I feel like it sucks that secrets in hearthstone have to all cost the same amount.
Hearthstone could get around this by changing how secrets work. Instead of costing mana, they are free to play. Then, they only trigger on your opponent's turn when their trigger is met AND you have enough unused mana crystals to pay their cost.
This would lead to strategy that requires that you save mana on your turn to pay for the secret activation on your opponent's turn. It would add the intrigue of magic where unused mana is scary to the attacker.
It would allow for much more powerful secrets in any class since each secret could cost whatever made sense instead of having to cost the same.
Freeze mage would be much harder to play since you would have to leave open the mana for ice block any turn you reasonably expected yourself to be killed.
This is a horrible idea, because now instead of paying ONCE for the secret, you are now paying EVERY TURN. And if you have multiple secrets up, you have to suddenly keep 3, 6, 9 mana open. But wait, Hunters would only have to keep 2 mana open per secret, and Paladins only 1 mana per secret. Sorry, it's a really bad idea.
It would ruin secrets actually. Interesting idea, but it basically means you have to float mana every turn the secret isn't used. So for as long as the secret is held, you are basically overloaded for x amount unless you want the secret to not be played.
And since your opponent can tell how much mana you used, then they know any point when you are floating the needed amount of mana to run a secret to avoid triggering the secret. Hunter plays a secret at turn 5 and does a 3 drop. I could pop the secret, or I could just build my board up, taunt it up, and let him choose between dropping highmane or actually having his secret run turn 6. If he drops highmane, I'm free to do whatever I want. :D
You CAN make an interesting mechanic based o nthis idea, but it would really have to be built from the ground up with the entire game built on the mentality of mana floating being not a horrible thing to do. It's too late to put something like this now.
I feel like it sucks that secrets in hearthstone have to all cost the same amount.
Hearthstone could get around this by changing how secrets work. Instead of costing mana, they are free to play. Then, they only trigger on your opponent's turn when their trigger is met AND you have enough unused mana crystals to pay their cost.
This would lead to strategy that requires that you save mana on your turn to pay for the secret activation on your opponent's turn. It would add the intrigue of magic where unused mana is scary to the attacker.
It would allow for much more powerful secrets in any class since each secret could cost whatever made sense instead of having to cost the same.
Would this completely break any current secrets?
I think it would be kind of cool to see a new kind of spell that worked this way. But not a secret. Something like:
Enchantment (or whatever): For each unspent mana, deal 1 damage to each minion that attacks your hero, until this triggers three times.
^(Designed for example, not balance.)
It wouldn't be hidden like a secret and might stick around until it triggers so many times. So, you only get the protection while you have leftover mana. And the enemy knows they have to trigger it eventually to get rid of it, so they might wait until you spend your mana.
But, I don't know, late game you have a lot of unspent mana. And early game you'll never do it because of tempo loss. I'm not sure what would work, it's just a thought.
Secrets themselves don't need a fix in my opinion. They serve a purpose, and serve it well. However, I would like to see more neutral options to deal with them. Kezan Mystic is nice, but it's really the only option as Secretkeeper isn't feasible.
I meant "fix" as in allow them to cost different amounts.
You don't have to float 3/6/9 mana every turn. You just have to float the mana when you WANT the secret to activate. If you don't float the mana, the secret doesn't activate.
Secrets aren't broken. Once you know them all well enough they're about as easy to counteract as anything else. I don't see what you propose would help at all.
I'm proposing a way so that secrets don't have to all cost the same amount of mana in a given class (3 for Mage, 2 for Hunter, 1 for Paladin).
Maybe it would be feasible to make all secrets cost zero, but give them different "overloads" that trigger when the secret is revealed. So when I trigger your Mirror Entity, next round you have 3 less mana. It would solve the problem of all secrets having to have the same mana cost, which I agree restricts the design space, but it is not clear to me if it would be unplayable or broken (or neither). But seriously, secrets are totally not broken, nor is Mad Scientist, which is OP, I agree, but not in the bad way.
