The card is fine. Unless you have specifically wandering monster, most of the other secrets are bad on curve. You sacrifice long term value for mid game tempo. It’s a good card, and perfectly balanced.
Only played all the classes for gold heroes. I play all other classes but Druid. I find its playstyle boring, and haven enjoyed an archetype since vanilla token Druid.
I play mostly control decks, including mage in standard and rogue in wild.
And have to say that mech and elemental "tribes" could have more interaction to player. And i see nothing bad to shuffle a bit the state of lifesteal end game decks.
You are playing on the assumption that you haven't established. That is, why does lifesteal need to be balanced?
You also have to explain why we are removing lifesteal specifically from mech and elementals. That they are 'dead' isn't an explanation as card games do not need a lore reason for a mechanic. We have 'frozen' creatures that can throw knives and fling fireballs at people and oozes are making perfect copies of creatures in ways that spit in the eye of quantum physics. We made a literal force of nature and the embodiment of fire 'repent' and become a white mage to fight against a Cuthulu-based creature created to kill a god that's being born inside a planet.
Point is, the only reason to change a mechanic is either when the mechanic is so broken it's ruining the entire game or when a particular card is inconsistent with other cards (and even that last bit is 'touchy')
I mean you are literally gutting the entire purpose of one of the iconic cards in Boomsday (zilliax) and utterly destroying the entire point to Jaina's DeathKnight. We HAVE gutted cards before (hi Warsong) but we had massive reasons why that's the case (utterly destroying several metas, warping two YEARS' worth of card design, and causing your creators to ragethrow their mouse helps the argument)
So before you get into your ideas on how to fix the problem, how about first explaining what the problem exactly is?
And if it's "It's silly for 'dead' things to heal" ..don't.
Hi, Iandakar. Thanks for the answer.
Agree with Jaina and Ziliax part. It definitelly makes them non-playable and it is bad.
How can i establish assumption without PTR or some form of sandbox? So... i have only assumptions / ideas :)
Personally, i think i should give more details. Whole idea was " you cant lifesteal health from mech / elem creatures when you hit them". But if your elem/mech already have the buff - then yes, it can lifesteal from non mech / non elems...
In terms of iteraction - it should give extra distinctive features to "tribes" as well improve midrange decks WR vs Kingsbane rogue.
Thanks for the explanation. It was interesting to read.
As well as other comments. I will not answer for some of them, i hope you dont be upset with that :)
There was an interesting point about lifesteal overkill. It definitelly looks strange to be healed by 12 when the creature has 1 hp.
Having read this, you need to articulate this point in your original post. How it reads now is that elementals and mechs shouldn’t be able to steal life. When it should read that you shouldn’t be able to steal life from an elemental or mech. Still a bad idea, but at least your point is clear this way.
This barely deserved to be an epic card, never mind a legendary.
Ladies and gentleman, this is why Hearthstone fucking sucks lol.
Not because of the developers or the cards, but because the cards aren't simple enough for the people.
If it requires you to think, to employ strategy, then it's a terrible card.
You consider this a thought provoking, skill testing card? Please.... This game doesn’t have those aspects, it’s deliberately dumbed down. That’s why it’s fun to play just a couple of games here and there. Leave the incessant grinding to the easily entertained.
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Done
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Oh man, I love this thread.
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There’s been much worse times than now in the lifetime of the game. Up until Dirty Rat, combo breakers didn’t exist.
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The card is fine. Unless you have specifically wandering monster, most of the other secrets are bad on curve. You sacrifice long term value for mid game tempo. It’s a good card, and perfectly balanced.
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Drshankax#2680
eu
trade, you go first
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Drshankax#2680
eu
trade, you go first.
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Been this way with every expansion. Unless a completely broken deck is found early on.
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Well I won ten in a row, guess it’s the player, not the deck.
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Only played all the classes for gold heroes. I play all other classes but Druid. I find its playstyle boring, and haven enjoyed an archetype since vanilla token Druid.
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Having read this, you need to articulate this point in your original post. How it reads now is that elementals and mechs shouldn’t be able to steal life. When it should read that you shouldn’t be able to steal life from an elemental or mech. Still a bad idea, but at least your point is clear this way.
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Lifesteal is underpowered in a lot of cases. It’s absolutly fine where it is.
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It’s a curated Yogg. Excellent! Can’t wait to play with this.
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Boring utility.
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Bonkers in Wild! Can’t wait to play with this one.
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You consider this a thought provoking, skill testing card? Please.... This game doesn’t have those aspects, it’s deliberately dumbed down. That’s why it’s fun to play just a couple of games here and there. Leave the incessant grinding to the easily entertained.