Ben Brode recently stated ( the video released today regarding the warsong commander nerf) that charge and direct damage are two of the least fun things about hearthstone, and yet we have a class who's only viable cards and the hero power itsself are completely built around these 2 mechanics/ideas.
In every expansion or new release hunter recieves cards that are garbage with its current state, or cards that lend themselves to super aggressive (face) or midrange aggro. the intent is to try and give hunter more variety. the Fact is hunter will never be anything but aggro while the hero power has no impact on board (unless with steam wheedle sniper). this is just my idea of how to balance hunter and make more of its cards viable.
Hero power: deal 2 damage to a random enemy.
Steam Wheedle Sniper: Your Hero Power can be targeted.
Starving Buzzard: 2/1 draw a card when you play a beast
this are just ideas and i would love to hear peoples thoughts and criticisms.
They are extremely unlikely to ever change the hero powers, since doing so would require a great deal more balancing. The hero power you've created seems like it would lead to way more complaining than the current one does since people already whine about RNG, and giving Hunter a power that sometimes is the same as it is now and sometimes kills your minions doesn't seem like the way to go about it.
The Sniper you have is pretty much exactly the same as it is now unless I'm missing something.
As for Buzzard, I'm assuming you also wanted to change the mana cost back to 2. Still not sure anyone would play it as you've got it but maybe.
The Sniper you have is pretty much exactly the same as it is now unless I'm missing something.
As for Buzzard, I'm assuming you also wanted to change the mana cost back to 2. Still not sure anyone would play it as you've got it but maybe.
sniper would have the same effect but the card would become much more valuable if the hero power affected the board, and then could be targeted to greater effect.
All the hero powers have strengths and drawbacks
Warrior: gain 2 effective life, can still impact board through spells and minions but doesnt directly affect the board by itself.
Mage. Deal 1 damage while bypassing taunts and without attacking with hero but only deals 1 damage so cannot affect board a great deal (more effective in arena)
Shaman: Summon a minion with specific properties, while random offers specific benefits with each option. Random
Paladin: Summon a 1/1 minion, cannot affect the board the turn it is summoned. is not random and has the same effect no matter what.
hunter: deal 2 damage to enemy hero. has no direct or indirect affect on board
rogue: equip a 1/2 weapon that lasts until used or replaced. use weapon to affect board or attack enemy hero but reduces health in process.
Warlock: draw a card, deal 2 damage to your hero. while you leverage card advantage your hero becomes more vulnerable.
Priest: heal 2 health either to minions or heroes. cant affect board when no friendly minons are in play.
Druid: gain 1 attack this turn only and 1 armor. can be used to attack enemy minons or hero, but hero is used while attacking and can take damage but 1 effective life is gained.
The Hunter hero power is the only one which does not affect the board directly or indirectly.
The Hunter hero power is the only one which does not affect the board directly or indirectly.
I mean, if you're arguing that Warlock's card advantage affects the board, then I'd argue Hunter's accelerating of the gamestate affects the board just as much.
The Hunter hero power is the only one which does not affect the board directly or indirectly.
I mean, if you're arguing that Warlock's card advantage affects the board, then I'd argue Hunter's accelerating of the gamestate affects the board just as much.
my point was that the Warlock hero power provides choices through cards, either minions or spells, which affect the board. each of the hero powers provide versatility, except hunter's. it has no versatility to affect anything but the enemy hero. I started this thread because blizzard has stated specific things that are against their design for a fun and good game, and the hunter hero power is exactly what they have stated makes the game less fun. im not saing my idea is perfect but hopefully moves hunter to a point where it has versatity beyond aggro decks. it has class cards that can bring versatility if the hero power was changed. Warrior, Rogue, and shaman would be more diverse with better class minions (specifically mid cost minions for warrior, better mid and high cost cards for rogue and much better early-mid range class cards for shaman)
Warrior: gain 2 effective life, can still impact board through spells and minions but doesnt directly affect the board by itself.
...
The Hunter hero power is the only one which does not affect the board directly or indirectly.
WTF man, the warrior hero power is in the same position as the hunter hero power. If you say that the warrior hero power can affect the board because two class cards have sinergy with it, that, obviously, affect the board (one of them almost never saw play in constructed) the same can be said for hunter with Steamwheedle Sniper. The fact that Shield Slam is a lot better than the Sniper and actually see a lot of play in constructed, only means that releasing a new card (well, probably two) that makes it's hero power interact with the board in a very, VERY effective way would be enough, instead of redesigning the hero power as you think.
The Hunter hero power is the only one which does not affect the board directly or indirectly.