Edit: BTW, if we had way more secrets, they wouldn't even need to cost the same amount. If you have 4-5 secrets that cost X and 4-5 that cost Y, that is completely okay. It would even make the game more complex, because I would have to take the cost into account when building the deck. So perhaps paladin secrets could cost 1-2, hunters 2-3 and mages 3-4.
You cant make secrets which cost more than 3 in my opinion because Mad Scientist is a card. If you make secrets which cost a lot, Mad Scientist will be buffed while it is already to good :P
Mad Scientist would actually be nerfed because secrets would all be free to play. They would only cost mana to activate. So if there was a secret that cost 5 mana and was put into play by a mad scientist, you would still have to leave 5 mana open at some point in the future in order to have the secret trigger.
Sorry but this is a horrible idea...essentially you would be paying the secret every turn just to have it in "ready" mode....If you're going that route, I would say the secret will trigger regardless you have enough mana or not but your next turn you'll be overloaded for that cost of the mana...it'll be better that way but will screw up your plan for next turn though....but at least you still play the secret free.
Another way to do this is they can just create new set of secrets for say Pally....that all cost 3 mana...
Sorry but this is a horrible idea...essentially you would be paying the secret every turn just to have it in "ready" mode....If you're going that route, I would say the secret will trigger regardless you have enough mana or not but your next turn you'll be overloaded for that cost of the mana...it'll be better that way but will screw up your plan for next turn though....but at least you still play the secret free.
Another way to do this is they can just create new set of secrets for say Pally....that all cost 3 mana...
Sorry but this is a horrible idea...essentially you would be paying the secret every turn just to have it in "ready" mode....If you're going that route, I would say the secret will trigger regardless you have enough mana or not but your next turn you'll be overloaded for that cost of the mana...it'll be better that way but will screw up your plan for next turn though....but at least you still play the secret free.
I think this would work as well. Maybe even better than my idea.
It would make really expensive secrets hard to make though since you could play them on turn 1 and have them activate and be overloaded 8 mana on turn 2.
I feel like it sucks that secrets in hearthstone have to all cost the same amount.
Hearthstone could get around this by changing how secrets work. Instead of costing mana, they are free to play. Then, they only trigger on your opponent's turn when their trigger is met AND you have enough unused mana crystals to pay their cost.
This would lead to strategy that requires that you save mana on your turn to pay for the secret activation on your opponent's turn. It would add the intrigue of magic where unused mana is scary to the attacker.
It would allow for much more powerful secrets in any class since each secret could cost whatever made sense instead of having to cost the same.
Would this completely break any current secrets?
Freeze mage would be much harder to play since you would have to leave open the mana for ice block any turn you reasonably expected yourself to be killed.
And Mad Scientist would be incredibly nerfed.
This is a horrible idea, because now instead of paying ONCE for the secret, you are now paying EVERY TURN. And if you have multiple secrets up, you have to suddenly keep 3, 6, 9 mana open. But wait, Hunters would only have to keep 2 mana open per secret, and Paladins only 1 mana per secret. Sorry, it's a really bad idea.
It would ruin secrets actually. Interesting idea, but it basically means you have to float mana every turn the secret isn't used. So for as long as the secret is held, you are basically overloaded for x amount unless you want the secret to not be played.
And since your opponent can tell how much mana you used, then they know any point when you are floating the needed amount of mana to run a secret to avoid triggering the secret. Hunter plays a secret at turn 5 and does a 3 drop. I could pop the secret, or I could just build my board up, taunt it up, and let him choose between dropping highmane or actually having his secret run turn 6. If he drops highmane, I'm free to do whatever I want. :D
You CAN make an interesting mechanic based o nthis idea, but it would really have to be built from the ground up with the entire game built on the mentality of mana floating being not a horrible thing to do. It's too late to put something like this now.
One does not simply walk into Mordor,
unless they want to be the best they can be.
I don't see what's wrong with secrets now. Mage secrets are the best so they cost the most, paladins are the worst so they're cheapest.
