"Increasing the randomness can increase the skill. Crackle isn't as obviously manipulable as Knife Juggler but the question remains when do I play it and do I risk playing it on something with more then 3 health? Do I have a backup if it doesn't work out? I think it represents intense skill and just feels bad when you lose. We can make it feel better or worse but I think it adds additional skill to the game."
Well this statement just made me lose a bit of faith in hearthstone future, very sad.
1
It's OK to be suspicious at things because bugs exist in games, even in Hearthstone just like we saw with Nat Pagle. Anyway, I just played 10 games vs innkeeper and here are my results:
2dmg : 7
3dmg: 12
3dmg: 11
If you combine mine and claeshj's results with OP's, you get 44%, 28%, 27% chance respectively. At this point, I'd say that OP just had really unlucky RNG moments, not that a card is bugged.
18
Of course new players feel daunting when you keep releasing OP cards over time.
ConsiderPiloted Shredder. This card blew out the 4 drop competition and cards such as Chillwind Yeti, Dragonling Mechanic, Gnomish Inventor or Sen'jin Shieldmasta see almost no play. One over the top card effectively "nerfed" all other cards in this case. After Leeroy Jenkins got nerfed Arcane Golem saw more use. As far as card balancing goes, it was a very good one since some decks do run Leeroy Jenkins even in TGT.
You have to make more powerful cards in new expansions? Wrong again. Consider how an uninteresting, stricktly worse than Frostbolt card such as Darkbomb became a staple in many Warlock decks (granted that it came around as Soulfire was nerfed). Then we got Quick Shot because Hunters surely didn't have enough face damage. It's not like their hero power does face damage through taunts. God forbid making it deal 2 dmg like Lava Shock or hit only minions like Flamecannon.
I admit that hindsight is 20/20 but Blizzard is just making it so easy for me. For any new cards, if you are on the fence whether to make it slightly better than old cards are slightly worse, always go for slightly worse, especially if you are going to resist changing/banning cards in the future. Any new cards added to the game will potentially have synergy with old cards making stronger new decks.
This isn't rocket science. And I refuse to believe that developers at Blizzard are unaware of this simple fact. What I believe is happening is that just as it happened at other companies, the quality of games at Blizzard are compromised by business interest. "What do you mean nerf the new card, isn't that a good thing since people will buy more packs?" Nevermind that in the long term it will actually hurt the business. This isn't WOW or Diablo where you could just make old content obsolete, yet Blizzard is heading in that direction while giving us BS excuses. "chat channels are no necessary in battlenet" "lol doesn't need sandbox mode; and technology isn't there yet for replay" "you don't need more than 9 deck slots" "simcity doesn't work in offline mode" "we want cards to feel real" There's a limit on how much white lie players will tolerate and Blizzard is really pushing it these days.
9
What a joke. What really devalues a card is few OP cards/decks completely trashing other cards/decks.
Also, if they are going to bizarrely insist treating cards as "real" now and resist changing them, then maybe we should start banning certain cards from play just like real card game would do. Let's see how good people would feel then?
A real card can get banned, but you won't change a digital card because it wouldn't feel real? This argument is as bad as "you don't need more than 9 deck slots."
-21
1/4 is a reasonable stat for a 2 mana minion. Getting +1 attack and Taunt if holding a dragon is also not so bad.
Unfortunately, Dragon Priest is not good enough to see competitive play. This card and the rest of TGT will do little to change that.
1
Rogue's own Shadowform
aka 'not gonna see play even if it costed 1 less mana'
2
Like you said it makes your hero power almost like casting Power of the Wild, so it is a proper comparison. At worst it's just 4/3 body if you couldn't manage to use hero power.
3
It might actually see some play. It could replace 1 Light of the Naaru in decks that run 2 of them, or just an additional card in those types of decks.
However, I don't think you'd want to run 2 copies this one. It's mana efficient, but not card efficient unless comboed with Auchenai Soulpriest. Maybe some synergy with Holy Champion but it is unclear how good that combo will turn out.
Oh also I think this card raises the value of Prophet Velen a bit.
2
This is not a "different" or "creative" card.
Crazed Alchemist saw very limited use,
and often it's used to target enemies which this card is incapable of.Inner Fire is a better, single-target version of this card, and it also saw limited use in dedicated decks running likes of Deathlord and Gilblin Stalker. Does this card make that deck better? No it does not, as the deck' typical gameplay gives you only one viable target for Inner Fire at any given time.
If new viable priest deck utilizing health-to-attack concept were to emerge in the future, cards I mentioned would see use first.
This card is for Burgle, Nexus-Champion Saraad, Spellslinger and Nefarian.
Edit: Forgot that this affects all minions, so I scratched out that part. However, it now means that it could potentially benefit your opponent as well. So the point largely still stands.
3
I'm not yet convinced that this would be worthwhile.
2
It's not comparable to Stormwind Champion. Power of the Wild is a proper comparison.