I mean, if you're arguing that Warlock's card advantage affects the board, then I'd argue Hunter's accelerating of the gamestate affects the board just as much.
my point was that the Warlock hero power provides choices through cards, either minions or spells, which affect the board. each of the hero powers provide versatility, except hunter's. it has no versatility to affect anything but the enemy hero. I started this thread because blizzard has stated specific things that are against their design for a fun and good game, and the hunter hero power is exactly what they have stated makes the game less fun. im not saing my idea is perfect but hopefully moves hunter to a point where it has versatity beyond aggro decks. it has class cards that can bring versatility if the hero power was changed. Warrior, Rogue, and shaman would be more diverse with better class minions (specifically mid cost minions for warrior, better mid and high cost cards for rogue and much better early-mid range class cards for shaman)
The Hunter Hero power actually shortens the game. Life is one of the essential resources in the game. By effectively reducing the life of the enemy, you are forcing them into a more reactive game. By keeping up the pressure, the Hunter hero power controls the game by taking away the resources of the enemy, limiting them to certain plays. While it does not affect the board directly, it indirectly affects the decisions of the other player just like how the Warlock hero power affects the decisions of the player by giving them another card.
Also, how often does a hunter uses his hero power? Most of the time, it is used to fill out extra mana since the role of a hunter is a more active and dynamic style of playing. By changing the hero power, you will be calling for further changing and fixes.
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"Night gathers, and now my watch begins. It shall not end until my death. I shall take no wife, hold no lands, father no children. I shall wear no crowns and win no glory. I shall live and die at my post. I am the sword in the darkness. I am the watcher on the walls. I am the shield that guards the realms of men. I pledge my life and honor to the Night's Watch, for this night and all the nights to come."
my point is hunter cannot be anything except aggro while the hero power remains in its current form. while some hero powers lean towards certain archetypes, they should not limit the viability of other archetypes for a class when cards for those classes already exist and are created each expansion to make other archetypes viable.
My proposed change to the hero power still retains an aggresive purpose, it also makes viable archetypes beyond aggro, because it can affect the board and still hit the enemy hero for the same amount.
i do think it's lame that the Hunter and warrior hero powers make it hard for the two classes to be anything but Aggro and control respectively. More cards that change the hero power could fix this.
Midrange Hunter is midrange but takes the initiative to be aggressive like I said earlier. On the other hand, there are agro warriors which uses the weapons to deal damage.
In case of warriors, their hero power is used to delay the game in order to do OTK or control maybe even fatigue. The reaction on Warsong nerf is because we are removing one of the conditions for the OTK of Warriors. Since the hero power of Warrior is to delay the game, they either need to rely on high quality cards to out value the enemy or to kill the enemy in one turn with the help of "charge" ability since warriors do not have access to good burn spells like mages.
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"Night gathers, and now my watch begins. It shall not end until my death. I shall take no wife, hold no lands, father no children. I shall wear no crowns and win no glory. I shall live and die at my post. I am the sword in the darkness. I am the watcher on the walls. I am the shield that guards the realms of men. I pledge my life and honor to the Night's Watch, for this night and all the nights to come."
i do think it's lame that the Hunter and warrior hero powers make it hard for the two classes to be anything but Aggro and control respectively. More cards that change the hero power could fix this.
I didnt think about this but if they create new cards that affect the hero powers to make other archetypes viable, i would be all for that.
These threads are pointless. They will never change the hero power of any class. All the cards are balanced around that hero power, the amount of cards they would have to change would be ridiculous. Way too much work. If you saw the warsong nerf, you know Blizzard dislikes work.
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Ben Brode recently stated ( the video released today regarding the warsong commander nerf) that charge and direct damage are two of the least fun things about hearthstone, and yet we have a class who's only viable cards and the hero power itsself are completely built around these 2 mechanics/ideas.
In every expansion or new release hunter recieves cards that are garbage with its current state, or cards that lend themselves to super aggressive (face) or midrange aggro. the intent is to try and give hunter more variety. the Fact is hunter will never be anything but aggro while the hero power has no impact on board (unless with steam wheedle sniper). this is just my idea of how to balance hunter and make more of its cards viable.
Hero power: deal 2 damage to a random enemy.
Steam Wheedle Sniper: Your Hero Power can be targeted.
Starving Buzzard: 2/1 draw a card when you play a beast
this are just ideas and i would love to hear peoples thoughts and criticisms.
They are extremely unlikely to ever change the hero powers, since doing so would require a great deal more balancing. The hero power you've created seems like it would lead to way more complaining than the current one does since people already whine about RNG, and giving Hunter a power that sometimes is the same as it is now and sometimes kills your minions doesn't seem like the way to go about it.
The Sniper you have is pretty much exactly the same as it is now unless I'm missing something.
As for Buzzard, I'm assuming you also wanted to change the mana cost back to 2. Still not sure anyone would play it as you've got it but maybe.
Nothing doing, traveler.
hunter power should be deal 1 damage to enemy face then deal 1 random damage to a random enemy minion.
sniper would have the same effect but the card would become much more valuable if the hero power affected the board, and then could be targeted to greater effect.
All the hero powers have strengths and drawbacks
Warrior: gain 2 effective life, can still impact board through spells and minions but doesnt directly affect the board by itself.
