I'm just speaking for myself on this whole topic but I get tired of seeing every class having access to all of the most powerful cards in their deck.
Take Hunter for example, class specs are Marksman, Survival, and Beastmaster. Right now Hunters are mostly playing big beast and shockspitter decks. Right now both deck types rely on weapons, which are more of a survival spec card, to either reduce cost of their best beasts or boost the damage of shockspitter. I think if a class specialization system was implemented then decks like these could still be viable but not able to consistently use the best of both worlds. For example, Death Knights can only discover cards outside of their majority runes used with neutral discover cards, however, I do not think DKs should be able to discover higher runic power cards through neutrals than what they are using in their deck.
Example: If a 2 Blood 1 Unholy or 2 Blood 1 Frost plays a neutral discover they shouldn't be able to discover a triple blood spell or a double Unholy/Frost spell.
Another good example of class spec cards is last rotations' Warrior had the Bulwark of Azzinoth which was one of my favorite warrior cards ever. A true Protection warrior card that mitigated damage. Right now Paladin has the closest card to something like in the Cariel Hero card which is clearly a more powerful card than the weapon. Armor gain is also core to warrior and like Death Knight there are certain cards that don't adhere to the rune system so they can be used in all class archetypes.
Curious on anyone else's thoughts on the Death Knight rune system and how it might be applied to the rest of the classes in the future.
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Honestly, not very impressed. Have you noticed that there are any viable decks apart from the triple rune ones? Well this is because the 3 rune types play so differently that they are essentially 3 different classes. You do not want to play frost burn cards in a blood control deck, and you do not want to play blood control cards in an unholy token deck. This is why 1 frost, 1 blood, 1 frost is the worst possible deck. This actually limits more design space, because if they stop printing support for any of the runes that rune will immediately become unviable. Of course other classes suffer from the same problem of forced archetypes as well, but this is even more problematic with the runic system given DK only has the same number of class cards in total but has to split into 3 runes – imagine playing a class with only 1/3 of the class cards compared to other classes!
There may be no good solution, but I think they should stop printing triple rune cards, and decrease the degree of speicalisation for each rune type so as to encourage mixed-runes builds. They probably will have to print more DK cards compared to other classes in order for each rune to have a fair share of cards.
I was originally going to do a long post for this, but as I wrote it, it rapidly became a meandering mess, so IMO:
The biggest issue is that you need to make the single rune cards compete with the triple rune cards while being versatile enough to work with all three archetypes but not strong enough to boost their own rune too much and also not boosting RGB ahead of double runes.
Good idea, but, just a little correction, survival hunter does not use ranged weapon for couple years.
Rune system is cool for DK because it allows to make OP cards but that couldn't be included in the same decks.
Doing the same thing for every classes would need to re-make the whole game and it definitly won't happen, just move on
None of this matters because Astalor will still be in every deck except Pure Paladin.
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In my personal experience, I have found that the triple-rune decks are generally "less than" for the most part. I definitely have a lot more success when I cross-rune rather than specialising.
The strongest version I have found so far has probably been 2U/1B. THis allows you to Discover any triple-rune cards you need during the game quite easily while having access to the runed cards needed to make the deck work.