Makes sense and works fine. No one really ever complains about secrets. They are balanced and fine.
Fix secrets? Easy: Remove Mad Scientist from game.
What even is this idea. Secrets are perfectly fine as they are I find this quite ridiculous.
yooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
Secrets are not broken at all. The only reason why they even see any play is because of Mad Scientist.
Hearthstone...I play that.
Music...I make that.
Youtube...I have that.
https://www.youtube.com/user/FreeloaderMC
Secrets aren't broken. Mad Scientist is.
It's like, pay 2 mana for a 2/2, draw a particular card and immediately play it without any negative effect and gain +2/3 mana tempo advantage.
#PraiseYogg
I think it would be kind of cool to see a new kind of spell that worked this way. But not a secret. Something like:
Enchantment (or whatever): For each unspent mana, deal 1 damage to each minion that attacks your hero, until this triggers three times.
^(Designed for example, not balance.)
It wouldn't be hidden like a secret and might stick around until it triggers so many times. So, you only get the protection while you have leftover mana. And the enemy knows they have to trigger it eventually to get rid of it, so they might wait until you spend your mana.
But, I don't know, late game you have a lot of unspent mana. And early game you'll never do it because of tempo loss. I'm not sure what would work, it's just a thought.
Great idea, lets fix secrets and leave Patron Warrior and Dr. Balanced exactly the same
Secrets themselves don't need a fix in my opinion. They serve a purpose, and serve it well. However, I would like to see more neutral options to deal with them. Kezan Mystic is nice, but it's really the only option as Secretkeeper isn't feasible.
I meant "fix" as in allow them to cost different amounts.
You don't have to float 3/6/9 mana every turn. You just have to float the mana when you WANT the secret to activate. If you don't float the mana, the secret doesn't activate.
What's wrong is that paladin secrets will never be good because they have to cost 1 mana.
I'm proposing a way so that secrets don't have to all cost the same amount of mana in a given class (3 for Mage, 2 for Hunter, 1 for Paladin).
Maybe it would be feasible to make all secrets cost zero, but give them different "overloads" that trigger when the secret is revealed. So when I trigger your Mirror Entity, next round you have 3 less mana. It would solve the problem of all secrets having to have the same mana cost, which I agree restricts the design space, but it is not clear to me if it would be unplayable or broken (or neither). But seriously, secrets are totally not broken, nor is Mad Scientist, which is OP, I agree, but not in the bad way.
Edit: BTW, if we had way more secrets, they wouldn't even need to cost the same amount. If you have 4-5 secrets that cost X and 4-5 that cost Y, that is completely okay. It would even make the game more complex, because I would have to take the cost into account when building the deck. So perhaps paladin secrets could cost 1-2, hunters 2-3 and mages 3-4.
Mad Scientist would actually be nerfed because secrets would all be free to play. They would only cost mana to activate. So if there was a secret that cost 5 mana and was put into play by a mad scientist, you would still have to leave 5 mana open at some point in the future in order to have the secret trigger.
Sorry but this is a horrible idea...essentially you would be paying the secret every turn just to have it in "ready" mode....If you're going that route, I would say the secret will trigger regardless you have enough mana or not but your next turn you'll be overloaded for that cost of the mana...it'll be better that way but will screw up your plan for next turn though....but at least you still play the secret free.
Another way to do this is they can just create new set of secrets for say Pally....that all cost 3 mana...
Sorry but this is a horrible idea...essentially you would be paying the secret every turn just to have it in "ready" mode....If you're going that route, I would say the secret will trigger regardless you have enough mana or not but your next turn you'll be overloaded for that cost of the mana...it'll be better that way but will screw up your plan for next turn though....but at least you still play the secret free.
Another way to do this is they can just create new set of secrets for say Pally....that all cost 3 mana...
I think this would work as well. Maybe even better than my idea.
It would make really expensive secrets hard to make though since you could play them on turn 1 and have them activate and be overloaded 8 mana on turn 2.