Mage. Deal 1 damage while bypassing taunts and without attacking with hero but only deals 1 damage so cannot affect board a great deal (more effective in arena)
Shaman: Summon a minion with specific properties, while random offers specific benefits with each option. Random
Paladin: Summon a 1/1 minion, cannot affect the board the turn it is summoned. is not random and has the same effect no matter what.
hunter: deal 2 damage to enemy hero. has no direct or indirect affect on board
rogue: equip a 1/2 weapon that lasts until used or replaced. use weapon to affect board or attack enemy hero but reduces health in process.
Warlock: draw a card, deal 2 damage to your hero. while you leverage card advantage your hero becomes more vulnerable.
Priest: heal 2 health either to minions or heroes. cant affect board when no friendly minons are in play.
Druid: gain 1 attack this turn only and 1 armor. can be used to attack enemy minons or hero, but hero is used while attacking and can take damage but 1 effective life is gained.
The Hunter hero power is the only one which does not affect the board directly or indirectly.
I mean, if you're arguing that Warlock's card advantage affects the board, then I'd argue Hunter's accelerating of the gamestate affects the board just as much.
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My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
my point was that the Warlock hero power provides choices through cards, either minions or spells, which affect the board. each of the hero powers provide versatility, except hunter's. it has no versatility to affect anything but the enemy hero. I started this thread because blizzard has stated specific things that are against their design for a fun and good game, and the hunter hero power is exactly what they have stated makes the game less fun. im not saing my idea is perfect but hopefully moves hunter to a point where it has versatity beyond aggro decks. it has class cards that can bring versatility if the hero power was changed. Warrior, Rogue, and shaman would be more diverse with better class minions (specifically mid cost minions for warrior, better mid and high cost cards for rogue and much better early-mid range class cards for shaman)
The board control deck, Zoo, is in warlock so there hero power clearly helps affect the board.
They could change Ballista Shot to 'Deal 2 damage.' ie: to anything
Whats funny is that supposedly the hunter hero ability was meant to be like Armor Up! where you play control and slowly wear down your opponent.
WTF man, the warrior hero power is in the same position as the hunter hero power. If you say that the warrior hero power can affect the board because two class cards have sinergy with it, that, obviously, affect the board (one of them almost never saw play in constructed) the same can be said for hunter with Steamwheedle Sniper. The fact that Shield Slam is a lot better than the Sniper and actually see a lot of play in constructed, only means that releasing a new card (well, probably two) that makes it's hero power interact with the board in a very, VERY effective way would be enough, instead of redesigning the hero power as you think.
The Hunter Hero power actually shortens the game. Life is one of the essential resources in the game. By effectively reducing the life of the enemy, you are forcing them into a more reactive game. By keeping up the pressure, the Hunter hero power controls the game by taking away the resources of the enemy, limiting them to certain plays. While it does not affect the board directly, it indirectly affects the decisions of the other player just like how the Warlock hero power affects the decisions of the player by giving them another card.
Also, how often does a hunter uses his hero power? Most of the time, it is used to fill out extra mana since the role of a hunter is a more active and dynamic style of playing. By changing the hero power, you will be calling for further changing and fixes.
"Night gathers, and now my watch begins. It shall not end until my death. I shall take no wife, hold no lands, father no children. I shall wear no crowns and win no glory. I shall live and die at my post. I am the sword in the darkness. I am the watcher on the walls. I am the shield that guards the realms of men. I pledge my life and honor to the Night's Watch, for this night and all the nights to come."
my point is hunter cannot be anything except aggro while the hero power remains in its current form. while some hero powers lean towards certain archetypes, they should not limit the viability of other archetypes for a class when cards for those classes already exist and are created each expansion to make other archetypes viable.
My proposed change to the hero power still retains an aggresive purpose, it also makes viable archetypes beyond aggro, because it can affect the board and still hit the enemy hero for the same amount.
Nope. Agree with everyone who says nope.
i do think it's lame that the Hunter and warrior hero powers make it hard for the two classes to be anything but Aggro and control respectively. More cards that change the hero power could fix this.
Midrange Hunter is midrange but takes the initiative to be aggressive like I said earlier. On the other hand, there are agro warriors which uses the weapons to deal damage.
In case of warriors, their hero power is used to delay the game in order to do OTK or control maybe even fatigue. The reaction on Warsong nerf is because we are removing one of the conditions for the OTK of Warriors. Since the hero power of Warrior is to delay the game, they either need to rely on high quality cards to out value the enemy or to kill the enemy in one turn with the help of "charge" ability since warriors do not have access to good burn spells like mages.
"Night gathers, and now my watch begins. It shall not end until my death. I shall take no wife, hold no lands, father no children. I shall wear no crowns and win no glory. I shall live and die at my post. I am the sword in the darkness. I am the watcher on the walls. I am the shield that guards the realms of men. I pledge my life and honor to the Night's Watch, for this night and all the nights to come."
I didnt think about this but if they create new cards that affect the hero powers to make other archetypes viable, i would be all for that.
Your suggested hero power is way to good in any class wich can play mad scientist, it needs to be weaker.
These threads are pointless. They will never change the hero power of any class. All the cards are balanced around that hero power, the amount of cards they would have to change would be ridiculous. Way too much work. If you saw the warsong nerf, you know Blizzard dislikes work.